OpenGLRenderer.cpp revision ef8d6f272ae451aaedb0f02249c0f9f0576efdf3
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkColor.h> 25#include <SkShader.h> 26#include <SkTypeface.h> 27 28#include <utils/Log.h> 29#include <utils/StopWatch.h> 30 31#include <private/hwui/DrawGlInfo.h> 32 33#include <ui/Rect.h> 34 35#include "OpenGLRenderer.h" 36#include "DeferredDisplayList.h" 37#include "DisplayListRenderer.h" 38#include "Fence.h" 39#include "RenderState.h" 40#include "PathTessellator.h" 41#include "Properties.h" 42#include "ShadowTessellator.h" 43#include "SkiaShader.h" 44#include "utils/GLUtils.h" 45#include "utils/TraceUtils.h" 46#include "Vector.h" 47#include "VertexBuffer.h" 48 49#if DEBUG_DETAILED_EVENTS 50 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__) 51#else 52 #define EVENT_LOGD(...) 53#endif 54 55namespace android { 56namespace uirenderer { 57 58static GLenum getFilter(const SkPaint* paint) { 59 if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) { 60 return GL_LINEAR; 61 } 62 return GL_NEAREST; 63} 64 65/////////////////////////////////////////////////////////////////////////////// 66// Globals 67/////////////////////////////////////////////////////////////////////////////// 68 69/** 70 * Structure mapping Skia xfermodes to OpenGL blending factors. 71 */ 72struct Blender { 73 SkXfermode::Mode mode; 74 GLenum src; 75 GLenum dst; 76}; // struct Blender 77 78// In this array, the index of each Blender equals the value of the first 79// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 80static const Blender gBlends[] = { 81 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 82 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 83 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 84 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 85 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 86 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 87 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 88 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 89 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 90 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 91 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 92 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 93 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 94 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 95 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 96}; 97 98// This array contains the swapped version of each SkXfermode. For instance 99// this array's SrcOver blending mode is actually DstOver. You can refer to 100// createLayer() for more information on the purpose of this array. 101static const Blender gBlendsSwap[] = { 102 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 103 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 104 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 105 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 106 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 107 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 108 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 109 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 110 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 111 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 112 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 113 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 114 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 115 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 116 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 117}; 118 119/////////////////////////////////////////////////////////////////////////////// 120// Functions 121/////////////////////////////////////////////////////////////////////////////// 122 123template<typename T> 124static inline T min(T a, T b) { 125 return a < b ? a : b; 126} 127 128/////////////////////////////////////////////////////////////////////////////// 129// Constructors/destructor 130/////////////////////////////////////////////////////////////////////////////// 131 132OpenGLRenderer::OpenGLRenderer(RenderState& renderState) 133 : mFrameStarted(false) 134 , mCaches(Caches::getInstance()) 135 , mExtensions(Extensions::getInstance()) 136 , mRenderState(renderState) 137 , mScissorOptimizationDisabled(false) 138 , mSuppressTiling(false) 139 , mFirstFrameAfterResize(true) 140 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN}) 141 , mLightRadius(FLT_MIN) 142 , mAmbientShadowAlpha(0) 143 , mSpotShadowAlpha(0) { 144 // *set* draw modifiers to be 0 145 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 146 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 147 148 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 149} 150 151OpenGLRenderer::~OpenGLRenderer() { 152 // The context has already been destroyed at this point, do not call 153 // GL APIs. All GL state should be kept in Caches.h 154} 155 156void OpenGLRenderer::initProperties() { 157 char property[PROPERTY_VALUE_MAX]; 158 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 159 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 160 INIT_LOGD(" Scissor optimization %s", 161 mScissorOptimizationDisabled ? "disabled" : "enabled"); 162 } else { 163 INIT_LOGD(" Scissor optimization enabled"); 164 } 165} 166 167void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius, 168 uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) { 169 mLightCenter = lightCenter; 170 mLightRadius = lightRadius; 171 mAmbientShadowAlpha = ambientShadowAlpha; 172 mSpotShadowAlpha = spotShadowAlpha; 173} 174 175/////////////////////////////////////////////////////////////////////////////// 176// Setup 177/////////////////////////////////////////////////////////////////////////////// 178 179void OpenGLRenderer::onViewportInitialized() { 180 glDisable(GL_DITHER); 181 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 182 183 glEnableVertexAttribArray(Program::kBindingPosition); 184 mFirstFrameAfterResize = true; 185} 186 187void OpenGLRenderer::setupFrameState(float left, float top, 188 float right, float bottom, bool opaque) { 189 mCaches.clearGarbage(); 190 initializeSaveStack(left, top, right, bottom, mLightCenter); 191 mOpaque = opaque; 192 mTilingClip.set(left, top, right, bottom); 193} 194 195status_t OpenGLRenderer::startFrame() { 196 if (mFrameStarted) return DrawGlInfo::kStatusDone; 197 mFrameStarted = true; 198 199 mDirtyClip = true; 200 201 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 202 203 mRenderState.setViewport(getWidth(), getHeight()); 204 205 // Functors break the tiling extension in pretty spectacular ways 206 // This ensures we don't use tiling when a functor is going to be 207 // invoked during the frame 208 mSuppressTiling = mCaches.hasRegisteredFunctors() 209 || mFirstFrameAfterResize; 210 mFirstFrameAfterResize = false; 211 212 startTilingCurrentClip(true); 213 214 debugOverdraw(true, true); 215 216 return clear(mTilingClip.left, mTilingClip.top, 217 mTilingClip.right, mTilingClip.bottom, mOpaque); 218} 219 220status_t OpenGLRenderer::prepareDirty(float left, float top, 221 float right, float bottom, bool opaque) { 222 223 setupFrameState(left, top, right, bottom, opaque); 224 225 // Layer renderers will start the frame immediately 226 // The framebuffer renderer will first defer the display list 227 // for each layer and wait until the first drawing command 228 // to start the frame 229 if (currentSnapshot()->fbo == 0) { 230 syncState(); 231 updateLayers(); 232 } else { 233 return startFrame(); 234 } 235 236 return DrawGlInfo::kStatusDone; 237} 238 239void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 240 // If we know that we are going to redraw the entire framebuffer, 241 // perform a discard to let the driver know we don't need to preserve 242 // the back buffer for this frame. 243 if (mExtensions.hasDiscardFramebuffer() && 244 left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) { 245 const bool isFbo = getTargetFbo() == 0; 246 const GLenum attachments[] = { 247 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 248 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 249 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 250 } 251} 252 253status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 254 if (!opaque) { 255 mCaches.enableScissor(); 256 mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top); 257 glClear(GL_COLOR_BUFFER_BIT); 258 return DrawGlInfo::kStatusDrew; 259 } 260 261 mCaches.resetScissor(); 262 return DrawGlInfo::kStatusDone; 263} 264 265void OpenGLRenderer::syncState() { 266 if (mCaches.blend) { 267 glEnable(GL_BLEND); 268 } else { 269 glDisable(GL_BLEND); 270 } 271} 272 273void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) { 274 if (!mSuppressTiling) { 275 const Snapshot* snapshot = currentSnapshot(); 276 277 const Rect* clip = &mTilingClip; 278 if (snapshot->flags & Snapshot::kFlagFboTarget) { 279 clip = &(snapshot->layer->clipRect); 280 } 281 282 startTiling(*clip, getViewportHeight(), opaque, expand); 283 } 284} 285 286void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) { 287 if (!mSuppressTiling) { 288 if(expand) { 289 // Expand the startTiling region by 1 290 int leftNotZero = (clip.left > 0) ? 1 : 0; 291 int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0; 292 293 mCaches.startTiling( 294 clip.left - leftNotZero, 295 windowHeight - clip.bottom - topNotZero, 296 clip.right - clip.left + leftNotZero + 1, 297 clip.bottom - clip.top + topNotZero + 1, 298 opaque); 299 } else { 300 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 301 clip.right - clip.left, clip.bottom - clip.top, opaque); 302 } 303 } 304} 305 306void OpenGLRenderer::endTiling() { 307 if (!mSuppressTiling) mCaches.endTiling(); 308} 309 310void OpenGLRenderer::finish() { 311 renderOverdraw(); 312 endTiling(); 313 314 // When finish() is invoked on FBO 0 we've reached the end 315 // of the current frame 316 if (getTargetFbo() == 0) { 317 mCaches.pathCache.trim(); 318 mCaches.tessellationCache.trim(); 319 } 320 321 if (!suppressErrorChecks()) { 322#if DEBUG_OPENGL 323 GLUtils::dumpGLErrors(); 324#endif 325 326#if DEBUG_MEMORY_USAGE 327 mCaches.dumpMemoryUsage(); 328#else 329 if (mCaches.getDebugLevel() & kDebugMemory) { 330 mCaches.dumpMemoryUsage(); 331 } 332#endif 333 } 334 335 mFrameStarted = false; 336} 337 338void OpenGLRenderer::resumeAfterLayer() { 339 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 340 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 341 debugOverdraw(true, false); 342 343 mCaches.resetScissor(); 344 dirtyClip(); 345} 346 347status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 348 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 349 350 Rect clip(*currentClipRect()); 351 clip.snapToPixelBoundaries(); 352 353 // Since we don't know what the functor will draw, let's dirty 354 // the entire clip region 355 if (hasLayer()) { 356 dirtyLayerUnchecked(clip, getRegion()); 357 } 358 359 DrawGlInfo info; 360 info.clipLeft = clip.left; 361 info.clipTop = clip.top; 362 info.clipRight = clip.right; 363 info.clipBottom = clip.bottom; 364 info.isLayer = hasLayer(); 365 info.width = getViewportWidth(); 366 info.height = getViewportHeight(); 367 currentTransform()->copyTo(&info.transform[0]); 368 369 bool prevDirtyClip = mDirtyClip; 370 // setup GL state for functor 371 if (mDirtyClip) { 372 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 373 } 374 if (mCaches.enableScissor() || prevDirtyClip) { 375 setScissorFromClip(); 376 } 377 378 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 379 // Scissor may have been modified, reset dirty clip 380 dirtyClip(); 381 382 return DrawGlInfo::kStatusDrew; 383} 384 385/////////////////////////////////////////////////////////////////////////////// 386// Debug 387/////////////////////////////////////////////////////////////////////////////// 388 389void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { 390#if DEBUG_DETAILED_EVENTS 391 const int BUFFER_SIZE = 256; 392 va_list ap; 393 char buf[BUFFER_SIZE]; 394 395 va_start(ap, fmt); 396 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 397 va_end(ap); 398 399 eventMark(buf); 400#endif 401} 402 403 404void OpenGLRenderer::eventMark(const char* name) const { 405 mCaches.eventMark(0, name); 406} 407 408void OpenGLRenderer::startMark(const char* name) const { 409 mCaches.startMark(0, name); 410} 411 412void OpenGLRenderer::endMark() const { 413 mCaches.endMark(); 414} 415 416void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 417 mRenderState.debugOverdraw(enable, clear); 418} 419 420void OpenGLRenderer::renderOverdraw() { 421 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 422 const Rect* clip = &mTilingClip; 423 424 mCaches.enableScissor(); 425 mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom, 426 clip->right - clip->left, clip->bottom - clip->top); 427 428 // 1x overdraw 429 mCaches.stencil.enableDebugTest(2); 430 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 431 432 // 2x overdraw 433 mCaches.stencil.enableDebugTest(3); 434 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 435 436 // 3x overdraw 437 mCaches.stencil.enableDebugTest(4); 438 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 439 440 // 4x overdraw and higher 441 mCaches.stencil.enableDebugTest(4, true); 442 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 443 444 mCaches.stencil.disable(); 445 } 446} 447 448/////////////////////////////////////////////////////////////////////////////// 449// Layers 450/////////////////////////////////////////////////////////////////////////////// 451 452bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 453 if (layer->deferredUpdateScheduled && layer->renderer 454 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 455 Rect& dirty = layer->dirtyRect; 456 457 if (inFrame) { 458 endTiling(); 459 debugOverdraw(false, false); 460 } 461 462 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 463 layer->render(*this); 464 } else { 465 layer->defer(*this); 466 } 467 468 if (inFrame) { 469 resumeAfterLayer(); 470 startTilingCurrentClip(); 471 } 472 473 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 474 layer->hasDrawnSinceUpdate = false; 475 476 return true; 477 } 478 479 return false; 480} 481 482void OpenGLRenderer::updateLayers() { 483 // If draw deferring is enabled this method will simply defer 484 // the display list of each individual layer. The layers remain 485 // in the layer updates list which will be cleared by flushLayers(). 486 int count = mLayerUpdates.size(); 487 if (count > 0) { 488 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 489 startMark("Layer Updates"); 490 } else { 491 startMark("Defer Layer Updates"); 492 } 493 494 // Note: it is very important to update the layers in order 495 for (int i = 0; i < count; i++) { 496 Layer* layer = mLayerUpdates.itemAt(i).get(); 497 updateLayer(layer, false); 498 } 499 500 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 501 mLayerUpdates.clear(); 502 mRenderState.bindFramebuffer(getTargetFbo()); 503 } 504 endMark(); 505 } 506} 507 508void OpenGLRenderer::flushLayers() { 509 int count = mLayerUpdates.size(); 510 if (count > 0) { 511 startMark("Apply Layer Updates"); 512 513 // Note: it is very important to update the layers in order 514 for (int i = 0; i < count; i++) { 515 mLayerUpdates.itemAt(i)->flush(); 516 } 517 518 mLayerUpdates.clear(); 519 mRenderState.bindFramebuffer(getTargetFbo()); 520 521 endMark(); 522 } 523} 524 525void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 526 if (layer) { 527 // Make sure we don't introduce duplicates. 528 // SortedVector would do this automatically but we need to respect 529 // the insertion order. The linear search is not an issue since 530 // this list is usually very short (typically one item, at most a few) 531 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 532 if (mLayerUpdates.itemAt(i) == layer) { 533 return; 534 } 535 } 536 mLayerUpdates.push_back(layer); 537 } 538} 539 540void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 541 if (layer) { 542 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 543 if (mLayerUpdates.itemAt(i) == layer) { 544 mLayerUpdates.removeAt(i); 545 break; 546 } 547 } 548 } 549} 550 551void OpenGLRenderer::flushLayerUpdates() { 552 ATRACE_NAME("Update HW Layers"); 553 syncState(); 554 updateLayers(); 555 flushLayers(); 556 // Wait for all the layer updates to be executed 557 AutoFence fence; 558} 559 560void OpenGLRenderer::markLayersAsBuildLayers() { 561 for (size_t i = 0; i < mLayerUpdates.size(); i++) { 562 mLayerUpdates[i]->wasBuildLayered = true; 563 } 564} 565 566/////////////////////////////////////////////////////////////////////////////// 567// State management 568/////////////////////////////////////////////////////////////////////////////// 569 570void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 571 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 572 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 573 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 574 575 if (restoreViewport) { 576 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 577 } 578 579 if (restoreClip) { 580 dirtyClip(); 581 } 582 583 if (restoreLayer) { 584 endMark(); // Savelayer 585 ATRACE_END(); // SaveLayer 586 startMark("ComposeLayer"); 587 composeLayer(removed, restored); 588 endMark(); 589 } 590} 591 592/////////////////////////////////////////////////////////////////////////////// 593// Layers 594/////////////////////////////////////////////////////////////////////////////// 595 596int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 597 const SkPaint* paint, int flags, const SkPath* convexMask) { 598 // force matrix/clip isolation for layer 599 flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag; 600 601 const int count = saveSnapshot(flags); 602 603 if (!currentSnapshot()->isIgnored()) { 604 createLayer(left, top, right, bottom, paint, flags, convexMask); 605 } 606 607 return count; 608} 609 610void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 611 const Rect untransformedBounds(bounds); 612 613 currentTransform()->mapRect(bounds); 614 615 // Layers only make sense if they are in the framebuffer's bounds 616 if (bounds.intersect(*currentClipRect())) { 617 // We cannot work with sub-pixels in this case 618 bounds.snapToPixelBoundaries(); 619 620 // When the layer is not an FBO, we may use glCopyTexImage so we 621 // need to make sure the layer does not extend outside the bounds 622 // of the framebuffer 623 const Snapshot& previous = *(currentSnapshot()->previous); 624 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 625 if (!bounds.intersect(previousViewport)) { 626 bounds.setEmpty(); 627 } else if (fboLayer) { 628 clip.set(bounds); 629 mat4 inverse; 630 inverse.loadInverse(*currentTransform()); 631 inverse.mapRect(clip); 632 clip.snapToPixelBoundaries(); 633 if (clip.intersect(untransformedBounds)) { 634 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 635 bounds.set(untransformedBounds); 636 } else { 637 clip.setEmpty(); 638 } 639 } 640 } else { 641 bounds.setEmpty(); 642 } 643} 644 645void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 646 bool fboLayer, int alpha) { 647 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 648 bounds.getHeight() > mCaches.maxTextureSize || 649 (fboLayer && clip.isEmpty())) { 650 mSnapshot->empty = fboLayer; 651 } else { 652 mSnapshot->invisible = mSnapshot->invisible || (alpha <= 0 && fboLayer); 653 } 654} 655 656int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 657 const SkPaint* paint, int flags) { 658 const int count = saveSnapshot(flags); 659 660 if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 661 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 662 // operations will be able to store and restore the current clip and transform info, and 663 // quick rejection will be correct (for display lists) 664 665 Rect bounds(left, top, right, bottom); 666 Rect clip; 667 calculateLayerBoundsAndClip(bounds, clip, true); 668 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 669 670 if (!currentSnapshot()->isIgnored()) { 671 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 672 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 673 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight()); 674 mSnapshot->roundRectClipState = NULL; 675 } 676 } 677 678 return count; 679} 680 681/** 682 * Layers are viewed by Skia are slightly different than layers in image editing 683 * programs (for instance.) When a layer is created, previously created layers 684 * and the frame buffer still receive every drawing command. For instance, if a 685 * layer is created and a shape intersecting the bounds of the layers and the 686 * framebuffer is draw, the shape will be drawn on both (unless the layer was 687 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 688 * 689 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 690 * texture. Unfortunately, this is inefficient as it requires every primitive to 691 * be drawn n + 1 times, where n is the number of active layers. In practice this 692 * means, for every primitive: 693 * - Switch active frame buffer 694 * - Change viewport, clip and projection matrix 695 * - Issue the drawing 696 * 697 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 698 * To avoid this, layers are implemented in a different way here, at least in the 699 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 700 * is set. When this flag is set we can redirect all drawing operations into a 701 * single FBO. 702 * 703 * This implementation relies on the frame buffer being at least RGBA 8888. When 704 * a layer is created, only a texture is created, not an FBO. The content of the 705 * frame buffer contained within the layer's bounds is copied into this texture 706 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 707 * buffer and drawing continues as normal. This technique therefore treats the 708 * frame buffer as a scratch buffer for the layers. 709 * 710 * To compose the layers back onto the frame buffer, each layer texture 711 * (containing the original frame buffer data) is drawn as a simple quad over 712 * the frame buffer. The trick is that the quad is set as the composition 713 * destination in the blending equation, and the frame buffer becomes the source 714 * of the composition. 715 * 716 * Drawing layers with an alpha value requires an extra step before composition. 717 * An empty quad is drawn over the layer's region in the frame buffer. This quad 718 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 719 * quad is used to multiply the colors in the frame buffer. This is achieved by 720 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 721 * GL_ZERO, GL_SRC_ALPHA. 722 * 723 * Because glCopyTexImage2D() can be slow, an alternative implementation might 724 * be use to draw a single clipped layer. The implementation described above 725 * is correct in every case. 726 * 727 * (1) The frame buffer is actually not cleared right away. To allow the GPU 728 * to potentially optimize series of calls to glCopyTexImage2D, the frame 729 * buffer is left untouched until the first drawing operation. Only when 730 * something actually gets drawn are the layers regions cleared. 731 */ 732bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 733 const SkPaint* paint, int flags, const SkPath* convexMask) { 734 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 735 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 736 737 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 738 739 // Window coordinates of the layer 740 Rect clip; 741 Rect bounds(left, top, right, bottom); 742 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 743 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 744 745 // Bail out if we won't draw in this snapshot 746 if (currentSnapshot()->isIgnored()) { 747 return false; 748 } 749 750 mCaches.activeTexture(0); 751 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 752 if (!layer) { 753 return false; 754 } 755 756 layer->setPaint(paint); 757 layer->layer.set(bounds); 758 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 759 bounds.getWidth() / float(layer->getWidth()), 0.0f); 760 761 layer->setBlend(true); 762 layer->setDirty(false); 763 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 764 765 // Save the layer in the snapshot 766 mSnapshot->flags |= Snapshot::kFlagIsLayer; 767 mSnapshot->layer = layer; 768 769 ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u", 770 fboLayer ? "" : "unclipped ", 771 layer->getWidth(), layer->getHeight()); 772 startMark("SaveLayer"); 773 if (fboLayer) { 774 return createFboLayer(layer, bounds, clip); 775 } else { 776 // Copy the framebuffer into the layer 777 layer->bindTexture(); 778 if (!bounds.isEmpty()) { 779 if (layer->isEmpty()) { 780 // Workaround for some GL drivers. When reading pixels lying outside 781 // of the window we should get undefined values for those pixels. 782 // Unfortunately some drivers will turn the entire target texture black 783 // when reading outside of the window. 784 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 785 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 786 layer->setEmpty(false); 787 } 788 789 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 790 bounds.left, getViewportHeight() - bounds.bottom, 791 bounds.getWidth(), bounds.getHeight()); 792 793 // Enqueue the buffer coordinates to clear the corresponding region later 794 mLayers.push(new Rect(bounds)); 795 } 796 } 797 798 return true; 799} 800 801bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 802 layer->clipRect.set(clip); 803 layer->setFbo(mCaches.fboCache.get()); 804 805 mSnapshot->region = &mSnapshot->layer->region; 806 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 807 mSnapshot->fbo = layer->getFbo(); 808 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 809 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 810 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight()); 811 mSnapshot->roundRectClipState = NULL; 812 813 endTiling(); 814 debugOverdraw(false, false); 815 // Bind texture to FBO 816 mRenderState.bindFramebuffer(layer->getFbo()); 817 layer->bindTexture(); 818 819 // Initialize the texture if needed 820 if (layer->isEmpty()) { 821 layer->allocateTexture(); 822 layer->setEmpty(false); 823 } 824 825 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 826 layer->getTexture(), 0); 827 828 // Expand the startTiling region by 1 829 startTilingCurrentClip(true, true); 830 831 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 832 mCaches.enableScissor(); 833 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 834 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 835 glClear(GL_COLOR_BUFFER_BIT); 836 837 dirtyClip(); 838 839 // Change the ortho projection 840 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 841 return true; 842} 843 844/** 845 * Read the documentation of createLayer() before doing anything in this method. 846 */ 847void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 848 if (!removed.layer) { 849 ALOGE("Attempting to compose a layer that does not exist"); 850 return; 851 } 852 853 Layer* layer = removed.layer; 854 const Rect& rect = layer->layer; 855 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 856 857 bool clipRequired = false; 858 calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 859 &clipRequired, NULL, false); // safely ignore return, should never be rejected 860 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 861 862 if (fboLayer) { 863 endTiling(); 864 865 // Detach the texture from the FBO 866 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 867 868 layer->removeFbo(false); 869 870 // Unbind current FBO and restore previous one 871 mRenderState.bindFramebuffer(restored.fbo); 872 debugOverdraw(true, false); 873 874 startTilingCurrentClip(); 875 } 876 877 if (!fboLayer && layer->getAlpha() < 255) { 878 SkPaint layerPaint; 879 layerPaint.setAlpha(layer->getAlpha()); 880 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 881 layerPaint.setColorFilter(layer->getColorFilter()); 882 883 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 884 // Required below, composeLayerRect() will divide by 255 885 layer->setAlpha(255); 886 } 887 888 mCaches.unbindMeshBuffer(); 889 890 mCaches.activeTexture(0); 891 892 // When the layer is stored in an FBO, we can save a bit of fillrate by 893 // drawing only the dirty region 894 if (fboLayer) { 895 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 896 composeLayerRegion(layer, rect); 897 } else if (!rect.isEmpty()) { 898 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 899 900 save(0); 901 // the layer contains screen buffer content that shouldn't be alpha modulated 902 // (and any necessary alpha modulation was handled drawing into the layer) 903 mSnapshot->alpha = 1.0f; 904 composeLayerRect(layer, rect, true); 905 restore(); 906 } 907 908 dirtyClip(); 909 910 // Failing to add the layer to the cache should happen only if the layer is too large 911 layer->setConvexMask(NULL); 912 if (!mCaches.layerCache.put(layer)) { 913 LAYER_LOGD("Deleting layer"); 914 layer->decStrong(0); 915 } 916} 917 918void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 919 float alpha = getLayerAlpha(layer); 920 921 setupDraw(); 922 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 923 setupDrawWithTexture(); 924 } else { 925 setupDrawWithExternalTexture(); 926 } 927 setupDrawTextureTransform(); 928 setupDrawColor(alpha, alpha, alpha, alpha); 929 setupDrawColorFilter(layer->getColorFilter()); 930 setupDrawBlending(layer); 931 setupDrawProgram(); 932 setupDrawPureColorUniforms(); 933 setupDrawColorFilterUniforms(layer->getColorFilter()); 934 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 935 setupDrawTexture(layer->getTexture()); 936 } else { 937 setupDrawExternalTexture(layer->getTexture()); 938 } 939 if (currentTransform()->isPureTranslate() && 940 !layer->getForceFilter() && 941 layer->getWidth() == (uint32_t) rect.getWidth() && 942 layer->getHeight() == (uint32_t) rect.getHeight()) { 943 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 944 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 945 946 layer->setFilter(GL_NEAREST); 947 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 948 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 949 } else { 950 layer->setFilter(GL_LINEAR); 951 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 952 rect.left, rect.top, rect.right, rect.bottom); 953 } 954 setupDrawTextureTransformUniforms(layer->getTexTransform()); 955 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 956 957 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 958} 959 960void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 961 if (layer->isTextureLayer()) { 962 EVENT_LOGD("composeTextureLayerRect"); 963 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 964 drawTextureLayer(layer, rect); 965 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 966 } else { 967 EVENT_LOGD("composeHardwareLayerRect"); 968 const Rect& texCoords = layer->texCoords; 969 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 970 texCoords.right, texCoords.bottom); 971 972 float x = rect.left; 973 float y = rect.top; 974 bool simpleTransform = currentTransform()->isPureTranslate() && 975 layer->getWidth() == (uint32_t) rect.getWidth() && 976 layer->getHeight() == (uint32_t) rect.getHeight(); 977 978 if (simpleTransform) { 979 // When we're swapping, the layer is already in screen coordinates 980 if (!swap) { 981 x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 982 y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 983 } 984 985 layer->setFilter(GL_NEAREST, true); 986 } else { 987 layer->setFilter(GL_LINEAR, true); 988 } 989 990 SkPaint layerPaint; 991 layerPaint.setAlpha(getLayerAlpha(layer) * 255); 992 layerPaint.setXfermodeMode(layer->getMode()); 993 layerPaint.setColorFilter(layer->getColorFilter()); 994 995 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f; 996 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 997 layer->getTexture(), &layerPaint, blend, 998 &mMeshVertices[0].x, &mMeshVertices[0].u, 999 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1000 1001 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1002 } 1003} 1004 1005/** 1006 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1007 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1008 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1009 * by saveLayer's restore 1010 */ 1011#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1012 DRAW_COMMAND; \ 1013 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1014 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1015 DRAW_COMMAND; \ 1016 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1017 } \ 1018 } 1019 1020#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1021 1022// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 1023// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 1024class LayerShader : public SkShader { 1025public: 1026 LayerShader(Layer* layer, const SkMatrix* localMatrix) 1027 : INHERITED(localMatrix) 1028 , mLayer(layer) { 1029 } 1030 1031 virtual bool asACustomShader(void** data) const { 1032 if (data) { 1033 *data = static_cast<void*>(mLayer); 1034 } 1035 return true; 1036 } 1037 1038 virtual bool isOpaque() const { 1039 return !mLayer->isBlend(); 1040 } 1041 1042protected: 1043 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 1044 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 1045 } 1046 1047 virtual void flatten(SkWriteBuffer&) const { 1048 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 1049 } 1050 1051 virtual Factory getFactory() const { 1052 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 1053 return NULL; 1054 } 1055private: 1056 // Unowned. 1057 Layer* mLayer; 1058 typedef SkShader INHERITED; 1059}; 1060 1061void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1062 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 1063 1064 if (layer->getConvexMask()) { 1065 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 1066 1067 // clip to the area of the layer the mask can be larger 1068 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 1069 1070 SkPaint paint; 1071 paint.setAntiAlias(true); 1072 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 1073 1074 // create LayerShader to map SaveLayer content into subsequent draw 1075 SkMatrix shaderMatrix; 1076 shaderMatrix.setTranslate(rect.left, rect.bottom); 1077 shaderMatrix.preScale(1, -1); 1078 LayerShader layerShader(layer, &shaderMatrix); 1079 paint.setShader(&layerShader); 1080 1081 // Since the drawing primitive is defined in local drawing space, 1082 // we don't need to modify the draw matrix 1083 const SkPath* maskPath = layer->getConvexMask(); 1084 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 1085 1086 paint.setShader(NULL); 1087 restore(); 1088 1089 return; 1090 } 1091 1092 if (layer->region.isRect()) { 1093 layer->setRegionAsRect(); 1094 1095 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1096 1097 layer->region.clear(); 1098 return; 1099 } 1100 1101 EVENT_LOGD("composeLayerRegion"); 1102 // standard Region based draw 1103 size_t count; 1104 const android::Rect* rects; 1105 Region safeRegion; 1106 if (CC_LIKELY(hasRectToRectTransform())) { 1107 rects = layer->region.getArray(&count); 1108 } else { 1109 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1110 rects = safeRegion.getArray(&count); 1111 } 1112 1113 const float alpha = getLayerAlpha(layer); 1114 const float texX = 1.0f / float(layer->getWidth()); 1115 const float texY = 1.0f / float(layer->getHeight()); 1116 const float height = rect.getHeight(); 1117 1118 setupDraw(); 1119 1120 // We must get (and therefore bind) the region mesh buffer 1121 // after we setup drawing in case we need to mess with the 1122 // stencil buffer in setupDraw() 1123 TextureVertex* mesh = mCaches.getRegionMesh(); 1124 uint32_t numQuads = 0; 1125 1126 setupDrawWithTexture(); 1127 setupDrawColor(alpha, alpha, alpha, alpha); 1128 setupDrawColorFilter(layer->getColorFilter()); 1129 setupDrawBlending(layer); 1130 setupDrawProgram(); 1131 setupDrawDirtyRegionsDisabled(); 1132 setupDrawPureColorUniforms(); 1133 setupDrawColorFilterUniforms(layer->getColorFilter()); 1134 setupDrawTexture(layer->getTexture()); 1135 if (currentTransform()->isPureTranslate()) { 1136 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1137 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1138 1139 layer->setFilter(GL_NEAREST); 1140 setupDrawModelView(kModelViewMode_Translate, false, 1141 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1142 } else { 1143 layer->setFilter(GL_LINEAR); 1144 setupDrawModelView(kModelViewMode_Translate, false, 1145 rect.left, rect.top, rect.right, rect.bottom); 1146 } 1147 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1148 1149 for (size_t i = 0; i < count; i++) { 1150 const android::Rect* r = &rects[i]; 1151 1152 const float u1 = r->left * texX; 1153 const float v1 = (height - r->top) * texY; 1154 const float u2 = r->right * texX; 1155 const float v2 = (height - r->bottom) * texY; 1156 1157 // TODO: Reject quads outside of the clip 1158 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1159 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1160 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1161 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1162 1163 numQuads++; 1164 1165 if (numQuads >= gMaxNumberOfQuads) { 1166 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1167 GL_UNSIGNED_SHORT, NULL)); 1168 numQuads = 0; 1169 mesh = mCaches.getRegionMesh(); 1170 } 1171 } 1172 1173 if (numQuads > 0) { 1174 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1175 GL_UNSIGNED_SHORT, NULL)); 1176 } 1177 1178#if DEBUG_LAYERS_AS_REGIONS 1179 drawRegionRectsDebug(layer->region); 1180#endif 1181 1182 layer->region.clear(); 1183} 1184 1185#if DEBUG_LAYERS_AS_REGIONS 1186void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1187 size_t count; 1188 const android::Rect* rects = region.getArray(&count); 1189 1190 uint32_t colors[] = { 1191 0x7fff0000, 0x7f00ff00, 1192 0x7f0000ff, 0x7fff00ff, 1193 }; 1194 1195 int offset = 0; 1196 int32_t top = rects[0].top; 1197 1198 for (size_t i = 0; i < count; i++) { 1199 if (top != rects[i].top) { 1200 offset ^= 0x2; 1201 top = rects[i].top; 1202 } 1203 1204 SkPaint paint; 1205 paint.setColor(colors[offset + (i & 0x1)]); 1206 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1207 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1208 } 1209} 1210#endif 1211 1212void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1213 Vector<float> rects; 1214 1215 SkRegion::Iterator it(region); 1216 while (!it.done()) { 1217 const SkIRect& r = it.rect(); 1218 rects.push(r.fLeft); 1219 rects.push(r.fTop); 1220 rects.push(r.fRight); 1221 rects.push(r.fBottom); 1222 it.next(); 1223 } 1224 1225 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1226} 1227 1228void OpenGLRenderer::dirtyLayer(const float left, const float top, 1229 const float right, const float bottom, const mat4 transform) { 1230 if (hasLayer()) { 1231 Rect bounds(left, top, right, bottom); 1232 transform.mapRect(bounds); 1233 dirtyLayerUnchecked(bounds, getRegion()); 1234 } 1235} 1236 1237void OpenGLRenderer::dirtyLayer(const float left, const float top, 1238 const float right, const float bottom) { 1239 if (hasLayer()) { 1240 Rect bounds(left, top, right, bottom); 1241 dirtyLayerUnchecked(bounds, getRegion()); 1242 } 1243} 1244 1245void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1246 if (bounds.intersect(*currentClipRect())) { 1247 bounds.snapToPixelBoundaries(); 1248 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1249 if (!dirty.isEmpty()) { 1250 region->orSelf(dirty); 1251 } 1252 } 1253} 1254 1255void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1256 GLsizei elementsCount = quadsCount * 6; 1257 while (elementsCount > 0) { 1258 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1259 1260 setupDrawIndexedVertices(&mesh[0].x); 1261 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL); 1262 1263 elementsCount -= drawCount; 1264 // Though there are 4 vertices in a quad, we use 6 indices per 1265 // quad to draw with GL_TRIANGLES 1266 mesh += (drawCount / 6) * 4; 1267 } 1268} 1269 1270void OpenGLRenderer::clearLayerRegions() { 1271 const size_t count = mLayers.size(); 1272 if (count == 0) return; 1273 1274 if (!currentSnapshot()->isIgnored()) { 1275 EVENT_LOGD("clearLayerRegions"); 1276 // Doing several glScissor/glClear here can negatively impact 1277 // GPUs with a tiler architecture, instead we draw quads with 1278 // the Clear blending mode 1279 1280 // The list contains bounds that have already been clipped 1281 // against their initial clip rect, and the current clip 1282 // is likely different so we need to disable clipping here 1283 bool scissorChanged = mCaches.disableScissor(); 1284 1285 Vertex mesh[count * 4]; 1286 Vertex* vertex = mesh; 1287 1288 for (uint32_t i = 0; i < count; i++) { 1289 Rect* bounds = mLayers.itemAt(i); 1290 1291 Vertex::set(vertex++, bounds->left, bounds->top); 1292 Vertex::set(vertex++, bounds->right, bounds->top); 1293 Vertex::set(vertex++, bounds->left, bounds->bottom); 1294 Vertex::set(vertex++, bounds->right, bounds->bottom); 1295 1296 delete bounds; 1297 } 1298 // We must clear the list of dirty rects before we 1299 // call setupDraw() to prevent stencil setup to do 1300 // the same thing again 1301 mLayers.clear(); 1302 1303 SkPaint clearPaint; 1304 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode); 1305 1306 setupDraw(false); 1307 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1308 setupDrawBlending(&clearPaint, true); 1309 setupDrawProgram(); 1310 setupDrawPureColorUniforms(); 1311 setupDrawModelView(kModelViewMode_Translate, false, 1312 0.0f, 0.0f, 0.0f, 0.0f, true); 1313 1314 issueIndexedQuadDraw(&mesh[0], count); 1315 1316 if (scissorChanged) mCaches.enableScissor(); 1317 } else { 1318 for (uint32_t i = 0; i < count; i++) { 1319 delete mLayers.itemAt(i); 1320 } 1321 mLayers.clear(); 1322 } 1323} 1324 1325/////////////////////////////////////////////////////////////////////////////// 1326// State Deferral 1327/////////////////////////////////////////////////////////////////////////////// 1328 1329bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1330 const Rect* currentClip = currentClipRect(); 1331 const mat4* currentMatrix = currentTransform(); 1332 1333 if (stateDeferFlags & kStateDeferFlag_Draw) { 1334 // state has bounds initialized in local coordinates 1335 if (!state.mBounds.isEmpty()) { 1336 currentMatrix->mapRect(state.mBounds); 1337 Rect clippedBounds(state.mBounds); 1338 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1339 // is used, it should more closely duplicate the quickReject logic (in how it uses 1340 // snapToPixelBoundaries) 1341 1342 if(!clippedBounds.intersect(*currentClip)) { 1343 // quick rejected 1344 return true; 1345 } 1346 1347 state.mClipSideFlags = kClipSide_None; 1348 if (!currentClip->contains(state.mBounds)) { 1349 int& flags = state.mClipSideFlags; 1350 // op partially clipped, so record which sides are clipped for clip-aware merging 1351 if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left; 1352 if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top; 1353 if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right; 1354 if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1355 } 1356 state.mBounds.set(clippedBounds); 1357 } else { 1358 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1359 // overdraw avoidance (since we don't know what it overlaps) 1360 state.mClipSideFlags = kClipSide_ConservativeFull; 1361 state.mBounds.set(*currentClip); 1362 } 1363 } 1364 1365 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1366 if (state.mClipValid) { 1367 state.mClip.set(*currentClip); 1368 } 1369 1370 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1371 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1372 state.mMatrix.load(*currentMatrix); 1373 state.mDrawModifiers = mDrawModifiers; 1374 state.mAlpha = currentSnapshot()->alpha; 1375 1376 // always store/restore, since it's just a pointer 1377 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1378 return false; 1379} 1380 1381void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1382 setMatrix(state.mMatrix); 1383 mSnapshot->alpha = state.mAlpha; 1384 mDrawModifiers = state.mDrawModifiers; 1385 mSnapshot->roundRectClipState = state.mRoundRectClipState; 1386 1387 if (state.mClipValid && !skipClipRestore) { 1388 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1389 state.mClip.right, state.mClip.bottom); 1390 dirtyClip(); 1391 } 1392} 1393 1394/** 1395 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1396 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1397 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1398 * 1399 * This method should be called when restoreDisplayState() won't be restoring the clip 1400 */ 1401void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1402 if (clipRect != NULL) { 1403 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1404 } else { 1405 mSnapshot->setClip(0, 0, getWidth(), getHeight()); 1406 } 1407 dirtyClip(); 1408 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1409} 1410 1411/////////////////////////////////////////////////////////////////////////////// 1412// Clipping 1413/////////////////////////////////////////////////////////////////////////////// 1414 1415void OpenGLRenderer::setScissorFromClip() { 1416 Rect clip(*currentClipRect()); 1417 clip.snapToPixelBoundaries(); 1418 1419 if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom, 1420 clip.getWidth(), clip.getHeight())) { 1421 mDirtyClip = false; 1422 } 1423} 1424 1425void OpenGLRenderer::ensureStencilBuffer() { 1426 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1427 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1428 // just hope we have one when hasLayer() returns false. 1429 if (hasLayer()) { 1430 attachStencilBufferToLayer(currentSnapshot()->layer); 1431 } 1432} 1433 1434void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1435 // The layer's FBO is already bound when we reach this stage 1436 if (!layer->getStencilRenderBuffer()) { 1437 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1438 // is attached after we initiated tiling. We must turn it off, 1439 // attach the new render buffer then turn tiling back on 1440 endTiling(); 1441 1442 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1443 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1444 layer->setStencilRenderBuffer(buffer); 1445 1446 startTiling(layer->clipRect, layer->layer.getHeight()); 1447 } 1448} 1449 1450void OpenGLRenderer::setStencilFromClip() { 1451 if (!mCaches.debugOverdraw) { 1452 if (!currentSnapshot()->clipRegion->isEmpty()) { 1453 EVENT_LOGD("setStencilFromClip - enabling"); 1454 1455 // NOTE: The order here is important, we must set dirtyClip to false 1456 // before any draw call to avoid calling back into this method 1457 mDirtyClip = false; 1458 1459 ensureStencilBuffer(); 1460 1461 mCaches.stencil.enableWrite(); 1462 1463 // Clear and update the stencil, but first make sure we restrict drawing 1464 // to the region's bounds 1465 bool resetScissor = mCaches.enableScissor(); 1466 if (resetScissor) { 1467 // The scissor was not set so we now need to update it 1468 setScissorFromClip(); 1469 } 1470 mCaches.stencil.clear(); 1471 1472 // stash and disable the outline clip state, since stencil doesn't account for outline 1473 bool storedSkipOutlineClip = mSkipOutlineClip; 1474 mSkipOutlineClip = true; 1475 1476 SkPaint paint; 1477 paint.setColor(SK_ColorBLACK); 1478 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1479 1480 // NOTE: We could use the region contour path to generate a smaller mesh 1481 // Since we are using the stencil we could use the red book path 1482 // drawing technique. It might increase bandwidth usage though. 1483 1484 // The last parameter is important: we are not drawing in the color buffer 1485 // so we don't want to dirty the current layer, if any 1486 drawRegionRects(*(currentSnapshot()->clipRegion), paint, false); 1487 if (resetScissor) mCaches.disableScissor(); 1488 mSkipOutlineClip = storedSkipOutlineClip; 1489 1490 mCaches.stencil.enableTest(); 1491 1492 // Draw the region used to generate the stencil if the appropriate debug 1493 // mode is enabled 1494 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1495 paint.setColor(0x7f0000ff); 1496 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1497 drawRegionRects(*(currentSnapshot()->clipRegion), paint); 1498 } 1499 } else { 1500 EVENT_LOGD("setStencilFromClip - disabling"); 1501 mCaches.stencil.disable(); 1502 } 1503 } 1504} 1505 1506/** 1507 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1508 * 1509 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1510 * style, and tessellated AA ramp 1511 */ 1512bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1513 const SkPaint* paint) { 1514 bool snapOut = paint && paint->isAntiAlias(); 1515 1516 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1517 float outset = paint->getStrokeWidth() * 0.5f; 1518 left -= outset; 1519 top -= outset; 1520 right += outset; 1521 bottom += outset; 1522 } 1523 1524 bool clipRequired = false; 1525 bool roundRectClipRequired = false; 1526 if (calculateQuickRejectForScissor(left, top, right, bottom, 1527 &clipRequired, &roundRectClipRequired, snapOut)) { 1528 return true; 1529 } 1530 1531 // not quick rejected, so enable the scissor if clipRequired 1532 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1533 mSkipOutlineClip = !roundRectClipRequired; 1534 return false; 1535} 1536 1537void OpenGLRenderer::debugClip() { 1538#if DEBUG_CLIP_REGIONS 1539 if (!currentSnapshot()->clipRegion->isEmpty()) { 1540 SkPaint paint; 1541 paint.setColor(0x7f00ff00); 1542 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1543 1544 } 1545#endif 1546} 1547 1548/////////////////////////////////////////////////////////////////////////////// 1549// Drawing commands 1550/////////////////////////////////////////////////////////////////////////////// 1551 1552void OpenGLRenderer::setupDraw(bool clearLayer) { 1553 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1554 // changes the scissor test state 1555 if (clearLayer) clearLayerRegions(); 1556 // Make sure setScissor & setStencil happen at the beginning of 1557 // this method 1558 if (mDirtyClip) { 1559 if (mCaches.scissorEnabled) { 1560 setScissorFromClip(); 1561 } 1562 1563 setStencilFromClip(); 1564 } 1565 1566 mDescription.reset(); 1567 1568 mSetShaderColor = false; 1569 mColorSet = false; 1570 mColorA = mColorR = mColorG = mColorB = 0.0f; 1571 mTextureUnit = 0; 1572 mTrackDirtyRegions = true; 1573 1574 // Enable debug highlight when what we're about to draw is tested against 1575 // the stencil buffer and if stencil highlight debugging is on 1576 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1577 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1578 mCaches.stencil.isTestEnabled(); 1579} 1580 1581void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1582 mDescription.hasTexture = true; 1583 mDescription.hasAlpha8Texture = isAlpha8; 1584} 1585 1586void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1587 mDescription.hasTexture = true; 1588 mDescription.hasColors = true; 1589 mDescription.hasAlpha8Texture = isAlpha8; 1590} 1591 1592void OpenGLRenderer::setupDrawWithExternalTexture() { 1593 mDescription.hasExternalTexture = true; 1594} 1595 1596void OpenGLRenderer::setupDrawNoTexture() { 1597 mCaches.disableTexCoordsVertexArray(); 1598} 1599 1600void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) { 1601 mDescription.hasVertexAlpha = true; 1602 mDescription.useShadowAlphaInterp = useShadowAlphaInterp; 1603} 1604 1605void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1606 mColorA = alpha / 255.0f; 1607 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1608 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1609 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1610 mColorSet = true; 1611 mSetShaderColor = mDescription.setColorModulate(mColorA); 1612} 1613 1614void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1615 mColorA = alpha / 255.0f; 1616 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1617 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1618 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1619 mColorSet = true; 1620 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA); 1621} 1622 1623void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1624 mCaches.fontRenderer->describe(mDescription, paint); 1625} 1626 1627void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1628 mColorA = a; 1629 mColorR = r; 1630 mColorG = g; 1631 mColorB = b; 1632 mColorSet = true; 1633 mSetShaderColor = mDescription.setColorModulate(a); 1634} 1635 1636void OpenGLRenderer::setupDrawShader(const SkShader* shader) { 1637 if (shader != NULL) { 1638 SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader); 1639 } 1640} 1641 1642void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) { 1643 if (filter == NULL) { 1644 return; 1645 } 1646 1647 SkXfermode::Mode mode; 1648 if (filter->asColorMode(NULL, &mode)) { 1649 mDescription.colorOp = ProgramDescription::kColorBlend; 1650 mDescription.colorMode = mode; 1651 } else if (filter->asColorMatrix(NULL)) { 1652 mDescription.colorOp = ProgramDescription::kColorMatrix; 1653 } 1654} 1655 1656void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1657 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1658 mColorA = 1.0f; 1659 mColorR = mColorG = mColorB = 0.0f; 1660 mSetShaderColor = mDescription.modulate = true; 1661 } 1662} 1663 1664void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) { 1665 SkXfermode::Mode mode = layer->getMode(); 1666 // When the blending mode is kClear_Mode, we need to use a modulate color 1667 // argb=1,0,0,0 1668 accountForClear(mode); 1669 // TODO: check shader blending, once we have shader drawing support for layers. 1670 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f || 1671 (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter()); 1672 chooseBlending(blend, mode, mDescription, swapSrcDst); 1673} 1674 1675void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) { 1676 SkXfermode::Mode mode = getXfermodeDirect(paint); 1677 // When the blending mode is kClear_Mode, we need to use a modulate color 1678 // argb=1,0,0,0 1679 accountForClear(mode); 1680 blend |= (mColorSet && mColorA < 1.0f) || 1681 (getShader(paint) && !getShader(paint)->isOpaque()) || 1682 isBlendedColorFilter(getColorFilter(paint)); 1683 chooseBlending(blend, mode, mDescription, swapSrcDst); 1684} 1685 1686void OpenGLRenderer::setupDrawProgram() { 1687 useProgram(mCaches.programCache.get(mDescription)); 1688 if (mDescription.hasRoundRectClip) { 1689 // TODO: avoid doing this repeatedly, stashing state pointer in program 1690 const RoundRectClipState* state = mSnapshot->roundRectClipState; 1691 const Rect& innerRect = state->innerRect; 1692 glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"), 1693 innerRect.left, innerRect.top, 1694 innerRect.right, innerRect.bottom); 1695 glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"), 1696 1, GL_FALSE, &state->matrix.data[0]); 1697 1698 // add half pixel to round out integer rect space to cover pixel centers 1699 float roundedOutRadius = state->radius + 0.5f; 1700 glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"), 1701 roundedOutRadius); 1702 } 1703} 1704 1705void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1706 mTrackDirtyRegions = false; 1707} 1708 1709void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1710 float left, float top, float right, float bottom, bool ignoreTransform) { 1711 mModelViewMatrix.loadTranslate(left, top, 0.0f); 1712 if (mode == kModelViewMode_TranslateAndScale) { 1713 mModelViewMatrix.scale(right - left, bottom - top, 1.0f); 1714 } 1715 1716 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1717 const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform(); 1718 mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset); 1719 if (dirty && mTrackDirtyRegions) { 1720 if (!ignoreTransform) { 1721 dirtyLayer(left, top, right, bottom, *currentTransform()); 1722 } else { 1723 dirtyLayer(left, top, right, bottom); 1724 } 1725 } 1726} 1727 1728void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) { 1729 if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) { 1730 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1731 } 1732} 1733 1734void OpenGLRenderer::setupDrawPureColorUniforms() { 1735 if (mSetShaderColor) { 1736 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1737 } 1738} 1739 1740void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) { 1741 if (shader == NULL) { 1742 return; 1743 } 1744 1745 if (ignoreTransform) { 1746 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1747 // because it was built into modelView / the geometry, and the description needs to 1748 // compensate. 1749 mat4 modelViewWithoutTransform; 1750 modelViewWithoutTransform.loadInverse(*currentTransform()); 1751 modelViewWithoutTransform.multiply(mModelViewMatrix); 1752 mModelViewMatrix.load(modelViewWithoutTransform); 1753 } 1754 1755 SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader); 1756} 1757 1758void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) { 1759 if (NULL == filter) { 1760 return; 1761 } 1762 1763 SkColor color; 1764 SkXfermode::Mode mode; 1765 if (filter->asColorMode(&color, &mode)) { 1766 const int alpha = SkColorGetA(color); 1767 const GLfloat a = alpha / 255.0f; 1768 const GLfloat r = a * SkColorGetR(color) / 255.0f; 1769 const GLfloat g = a * SkColorGetG(color) / 255.0f; 1770 const GLfloat b = a * SkColorGetB(color) / 255.0f; 1771 glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a); 1772 return; 1773 } 1774 1775 SkScalar srcColorMatrix[20]; 1776 if (filter->asColorMatrix(srcColorMatrix)) { 1777 1778 float colorMatrix[16]; 1779 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); 1780 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); 1781 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); 1782 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); 1783 1784 // Skia uses the range [0..255] for the addition vector, but we need 1785 // the [0..1] range to apply the vector in GLSL 1786 float colorVector[4]; 1787 colorVector[0] = srcColorMatrix[4] / 255.0f; 1788 colorVector[1] = srcColorMatrix[9] / 255.0f; 1789 colorVector[2] = srcColorMatrix[14] / 255.0f; 1790 colorVector[3] = srcColorMatrix[19] / 255.0f; 1791 1792 glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1, 1793 GL_FALSE, colorMatrix); 1794 glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector); 1795 return; 1796 } 1797 1798 // it is an error if we ever get here 1799} 1800 1801void OpenGLRenderer::setupDrawTextGammaUniforms() { 1802 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1803} 1804 1805void OpenGLRenderer::setupDrawSimpleMesh() { 1806 bool force = mCaches.bindMeshBuffer(); 1807 mCaches.bindPositionVertexPointer(force, 0); 1808 mCaches.unbindIndicesBuffer(); 1809} 1810 1811void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1812 if (texture) bindTexture(texture); 1813 mTextureUnit++; 1814 mCaches.enableTexCoordsVertexArray(); 1815} 1816 1817void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1818 bindExternalTexture(texture); 1819 mTextureUnit++; 1820 mCaches.enableTexCoordsVertexArray(); 1821} 1822 1823void OpenGLRenderer::setupDrawTextureTransform() { 1824 mDescription.hasTextureTransform = true; 1825} 1826 1827void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1828 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1829 GL_FALSE, &transform.data[0]); 1830} 1831 1832void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1833 const GLvoid* texCoords, GLuint vbo) { 1834 bool force = false; 1835 if (!vertices || vbo) { 1836 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1837 } else { 1838 force = mCaches.unbindMeshBuffer(); 1839 } 1840 1841 mCaches.bindPositionVertexPointer(force, vertices); 1842 if (mCaches.currentProgram->texCoords >= 0) { 1843 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1844 } 1845 1846 mCaches.unbindIndicesBuffer(); 1847} 1848 1849void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1850 const GLvoid* texCoords, const GLvoid* colors) { 1851 bool force = mCaches.unbindMeshBuffer(); 1852 GLsizei stride = sizeof(ColorTextureVertex); 1853 1854 mCaches.bindPositionVertexPointer(force, vertices, stride); 1855 if (mCaches.currentProgram->texCoords >= 0) { 1856 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1857 } 1858 int slot = mCaches.currentProgram->getAttrib("colors"); 1859 if (slot >= 0) { 1860 glEnableVertexAttribArray(slot); 1861 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1862 } 1863 1864 mCaches.unbindIndicesBuffer(); 1865} 1866 1867void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, 1868 const GLvoid* texCoords, GLuint vbo) { 1869 bool force = false; 1870 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1871 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1872 // use the default VBO found in Caches 1873 if (!vertices || vbo) { 1874 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1875 } else { 1876 force = mCaches.unbindMeshBuffer(); 1877 } 1878 mCaches.bindQuadIndicesBuffer(); 1879 1880 mCaches.bindPositionVertexPointer(force, vertices); 1881 if (mCaches.currentProgram->texCoords >= 0) { 1882 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1883 } 1884} 1885 1886void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 1887 bool force = mCaches.unbindMeshBuffer(); 1888 mCaches.bindQuadIndicesBuffer(); 1889 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1890} 1891 1892/////////////////////////////////////////////////////////////////////////////// 1893// Drawing 1894/////////////////////////////////////////////////////////////////////////////// 1895 1896status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 1897 status_t status; 1898 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1899 // will be performed by the display list itself 1900 if (renderNode && renderNode->isRenderable()) { 1901 // compute 3d ordering 1902 renderNode->computeOrdering(); 1903 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1904 status = startFrame(); 1905 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1906 renderNode->replay(replayStruct, 0); 1907 return status | replayStruct.mDrawGlStatus; 1908 } 1909 1910 // Don't avoid overdraw when visualizing, since that makes it harder to 1911 // debug where it's coming from, and when the problem occurs. 1912 bool avoidOverdraw = !mCaches.debugOverdraw; 1913 DeferredDisplayList deferredList(*currentClipRect(), avoidOverdraw); 1914 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1915 renderNode->defer(deferStruct, 0); 1916 1917 flushLayers(); 1918 status = startFrame(); 1919 1920 return deferredList.flush(*this, dirty) | status; 1921 } 1922 1923 // Even if there is no drawing command(Ex: invisible), 1924 // it still needs startFrame to clear buffer and start tiling. 1925 return startFrame(); 1926} 1927 1928void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) { 1929 int color = paint != NULL ? paint->getColor() : 0; 1930 1931 float x = left; 1932 float y = top; 1933 1934 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1935 1936 bool ignoreTransform = false; 1937 if (currentTransform()->isPureTranslate()) { 1938 x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 1939 y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 1940 ignoreTransform = true; 1941 1942 texture->setFilter(GL_NEAREST, true); 1943 } else { 1944 texture->setFilter(getFilter(paint), true); 1945 } 1946 1947 // No need to check for a UV mapper on the texture object, only ARGB_8888 1948 // bitmaps get packed in the atlas 1949 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1950 paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1951 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 1952} 1953 1954/** 1955 * Important note: this method is intended to draw batches of bitmaps and 1956 * will not set the scissor enable or dirty the current layer, if any. 1957 * The caller is responsible for properly dirtying the current layer. 1958 */ 1959status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1960 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 1961 const Rect& bounds, const SkPaint* paint) { 1962 mCaches.activeTexture(0); 1963 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1964 if (!texture) return DrawGlInfo::kStatusDone; 1965 1966 const AutoTexture autoCleanup(texture); 1967 1968 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1969 texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true); 1970 1971 const float x = (int) floorf(bounds.left + 0.5f); 1972 const float y = (int) floorf(bounds.top + 0.5f); 1973 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 1974 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1975 texture->id, paint, &vertices[0].x, &vertices[0].u, 1976 GL_TRIANGLES, bitmapCount * 6, true, 1977 kModelViewMode_Translate, false); 1978 } else { 1979 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1980 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u, 1981 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 1982 kModelViewMode_Translate, false); 1983 } 1984 1985 return DrawGlInfo::kStatusDrew; 1986} 1987 1988status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 1989 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 1990 return DrawGlInfo::kStatusDone; 1991 } 1992 1993 mCaches.activeTexture(0); 1994 Texture* texture = getTexture(bitmap); 1995 if (!texture) return DrawGlInfo::kStatusDone; 1996 const AutoTexture autoCleanup(texture); 1997 1998 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 1999 drawAlphaBitmap(texture, 0, 0, paint); 2000 } else { 2001 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2002 } 2003 2004 return DrawGlInfo::kStatusDrew; 2005} 2006 2007status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) { 2008 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2009 return DrawGlInfo::kStatusDone; 2010 } 2011 2012 mCaches.activeTexture(0); 2013 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2014 const AutoTexture autoCleanup(texture); 2015 2016 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2017 drawAlphaBitmap(texture, 0, 0, paint); 2018 } else { 2019 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2020 } 2021 2022 return DrawGlInfo::kStatusDrew; 2023} 2024 2025status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 2026 const float* vertices, const int* colors, const SkPaint* paint) { 2027 if (!vertices || currentSnapshot()->isIgnored()) { 2028 return DrawGlInfo::kStatusDone; 2029 } 2030 2031 // TODO: use quickReject on bounds from vertices 2032 mCaches.enableScissor(); 2033 2034 float left = FLT_MAX; 2035 float top = FLT_MAX; 2036 float right = FLT_MIN; 2037 float bottom = FLT_MIN; 2038 2039 const uint32_t count = meshWidth * meshHeight * 6; 2040 2041 Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr 2042 mesh.setCapacity(count); 2043 ColorTextureVertex* vertex = mesh.editArray(); 2044 2045 bool cleanupColors = false; 2046 if (!colors) { 2047 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2048 int* newColors = new int[colorsCount]; 2049 memset(newColors, 0xff, colorsCount * sizeof(int)); 2050 colors = newColors; 2051 cleanupColors = true; 2052 } 2053 2054 mCaches.activeTexture(0); 2055 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2056 const UvMapper& mapper(getMapper(texture)); 2057 2058 for (int32_t y = 0; y < meshHeight; y++) { 2059 for (int32_t x = 0; x < meshWidth; x++) { 2060 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2061 2062 float u1 = float(x) / meshWidth; 2063 float u2 = float(x + 1) / meshWidth; 2064 float v1 = float(y) / meshHeight; 2065 float v2 = float(y + 1) / meshHeight; 2066 2067 mapper.map(u1, v1, u2, v2); 2068 2069 int ax = i + (meshWidth + 1) * 2; 2070 int ay = ax + 1; 2071 int bx = i; 2072 int by = bx + 1; 2073 int cx = i + 2; 2074 int cy = cx + 1; 2075 int dx = i + (meshWidth + 1) * 2 + 2; 2076 int dy = dx + 1; 2077 2078 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2079 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2080 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2081 2082 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2083 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2084 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2085 2086 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2087 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2088 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2089 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2090 } 2091 } 2092 2093 if (quickRejectSetupScissor(left, top, right, bottom)) { 2094 if (cleanupColors) delete[] colors; 2095 return DrawGlInfo::kStatusDone; 2096 } 2097 2098 if (!texture) { 2099 texture = mCaches.textureCache.get(bitmap); 2100 if (!texture) { 2101 if (cleanupColors) delete[] colors; 2102 return DrawGlInfo::kStatusDone; 2103 } 2104 } 2105 const AutoTexture autoCleanup(texture); 2106 2107 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2108 texture->setFilter(getFilter(paint), true); 2109 2110 int alpha; 2111 SkXfermode::Mode mode; 2112 getAlphaAndMode(paint, &alpha, &mode); 2113 2114 float a = alpha / 255.0f; 2115 2116 if (hasLayer()) { 2117 dirtyLayer(left, top, right, bottom, *currentTransform()); 2118 } 2119 2120 setupDraw(); 2121 setupDrawWithTextureAndColor(); 2122 setupDrawColor(a, a, a, a); 2123 setupDrawColorFilter(getColorFilter(paint)); 2124 setupDrawBlending(paint, true); 2125 setupDrawProgram(); 2126 setupDrawDirtyRegionsDisabled(); 2127 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f); 2128 setupDrawTexture(texture->id); 2129 setupDrawPureColorUniforms(); 2130 setupDrawColorFilterUniforms(getColorFilter(paint)); 2131 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2132 2133 glDrawArrays(GL_TRIANGLES, 0, count); 2134 2135 int slot = mCaches.currentProgram->getAttrib("colors"); 2136 if (slot >= 0) { 2137 glDisableVertexAttribArray(slot); 2138 } 2139 2140 if (cleanupColors) delete[] colors; 2141 2142 return DrawGlInfo::kStatusDrew; 2143} 2144 2145status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, 2146 float srcLeft, float srcTop, float srcRight, float srcBottom, 2147 float dstLeft, float dstTop, float dstRight, float dstBottom, 2148 const SkPaint* paint) { 2149 if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) { 2150 return DrawGlInfo::kStatusDone; 2151 } 2152 2153 mCaches.activeTexture(0); 2154 Texture* texture = getTexture(bitmap); 2155 if (!texture) return DrawGlInfo::kStatusDone; 2156 const AutoTexture autoCleanup(texture); 2157 2158 const float width = texture->width; 2159 const float height = texture->height; 2160 2161 float u1 = fmax(0.0f, srcLeft / width); 2162 float v1 = fmax(0.0f, srcTop / height); 2163 float u2 = fmin(1.0f, srcRight / width); 2164 float v2 = fmin(1.0f, srcBottom / height); 2165 2166 getMapper(texture).map(u1, v1, u2, v2); 2167 2168 mCaches.unbindMeshBuffer(); 2169 resetDrawTextureTexCoords(u1, v1, u2, v2); 2170 2171 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2172 2173 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2174 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2175 2176 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2177 // Apply a scale transform on the canvas only when a shader is in use 2178 // Skia handles the ratio between the dst and src rects as a scale factor 2179 // when a shader is set 2180 bool useScaleTransform = getShader(paint) && scaled; 2181 bool ignoreTransform = false; 2182 2183 if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) { 2184 float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f); 2185 float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f); 2186 2187 dstRight = x + (dstRight - dstLeft); 2188 dstBottom = y + (dstBottom - dstTop); 2189 2190 dstLeft = x; 2191 dstTop = y; 2192 2193 texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true); 2194 ignoreTransform = true; 2195 } else { 2196 texture->setFilter(getFilter(paint), true); 2197 } 2198 2199 if (CC_UNLIKELY(useScaleTransform)) { 2200 save(SkCanvas::kMatrix_SaveFlag); 2201 translate(dstLeft, dstTop); 2202 scale(scaleX, scaleY); 2203 2204 dstLeft = 0.0f; 2205 dstTop = 0.0f; 2206 2207 dstRight = srcRight - srcLeft; 2208 dstBottom = srcBottom - srcTop; 2209 } 2210 2211 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2212 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2213 texture->id, paint, 2214 &mMeshVertices[0].x, &mMeshVertices[0].u, 2215 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2216 } else { 2217 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2218 texture->id, paint, texture->blend, 2219 &mMeshVertices[0].x, &mMeshVertices[0].u, 2220 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2221 } 2222 2223 if (CC_UNLIKELY(useScaleTransform)) { 2224 restore(); 2225 } 2226 2227 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2228 2229 return DrawGlInfo::kStatusDrew; 2230} 2231 2232status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch, 2233 float left, float top, float right, float bottom, const SkPaint* paint) { 2234 if (quickRejectSetupScissor(left, top, right, bottom)) { 2235 return DrawGlInfo::kStatusDone; 2236 } 2237 2238 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2239 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2240 right - left, bottom - top, patch); 2241 2242 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2243} 2244 2245status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 2246 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2247 const SkPaint* paint) { 2248 if (quickRejectSetupScissor(left, top, right, bottom)) { 2249 return DrawGlInfo::kStatusDone; 2250 } 2251 2252 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2253 mCaches.activeTexture(0); 2254 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2255 if (!texture) return DrawGlInfo::kStatusDone; 2256 const AutoTexture autoCleanup(texture); 2257 2258 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2259 texture->setFilter(GL_LINEAR, true); 2260 2261 const bool pureTranslate = currentTransform()->isPureTranslate(); 2262 // Mark the current layer dirty where we are going to draw the patch 2263 if (hasLayer() && mesh->hasEmptyQuads) { 2264 const float offsetX = left + currentTransform()->getTranslateX(); 2265 const float offsetY = top + currentTransform()->getTranslateY(); 2266 const size_t count = mesh->quads.size(); 2267 for (size_t i = 0; i < count; i++) { 2268 const Rect& bounds = mesh->quads.itemAt(i); 2269 if (CC_LIKELY(pureTranslate)) { 2270 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2271 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2272 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2273 } else { 2274 dirtyLayer(left + bounds.left, top + bounds.top, 2275 left + bounds.right, top + bounds.bottom, *currentTransform()); 2276 } 2277 } 2278 } 2279 2280 bool ignoreTransform = false; 2281 if (CC_LIKELY(pureTranslate)) { 2282 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 2283 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 2284 2285 right = x + right - left; 2286 bottom = y + bottom - top; 2287 left = x; 2288 top = y; 2289 ignoreTransform = true; 2290 } 2291 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint, 2292 texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2293 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2294 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2295 } 2296 2297 return DrawGlInfo::kStatusDrew; 2298} 2299 2300/** 2301 * Important note: this method is intended to draw batches of 9-patch objects and 2302 * will not set the scissor enable or dirty the current layer, if any. 2303 * The caller is responsible for properly dirtying the current layer. 2304 */ 2305status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2306 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) { 2307 mCaches.activeTexture(0); 2308 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2309 if (!texture) return DrawGlInfo::kStatusDone; 2310 const AutoTexture autoCleanup(texture); 2311 2312 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2313 texture->setFilter(GL_LINEAR, true); 2314 2315 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint, 2316 texture->blend, &vertices[0].x, &vertices[0].u, 2317 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false); 2318 2319 return DrawGlInfo::kStatusDrew; 2320} 2321 2322status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 2323 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) { 2324 // not missing call to quickReject/dirtyLayer, always done at a higher level 2325 if (!vertexBuffer.getVertexCount()) { 2326 // no vertices to draw 2327 return DrawGlInfo::kStatusDone; 2328 } 2329 2330 Rect bounds(vertexBuffer.getBounds()); 2331 bounds.translate(translateX, translateY); 2332 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2333 2334 int color = paint->getColor(); 2335 bool isAA = paint->isAntiAlias(); 2336 2337 setupDraw(); 2338 setupDrawNoTexture(); 2339 if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp)); 2340 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2341 setupDrawColorFilter(getColorFilter(paint)); 2342 setupDrawShader(getShader(paint)); 2343 setupDrawBlending(paint, isAA); 2344 setupDrawProgram(); 2345 setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset), 2346 translateX, translateY, 0, 0); 2347 setupDrawColorUniforms(getShader(paint)); 2348 setupDrawColorFilterUniforms(getColorFilter(paint)); 2349 setupDrawShaderUniforms(getShader(paint)); 2350 2351 const void* vertices = vertexBuffer.getBuffer(); 2352 bool force = mCaches.unbindMeshBuffer(); 2353 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2354 mCaches.resetTexCoordsVertexPointer(); 2355 2356 int alphaSlot = -1; 2357 if (isAA) { 2358 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2359 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2360 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2361 glEnableVertexAttribArray(alphaSlot); 2362 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2363 } 2364 2365 const VertexBuffer::Mode mode = vertexBuffer.getMode(); 2366 if (mode == VertexBuffer::kStandard) { 2367 mCaches.unbindIndicesBuffer(); 2368 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2369 } else if (mode == VertexBuffer::kOnePolyRingShadow) { 2370 mCaches.bindShadowIndicesBuffer(); 2371 glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2372 } else if (mode == VertexBuffer::kTwoPolyRingShadow) { 2373 mCaches.bindShadowIndicesBuffer(); 2374 glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2375 } else if (mode == VertexBuffer::kIndices) { 2376 mCaches.unbindIndicesBuffer(); 2377 glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), GL_UNSIGNED_SHORT, 2378 vertexBuffer.getIndices()); 2379 } 2380 2381 if (isAA) { 2382 glDisableVertexAttribArray(alphaSlot); 2383 } 2384 2385 return DrawGlInfo::kStatusDrew; 2386} 2387 2388/** 2389 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2390 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2391 * screen space in all directions. However, instead of using a fragment shader to compute the 2392 * translucency of the color from its position, we simply use a varying parameter to define how far 2393 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2394 * 2395 * Doesn't yet support joins, caps, or path effects. 2396 */ 2397status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 2398 VertexBuffer vertexBuffer; 2399 // TODO: try clipping large paths to viewport 2400 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 2401 return drawVertexBuffer(vertexBuffer, paint); 2402} 2403 2404/** 2405 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2406 * and additional geometry for defining an alpha slope perimeter. 2407 * 2408 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2409 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2410 * in-shader alpha region, but found it to be taxing on some GPUs. 2411 * 2412 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2413 * memory transfer by removing need for degenerate vertices. 2414 */ 2415status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 2416 if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2417 2418 count &= ~0x3; // round down to nearest four 2419 2420 VertexBuffer buffer; 2421 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 2422 const Rect& bounds = buffer.getBounds(); 2423 2424 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2425 return DrawGlInfo::kStatusDone; 2426 } 2427 2428 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2429 return drawVertexBuffer(buffer, paint, displayFlags); 2430} 2431 2432status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 2433 if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2434 2435 count &= ~0x1; // round down to nearest two 2436 2437 VertexBuffer buffer; 2438 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 2439 2440 const Rect& bounds = buffer.getBounds(); 2441 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2442 return DrawGlInfo::kStatusDone; 2443 } 2444 2445 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2446 return drawVertexBuffer(buffer, paint, displayFlags); 2447} 2448 2449status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2450 // No need to check against the clip, we fill the clip region 2451 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2452 2453 Rect clip(*currentClipRect()); 2454 clip.snapToPixelBoundaries(); 2455 2456 SkPaint paint; 2457 paint.setColor(color); 2458 paint.setXfermodeMode(mode); 2459 2460 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 2461 2462 return DrawGlInfo::kStatusDrew; 2463} 2464 2465status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2466 const SkPaint* paint) { 2467 if (!texture) return DrawGlInfo::kStatusDone; 2468 const AutoTexture autoCleanup(texture); 2469 2470 const float x = left + texture->left - texture->offset; 2471 const float y = top + texture->top - texture->offset; 2472 2473 drawPathTexture(texture, x, y, paint); 2474 2475 return DrawGlInfo::kStatusDrew; 2476} 2477 2478status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2479 float rx, float ry, const SkPaint* p) { 2480 if (currentSnapshot()->isIgnored() 2481 || quickRejectSetupScissor(left, top, right, bottom, p) 2482 || paintWillNotDraw(*p)) { 2483 return DrawGlInfo::kStatusDone; 2484 } 2485 2486 if (p->getPathEffect() != 0) { 2487 mCaches.activeTexture(0); 2488 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2489 right - left, bottom - top, rx, ry, p); 2490 return drawShape(left, top, texture, p); 2491 } 2492 2493 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 2494 *currentTransform(), *p, right - left, bottom - top, rx, ry); 2495 return drawVertexBuffer(left, top, *vertexBuffer, p); 2496} 2497 2498status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 2499 if (currentSnapshot()->isIgnored() 2500 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p) 2501 || paintWillNotDraw(*p)) { 2502 return DrawGlInfo::kStatusDone; 2503 } 2504 if (p->getPathEffect() != 0) { 2505 mCaches.activeTexture(0); 2506 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2507 return drawShape(x - radius, y - radius, texture, p); 2508 } 2509 2510 SkPath path; 2511 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2512 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2513 } else { 2514 path.addCircle(x, y, radius); 2515 } 2516 return drawConvexPath(path, p); 2517} 2518 2519status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2520 const SkPaint* p) { 2521 if (currentSnapshot()->isIgnored() 2522 || quickRejectSetupScissor(left, top, right, bottom, p) 2523 || paintWillNotDraw(*p)) { 2524 return DrawGlInfo::kStatusDone; 2525 } 2526 2527 if (p->getPathEffect() != 0) { 2528 mCaches.activeTexture(0); 2529 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2530 return drawShape(left, top, texture, p); 2531 } 2532 2533 SkPath path; 2534 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2535 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2536 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2537 } 2538 path.addOval(rect); 2539 return drawConvexPath(path, p); 2540} 2541 2542status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2543 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 2544 if (currentSnapshot()->isIgnored() 2545 || quickRejectSetupScissor(left, top, right, bottom, p) 2546 || paintWillNotDraw(*p)) { 2547 return DrawGlInfo::kStatusDone; 2548 } 2549 2550 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2551 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2552 mCaches.activeTexture(0); 2553 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2554 startAngle, sweepAngle, useCenter, p); 2555 return drawShape(left, top, texture, p); 2556 } 2557 2558 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2559 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2560 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2561 } 2562 2563 SkPath path; 2564 if (useCenter) { 2565 path.moveTo(rect.centerX(), rect.centerY()); 2566 } 2567 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2568 if (useCenter) { 2569 path.close(); 2570 } 2571 return drawConvexPath(path, p); 2572} 2573 2574// See SkPaintDefaults.h 2575#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2576 2577status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 2578 const SkPaint* p) { 2579 if (currentSnapshot()->isIgnored() 2580 || quickRejectSetupScissor(left, top, right, bottom, p) 2581 || paintWillNotDraw(*p)) { 2582 return DrawGlInfo::kStatusDone; 2583 } 2584 2585 if (p->getStyle() != SkPaint::kFill_Style) { 2586 // only fill style is supported by drawConvexPath, since others have to handle joins 2587 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2588 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2589 mCaches.activeTexture(0); 2590 const PathTexture* texture = 2591 mCaches.pathCache.getRect(right - left, bottom - top, p); 2592 return drawShape(left, top, texture, p); 2593 } 2594 2595 SkPath path; 2596 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2597 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2598 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2599 } 2600 path.addRect(rect); 2601 return drawConvexPath(path, p); 2602 } 2603 2604 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2605 SkPath path; 2606 path.addRect(left, top, right, bottom); 2607 return drawConvexPath(path, p); 2608 } else { 2609 drawColorRect(left, top, right, bottom, p); 2610 return DrawGlInfo::kStatusDrew; 2611 } 2612} 2613 2614void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2615 int bytesCount, int count, const float* positions, 2616 FontRenderer& fontRenderer, int alpha, float x, float y) { 2617 mCaches.activeTexture(0); 2618 2619 TextShadow textShadow; 2620 if (!getTextShadow(paint, &textShadow)) { 2621 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2622 } 2623 2624 // NOTE: The drop shadow will not perform gamma correction 2625 // if shader-based correction is enabled 2626 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2627 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2628 paint, text, bytesCount, count, textShadow.radius, positions); 2629 // If the drop shadow exceeds the max texture size or couldn't be 2630 // allocated, skip drawing 2631 if (!shadow) return; 2632 const AutoTexture autoCleanup(shadow); 2633 2634 const float sx = x - shadow->left + textShadow.dx; 2635 const float sy = y - shadow->top + textShadow.dy; 2636 2637 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha; 2638 if (getShader(paint)) { 2639 textShadow.color = SK_ColorWHITE; 2640 } 2641 2642 setupDraw(); 2643 setupDrawWithTexture(true); 2644 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha); 2645 setupDrawColorFilter(getColorFilter(paint)); 2646 setupDrawShader(getShader(paint)); 2647 setupDrawBlending(paint, true); 2648 setupDrawProgram(); 2649 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2650 sx, sy, sx + shadow->width, sy + shadow->height); 2651 setupDrawTexture(shadow->id); 2652 setupDrawPureColorUniforms(); 2653 setupDrawColorFilterUniforms(getColorFilter(paint)); 2654 setupDrawShaderUniforms(getShader(paint)); 2655 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2656 2657 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2658} 2659 2660bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2661 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2662 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2663} 2664 2665status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2666 const float* positions, const SkPaint* paint) { 2667 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2668 return DrawGlInfo::kStatusDone; 2669 } 2670 2671 // NOTE: Skia does not support perspective transform on drawPosText yet 2672 if (!currentTransform()->isSimple()) { 2673 return DrawGlInfo::kStatusDone; 2674 } 2675 2676 mCaches.enableScissor(); 2677 2678 float x = 0.0f; 2679 float y = 0.0f; 2680 const bool pureTranslate = currentTransform()->isPureTranslate(); 2681 if (pureTranslate) { 2682 x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2683 y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2684 } 2685 2686 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2687 fontRenderer.setFont(paint, SkMatrix::I()); 2688 2689 int alpha; 2690 SkXfermode::Mode mode; 2691 getAlphaAndMode(paint, &alpha, &mode); 2692 2693 if (CC_UNLIKELY(hasTextShadow(paint))) { 2694 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2695 alpha, 0.0f, 0.0f); 2696 } 2697 2698 // Pick the appropriate texture filtering 2699 bool linearFilter = currentTransform()->changesBounds(); 2700 if (pureTranslate && !linearFilter) { 2701 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2702 } 2703 fontRenderer.setTextureFiltering(linearFilter); 2704 2705 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2706 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2707 2708 const bool hasActiveLayer = hasLayer(); 2709 2710 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2711 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2712 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2713 if (hasActiveLayer) { 2714 if (!pureTranslate) { 2715 currentTransform()->mapRect(bounds); 2716 } 2717 dirtyLayerUnchecked(bounds, getRegion()); 2718 } 2719 } 2720 2721 return DrawGlInfo::kStatusDrew; 2722} 2723 2724bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 2725 if (CC_LIKELY(transform.isPureTranslate())) { 2726 outMatrix->setIdentity(); 2727 return false; 2728 } else if (CC_UNLIKELY(transform.isPerspective())) { 2729 outMatrix->setIdentity(); 2730 return true; 2731 } 2732 2733 /** 2734 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2735 * with values rounded to the nearest int. 2736 */ 2737 float sx, sy; 2738 transform.decomposeScale(sx, sy); 2739 outMatrix->setScale( 2740 roundf(fmaxf(1.0f, sx)), 2741 roundf(fmaxf(1.0f, sy))); 2742 return true; 2743} 2744 2745status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2746 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2747 DrawOpMode drawOpMode) { 2748 2749 if (drawOpMode == kDrawOpMode_Immediate) { 2750 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2751 // drawing as ops from DeferredDisplayList are already filtered for these 2752 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) || 2753 quickRejectSetupScissor(bounds)) { 2754 return DrawGlInfo::kStatusDone; 2755 } 2756 } 2757 2758 const float oldX = x; 2759 const float oldY = y; 2760 2761 const mat4& transform = *currentTransform(); 2762 const bool pureTranslate = transform.isPureTranslate(); 2763 2764 if (CC_LIKELY(pureTranslate)) { 2765 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2766 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2767 } 2768 2769 int alpha; 2770 SkXfermode::Mode mode; 2771 getAlphaAndMode(paint, &alpha, &mode); 2772 2773 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2774 2775 if (CC_UNLIKELY(hasTextShadow(paint))) { 2776 fontRenderer.setFont(paint, SkMatrix::I()); 2777 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2778 alpha, oldX, oldY); 2779 } 2780 2781 const bool hasActiveLayer = hasLayer(); 2782 2783 // We only pass a partial transform to the font renderer. That partial 2784 // matrix defines how glyphs are rasterized. Typically we want glyphs 2785 // to be rasterized at their final size on screen, which means the partial 2786 // matrix needs to take the scale factor into account. 2787 // When a partial matrix is used to transform glyphs during rasterization, 2788 // the mesh is generated with the inverse transform (in the case of scale, 2789 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2790 // apply the full transform matrix at draw time in the vertex shader. 2791 // Applying the full matrix in the shader is the easiest way to handle 2792 // rotation and perspective and allows us to always generated quads in the 2793 // font renderer which greatly simplifies the code, clipping in particular. 2794 SkMatrix fontTransform; 2795 bool linearFilter = findBestFontTransform(transform, &fontTransform) 2796 || fabs(y - (int) y) > 0.0f 2797 || fabs(x - (int) x) > 0.0f; 2798 fontRenderer.setFont(paint, fontTransform); 2799 fontRenderer.setTextureFiltering(linearFilter); 2800 2801 // TODO: Implement better clipping for scaled/rotated text 2802 const Rect* clip = !pureTranslate ? NULL : currentClipRect(); 2803 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2804 2805 bool status; 2806 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2807 2808 // don't call issuedrawcommand, do it at end of batch 2809 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2810 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2811 SkPaint paintCopy(*paint); 2812 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2813 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2814 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2815 } else { 2816 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2817 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2818 } 2819 2820 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2821 if (!pureTranslate) { 2822 transform.mapRect(layerBounds); 2823 } 2824 dirtyLayerUnchecked(layerBounds, getRegion()); 2825 } 2826 2827 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2828 2829 return DrawGlInfo::kStatusDrew; 2830} 2831 2832status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2833 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2834 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2835 return DrawGlInfo::kStatusDone; 2836 } 2837 2838 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2839 mCaches.enableScissor(); 2840 2841 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2842 fontRenderer.setFont(paint, SkMatrix::I()); 2843 fontRenderer.setTextureFiltering(true); 2844 2845 int alpha; 2846 SkXfermode::Mode mode; 2847 getAlphaAndMode(paint, &alpha, &mode); 2848 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2849 2850 const Rect* clip = &mSnapshot->getLocalClip(); 2851 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2852 2853 const bool hasActiveLayer = hasLayer(); 2854 2855 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2856 hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) { 2857 if (hasActiveLayer) { 2858 currentTransform()->mapRect(bounds); 2859 dirtyLayerUnchecked(bounds, getRegion()); 2860 } 2861 } 2862 2863 return DrawGlInfo::kStatusDrew; 2864} 2865 2866status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2867 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2868 2869 mCaches.activeTexture(0); 2870 2871 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2872 if (!texture) return DrawGlInfo::kStatusDone; 2873 const AutoTexture autoCleanup(texture); 2874 2875 const float x = texture->left - texture->offset; 2876 const float y = texture->top - texture->offset; 2877 2878 drawPathTexture(texture, x, y, paint); 2879 2880 return DrawGlInfo::kStatusDrew; 2881} 2882 2883status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 2884 if (!layer) { 2885 return DrawGlInfo::kStatusDone; 2886 } 2887 2888 mat4* transform = NULL; 2889 if (layer->isTextureLayer()) { 2890 transform = &layer->getTransform(); 2891 if (!transform->isIdentity()) { 2892 save(SkCanvas::kMatrix_SaveFlag); 2893 concatMatrix(*transform); 2894 } 2895 } 2896 2897 bool clipRequired = false; 2898 const bool rejected = calculateQuickRejectForScissor(x, y, 2899 x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false); 2900 2901 if (rejected) { 2902 if (transform && !transform->isIdentity()) { 2903 restore(); 2904 } 2905 return DrawGlInfo::kStatusDone; 2906 } 2907 2908 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 2909 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 2910 2911 updateLayer(layer, true); 2912 2913 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 2914 mCaches.activeTexture(0); 2915 2916 if (CC_LIKELY(!layer->region.isEmpty())) { 2917 if (layer->region.isRect()) { 2918 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2919 composeLayerRect(layer, layer->regionRect)); 2920 } else if (layer->mesh) { 2921 2922 const float a = getLayerAlpha(layer); 2923 setupDraw(); 2924 setupDrawWithTexture(); 2925 setupDrawColor(a, a, a, a); 2926 setupDrawColorFilter(layer->getColorFilter()); 2927 setupDrawBlending(layer); 2928 setupDrawProgram(); 2929 setupDrawPureColorUniforms(); 2930 setupDrawColorFilterUniforms(layer->getColorFilter()); 2931 setupDrawTexture(layer->getTexture()); 2932 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 2933 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2934 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2935 2936 layer->setFilter(GL_NEAREST); 2937 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 2938 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2939 } else { 2940 layer->setFilter(GL_LINEAR); 2941 setupDrawModelView(kModelViewMode_Translate, false, x, y, 2942 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2943 } 2944 2945 TextureVertex* mesh = &layer->mesh[0]; 2946 GLsizei elementsCount = layer->meshElementCount; 2947 2948 while (elementsCount > 0) { 2949 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 2950 2951 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 2952 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2953 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL)); 2954 2955 elementsCount -= drawCount; 2956 // Though there are 4 vertices in a quad, we use 6 indices per 2957 // quad to draw with GL_TRIANGLES 2958 mesh += (drawCount / 6) * 4; 2959 } 2960 2961#if DEBUG_LAYERS_AS_REGIONS 2962 drawRegionRectsDebug(layer->region); 2963#endif 2964 } 2965 2966 if (layer->debugDrawUpdate) { 2967 layer->debugDrawUpdate = false; 2968 2969 SkPaint paint; 2970 paint.setColor(0x7f00ff00); 2971 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 2972 } 2973 } 2974 layer->hasDrawnSinceUpdate = true; 2975 2976 if (transform && !transform->isIdentity()) { 2977 restore(); 2978 } 2979 2980 return DrawGlInfo::kStatusDrew; 2981} 2982 2983/////////////////////////////////////////////////////////////////////////////// 2984// Draw filters 2985/////////////////////////////////////////////////////////////////////////////// 2986 2987void OpenGLRenderer::resetPaintFilter() { 2988 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 2989 // comparison, see MergingDrawBatch::canMergeWith 2990 mDrawModifiers.mHasDrawFilter = false; 2991 mDrawModifiers.mPaintFilterClearBits = 0; 2992 mDrawModifiers.mPaintFilterSetBits = 0; 2993} 2994 2995void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2996 // TODO: don't bother with boolean, it's redundant with clear/set bits 2997 mDrawModifiers.mHasDrawFilter = true; 2998 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2999 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3000} 3001 3002const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) { 3003 // TODO: use CompatFlagsDrawFilter here, and combine logic with android/graphics/DrawFilter.cpp 3004 // to avoid clobbering 0x02 paint flag 3005 3006 // Equivalent to the Java Paint's FILTER_BITMAP_FLAG. 3007 static const uint32_t sFilterBitmapFlag = 0x02; 3008 3009 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3010 return paint; 3011 } 3012 3013 const uint32_t clearBits = mDrawModifiers.mPaintFilterClearBits; 3014 const uint32_t setBits = mDrawModifiers.mPaintFilterSetBits; 3015 3016 const uint32_t flags = (paint->getFlags() & ~clearBits) | setBits; 3017 mFilteredPaint = *paint; 3018 mFilteredPaint.setFlags(flags); 3019 3020 // check if paint filter trying to override bitmap filter 3021 if ((clearBits | setBits) & sFilterBitmapFlag) { 3022 mFilteredPaint.setFilterLevel(flags & sFilterBitmapFlag 3023 ? SkPaint::kLow_FilterLevel : SkPaint::kNone_FilterLevel); 3024 } 3025 3026 return &mFilteredPaint; 3027} 3028 3029/////////////////////////////////////////////////////////////////////////////// 3030// Drawing implementation 3031/////////////////////////////////////////////////////////////////////////////// 3032 3033Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 3034 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3035 if (!texture) { 3036 return mCaches.textureCache.get(bitmap); 3037 } 3038 return texture; 3039} 3040 3041void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3042 float x, float y, const SkPaint* paint) { 3043 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 3044 return; 3045 } 3046 3047 int alpha; 3048 SkXfermode::Mode mode; 3049 getAlphaAndMode(paint, &alpha, &mode); 3050 3051 setupDraw(); 3052 setupDrawWithTexture(true); 3053 setupDrawAlpha8Color(paint->getColor(), alpha); 3054 setupDrawColorFilter(getColorFilter(paint)); 3055 setupDrawShader(getShader(paint)); 3056 setupDrawBlending(paint, true); 3057 setupDrawProgram(); 3058 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3059 x, y, x + texture->width, y + texture->height); 3060 setupDrawTexture(texture->id); 3061 setupDrawPureColorUniforms(); 3062 setupDrawColorFilterUniforms(getColorFilter(paint)); 3063 setupDrawShaderUniforms(getShader(paint)); 3064 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3065 3066 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3067} 3068 3069// Same values used by Skia 3070#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3071#define kStdUnderline_Offset (1.0f / 9.0f) 3072#define kStdUnderline_Thickness (1.0f / 18.0f) 3073 3074void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 3075 const SkPaint* paint) { 3076 // Handle underline and strike-through 3077 uint32_t flags = paint->getFlags(); 3078 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3079 SkPaint paintCopy(*paint); 3080 3081 if (CC_LIKELY(underlineWidth > 0.0f)) { 3082 const float textSize = paintCopy.getTextSize(); 3083 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3084 3085 const float left = x; 3086 float top = 0.0f; 3087 3088 int linesCount = 0; 3089 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3090 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3091 3092 const int pointsCount = 4 * linesCount; 3093 float points[pointsCount]; 3094 int currentPoint = 0; 3095 3096 if (flags & SkPaint::kUnderlineText_Flag) { 3097 top = y + textSize * kStdUnderline_Offset; 3098 points[currentPoint++] = left; 3099 points[currentPoint++] = top; 3100 points[currentPoint++] = left + underlineWidth; 3101 points[currentPoint++] = top; 3102 } 3103 3104 if (flags & SkPaint::kStrikeThruText_Flag) { 3105 top = y + textSize * kStdStrikeThru_Offset; 3106 points[currentPoint++] = left; 3107 points[currentPoint++] = top; 3108 points[currentPoint++] = left + underlineWidth; 3109 points[currentPoint++] = top; 3110 } 3111 3112 paintCopy.setStrokeWidth(strokeWidth); 3113 3114 drawLines(&points[0], pointsCount, &paintCopy); 3115 } 3116 } 3117} 3118 3119status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 3120 if (currentSnapshot()->isIgnored()) { 3121 return DrawGlInfo::kStatusDone; 3122 } 3123 3124 return drawColorRects(rects, count, paint, false, true, true); 3125} 3126 3127static void mapPointFakeZ(Vector3& point, const mat4& transformXY, const mat4& transformZ) { 3128 // map z coordinate with true 3d matrix 3129 point.z = transformZ.mapZ(point); 3130 3131 // map x,y coordinates with draw/Skia matrix 3132 transformXY.mapPoint(point.x, point.y); 3133} 3134 3135status_t OpenGLRenderer::drawShadow(float casterAlpha, 3136 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 3137 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 3138 3139 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 3140 mCaches.enableScissor(); 3141 3142 SkPaint paint; 3143 paint.setAntiAlias(true); // want to use AlphaVertex 3144 3145 // The caller has made sure casterAlpha > 0. 3146 float ambientShadowAlpha = mAmbientShadowAlpha; 3147 if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) { 3148 ambientShadowAlpha = mCaches.propertyAmbientShadowStrength; 3149 } 3150 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) { 3151 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0); 3152 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3153 } 3154 3155 float spotShadowAlpha = mSpotShadowAlpha; 3156 if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) { 3157 spotShadowAlpha = mCaches.propertySpotShadowStrength; 3158 } 3159 if (spotShadowVertexBuffer && spotShadowAlpha > 0) { 3160 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0); 3161 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3162 } 3163 3164 return DrawGlInfo::kStatusDrew; 3165} 3166 3167status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 3168 bool ignoreTransform, bool dirty, bool clip) { 3169 if (count == 0) { 3170 return DrawGlInfo::kStatusDone; 3171 } 3172 3173 int color = paint->getColor(); 3174 // If a shader is set, preserve only the alpha 3175 if (getShader(paint)) { 3176 color |= 0x00ffffff; 3177 } 3178 3179 float left = FLT_MAX; 3180 float top = FLT_MAX; 3181 float right = FLT_MIN; 3182 float bottom = FLT_MIN; 3183 3184 Vertex mesh[count]; 3185 Vertex* vertex = mesh; 3186 3187 for (int index = 0; index < count; index += 4) { 3188 float l = rects[index + 0]; 3189 float t = rects[index + 1]; 3190 float r = rects[index + 2]; 3191 float b = rects[index + 3]; 3192 3193 Vertex::set(vertex++, l, t); 3194 Vertex::set(vertex++, r, t); 3195 Vertex::set(vertex++, l, b); 3196 Vertex::set(vertex++, r, b); 3197 3198 left = fminf(left, l); 3199 top = fminf(top, t); 3200 right = fmaxf(right, r); 3201 bottom = fmaxf(bottom, b); 3202 } 3203 3204 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 3205 return DrawGlInfo::kStatusDone; 3206 } 3207 3208 setupDraw(); 3209 setupDrawNoTexture(); 3210 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3211 setupDrawShader(getShader(paint)); 3212 setupDrawColorFilter(getColorFilter(paint)); 3213 setupDrawBlending(paint); 3214 setupDrawProgram(); 3215 setupDrawDirtyRegionsDisabled(); 3216 setupDrawModelView(kModelViewMode_Translate, false, 3217 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3218 setupDrawColorUniforms(getShader(paint)); 3219 setupDrawShaderUniforms(getShader(paint)); 3220 setupDrawColorFilterUniforms(getColorFilter(paint)); 3221 3222 if (dirty && hasLayer()) { 3223 dirtyLayer(left, top, right, bottom, *currentTransform()); 3224 } 3225 3226 issueIndexedQuadDraw(&mesh[0], count / 4); 3227 3228 return DrawGlInfo::kStatusDrew; 3229} 3230 3231void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3232 const SkPaint* paint, bool ignoreTransform) { 3233 int color = paint->getColor(); 3234 // If a shader is set, preserve only the alpha 3235 if (getShader(paint)) { 3236 color |= 0x00ffffff; 3237 } 3238 3239 setupDraw(); 3240 setupDrawNoTexture(); 3241 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3242 setupDrawShader(getShader(paint)); 3243 setupDrawColorFilter(getColorFilter(paint)); 3244 setupDrawBlending(paint); 3245 setupDrawProgram(); 3246 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3247 left, top, right, bottom, ignoreTransform); 3248 setupDrawColorUniforms(getShader(paint)); 3249 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3250 setupDrawColorFilterUniforms(getColorFilter(paint)); 3251 setupDrawSimpleMesh(); 3252 3253 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3254} 3255 3256void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3257 Texture* texture, const SkPaint* paint) { 3258 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3259 3260 GLvoid* vertices = (GLvoid*) NULL; 3261 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3262 3263 if (texture->uvMapper) { 3264 vertices = &mMeshVertices[0].x; 3265 texCoords = &mMeshVertices[0].u; 3266 3267 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3268 texture->uvMapper->map(uvs); 3269 3270 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3271 } 3272 3273 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3274 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 3275 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 3276 3277 texture->setFilter(GL_NEAREST, true); 3278 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3279 paint, texture->blend, vertices, texCoords, 3280 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3281 } else { 3282 texture->setFilter(getFilter(paint), true); 3283 drawTextureMesh(left, top, right, bottom, texture->id, paint, 3284 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3285 } 3286 3287 if (texture->uvMapper) { 3288 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3289 } 3290} 3291 3292void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3293 GLuint texture, const SkPaint* paint, bool blend, 3294 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3295 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3296 ModelViewMode modelViewMode, bool dirty) { 3297 3298 int a; 3299 SkXfermode::Mode mode; 3300 getAlphaAndMode(paint, &a, &mode); 3301 const float alpha = a / 255.0f; 3302 3303 setupDraw(); 3304 setupDrawWithTexture(); 3305 setupDrawColor(alpha, alpha, alpha, alpha); 3306 setupDrawColorFilter(getColorFilter(paint)); 3307 setupDrawBlending(paint, blend, swapSrcDst); 3308 setupDrawProgram(); 3309 if (!dirty) setupDrawDirtyRegionsDisabled(); 3310 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3311 setupDrawTexture(texture); 3312 setupDrawPureColorUniforms(); 3313 setupDrawColorFilterUniforms(getColorFilter(paint)); 3314 setupDrawMesh(vertices, texCoords, vbo); 3315 3316 glDrawArrays(drawMode, 0, elementsCount); 3317} 3318 3319void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3320 GLuint texture, const SkPaint* paint, bool blend, 3321 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3322 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3323 ModelViewMode modelViewMode, bool dirty) { 3324 3325 int a; 3326 SkXfermode::Mode mode; 3327 getAlphaAndMode(paint, &a, &mode); 3328 const float alpha = a / 255.0f; 3329 3330 setupDraw(); 3331 setupDrawWithTexture(); 3332 setupDrawColor(alpha, alpha, alpha, alpha); 3333 setupDrawColorFilter(getColorFilter(paint)); 3334 setupDrawBlending(paint, blend, swapSrcDst); 3335 setupDrawProgram(); 3336 if (!dirty) setupDrawDirtyRegionsDisabled(); 3337 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3338 setupDrawTexture(texture); 3339 setupDrawPureColorUniforms(); 3340 setupDrawColorFilterUniforms(getColorFilter(paint)); 3341 setupDrawMeshIndices(vertices, texCoords, vbo); 3342 3343 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3344} 3345 3346void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3347 GLuint texture, const SkPaint* paint, 3348 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3349 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3350 3351 int color = paint != NULL ? paint->getColor() : 0; 3352 int alpha; 3353 SkXfermode::Mode mode; 3354 getAlphaAndMode(paint, &alpha, &mode); 3355 3356 setupDraw(); 3357 setupDrawWithTexture(true); 3358 if (paint != NULL) { 3359 setupDrawAlpha8Color(color, alpha); 3360 } 3361 setupDrawColorFilter(getColorFilter(paint)); 3362 setupDrawShader(getShader(paint)); 3363 setupDrawBlending(paint, true); 3364 setupDrawProgram(); 3365 if (!dirty) setupDrawDirtyRegionsDisabled(); 3366 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3367 setupDrawTexture(texture); 3368 setupDrawPureColorUniforms(); 3369 setupDrawColorFilterUniforms(getColorFilter(paint)); 3370 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3371 setupDrawMesh(vertices, texCoords); 3372 3373 glDrawArrays(drawMode, 0, elementsCount); 3374} 3375 3376void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3377 ProgramDescription& description, bool swapSrcDst) { 3378 3379 if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) { 3380 blend = true; 3381 mDescription.hasRoundRectClip = true; 3382 } 3383 mSkipOutlineClip = true; 3384 3385 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3386 3387 if (blend) { 3388 // These blend modes are not supported by OpenGL directly and have 3389 // to be implemented using shaders. Since the shader will perform 3390 // the blending, turn blending off here 3391 // If the blend mode cannot be implemented using shaders, fall 3392 // back to the default SrcOver blend mode instead 3393 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3394 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3395 description.framebufferMode = mode; 3396 description.swapSrcDst = swapSrcDst; 3397 3398 if (mCaches.blend) { 3399 glDisable(GL_BLEND); 3400 mCaches.blend = false; 3401 } 3402 3403 return; 3404 } else { 3405 mode = SkXfermode::kSrcOver_Mode; 3406 } 3407 } 3408 3409 if (!mCaches.blend) { 3410 glEnable(GL_BLEND); 3411 } 3412 3413 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3414 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3415 3416 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3417 glBlendFunc(sourceMode, destMode); 3418 mCaches.lastSrcMode = sourceMode; 3419 mCaches.lastDstMode = destMode; 3420 } 3421 } else if (mCaches.blend) { 3422 glDisable(GL_BLEND); 3423 } 3424 mCaches.blend = blend; 3425} 3426 3427bool OpenGLRenderer::useProgram(Program* program) { 3428 if (!program->isInUse()) { 3429 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3430 program->use(); 3431 mCaches.currentProgram = program; 3432 return false; 3433 } 3434 return true; 3435} 3436 3437void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3438 TextureVertex* v = &mMeshVertices[0]; 3439 TextureVertex::setUV(v++, u1, v1); 3440 TextureVertex::setUV(v++, u2, v1); 3441 TextureVertex::setUV(v++, u1, v2); 3442 TextureVertex::setUV(v++, u2, v2); 3443} 3444 3445void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3446 getAlphaAndModeDirect(paint, alpha, mode); 3447 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3448 // if drawing a layer, ignore the paint's alpha 3449 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3450 } 3451 *alpha *= currentSnapshot()->alpha; 3452} 3453 3454float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 3455 float alpha; 3456 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3457 alpha = mDrawModifiers.mOverrideLayerAlpha; 3458 } else { 3459 alpha = layer->getAlpha() / 255.0f; 3460 } 3461 return alpha * currentSnapshot()->alpha; 3462} 3463 3464}; // namespace uirenderer 3465}; // namespace android 3466