OpenGLRenderer.cpp revision eecff56fed5dd5206acfbc5007b4912081b36d3b
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 <GpuMemoryTracker.h> 18#include "OpenGLRenderer.h" 19 20#include "Canvas.h" 21#include "DeferredDisplayList.h" 22#include "GammaFontRenderer.h" 23#include "Glop.h" 24#include "GlopBuilder.h" 25#include "Patch.h" 26#include "PathTessellator.h" 27#include "Properties.h" 28#include "RenderNode.h" 29#include "renderstate/MeshState.h" 30#include "renderstate/RenderState.h" 31#include "ShadowTessellator.h" 32#include "SkiaShader.h" 33#include "Vector.h" 34#include "VertexBuffer.h" 35#include "utils/GLUtils.h" 36#include "utils/PaintUtils.h" 37#include "utils/TraceUtils.h" 38 39#include <stdlib.h> 40#include <stdint.h> 41#include <sys/types.h> 42 43#include <SkColor.h> 44#include <SkPaintDefaults.h> 45#include <SkPathOps.h> 46#include <SkShader.h> 47#include <SkTypeface.h> 48 49#include <utils/Log.h> 50#include <utils/StopWatch.h> 51 52#include <private/hwui/DrawGlInfo.h> 53 54#include <ui/Rect.h> 55 56#if DEBUG_DETAILED_EVENTS 57 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__) 58#else 59 #define EVENT_LOGD(...) 60#endif 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 , mDirty(false) 76 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN}) 77 , mLightRadius(FLT_MIN) 78 , mAmbientShadowAlpha(0) 79 , mSpotShadowAlpha(0) { 80} 81 82OpenGLRenderer::~OpenGLRenderer() { 83 // The context has already been destroyed at this point, do not call 84 // GL APIs. All GL state should be kept in Caches.h 85} 86 87void OpenGLRenderer::initProperties() { 88 char property[PROPERTY_VALUE_MAX]; 89 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 90 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 91 INIT_LOGD(" Scissor optimization %s", 92 mScissorOptimizationDisabled ? "disabled" : "enabled"); 93 } else { 94 INIT_LOGD(" Scissor optimization enabled"); 95 } 96} 97 98void OpenGLRenderer::initLight(float lightRadius, uint8_t ambientShadowAlpha, 99 uint8_t spotShadowAlpha) { 100 mLightRadius = lightRadius; 101 mAmbientShadowAlpha = ambientShadowAlpha; 102 mSpotShadowAlpha = spotShadowAlpha; 103} 104 105void OpenGLRenderer::setLightCenter(const Vector3& lightCenter) { 106 mLightCenter = lightCenter; 107} 108 109/////////////////////////////////////////////////////////////////////////////// 110// Setup 111/////////////////////////////////////////////////////////////////////////////// 112 113void OpenGLRenderer::onViewportInitialized() { 114 glDisable(GL_DITHER); 115 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 116} 117 118void OpenGLRenderer::setupFrameState(int viewportWidth, int viewportHeight, 119 float left, float top, float right, float bottom, bool opaque) { 120 mCaches.clearGarbage(); 121 mState.initializeSaveStack(viewportWidth, viewportHeight, 122 left, top, right, bottom, mLightCenter); 123 mOpaque = opaque; 124 mTilingClip.set(left, top, right, bottom); 125} 126 127void OpenGLRenderer::startFrame() { 128 if (mFrameStarted) return; 129 mFrameStarted = true; 130 131 mState.setDirtyClip(true); 132 133 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 134 135 mRenderState.setViewport(mState.getWidth(), mState.getHeight()); 136 137 debugOverdraw(true, true); 138 139 clear(mTilingClip.left, mTilingClip.top, 140 mTilingClip.right, mTilingClip.bottom, mOpaque); 141} 142 143void OpenGLRenderer::prepareDirty(int viewportWidth, int viewportHeight, 144 float left, float top, float right, float bottom, bool opaque) { 145 146 setupFrameState(viewportWidth, viewportHeight, left, top, right, bottom, opaque); 147 148 // Layer renderers will start the frame immediately 149 // The framebuffer renderer will first defer the display list 150 // for each layer and wait until the first drawing command 151 // to start the frame 152 if (currentSnapshot()->fbo == 0) { 153 mRenderState.blend().syncEnabled(); 154 updateLayers(); 155 } else { 156 startFrame(); 157 } 158} 159 160void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 161 // If we know that we are going to redraw the entire framebuffer, 162 // perform a discard to let the driver know we don't need to preserve 163 // the back buffer for this frame. 164 if (mCaches.extensions().hasDiscardFramebuffer() && 165 left <= 0.0f && top <= 0.0f && right >= mState.getWidth() && bottom >= mState.getHeight()) { 166 const bool isFbo = getTargetFbo() == 0; 167 const GLenum attachments[] = { 168 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 169 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 170 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 171 } 172} 173 174void OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 175 if (!opaque) { 176 mRenderState.scissor().setEnabled(true); 177 mRenderState.scissor().set(left, getViewportHeight() - bottom, right - left, bottom - top); 178 glClear(GL_COLOR_BUFFER_BIT); 179 mDirty = true; 180 return; 181 } 182 183 mRenderState.scissor().reset(); 184} 185 186bool OpenGLRenderer::finish() { 187 renderOverdraw(); 188 mTempPaths.clear(); 189 190 // When finish() is invoked on FBO 0 we've reached the end 191 // of the current frame 192 if (getTargetFbo() == 0) { 193 mCaches.pathCache.trim(); 194 mCaches.tessellationCache.trim(); 195 } 196 197 if (!suppressErrorChecks()) { 198 GL_CHECKPOINT(); 199 200#if DEBUG_MEMORY_USAGE 201 mCaches.dumpMemoryUsage(); 202 GPUMemoryTracker::dump(); 203#else 204 if (Properties::debugLevel & kDebugMemory) { 205 mCaches.dumpMemoryUsage(); 206 } 207#endif 208 } 209 210 mFrameStarted = false; 211 212 return reportAndClearDirty(); 213} 214 215void OpenGLRenderer::resumeAfterLayer() { 216 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 217 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 218 debugOverdraw(true, false); 219 220 mRenderState.scissor().reset(); 221 dirtyClip(); 222} 223 224void OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 225 if (mState.currentlyIgnored()) return; 226 227 Rect clip(mState.currentRenderTargetClip()); 228 clip.snapToPixelBoundaries(); 229 230 // Since we don't know what the functor will draw, let's dirty 231 // the entire clip region 232 if (hasLayer()) { 233 dirtyLayerUnchecked(clip, getRegion()); 234 } 235 236 DrawGlInfo info; 237 info.clipLeft = clip.left; 238 info.clipTop = clip.top; 239 info.clipRight = clip.right; 240 info.clipBottom = clip.bottom; 241 info.isLayer = hasLayer(); 242 info.width = getViewportWidth(); 243 info.height = getViewportHeight(); 244 currentTransform()->copyTo(&info.transform[0]); 245 246 bool prevDirtyClip = mState.getDirtyClip(); 247 // setup GL state for functor 248 if (mState.getDirtyClip()) { 249 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 250 } 251 if (mRenderState.scissor().setEnabled(true) || prevDirtyClip) { 252 setScissorFromClip(); 253 } 254 255 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 256 // Scissor may have been modified, reset dirty clip 257 dirtyClip(); 258 259 mDirty = true; 260} 261 262/////////////////////////////////////////////////////////////////////////////// 263// Debug 264/////////////////////////////////////////////////////////////////////////////// 265 266void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { 267#if DEBUG_DETAILED_EVENTS 268 const int BUFFER_SIZE = 256; 269 va_list ap; 270 char buf[BUFFER_SIZE]; 271 272 va_start(ap, fmt); 273 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 274 va_end(ap); 275 276 eventMark(buf); 277#endif 278} 279 280 281void OpenGLRenderer::eventMark(const char* name) const { 282 mCaches.eventMark(0, name); 283} 284 285void OpenGLRenderer::startMark(const char* name) const { 286 mCaches.startMark(0, name); 287} 288 289void OpenGLRenderer::endMark() const { 290 mCaches.endMark(); 291} 292 293void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 294 mRenderState.debugOverdraw(enable, clear); 295} 296 297void OpenGLRenderer::renderOverdraw() { 298 if (Properties::debugOverdraw && getTargetFbo() == 0) { 299 const Rect* clip = &mTilingClip; 300 301 mRenderState.scissor().setEnabled(true); 302 mRenderState.scissor().set(clip->left, 303 mState.firstSnapshot()->getViewportHeight() - clip->bottom, 304 clip->right - clip->left, 305 clip->bottom - clip->top); 306 307 // 1x overdraw 308 mRenderState.stencil().enableDebugTest(2); 309 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 310 311 // 2x overdraw 312 mRenderState.stencil().enableDebugTest(3); 313 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 314 315 // 3x overdraw 316 mRenderState.stencil().enableDebugTest(4); 317 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 318 319 // 4x overdraw and higher 320 mRenderState.stencil().enableDebugTest(4, true); 321 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 322 323 mRenderState.stencil().disable(); 324 } 325} 326 327/////////////////////////////////////////////////////////////////////////////// 328// Layers 329/////////////////////////////////////////////////////////////////////////////// 330 331bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 332 if (layer->deferredUpdateScheduled && layer->renderer 333 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 334 335 if (inFrame) { 336 debugOverdraw(false, false); 337 } 338 339 if (CC_UNLIKELY(inFrame || Properties::drawDeferDisabled)) { 340 layer->render(*this); 341 } else { 342 layer->defer(*this); 343 } 344 345 if (inFrame) { 346 resumeAfterLayer(); 347 } 348 349 layer->debugDrawUpdate = Properties::debugLayersUpdates; 350 layer->hasDrawnSinceUpdate = false; 351 352 return true; 353 } 354 355 return false; 356} 357 358void OpenGLRenderer::updateLayers() { 359 // If draw deferring is enabled this method will simply defer 360 // the display list of each individual layer. The layers remain 361 // in the layer updates list which will be cleared by flushLayers(). 362 int count = mLayerUpdates.size(); 363 if (count > 0) { 364 if (CC_UNLIKELY(Properties::drawDeferDisabled)) { 365 startMark("Layer Updates"); 366 } else { 367 startMark("Defer Layer Updates"); 368 } 369 370 // Note: it is very important to update the layers in order 371 for (int i = 0; i < count; i++) { 372 Layer* layer = mLayerUpdates[i].get(); 373 updateLayer(layer, false); 374 } 375 376 if (CC_UNLIKELY(Properties::drawDeferDisabled)) { 377 mLayerUpdates.clear(); 378 mRenderState.bindFramebuffer(getTargetFbo()); 379 } 380 endMark(); 381 } 382} 383 384void OpenGLRenderer::flushLayers() { 385 int count = mLayerUpdates.size(); 386 if (count > 0) { 387 startMark("Apply Layer Updates"); 388 389 // Note: it is very important to update the layers in order 390 for (int i = 0; i < count; i++) { 391 mLayerUpdates[i]->flush(); 392 } 393 394 mLayerUpdates.clear(); 395 mRenderState.bindFramebuffer(getTargetFbo()); 396 397 endMark(); 398 } 399} 400 401void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 402 if (layer) { 403 // Make sure we don't introduce duplicates. 404 // SortedVector would do this automatically but we need to respect 405 // the insertion order. The linear search is not an issue since 406 // this list is usually very short (typically one item, at most a few) 407 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 408 if (mLayerUpdates[i] == layer) { 409 return; 410 } 411 } 412 mLayerUpdates.push_back(layer); 413 } 414} 415 416void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 417 if (layer) { 418 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 419 if (mLayerUpdates[i] == layer) { 420 mLayerUpdates.erase(mLayerUpdates.begin() + i); 421 break; 422 } 423 } 424 } 425} 426 427void OpenGLRenderer::flushLayerUpdates() { 428 ATRACE_NAME("Update HW Layers"); 429 mRenderState.blend().syncEnabled(); 430 updateLayers(); 431 flushLayers(); 432 // Wait for all the layer updates to be executed 433 glFinish(); 434} 435 436void OpenGLRenderer::markLayersAsBuildLayers() { 437 for (size_t i = 0; i < mLayerUpdates.size(); i++) { 438 mLayerUpdates[i]->wasBuildLayered = true; 439 } 440} 441 442/////////////////////////////////////////////////////////////////////////////// 443// State management 444/////////////////////////////////////////////////////////////////////////////// 445 446void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 447 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 448 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 449 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 450 451 if (restoreViewport) { 452 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 453 } 454 455 if (restoreClip) { 456 dirtyClip(); 457 } 458 459 if (restoreLayer) { 460 endMark(); // Savelayer 461 ATRACE_END(); // SaveLayer 462 startMark("ComposeLayer"); 463 composeLayer(removed, restored); 464 endMark(); 465 } 466} 467 468/////////////////////////////////////////////////////////////////////////////// 469// Layers 470/////////////////////////////////////////////////////////////////////////////// 471 472int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 473 const SkPaint* paint, int flags, const SkPath* convexMask) { 474 // force matrix/clip isolation for layer 475 flags |= SaveFlags::MatrixClip; 476 477 const int count = mState.saveSnapshot(flags); 478 479 if (!mState.currentlyIgnored()) { 480 createLayer(left, top, right, bottom, paint, flags, convexMask); 481 } 482 483 return count; 484} 485 486void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 487 const Rect untransformedBounds(bounds); 488 489 currentTransform()->mapRect(bounds); 490 491 // Layers only make sense if they are in the framebuffer's bounds 492 bounds.doIntersect(mState.currentRenderTargetClip()); 493 if (!bounds.isEmpty()) { 494 // We cannot work with sub-pixels in this case 495 bounds.snapToPixelBoundaries(); 496 497 // When the layer is not an FBO, we may use glCopyTexImage so we 498 // need to make sure the layer does not extend outside the bounds 499 // of the framebuffer 500 const Snapshot& previous = *(currentSnapshot()->previous); 501 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 502 503 bounds.doIntersect(previousViewport); 504 if (!bounds.isEmpty() && fboLayer) { 505 clip.set(bounds); 506 mat4 inverse; 507 inverse.loadInverse(*currentTransform()); 508 inverse.mapRect(clip); 509 clip.snapToPixelBoundaries(); 510 clip.doIntersect(untransformedBounds); 511 if (!clip.isEmpty()) { 512 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 513 bounds.set(untransformedBounds); 514 } 515 } 516 } 517} 518 519void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 520 bool fboLayer, int alpha) { 521 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 522 bounds.getHeight() > mCaches.maxTextureSize || 523 (fboLayer && clip.isEmpty())) { 524 writableSnapshot()->empty = fboLayer; 525 } else { 526 writableSnapshot()->invisible = writableSnapshot()->invisible || (alpha <= 0 && fboLayer); 527 } 528} 529 530int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 531 const SkPaint* paint, int flags) { 532 const int count = mState.saveSnapshot(flags); 533 534 if (!mState.currentlyIgnored() && (flags & SaveFlags::ClipToLayer)) { 535 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 536 // operations will be able to store and restore the current clip and transform info, and 537 // quick rejection will be correct (for display lists) 538 539 Rect bounds(left, top, right, bottom); 540 Rect clip; 541 calculateLayerBoundsAndClip(bounds, clip, true); 542 updateSnapshotIgnoreForLayer(bounds, clip, true, PaintUtils::getAlphaDirect(paint)); 543 544 if (!mState.currentlyIgnored()) { 545 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 546 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 547 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 548 writableSnapshot()->roundRectClipState = nullptr; 549 } 550 } 551 552 return count; 553} 554 555/** 556 * Layers are viewed by Skia are slightly different than layers in image editing 557 * programs (for instance.) When a layer is created, previously created layers 558 * and the frame buffer still receive every drawing command. For instance, if a 559 * layer is created and a shape intersecting the bounds of the layers and the 560 * framebuffer is draw, the shape will be drawn on both (unless the layer was 561 * created with the SaveFlags::ClipToLayer flag.) 562 * 563 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 564 * texture. Unfortunately, this is inefficient as it requires every primitive to 565 * be drawn n + 1 times, where n is the number of active layers. In practice this 566 * means, for every primitive: 567 * - Switch active frame buffer 568 * - Change viewport, clip and projection matrix 569 * - Issue the drawing 570 * 571 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 572 * To avoid this, layers are implemented in a different way here, at least in the 573 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 574 * is set. When this flag is set we can redirect all drawing operations into a 575 * single FBO. 576 * 577 * This implementation relies on the frame buffer being at least RGBA 8888. When 578 * a layer is created, only a texture is created, not an FBO. The content of the 579 * frame buffer contained within the layer's bounds is copied into this texture 580 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 581 * buffer and drawing continues as normal. This technique therefore treats the 582 * frame buffer as a scratch buffer for the layers. 583 * 584 * To compose the layers back onto the frame buffer, each layer texture 585 * (containing the original frame buffer data) is drawn as a simple quad over 586 * the frame buffer. The trick is that the quad is set as the composition 587 * destination in the blending equation, and the frame buffer becomes the source 588 * of the composition. 589 * 590 * Drawing layers with an alpha value requires an extra step before composition. 591 * An empty quad is drawn over the layer's region in the frame buffer. This quad 592 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 593 * quad is used to multiply the colors in the frame buffer. This is achieved by 594 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 595 * GL_ZERO, GL_SRC_ALPHA. 596 * 597 * Because glCopyTexImage2D() can be slow, an alternative implementation might 598 * be use to draw a single clipped layer. The implementation described above 599 * is correct in every case. 600 * 601 * (1) The frame buffer is actually not cleared right away. To allow the GPU 602 * to potentially optimize series of calls to glCopyTexImage2D, the frame 603 * buffer is left untouched until the first drawing operation. Only when 604 * something actually gets drawn are the layers regions cleared. 605 */ 606bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 607 const SkPaint* paint, int flags, const SkPath* convexMask) { 608 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 609 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 610 611 const bool fboLayer = flags & SaveFlags::ClipToLayer; 612 613 // Window coordinates of the layer 614 Rect clip; 615 Rect bounds(left, top, right, bottom); 616 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 617 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, PaintUtils::getAlphaDirect(paint)); 618 619 // Bail out if we won't draw in this snapshot 620 if (mState.currentlyIgnored()) { 621 return false; 622 } 623 624 mCaches.textureState().activateTexture(0); 625 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 626 if (!layer) { 627 return false; 628 } 629 630 layer->setPaint(paint); 631 layer->layer.set(bounds); 632 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 633 bounds.getWidth() / float(layer->getWidth()), 0.0f); 634 635 layer->setBlend(true); 636 layer->setDirty(false); 637 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 638 639 // Save the layer in the snapshot 640 writableSnapshot()->flags |= Snapshot::kFlagIsLayer; 641 writableSnapshot()->layer = layer; 642 643 ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u", 644 fboLayer ? "" : "unclipped ", 645 layer->getWidth(), layer->getHeight()); 646 startMark("SaveLayer"); 647 if (fboLayer) { 648 return createFboLayer(layer, bounds, clip); 649 } else { 650 // Copy the framebuffer into the layer 651 layer->bindTexture(); 652 if (!bounds.isEmpty()) { 653 if (layer->isEmpty()) { 654 // Workaround for some GL drivers. When reading pixels lying outside 655 // of the window we should get undefined values for those pixels. 656 // Unfortunately some drivers will turn the entire target texture black 657 // when reading outside of the window. 658 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 659 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); 660 layer->setEmpty(false); 661 } 662 663 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 664 bounds.left, getViewportHeight() - bounds.bottom, 665 bounds.getWidth(), bounds.getHeight()); 666 667 // Enqueue the buffer coordinates to clear the corresponding region later 668 mLayers.push_back(Rect(bounds)); 669 } 670 } 671 672 return true; 673} 674 675bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 676 layer->clipRect.set(clip); 677 layer->setFbo(mRenderState.genFramebuffer()); 678 679 writableSnapshot()->region = &writableSnapshot()->layer->region; 680 writableSnapshot()->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 681 writableSnapshot()->fbo = layer->getFbo(); 682 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 683 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 684 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 685 writableSnapshot()->roundRectClipState = nullptr; 686 687 debugOverdraw(false, false); 688 // Bind texture to FBO 689 mRenderState.bindFramebuffer(layer->getFbo()); 690 layer->bindTexture(); 691 692 // Initialize the texture if needed 693 if (layer->isEmpty()) { 694 layer->allocateTexture(); 695 layer->setEmpty(false); 696 } 697 698 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 699 layer->getTextureId(), 0); 700 701 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 702 mRenderState.scissor().setEnabled(true); 703 mRenderState.scissor().set(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 704 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 705 glClear(GL_COLOR_BUFFER_BIT); 706 707 dirtyClip(); 708 709 // Change the ortho projection 710 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 711 return true; 712} 713 714/** 715 * Read the documentation of createLayer() before doing anything in this method. 716 */ 717void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 718 if (!removed.layer) { 719 ALOGE("Attempting to compose a layer that does not exist"); 720 return; 721 } 722 723 Layer* layer = removed.layer; 724 const Rect& rect = layer->layer; 725 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 726 727 bool clipRequired = false; 728 mState.calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 729 &clipRequired, nullptr, false); // safely ignore return, should never be rejected 730 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 731 732 if (fboLayer) { 733 // Detach the texture from the FBO 734 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 735 736 layer->removeFbo(false); 737 738 // Unbind current FBO and restore previous one 739 mRenderState.bindFramebuffer(restored.fbo); 740 debugOverdraw(true, false); 741 } 742 743 if (!fboLayer && layer->getAlpha() < 255) { 744 SkPaint layerPaint; 745 layerPaint.setAlpha(layer->getAlpha()); 746 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 747 layerPaint.setColorFilter(layer->getColorFilter()); 748 749 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 750 // Required below, composeLayerRect() will divide by 255 751 layer->setAlpha(255); 752 } 753 754 mRenderState.meshState().unbindMeshBuffer(); 755 756 mCaches.textureState().activateTexture(0); 757 758 // When the layer is stored in an FBO, we can save a bit of fillrate by 759 // drawing only the dirty region 760 if (fboLayer) { 761 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 762 composeLayerRegion(layer, rect); 763 } else if (!rect.isEmpty()) { 764 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 765 766 save(0); 767 // the layer contains screen buffer content that shouldn't be alpha modulated 768 // (and any necessary alpha modulation was handled drawing into the layer) 769 writableSnapshot()->alpha = 1.0f; 770 composeLayerRectSwapped(layer, rect); 771 restore(); 772 } 773 774 dirtyClip(); 775 776 // Failing to add the layer to the cache should happen only if the layer is too large 777 layer->setConvexMask(nullptr); 778 if (!mCaches.layerCache.put(layer)) { 779 LAYER_LOGD("Deleting layer"); 780 layer->decStrong(nullptr); 781 } 782} 783 784void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 785 const bool tryToSnap = !layer->getForceFilter() 786 && layer->getWidth() == (uint32_t) rect.getWidth() 787 && layer->getHeight() == (uint32_t) rect.getHeight(); 788 Glop glop; 789 GlopBuilder(mRenderState, mCaches, &glop) 790 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 791 .setMeshTexturedUvQuad(nullptr, Rect(0, 1, 1, 0)) // TODO: simplify with VBO 792 .setFillTextureLayer(*layer, getLayerAlpha(layer)) 793 .setTransform(*currentSnapshot(), TransformFlags::None) 794 .setModelViewMapUnitToRectOptionalSnap(tryToSnap, rect) 795 .build(); 796 renderGlop(glop); 797} 798 799void OpenGLRenderer::composeLayerRectSwapped(Layer* layer, const Rect& rect) { 800 Glop glop; 801 GlopBuilder(mRenderState, mCaches, &glop) 802 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 803 .setMeshTexturedUvQuad(nullptr, layer->texCoords) 804 .setFillLayer(layer->getTexture(), layer->getColorFilter(), 805 getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::Swap) 806 .setTransform(*currentSnapshot(), TransformFlags::MeshIgnoresCanvasTransform) 807 .setModelViewMapUnitToRect(rect) 808 .build(); 809 renderGlop(glop); 810} 811 812void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect) { 813 if (layer->isTextureLayer()) { 814 EVENT_LOGD("composeTextureLayerRect"); 815 drawTextureLayer(layer, rect); 816 } else { 817 EVENT_LOGD("composeHardwareLayerRect"); 818 819 const bool tryToSnap = layer->getWidth() == static_cast<uint32_t>(rect.getWidth()) 820 && layer->getHeight() == static_cast<uint32_t>(rect.getHeight()); 821 Glop glop; 822 GlopBuilder(mRenderState, mCaches, &glop) 823 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 824 .setMeshTexturedUvQuad(nullptr, layer->texCoords) 825 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap) 826 .setTransform(*currentSnapshot(), TransformFlags::None) 827 .setModelViewMapUnitToRectOptionalSnap(tryToSnap, rect) 828 .build(); 829 renderGlop(glop); 830 } 831} 832 833/** 834 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 835 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 836 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 837 * by saveLayer's restore 838 */ 839#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 840 DRAW_COMMAND; \ 841 if (CC_UNLIKELY(Properties::debugOverdraw && getTargetFbo() == 0 && COND)) { \ 842 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 843 DRAW_COMMAND; \ 844 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 845 } \ 846 } 847 848#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 849 850// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 851// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 852class LayerShader : public SkShader { 853public: 854 LayerShader(Layer* layer, const SkMatrix* localMatrix) 855 : INHERITED(localMatrix) 856 , mLayer(layer) { 857 } 858 859 virtual bool asACustomShader(void** data) const override { 860 if (data) { 861 *data = static_cast<void*>(mLayer); 862 } 863 return true; 864 } 865 866 virtual bool isOpaque() const override { 867 return !mLayer->isBlend(); 868 } 869 870protected: 871 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 872 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 873 } 874 875 virtual void flatten(SkWriteBuffer&) const override { 876 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 877 } 878 879 virtual Factory getFactory() const override { 880 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 881 return nullptr; 882 } 883private: 884 // Unowned. 885 Layer* mLayer; 886 typedef SkShader INHERITED; 887}; 888 889void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 890 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 891 892 if (layer->getConvexMask()) { 893 save(SaveFlags::MatrixClip); 894 895 // clip to the area of the layer the mask can be larger 896 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 897 898 SkPaint paint; 899 paint.setAntiAlias(true); 900 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 901 902 // create LayerShader to map SaveLayer content into subsequent draw 903 SkMatrix shaderMatrix; 904 shaderMatrix.setTranslate(rect.left, rect.bottom); 905 shaderMatrix.preScale(1, -1); 906 LayerShader layerShader(layer, &shaderMatrix); 907 paint.setShader(&layerShader); 908 909 // Since the drawing primitive is defined in local drawing space, 910 // we don't need to modify the draw matrix 911 const SkPath* maskPath = layer->getConvexMask(); 912 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 913 914 paint.setShader(nullptr); 915 restore(); 916 917 return; 918 } 919 920 if (layer->region.isRect()) { 921 layer->setRegionAsRect(); 922 923 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 924 925 layer->region.clear(); 926 return; 927 } 928 929 EVENT_LOGD("composeLayerRegion"); 930 // standard Region based draw 931 size_t count; 932 const android::Rect* rects; 933 Region safeRegion; 934 if (CC_LIKELY(hasRectToRectTransform())) { 935 rects = layer->region.getArray(&count); 936 } else { 937 safeRegion = Region::createTJunctionFreeRegion(layer->region); 938 rects = safeRegion.getArray(&count); 939 } 940 941 const float texX = 1.0f / float(layer->getWidth()); 942 const float texY = 1.0f / float(layer->getHeight()); 943 const float height = rect.getHeight(); 944 945 TextureVertex quadVertices[count * 4]; 946 TextureVertex* mesh = &quadVertices[0]; 947 for (size_t i = 0; i < count; i++) { 948 const android::Rect* r = &rects[i]; 949 950 const float u1 = r->left * texX; 951 const float v1 = (height - r->top) * texY; 952 const float u2 = r->right * texX; 953 const float v2 = (height - r->bottom) * texY; 954 955 // TODO: Reject quads outside of the clip 956 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 957 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 958 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 959 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 960 } 961 Rect modelRect = Rect(rect.getWidth(), rect.getHeight()); 962 Glop glop; 963 GlopBuilder(mRenderState, mCaches, &glop) 964 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 965 .setMeshTexturedIndexedQuads(&quadVertices[0], count * 6) 966 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap) 967 .setTransform(*currentSnapshot(), TransformFlags::None) 968 .setModelViewOffsetRectSnap(rect.left, rect.top, modelRect) 969 .build(); 970 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop)); 971 972#if DEBUG_LAYERS_AS_REGIONS 973 drawRegionRectsDebug(layer->region); 974#endif 975 976 layer->region.clear(); 977} 978 979#if DEBUG_LAYERS_AS_REGIONS 980void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 981 size_t count; 982 const android::Rect* rects = region.getArray(&count); 983 984 uint32_t colors[] = { 985 0x7fff0000, 0x7f00ff00, 986 0x7f0000ff, 0x7fff00ff, 987 }; 988 989 int offset = 0; 990 int32_t top = rects[0].top; 991 992 for (size_t i = 0; i < count; i++) { 993 if (top != rects[i].top) { 994 offset ^= 0x2; 995 top = rects[i].top; 996 } 997 998 SkPaint paint; 999 paint.setColor(colors[offset + (i & 0x1)]); 1000 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1001 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1002 } 1003} 1004#endif 1005 1006void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1007 Vector<float> rects; 1008 1009 SkRegion::Iterator it(region); 1010 while (!it.done()) { 1011 const SkIRect& r = it.rect(); 1012 rects.push(r.fLeft); 1013 rects.push(r.fTop); 1014 rects.push(r.fRight); 1015 rects.push(r.fBottom); 1016 it.next(); 1017 } 1018 1019 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1020} 1021 1022void OpenGLRenderer::dirtyLayer(const float left, const float top, 1023 const float right, const float bottom, const Matrix4& transform) { 1024 if (hasLayer()) { 1025 Rect bounds(left, top, right, bottom); 1026 transform.mapRect(bounds); 1027 dirtyLayerUnchecked(bounds, getRegion()); 1028 } 1029} 1030 1031void OpenGLRenderer::dirtyLayer(const float left, const float top, 1032 const float right, const float bottom) { 1033 if (hasLayer()) { 1034 Rect bounds(left, top, right, bottom); 1035 dirtyLayerUnchecked(bounds, getRegion()); 1036 } 1037} 1038 1039void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1040 bounds.doIntersect(mState.currentRenderTargetClip()); 1041 if (!bounds.isEmpty()) { 1042 bounds.snapToPixelBoundaries(); 1043 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1044 if (!dirty.isEmpty()) { 1045 region->orSelf(dirty); 1046 } 1047 } 1048} 1049 1050void OpenGLRenderer::clearLayerRegions() { 1051 const size_t quadCount = mLayers.size(); 1052 if (quadCount == 0) return; 1053 1054 if (!mState.currentlyIgnored()) { 1055 EVENT_LOGD("clearLayerRegions"); 1056 // Doing several glScissor/glClear here can negatively impact 1057 // GPUs with a tiler architecture, instead we draw quads with 1058 // the Clear blending mode 1059 1060 // The list contains bounds that have already been clipped 1061 // against their initial clip rect, and the current clip 1062 // is likely different so we need to disable clipping here 1063 bool scissorChanged = mRenderState.scissor().setEnabled(false); 1064 1065 Vertex mesh[quadCount * 4]; 1066 Vertex* vertex = mesh; 1067 1068 for (uint32_t i = 0; i < quadCount; i++) { 1069 const Rect& bounds = mLayers[i]; 1070 1071 Vertex::set(vertex++, bounds.left, bounds.top); 1072 Vertex::set(vertex++, bounds.right, bounds.top); 1073 Vertex::set(vertex++, bounds.left, bounds.bottom); 1074 Vertex::set(vertex++, bounds.right, bounds.bottom); 1075 } 1076 // We must clear the list of dirty rects before we 1077 // call clearLayerRegions() in renderGlop to prevent 1078 // stencil setup from doing the same thing again 1079 mLayers.clear(); 1080 1081 const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform; 1082 Glop glop; 1083 GlopBuilder(mRenderState, mCaches, &glop) 1084 .setRoundRectClipState(nullptr) // clear ignores clip state 1085 .setMeshIndexedQuads(&mesh[0], quadCount) 1086 .setFillClear() 1087 .setTransform(*currentSnapshot(), transformFlags) 1088 .setModelViewOffsetRect(0, 0, Rect(currentSnapshot()->getRenderTargetClip())) 1089 .build(); 1090 renderGlop(glop, GlopRenderType::LayerClear); 1091 1092 if (scissorChanged) mRenderState.scissor().setEnabled(true); 1093 } else { 1094 mLayers.clear(); 1095 } 1096} 1097 1098/////////////////////////////////////////////////////////////////////////////// 1099// State Deferral 1100/////////////////////////////////////////////////////////////////////////////// 1101 1102bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1103 const Rect& currentClip = mState.currentRenderTargetClip(); 1104 const mat4* currentMatrix = currentTransform(); 1105 1106 if (stateDeferFlags & kStateDeferFlag_Draw) { 1107 // state has bounds initialized in local coordinates 1108 if (!state.mBounds.isEmpty()) { 1109 currentMatrix->mapRect(state.mBounds); 1110 Rect clippedBounds(state.mBounds); 1111 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1112 // is used, it should more closely duplicate the quickReject logic (in how it uses 1113 // snapToPixelBoundaries) 1114 1115 clippedBounds.doIntersect(currentClip); 1116 if (clippedBounds.isEmpty()) { 1117 // quick rejected 1118 return true; 1119 } 1120 1121 state.mClipSideFlags = kClipSide_None; 1122 if (!currentClip.contains(state.mBounds)) { 1123 int& flags = state.mClipSideFlags; 1124 // op partially clipped, so record which sides are clipped for clip-aware merging 1125 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1126 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1127 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1128 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1129 } 1130 state.mBounds.set(clippedBounds); 1131 } else { 1132 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1133 // overdraw avoidance (since we don't know what it overlaps) 1134 state.mClipSideFlags = kClipSide_ConservativeFull; 1135 state.mBounds.set(currentClip); 1136 } 1137 } 1138 1139 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1140 if (state.mClipValid) { 1141 state.mClip.set(currentClip); 1142 } 1143 1144 // Transform and alpha always deferred, since they are used by state operations 1145 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1146 state.mMatrix = *currentMatrix; 1147 state.mAlpha = currentSnapshot()->alpha; 1148 1149 // always store/restore, since these are just pointers 1150 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1151 state.mProjectionPathMask = currentSnapshot()->projectionPathMask; 1152 return false; 1153} 1154 1155void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1156 setGlobalMatrix(state.mMatrix); 1157 writableSnapshot()->alpha = state.mAlpha; 1158 writableSnapshot()->roundRectClipState = state.mRoundRectClipState; 1159 writableSnapshot()->projectionPathMask = state.mProjectionPathMask; 1160 1161 if (state.mClipValid && !skipClipRestore) { 1162 writableSnapshot()->setClip(state.mClip.left, state.mClip.top, 1163 state.mClip.right, state.mClip.bottom); 1164 dirtyClip(); 1165 } 1166} 1167 1168/** 1169 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1170 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1171 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1172 * 1173 * This method should be called when restoreDisplayState() won't be restoring the clip 1174 */ 1175void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1176 if (clipRect != nullptr) { 1177 writableSnapshot()->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1178 } else { 1179 writableSnapshot()->setClip(0, 0, mState.getWidth(), mState.getHeight()); 1180 } 1181 dirtyClip(); 1182 bool enableScissor = (clipRect != nullptr) || mScissorOptimizationDisabled; 1183 mRenderState.scissor().setEnabled(enableScissor); 1184} 1185 1186/////////////////////////////////////////////////////////////////////////////// 1187// Clipping 1188/////////////////////////////////////////////////////////////////////////////// 1189 1190void OpenGLRenderer::setScissorFromClip() { 1191 Rect clip(mState.currentRenderTargetClip()); 1192 clip.snapToPixelBoundaries(); 1193 1194 if (mRenderState.scissor().set(clip.left, getViewportHeight() - clip.bottom, 1195 clip.getWidth(), clip.getHeight())) { 1196 mState.setDirtyClip(false); 1197 } 1198} 1199 1200void OpenGLRenderer::ensureStencilBuffer() { 1201 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1202 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1203 // just hope we have one when hasLayer() returns false. 1204 if (hasLayer()) { 1205 attachStencilBufferToLayer(currentSnapshot()->layer); 1206 } 1207} 1208 1209void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1210 // The layer's FBO is already bound when we reach this stage 1211 if (!layer->getStencilRenderBuffer()) { 1212 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1213 Stencil::getLayerStencilFormat(), 1214 layer->getWidth(), layer->getHeight()); 1215 layer->setStencilRenderBuffer(buffer); 1216 } 1217} 1218 1219static void handlePoint(std::vector<Vertex>& rectangleVertices, const Matrix4& transform, 1220 float x, float y) { 1221 Vertex v; 1222 v.x = x; 1223 v.y = y; 1224 transform.mapPoint(v.x, v.y); 1225 rectangleVertices.push_back(v); 1226} 1227 1228static void handlePointNoTransform(std::vector<Vertex>& rectangleVertices, float x, float y) { 1229 Vertex v; 1230 v.x = x; 1231 v.y = y; 1232 rectangleVertices.push_back(v); 1233} 1234 1235void OpenGLRenderer::drawRectangleList(const RectangleList& rectangleList) { 1236 int quadCount = rectangleList.getTransformedRectanglesCount(); 1237 std::vector<Vertex> rectangleVertices(quadCount * 4); 1238 Rect scissorBox = rectangleList.calculateBounds(); 1239 scissorBox.snapToPixelBoundaries(); 1240 for (int i = 0; i < quadCount; ++i) { 1241 const TransformedRectangle& tr(rectangleList.getTransformedRectangle(i)); 1242 const Matrix4& transform = tr.getTransform(); 1243 Rect bounds = tr.getBounds(); 1244 if (transform.rectToRect()) { 1245 transform.mapRect(bounds); 1246 bounds.doIntersect(scissorBox); 1247 if (!bounds.isEmpty()) { 1248 handlePointNoTransform(rectangleVertices, bounds.left, bounds.top); 1249 handlePointNoTransform(rectangleVertices, bounds.right, bounds.top); 1250 handlePointNoTransform(rectangleVertices, bounds.left, bounds.bottom); 1251 handlePointNoTransform(rectangleVertices, bounds.right, bounds.bottom); 1252 } 1253 } else { 1254 handlePoint(rectangleVertices, transform, bounds.left, bounds.top); 1255 handlePoint(rectangleVertices, transform, bounds.right, bounds.top); 1256 handlePoint(rectangleVertices, transform, bounds.left, bounds.bottom); 1257 handlePoint(rectangleVertices, transform, bounds.right, bounds.bottom); 1258 } 1259 } 1260 1261 mRenderState.scissor().set(scissorBox.left, getViewportHeight() - scissorBox.bottom, 1262 scissorBox.getWidth(), scissorBox.getHeight()); 1263 const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform; 1264 Glop glop; 1265 Vertex* vertices = &rectangleVertices[0]; 1266 GlopBuilder(mRenderState, mCaches, &glop) 1267 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1268 .setMeshIndexedQuads(vertices, rectangleVertices.size() / 4) 1269 .setFillBlack() 1270 .setTransform(*currentSnapshot(), transformFlags) 1271 .setModelViewOffsetRect(0, 0, scissorBox) 1272 .build(); 1273 renderGlop(glop); 1274} 1275 1276void OpenGLRenderer::setStencilFromClip() { 1277 if (!Properties::debugOverdraw) { 1278 if (!currentSnapshot()->clipIsSimple()) { 1279 int incrementThreshold; 1280 EVENT_LOGD("setStencilFromClip - enabling"); 1281 1282 // NOTE: The order here is important, we must set dirtyClip to false 1283 // before any draw call to avoid calling back into this method 1284 mState.setDirtyClip(false); 1285 1286 ensureStencilBuffer(); 1287 1288 const ClipArea& clipArea = currentSnapshot()->getClipArea(); 1289 1290 bool isRectangleList = clipArea.isRectangleList(); 1291 if (isRectangleList) { 1292 incrementThreshold = clipArea.getRectangleList().getTransformedRectanglesCount(); 1293 } else { 1294 incrementThreshold = 0; 1295 } 1296 1297 mRenderState.stencil().enableWrite(incrementThreshold); 1298 1299 // Clean and update the stencil, but first make sure we restrict drawing 1300 // to the region's bounds 1301 bool resetScissor = mRenderState.scissor().setEnabled(true); 1302 if (resetScissor) { 1303 // The scissor was not set so we now need to update it 1304 setScissorFromClip(); 1305 } 1306 1307 mRenderState.stencil().clear(); 1308 1309 // stash and disable the outline clip state, since stencil doesn't account for outline 1310 bool storedSkipOutlineClip = mSkipOutlineClip; 1311 mSkipOutlineClip = true; 1312 1313 SkPaint paint; 1314 paint.setColor(SK_ColorBLACK); 1315 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1316 1317 if (isRectangleList) { 1318 drawRectangleList(clipArea.getRectangleList()); 1319 } else { 1320 // NOTE: We could use the region contour path to generate a smaller mesh 1321 // Since we are using the stencil we could use the red book path 1322 // drawing technique. It might increase bandwidth usage though. 1323 1324 // The last parameter is important: we are not drawing in the color buffer 1325 // so we don't want to dirty the current layer, if any 1326 drawRegionRects(clipArea.getClipRegion(), paint, false); 1327 } 1328 if (resetScissor) mRenderState.scissor().setEnabled(false); 1329 mSkipOutlineClip = storedSkipOutlineClip; 1330 1331 mRenderState.stencil().enableTest(incrementThreshold); 1332 1333 // Draw the region used to generate the stencil if the appropriate debug 1334 // mode is enabled 1335 // TODO: Implement for rectangle list clip areas 1336 if (Properties::debugStencilClip == StencilClipDebug::ShowRegion 1337 && !clipArea.isRectangleList()) { 1338 paint.setColor(0x7f0000ff); 1339 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1340 drawRegionRects(currentSnapshot()->getClipRegion(), paint); 1341 } 1342 } else { 1343 EVENT_LOGD("setStencilFromClip - disabling"); 1344 mRenderState.stencil().disable(); 1345 } 1346 } 1347} 1348 1349/** 1350 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1351 * 1352 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1353 * style, and tessellated AA ramp 1354 */ 1355bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1356 const SkPaint* paint) { 1357 bool snapOut = paint && paint->isAntiAlias(); 1358 1359 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1360 float outset = paint->getStrokeWidth() * 0.5f; 1361 left -= outset; 1362 top -= outset; 1363 right += outset; 1364 bottom += outset; 1365 } 1366 1367 bool clipRequired = false; 1368 bool roundRectClipRequired = false; 1369 if (mState.calculateQuickRejectForScissor(left, top, right, bottom, 1370 &clipRequired, &roundRectClipRequired, snapOut)) { 1371 return true; 1372 } 1373 1374 // not quick rejected, so enable the scissor if clipRequired 1375 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 1376 mSkipOutlineClip = !roundRectClipRequired; 1377 return false; 1378} 1379 1380void OpenGLRenderer::debugClip() { 1381#if DEBUG_CLIP_REGIONS 1382 if (!currentSnapshot()->clipRegion->isEmpty()) { 1383 SkPaint paint; 1384 paint.setColor(0x7f00ff00); 1385 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1386 1387 } 1388#endif 1389} 1390 1391void OpenGLRenderer::renderGlop(const Glop& glop, GlopRenderType type) { 1392 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1393 // changes the scissor test state 1394 if (type != GlopRenderType::LayerClear) { 1395 // Regular draws need to clear the dirty area on the layer before they start drawing on top 1396 // of it. If this draw *is* a layer clear, it skips the clear step (since it would 1397 // infinitely recurse) 1398 clearLayerRegions(); 1399 } 1400 1401 if (mState.getDirtyClip()) { 1402 if (mRenderState.scissor().isEnabled()) { 1403 setScissorFromClip(); 1404 } 1405 1406 setStencilFromClip(); 1407 } 1408 mRenderState.render(glop, currentSnapshot()->getOrthoMatrix()); 1409 if (type == GlopRenderType::Standard && !mRenderState.stencil().isWriteEnabled()) { 1410 // TODO: specify more clearly when a draw should dirty the layer. 1411 // is writing to the stencil the only time we should ignore this? 1412 dirtyLayer(glop.bounds.left, glop.bounds.top, glop.bounds.right, glop.bounds.bottom); 1413 mDirty = true; 1414 } 1415} 1416 1417/////////////////////////////////////////////////////////////////////////////// 1418// Drawing 1419/////////////////////////////////////////////////////////////////////////////// 1420 1421void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 1422 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1423 // will be performed by the display list itself 1424 if (renderNode && renderNode->isRenderable()) { 1425 // compute 3d ordering 1426 renderNode->computeOrdering(); 1427 if (CC_UNLIKELY(Properties::drawDeferDisabled)) { 1428 startFrame(); 1429 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1430 renderNode->replay(replayStruct, 0); 1431 return; 1432 } 1433 1434 DeferredDisplayList deferredList(mState.currentRenderTargetClip()); 1435 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1436 renderNode->defer(deferStruct, 0); 1437 1438 flushLayers(); 1439 startFrame(); 1440 1441 deferredList.flush(*this, dirty); 1442 } else { 1443 // Even if there is no drawing command(Ex: invisible), 1444 // it still needs startFrame to clear buffer and start tiling. 1445 startFrame(); 1446 } 1447} 1448 1449/** 1450 * Important note: this method is intended to draw batches of bitmaps and 1451 * will not set the scissor enable or dirty the current layer, if any. 1452 * The caller is responsible for properly dirtying the current layer. 1453 */ 1454void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1455 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 1456 const Rect& bounds, const SkPaint* paint) { 1457 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1458 if (!texture) return; 1459 1460 const AutoTexture autoCleanup(texture); 1461 1462 // TODO: remove layer dirty in multi-draw callers 1463 // TODO: snap doesn't need to touch transform, only texture filter. 1464 bool snap = pureTranslate; 1465 const float x = floorf(bounds.left + 0.5f); 1466 const float y = floorf(bounds.top + 0.5f); 1467 1468 const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType) 1469 ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None; 1470 const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform; 1471 Glop glop; 1472 GlopBuilder(mRenderState, mCaches, &glop) 1473 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1474 .setMeshTexturedMesh(vertices, bitmapCount * 6) 1475 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1476 .setTransform(*currentSnapshot(), transformFlags) 1477 .setModelViewOffsetRectOptionalSnap(snap, x, y, Rect(bounds.getWidth(), bounds.getHeight())) 1478 .build(); 1479 renderGlop(glop, GlopRenderType::Multi); 1480} 1481 1482void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 1483 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 1484 return; 1485 } 1486 1487 mCaches.textureState().activateTexture(0); 1488 Texture* texture = getTexture(bitmap); 1489 if (!texture) return; 1490 const AutoTexture autoCleanup(texture); 1491 1492 const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType) 1493 ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None; 1494 Glop glop; 1495 GlopBuilder(mRenderState, mCaches, &glop) 1496 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1497 .setMeshTexturedUnitQuad(texture->uvMapper) 1498 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1499 .setTransform(*currentSnapshot(), TransformFlags::None) 1500 .setModelViewMapUnitToRectSnap(Rect(texture->width(), texture->height())) 1501 .build(); 1502 renderGlop(glop); 1503} 1504 1505void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 1506 const float* vertices, const int* colors, const SkPaint* paint) { 1507 if (!vertices || mState.currentlyIgnored()) { 1508 return; 1509 } 1510 1511 float left = FLT_MAX; 1512 float top = FLT_MAX; 1513 float right = FLT_MIN; 1514 float bottom = FLT_MIN; 1515 1516 const uint32_t elementCount = meshWidth * meshHeight * 6; 1517 1518 std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[elementCount]); 1519 ColorTextureVertex* vertex = &mesh[0]; 1520 1521 std::unique_ptr<int[]> tempColors; 1522 if (!colors) { 1523 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 1524 tempColors.reset(new int[colorsCount]); 1525 memset(tempColors.get(), 0xff, colorsCount * sizeof(int)); 1526 colors = tempColors.get(); 1527 } 1528 1529 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap->pixelRef()); 1530 const UvMapper& mapper(getMapper(texture)); 1531 1532 for (int32_t y = 0; y < meshHeight; y++) { 1533 for (int32_t x = 0; x < meshWidth; x++) { 1534 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1535 1536 float u1 = float(x) / meshWidth; 1537 float u2 = float(x + 1) / meshWidth; 1538 float v1 = float(y) / meshHeight; 1539 float v2 = float(y + 1) / meshHeight; 1540 1541 mapper.map(u1, v1, u2, v2); 1542 1543 int ax = i + (meshWidth + 1) * 2; 1544 int ay = ax + 1; 1545 int bx = i; 1546 int by = bx + 1; 1547 int cx = i + 2; 1548 int cy = cx + 1; 1549 int dx = i + (meshWidth + 1) * 2 + 2; 1550 int dy = dx + 1; 1551 1552 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 1553 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 1554 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 1555 1556 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 1557 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 1558 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 1559 1560 left = std::min(left, std::min(vertices[ax], std::min(vertices[bx], vertices[cx]))); 1561 top = std::min(top, std::min(vertices[ay], std::min(vertices[by], vertices[cy]))); 1562 right = std::max(right, std::max(vertices[ax], std::max(vertices[bx], vertices[cx]))); 1563 bottom = std::max(bottom, std::max(vertices[ay], std::max(vertices[by], vertices[cy]))); 1564 } 1565 } 1566 1567 if (quickRejectSetupScissor(left, top, right, bottom)) { 1568 return; 1569 } 1570 1571 if (!texture) { 1572 texture = mCaches.textureCache.get(bitmap); 1573 if (!texture) { 1574 return; 1575 } 1576 } 1577 const AutoTexture autoCleanup(texture); 1578 1579 /* 1580 * TODO: handle alpha_8 textures correctly by applying paint color, but *not* 1581 * shader in that case to mimic the behavior in SkiaCanvas::drawBitmapMesh. 1582 */ 1583 const int textureFillFlags = TextureFillFlags::None; 1584 Glop glop; 1585 GlopBuilder(mRenderState, mCaches, &glop) 1586 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1587 .setMeshColoredTexturedMesh(mesh.get(), elementCount) 1588 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1589 .setTransform(*currentSnapshot(), TransformFlags::None) 1590 .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom)) 1591 .build(); 1592 renderGlop(glop); 1593} 1594 1595void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, Rect src, Rect dst, const SkPaint* paint) { 1596 if (quickRejectSetupScissor(dst)) { 1597 return; 1598 } 1599 1600 Texture* texture = getTexture(bitmap); 1601 if (!texture) return; 1602 const AutoTexture autoCleanup(texture); 1603 1604 Rect uv(std::max(0.0f, src.left / texture->width()), 1605 std::max(0.0f, src.top / texture->height()), 1606 std::min(1.0f, src.right / texture->width()), 1607 std::min(1.0f, src.bottom / texture->height())); 1608 1609 const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType) 1610 ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None; 1611 const bool tryToSnap = MathUtils::areEqual(src.getWidth(), dst.getWidth()) 1612 && MathUtils::areEqual(src.getHeight(), dst.getHeight()); 1613 Glop glop; 1614 GlopBuilder(mRenderState, mCaches, &glop) 1615 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1616 .setMeshTexturedUvQuad(texture->uvMapper, uv) 1617 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1618 .setTransform(*currentSnapshot(), TransformFlags::None) 1619 .setModelViewMapUnitToRectOptionalSnap(tryToSnap, dst) 1620 .build(); 1621 renderGlop(glop); 1622} 1623 1624void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 1625 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 1626 const SkPaint* paint) { 1627 if (!mesh || !mesh->verticesCount || quickRejectSetupScissor(left, top, right, bottom)) { 1628 return; 1629 } 1630 1631 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1632 if (!texture) return; 1633 const AutoTexture autoCleanup(texture); 1634 1635 // 9 patches are built for stretching - always filter 1636 int textureFillFlags = TextureFillFlags::ForceFilter; 1637 if (bitmap->colorType() == kAlpha_8_SkColorType) { 1638 textureFillFlags |= TextureFillFlags::IsAlphaMaskTexture; 1639 } 1640 Glop glop; 1641 GlopBuilder(mRenderState, mCaches, &glop) 1642 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1643 .setMeshPatchQuads(*mesh) 1644 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1645 .setTransform(*currentSnapshot(), TransformFlags::None) 1646 .setModelViewOffsetRectSnap(left, top, Rect(right - left, bottom - top)) // TODO: get minimal bounds from patch 1647 .build(); 1648 renderGlop(glop); 1649} 1650 1651/** 1652 * Important note: this method is intended to draw batches of 9-patch objects and 1653 * will not set the scissor enable or dirty the current layer, if any. 1654 * The caller is responsible for properly dirtying the current layer. 1655 */ 1656void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1657 TextureVertex* vertices, uint32_t elementCount, const SkPaint* paint) { 1658 mCaches.textureState().activateTexture(0); 1659 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1660 if (!texture) return; 1661 const AutoTexture autoCleanup(texture); 1662 1663 // TODO: get correct bounds from caller 1664 const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform; 1665 // 9 patches are built for stretching - always filter 1666 int textureFillFlags = TextureFillFlags::ForceFilter; 1667 if (bitmap->colorType() == kAlpha_8_SkColorType) { 1668 textureFillFlags |= TextureFillFlags::IsAlphaMaskTexture; 1669 } 1670 Glop glop; 1671 GlopBuilder(mRenderState, mCaches, &glop) 1672 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1673 .setMeshTexturedIndexedQuads(vertices, elementCount) 1674 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1675 .setTransform(*currentSnapshot(), transformFlags) 1676 .setModelViewOffsetRect(0, 0, Rect()) 1677 .build(); 1678 renderGlop(glop, GlopRenderType::Multi); 1679} 1680 1681void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 1682 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) { 1683 // not missing call to quickReject/dirtyLayer, always done at a higher level 1684 if (!vertexBuffer.getVertexCount()) { 1685 // no vertices to draw 1686 return; 1687 } 1688 1689 bool shadowInterp = displayFlags & kVertexBuffer_ShadowInterp; 1690 const int transformFlags = TransformFlags::OffsetByFudgeFactor; 1691 Glop glop; 1692 GlopBuilder(mRenderState, mCaches, &glop) 1693 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1694 .setMeshVertexBuffer(vertexBuffer, shadowInterp) 1695 .setFillPaint(*paint, currentSnapshot()->alpha) 1696 .setTransform(*currentSnapshot(), transformFlags) 1697 .setModelViewOffsetRect(translateX, translateY, vertexBuffer.getBounds()) 1698 .build(); 1699 renderGlop(glop); 1700} 1701 1702/** 1703 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 1704 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 1705 * screen space in all directions. However, instead of using a fragment shader to compute the 1706 * translucency of the color from its position, we simply use a varying parameter to define how far 1707 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 1708 * 1709 * Doesn't yet support joins, caps, or path effects. 1710 */ 1711void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 1712 VertexBuffer vertexBuffer; 1713 // TODO: try clipping large paths to viewport 1714 1715 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 1716 drawVertexBuffer(vertexBuffer, paint); 1717} 1718 1719/** 1720 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 1721 * and additional geometry for defining an alpha slope perimeter. 1722 * 1723 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 1724 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 1725 * in-shader alpha region, but found it to be taxing on some GPUs. 1726 * 1727 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 1728 * memory transfer by removing need for degenerate vertices. 1729 */ 1730void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 1731 if (mState.currentlyIgnored() || count < 4) return; 1732 1733 count &= ~0x3; // round down to nearest four 1734 1735 VertexBuffer buffer; 1736 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 1737 const Rect& bounds = buffer.getBounds(); 1738 1739 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 1740 return; 1741 } 1742 1743 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 1744 drawVertexBuffer(buffer, paint, displayFlags); 1745} 1746 1747void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 1748 if (mState.currentlyIgnored() || count < 2) return; 1749 1750 count &= ~0x1; // round down to nearest two 1751 1752 VertexBuffer buffer; 1753 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 1754 1755 const Rect& bounds = buffer.getBounds(); 1756 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 1757 return; 1758 } 1759 1760 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 1761 drawVertexBuffer(buffer, paint, displayFlags); 1762 1763 mDirty = true; 1764} 1765 1766void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1767 // No need to check against the clip, we fill the clip region 1768 if (mState.currentlyIgnored()) return; 1769 1770 Rect clip(mState.currentRenderTargetClip()); 1771 clip.snapToPixelBoundaries(); 1772 1773 SkPaint paint; 1774 paint.setColor(color); 1775 paint.setXfermodeMode(mode); 1776 1777 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 1778 1779 mDirty = true; 1780} 1781 1782void OpenGLRenderer::drawShape(float left, float top, PathTexture* texture, 1783 const SkPaint* paint) { 1784 if (!texture) return; 1785 const AutoTexture autoCleanup(texture); 1786 1787 const float x = left + texture->left - texture->offset; 1788 const float y = top + texture->top - texture->offset; 1789 1790 drawPathTexture(texture, x, y, paint); 1791 1792 mDirty = true; 1793} 1794 1795void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1796 float rx, float ry, const SkPaint* p) { 1797 if (mState.currentlyIgnored() 1798 || quickRejectSetupScissor(left, top, right, bottom, p) 1799 || PaintUtils::paintWillNotDraw(*p)) { 1800 return; 1801 } 1802 1803 if (p->getPathEffect() != nullptr) { 1804 mCaches.textureState().activateTexture(0); 1805 PathTexture* texture = mCaches.pathCache.getRoundRect( 1806 right - left, bottom - top, rx, ry, p); 1807 drawShape(left, top, texture, p); 1808 } else { 1809 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 1810 *currentTransform(), *p, right - left, bottom - top, rx, ry); 1811 drawVertexBuffer(left, top, *vertexBuffer, p); 1812 } 1813} 1814 1815void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 1816 if (mState.currentlyIgnored() 1817 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p) 1818 || PaintUtils::paintWillNotDraw(*p)) { 1819 return; 1820 } 1821 1822 if (p->getPathEffect() != nullptr) { 1823 mCaches.textureState().activateTexture(0); 1824 PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 1825 drawShape(x - radius, y - radius, texture, p); 1826 return; 1827 } 1828 1829 SkPath path; 1830 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 1831 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 1832 } else { 1833 path.addCircle(x, y, radius); 1834 } 1835 1836 if (CC_UNLIKELY(currentSnapshot()->projectionPathMask != nullptr)) { 1837 // mask ripples with projection mask 1838 SkPath maskPath = *(currentSnapshot()->projectionPathMask->projectionMask); 1839 1840 Matrix4 screenSpaceTransform; 1841 currentSnapshot()->buildScreenSpaceTransform(&screenSpaceTransform); 1842 1843 Matrix4 totalTransform; 1844 totalTransform.loadInverse(screenSpaceTransform); 1845 totalTransform.multiply(currentSnapshot()->projectionPathMask->projectionMaskTransform); 1846 1847 SkMatrix skTotalTransform; 1848 totalTransform.copyTo(skTotalTransform); 1849 maskPath.transform(skTotalTransform); 1850 1851 // Mask the ripple path by the projection mask, now that it's 1852 // in local space. Note that this can create CCW paths. 1853 Op(path, maskPath, kIntersect_SkPathOp, &path); 1854 } 1855 drawConvexPath(path, p); 1856} 1857 1858void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 1859 const SkPaint* p) { 1860 if (mState.currentlyIgnored() 1861 || quickRejectSetupScissor(left, top, right, bottom, p) 1862 || PaintUtils::paintWillNotDraw(*p)) { 1863 return; 1864 } 1865 1866 if (p->getPathEffect() != nullptr) { 1867 mCaches.textureState().activateTexture(0); 1868 PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 1869 drawShape(left, top, texture, p); 1870 } else { 1871 SkPath path; 1872 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 1873 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 1874 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 1875 } 1876 path.addOval(rect); 1877 drawConvexPath(path, p); 1878 } 1879} 1880 1881void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 1882 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 1883 if (mState.currentlyIgnored() 1884 || quickRejectSetupScissor(left, top, right, bottom, p) 1885 || PaintUtils::paintWillNotDraw(*p)) { 1886 return; 1887 } 1888 1889 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 1890 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != nullptr || useCenter) { 1891 mCaches.textureState().activateTexture(0); 1892 PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 1893 startAngle, sweepAngle, useCenter, p); 1894 drawShape(left, top, texture, p); 1895 return; 1896 } 1897 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 1898 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 1899 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 1900 } 1901 1902 SkPath path; 1903 if (useCenter) { 1904 path.moveTo(rect.centerX(), rect.centerY()); 1905 } 1906 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 1907 if (useCenter) { 1908 path.close(); 1909 } 1910 drawConvexPath(path, p); 1911} 1912 1913void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 1914 const SkPaint* p) { 1915 if (mState.currentlyIgnored() 1916 || quickRejectSetupScissor(left, top, right, bottom, p) 1917 || PaintUtils::paintWillNotDraw(*p)) { 1918 return; 1919 } 1920 1921 if (p->getStyle() != SkPaint::kFill_Style) { 1922 // only fill style is supported by drawConvexPath, since others have to handle joins 1923 static_assert(SkPaintDefaults_MiterLimit == 4.0f, "Miter limit has changed"); 1924 if (p->getPathEffect() != nullptr || p->getStrokeJoin() != SkPaint::kMiter_Join || 1925 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 1926 mCaches.textureState().activateTexture(0); 1927 PathTexture* texture = 1928 mCaches.pathCache.getRect(right - left, bottom - top, p); 1929 drawShape(left, top, texture, p); 1930 } else { 1931 SkPath path; 1932 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 1933 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 1934 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 1935 } 1936 path.addRect(rect); 1937 drawConvexPath(path, p); 1938 } 1939 } else { 1940 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 1941 SkPath path; 1942 path.addRect(left, top, right, bottom); 1943 drawConvexPath(path, p); 1944 } else { 1945 drawColorRect(left, top, right, bottom, p); 1946 1947 mDirty = true; 1948 } 1949 } 1950} 1951 1952void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 1953 int count, const float* positions, 1954 FontRenderer& fontRenderer, int alpha, float x, float y) { 1955 mCaches.textureState().activateTexture(0); 1956 1957 PaintUtils::TextShadow textShadow; 1958 if (!PaintUtils::getTextShadow(paint, &textShadow)) { 1959 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 1960 } 1961 1962 // NOTE: The drop shadow will not perform gamma correction 1963 // if shader-based correction is enabled 1964 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1965 ShadowTexture* texture = mCaches.dropShadowCache.get( 1966 paint, text, count, textShadow.radius, positions); 1967 // If the drop shadow exceeds the max texture size or couldn't be 1968 // allocated, skip drawing 1969 if (!texture) return; 1970 const AutoTexture autoCleanup(texture); 1971 1972 const float sx = x - texture->left + textShadow.dx; 1973 const float sy = y - texture->top + textShadow.dy; 1974 1975 Glop glop; 1976 GlopBuilder(mRenderState, mCaches, &glop) 1977 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1978 .setMeshTexturedUnitQuad(nullptr) 1979 .setFillShadowTexturePaint(*texture, textShadow.color, *paint, currentSnapshot()->alpha) 1980 .setTransform(*currentSnapshot(), TransformFlags::None) 1981 .setModelViewMapUnitToRect(Rect(sx, sy, sx + texture->width(), sy + texture->height())) 1982 .build(); 1983 renderGlop(glop); 1984} 1985 1986// TODO: remove this, once mState.currentlyIgnored captures snapshot alpha 1987bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 1988 float alpha = (PaintUtils::hasTextShadow(paint) 1989 ? 1.0f : paint->getAlpha()) * currentSnapshot()->alpha; 1990 return MathUtils::isZero(alpha) 1991 && PaintUtils::getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 1992} 1993 1994bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 1995 if (CC_LIKELY(transform.isPureTranslate())) { 1996 outMatrix->setIdentity(); 1997 return false; 1998 } else if (CC_UNLIKELY(transform.isPerspective())) { 1999 outMatrix->setIdentity(); 2000 return true; 2001 } 2002 2003 /** 2004 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2005 * with values rounded to the nearest int. 2006 */ 2007 float sx, sy; 2008 transform.decomposeScale(sx, sy); 2009 outMatrix->setScale( 2010 roundf(std::max(1.0f, sx)), 2011 roundf(std::max(1.0f, sy))); 2012 return true; 2013} 2014 2015int OpenGLRenderer::getSaveCount() const { 2016 return mState.getSaveCount(); 2017} 2018 2019int OpenGLRenderer::save(int flags) { 2020 return mState.save(flags); 2021} 2022 2023void OpenGLRenderer::restore() { 2024 mState.restore(); 2025} 2026 2027void OpenGLRenderer::restoreToCount(int saveCount) { 2028 mState.restoreToCount(saveCount); 2029} 2030 2031 2032void OpenGLRenderer::translate(float dx, float dy, float dz) { 2033 mState.translate(dx, dy, dz); 2034} 2035 2036void OpenGLRenderer::rotate(float degrees) { 2037 mState.rotate(degrees); 2038} 2039 2040void OpenGLRenderer::scale(float sx, float sy) { 2041 mState.scale(sx, sy); 2042} 2043 2044void OpenGLRenderer::skew(float sx, float sy) { 2045 mState.skew(sx, sy); 2046} 2047 2048void OpenGLRenderer::setLocalMatrix(const Matrix4& matrix) { 2049 mState.setMatrix(mBaseTransform); 2050 mState.concatMatrix(matrix); 2051} 2052 2053void OpenGLRenderer::setLocalMatrix(const SkMatrix& matrix) { 2054 mState.setMatrix(mBaseTransform); 2055 mState.concatMatrix(matrix); 2056} 2057 2058void OpenGLRenderer::concatMatrix(const Matrix4& matrix) { 2059 mState.concatMatrix(matrix); 2060} 2061 2062bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 2063 return mState.clipRect(left, top, right, bottom, op); 2064} 2065 2066bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) { 2067 return mState.clipPath(path, op); 2068} 2069 2070bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) { 2071 return mState.clipRegion(region, op); 2072} 2073 2074void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) { 2075 mState.setClippingOutline(allocator, outline); 2076} 2077 2078void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator, 2079 const Rect& rect, float radius, bool highPriority) { 2080 mState.setClippingRoundRect(allocator, rect, radius, highPriority); 2081} 2082 2083void OpenGLRenderer::setProjectionPathMask(LinearAllocator& allocator, const SkPath* path) { 2084 mState.setProjectionPathMask(allocator, path); 2085} 2086 2087void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2088 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2089 DrawOpMode drawOpMode) { 2090 2091 if (drawOpMode == DrawOpMode::kImmediate) { 2092 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2093 // drawing as ops from DeferredDisplayList are already filtered for these 2094 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint) || 2095 quickRejectSetupScissor(bounds)) { 2096 return; 2097 } 2098 } 2099 2100 const float oldX = x; 2101 const float oldY = y; 2102 2103 const mat4& transform = *currentTransform(); 2104 const bool pureTranslate = transform.isPureTranslate(); 2105 2106 if (CC_LIKELY(pureTranslate)) { 2107 x = floorf(x + transform.getTranslateX() + 0.5f); 2108 y = floorf(y + transform.getTranslateY() + 0.5f); 2109 } 2110 2111 int alpha = PaintUtils::getAlphaDirect(paint) * currentSnapshot()->alpha; 2112 SkXfermode::Mode mode = PaintUtils::getXfermodeDirect(paint); 2113 2114 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(); 2115 2116 if (CC_UNLIKELY(PaintUtils::hasTextShadow(paint))) { 2117 fontRenderer.setFont(paint, SkMatrix::I()); 2118 drawTextShadow(paint, text, count, positions, fontRenderer, 2119 alpha, oldX, oldY); 2120 } 2121 2122 const bool hasActiveLayer = hasLayer(); 2123 2124 // We only pass a partial transform to the font renderer. That partial 2125 // matrix defines how glyphs are rasterized. Typically we want glyphs 2126 // to be rasterized at their final size on screen, which means the partial 2127 // matrix needs to take the scale factor into account. 2128 // When a partial matrix is used to transform glyphs during rasterization, 2129 // the mesh is generated with the inverse transform (in the case of scale, 2130 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2131 // apply the full transform matrix at draw time in the vertex shader. 2132 // Applying the full matrix in the shader is the easiest way to handle 2133 // rotation and perspective and allows us to always generated quads in the 2134 // font renderer which greatly simplifies the code, clipping in particular. 2135 SkMatrix fontTransform; 2136 bool linearFilter = findBestFontTransform(transform, &fontTransform) 2137 || fabs(y - (int) y) > 0.0f 2138 || fabs(x - (int) x) > 0.0f; 2139 fontRenderer.setFont(paint, fontTransform); 2140 fontRenderer.setTextureFiltering(linearFilter); 2141 2142 // TODO: Implement better clipping for scaled/rotated text 2143 const Rect* clip = !pureTranslate ? nullptr : &mState.currentRenderTargetClip(); 2144 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2145 2146 bool status; 2147#if HWUI_NEW_OPS 2148 LOG_ALWAYS_FATAL("unsupported"); 2149 TextDrawFunctor functor(nullptr, nullptr, nullptr, x, y, pureTranslate, alpha, mode, paint); 2150#else 2151 TextDrawFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2152#endif 2153 2154 // don't call issuedrawcommand, do it at end of batch 2155 bool forceFinish = (drawOpMode != DrawOpMode::kDefer); 2156 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2157 SkPaint paintCopy(*paint); 2158 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2159 status = fontRenderer.renderPosText(&paintCopy, clip, text, count, x, y, 2160 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2161 } else { 2162 status = fontRenderer.renderPosText(paint, clip, text, count, x, y, 2163 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2164 } 2165 2166 if ((status || drawOpMode != DrawOpMode::kImmediate) && hasActiveLayer) { 2167 if (!pureTranslate) { 2168 transform.mapRect(layerBounds); 2169 } 2170 dirtyLayerUnchecked(layerBounds, getRegion()); 2171 } 2172 2173 mDirty = true; 2174} 2175 2176void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2177 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2178 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2179 return; 2180 } 2181 2182 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2183 mRenderState.scissor().setEnabled(true); 2184 2185 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(); 2186 fontRenderer.setFont(paint, SkMatrix::I()); 2187 fontRenderer.setTextureFiltering(true); 2188 2189 int alpha = PaintUtils::getAlphaDirect(paint) * currentSnapshot()->alpha; 2190 SkXfermode::Mode mode = PaintUtils::getXfermodeDirect(paint); 2191#if HWUI_NEW_OPS 2192 LOG_ALWAYS_FATAL("unsupported"); 2193 TextDrawFunctor functor(nullptr, nullptr, nullptr, 0.0f, 0.0f, false, alpha, mode, paint); 2194#else 2195 TextDrawFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2196#endif 2197 2198 const Rect* clip = &writableSnapshot()->getLocalClip(); 2199 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2200 2201 if (fontRenderer.renderTextOnPath(paint, clip, text, count, path, 2202 hOffset, vOffset, hasLayer() ? &bounds : nullptr, &functor)) { 2203 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2204 mDirty = true; 2205 } 2206} 2207 2208void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2209 if (mState.currentlyIgnored()) return; 2210 2211 mCaches.textureState().activateTexture(0); 2212 2213 PathTexture* texture = mCaches.pathCache.get(path, paint); 2214 if (!texture) return; 2215 2216 const float x = texture->left - texture->offset; 2217 const float y = texture->top - texture->offset; 2218 2219 drawPathTexture(texture, x, y, paint); 2220 2221 if (texture->cleanup) { 2222 mCaches.pathCache.remove(path, paint); 2223 } 2224 mDirty = true; 2225} 2226 2227void OpenGLRenderer::drawLayer(Layer* layer) { 2228 if (!layer) { 2229 return; 2230 } 2231 2232 mat4* transform = nullptr; 2233 if (layer->isTextureLayer()) { 2234 transform = &layer->getTransform(); 2235 if (!transform->isIdentity()) { 2236 save(SaveFlags::Matrix); 2237 concatMatrix(*transform); 2238 } 2239 } 2240 2241 bool clipRequired = false; 2242 const bool rejected = mState.calculateQuickRejectForScissor( 2243 0, 0, layer->layer.getWidth(), layer->layer.getHeight(), 2244 &clipRequired, nullptr, false); 2245 2246 if (rejected) { 2247 if (transform && !transform->isIdentity()) { 2248 restore(); 2249 } 2250 return; 2251 } 2252 2253 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 2254 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 2255 2256 updateLayer(layer, true); 2257 2258 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 2259 mCaches.textureState().activateTexture(0); 2260 2261 if (CC_LIKELY(!layer->region.isEmpty())) { 2262 if (layer->region.isRect()) { 2263 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2264 composeLayerRect(layer, layer->regionRect)); 2265 } else if (layer->mesh) { 2266 Glop glop; 2267 GlopBuilder(mRenderState, mCaches, &glop) 2268 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2269 .setMeshTexturedIndexedQuads(layer->mesh, layer->meshElementCount) 2270 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap) 2271 .setTransform(*currentSnapshot(), TransformFlags::None) 2272 .setModelViewOffsetRectSnap(0, 0, Rect(layer->layer.getWidth(), layer->layer.getHeight())) 2273 .build(); 2274 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop)); 2275#if DEBUG_LAYERS_AS_REGIONS 2276 drawRegionRectsDebug(layer->region); 2277#endif 2278 } 2279 2280 if (layer->debugDrawUpdate) { 2281 layer->debugDrawUpdate = false; 2282 2283 SkPaint paint; 2284 paint.setColor(0x7f00ff00); 2285 drawColorRect(0, 0, layer->layer.getWidth(), layer->layer.getHeight(), &paint); 2286 } 2287 } 2288 layer->hasDrawnSinceUpdate = true; 2289 2290 if (transform && !transform->isIdentity()) { 2291 restore(); 2292 } 2293 2294 mDirty = true; 2295} 2296 2297/////////////////////////////////////////////////////////////////////////////// 2298// Draw filters 2299/////////////////////////////////////////////////////////////////////////////// 2300void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) { 2301 // We should never get here since we apply the draw filter when stashing 2302 // the paints in the DisplayList. 2303 LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters"); 2304} 2305 2306/////////////////////////////////////////////////////////////////////////////// 2307// Drawing implementation 2308/////////////////////////////////////////////////////////////////////////////// 2309 2310Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 2311 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap->pixelRef()); 2312 if (!texture) { 2313 return mCaches.textureCache.get(bitmap); 2314 } 2315 return texture; 2316} 2317 2318void OpenGLRenderer::drawPathTexture(PathTexture* texture, float x, float y, 2319 const SkPaint* paint) { 2320 if (quickRejectSetupScissor(x, y, x + texture->width(), y + texture->height())) { 2321 return; 2322 } 2323 2324 Glop glop; 2325 GlopBuilder(mRenderState, mCaches, &glop) 2326 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2327 .setMeshTexturedUnitQuad(nullptr) 2328 .setFillPathTexturePaint(*texture, *paint, currentSnapshot()->alpha) 2329 .setTransform(*currentSnapshot(), TransformFlags::None) 2330 .setModelViewMapUnitToRect(Rect(x, y, x + texture->width(), y + texture->height())) 2331 .build(); 2332 renderGlop(glop); 2333} 2334 2335void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 2336 if (mState.currentlyIgnored()) { 2337 return; 2338 } 2339 2340 drawColorRects(rects, count, paint, false, true, true); 2341} 2342 2343void OpenGLRenderer::drawShadow(float casterAlpha, 2344 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 2345 if (mState.currentlyIgnored()) return; 2346 2347 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 2348 mRenderState.scissor().setEnabled(true); 2349 2350 SkPaint paint; 2351 paint.setAntiAlias(true); // want to use AlphaVertex 2352 2353 // The caller has made sure casterAlpha > 0. 2354 float ambientShadowAlpha = mAmbientShadowAlpha; 2355 if (CC_UNLIKELY(Properties::overrideAmbientShadowStrength >= 0)) { 2356 ambientShadowAlpha = Properties::overrideAmbientShadowStrength; 2357 } 2358 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) { 2359 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0); 2360 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 2361 } 2362 2363 float spotShadowAlpha = mSpotShadowAlpha; 2364 if (CC_UNLIKELY(Properties::overrideSpotShadowStrength >= 0)) { 2365 spotShadowAlpha = Properties::overrideSpotShadowStrength; 2366 } 2367 if (spotShadowVertexBuffer && spotShadowAlpha > 0) { 2368 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0); 2369 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 2370 } 2371 2372 mDirty=true; 2373} 2374 2375void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 2376 bool ignoreTransform, bool dirty, bool clip) { 2377 if (count == 0) { 2378 return; 2379 } 2380 2381 float left = FLT_MAX; 2382 float top = FLT_MAX; 2383 float right = FLT_MIN; 2384 float bottom = FLT_MIN; 2385 2386 Vertex mesh[count]; 2387 Vertex* vertex = mesh; 2388 2389 for (int index = 0; index < count; index += 4) { 2390 float l = rects[index + 0]; 2391 float t = rects[index + 1]; 2392 float r = rects[index + 2]; 2393 float b = rects[index + 3]; 2394 2395 Vertex::set(vertex++, l, t); 2396 Vertex::set(vertex++, r, t); 2397 Vertex::set(vertex++, l, b); 2398 Vertex::set(vertex++, r, b); 2399 2400 left = std::min(left, l); 2401 top = std::min(top, t); 2402 right = std::max(right, r); 2403 bottom = std::max(bottom, b); 2404 } 2405 2406 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 2407 return; 2408 } 2409 2410 const int transformFlags = ignoreTransform 2411 ? TransformFlags::MeshIgnoresCanvasTransform : TransformFlags::None; 2412 Glop glop; 2413 GlopBuilder(mRenderState, mCaches, &glop) 2414 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2415 .setMeshIndexedQuads(&mesh[0], count / 4) 2416 .setFillPaint(*paint, currentSnapshot()->alpha) 2417 .setTransform(*currentSnapshot(), transformFlags) 2418 .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom)) 2419 .build(); 2420 renderGlop(glop); 2421} 2422 2423void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2424 const SkPaint* paint, bool ignoreTransform) { 2425 const int transformFlags = ignoreTransform 2426 ? TransformFlags::MeshIgnoresCanvasTransform : TransformFlags::None; 2427 Glop glop; 2428 GlopBuilder(mRenderState, mCaches, &glop) 2429 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2430 .setMeshUnitQuad() 2431 .setFillPaint(*paint, currentSnapshot()->alpha) 2432 .setTransform(*currentSnapshot(), transformFlags) 2433 .setModelViewMapUnitToRect(Rect(left, top, right, bottom)) 2434 .build(); 2435 renderGlop(glop); 2436} 2437 2438float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 2439 return (layer->getAlpha() / 255.0f) * currentSnapshot()->alpha; 2440} 2441 2442}; // namespace uirenderer 2443}; // namespace android 2444