OpenGLRenderer.cpp revision f147340bd117c16a67287e2f6ca9ded651bb32b2
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DisplayListRenderer.h" 35#include "Vector.h" 36 37namespace android { 38namespace uirenderer { 39 40/////////////////////////////////////////////////////////////////////////////// 41// Defines 42/////////////////////////////////////////////////////////////////////////////// 43 44#define RAD_TO_DEG (180.0f / 3.14159265f) 45#define MIN_ANGLE 0.001f 46 47// TODO: This should be set in properties 48#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 49 50/////////////////////////////////////////////////////////////////////////////// 51// Globals 52/////////////////////////////////////////////////////////////////////////////// 53 54/** 55 * Structure mapping Skia xfermodes to OpenGL blending factors. 56 */ 57struct Blender { 58 SkXfermode::Mode mode; 59 GLenum src; 60 GLenum dst; 61}; // struct Blender 62 63// In this array, the index of each Blender equals the value of the first 64// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 65static const Blender gBlends[] = { 66 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 67 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 68 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 69 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 70 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 71 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 72 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 73 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 74 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 76 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 77 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 78}; 79 80// This array contains the swapped version of each SkXfermode. For instance 81// this array's SrcOver blending mode is actually DstOver. You can refer to 82// createLayer() for more information on the purpose of this array. 83static const Blender gBlendsSwap[] = { 84 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 85 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 86 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 87 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 88 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 89 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 90 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 92 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 94 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 95 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 96}; 97 98static const GLenum gTextureUnits[] = { 99 GL_TEXTURE0, 100 GL_TEXTURE1, 101 GL_TEXTURE2 102}; 103 104/////////////////////////////////////////////////////////////////////////////// 105// Constructors/destructor 106/////////////////////////////////////////////////////////////////////////////// 107 108OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 109 mShader = NULL; 110 mColorFilter = NULL; 111 mHasShadow = false; 112 113 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 114 115 mFirstSnapshot = new Snapshot; 116} 117 118OpenGLRenderer::~OpenGLRenderer() { 119 // The context has already been destroyed at this point, do not call 120 // GL APIs. All GL state should be kept in Caches.h 121} 122 123/////////////////////////////////////////////////////////////////////////////// 124// Setup 125/////////////////////////////////////////////////////////////////////////////// 126 127void OpenGLRenderer::setViewport(int width, int height) { 128 glViewport(0, 0, width, height); 129 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 130 131 mWidth = width; 132 mHeight = height; 133 134 mFirstSnapshot->height = height; 135 mFirstSnapshot->viewport.set(0, 0, width, height); 136 137 mDirtyClip = false; 138} 139 140void OpenGLRenderer::prepare(bool opaque) { 141 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 142} 143 144void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 145 mCaches.clearGarbage(); 146 147 mSnapshot = new Snapshot(mFirstSnapshot, 148 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 149 mSnapshot->fbo = getTargetFbo(); 150 151 mSaveCount = 1; 152 153 glViewport(0, 0, mWidth, mHeight); 154 155 glDisable(GL_DITHER); 156 157 glEnable(GL_SCISSOR_TEST); 158 glScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 159 mSnapshot->setClip(left, top, right, bottom); 160 161 if (!opaque) { 162 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 163 glClear(GL_COLOR_BUFFER_BIT); 164 } 165} 166 167void OpenGLRenderer::finish() { 168#if DEBUG_OPENGL 169 GLenum status = GL_NO_ERROR; 170 while ((status = glGetError()) != GL_NO_ERROR) { 171 LOGD("GL error from OpenGLRenderer: 0x%x", status); 172 switch (status) { 173 case GL_OUT_OF_MEMORY: 174 LOGE(" OpenGLRenderer is out of memory!"); 175 break; 176 } 177 } 178#endif 179#if DEBUG_MEMORY_USAGE 180 mCaches.dumpMemoryUsage(); 181#else 182 if (mCaches.getDebugLevel() & kDebugMemory) { 183 mCaches.dumpMemoryUsage(); 184 } 185#endif 186} 187 188void OpenGLRenderer::interrupt() { 189 if (mCaches.currentProgram) { 190 if (mCaches.currentProgram->isInUse()) { 191 mCaches.currentProgram->remove(); 192 mCaches.currentProgram = NULL; 193 } 194 } 195 mCaches.unbindMeshBuffer(); 196} 197 198void OpenGLRenderer::resume() { 199 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 200 201 glEnable(GL_SCISSOR_TEST); 202 dirtyClip(); 203 204 glDisable(GL_DITHER); 205 206 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 207 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 208 209 mCaches.blend = true; 210 glEnable(GL_BLEND); 211 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 212 glBlendEquation(GL_FUNC_ADD); 213} 214 215bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) { 216 interrupt(); 217 if (mDirtyClip) { 218 setScissorFromClip(); 219 } 220 221 Rect clip(*mSnapshot->clipRect); 222 clip.snapToPixelBoundaries(); 223 224#if RENDER_LAYERS_AS_REGIONS 225 // Since we don't know what the functor will draw, let's dirty 226 // tne entire clip region 227 if (hasLayer()) { 228 dirtyLayerUnchecked(clip, getRegion()); 229 } 230#endif 231 232 DrawGlInfo info; 233 info.clipLeft = clip.left; 234 info.clipTop = clip.top; 235 info.clipRight = clip.right; 236 info.clipBottom = clip.bottom; 237 info.isLayer = hasLayer(); 238 getSnapshot()->transform->copyTo(&info.transform[0]); 239 240 status_t result = (*functor)(0, &info); 241 242 if (result != 0) { 243 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 244 dirty.unionWith(localDirty); 245 } 246 247 resume(); 248 return result != 0; 249} 250 251/////////////////////////////////////////////////////////////////////////////// 252// State management 253/////////////////////////////////////////////////////////////////////////////// 254 255int OpenGLRenderer::getSaveCount() const { 256 return mSaveCount; 257} 258 259int OpenGLRenderer::save(int flags) { 260 return saveSnapshot(flags); 261} 262 263void OpenGLRenderer::restore() { 264 if (mSaveCount > 1) { 265 restoreSnapshot(); 266 } 267} 268 269void OpenGLRenderer::restoreToCount(int saveCount) { 270 if (saveCount < 1) saveCount = 1; 271 272 while (mSaveCount > saveCount) { 273 restoreSnapshot(); 274 } 275} 276 277int OpenGLRenderer::saveSnapshot(int flags) { 278 mSnapshot = new Snapshot(mSnapshot, flags); 279 return mSaveCount++; 280} 281 282bool OpenGLRenderer::restoreSnapshot() { 283 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 284 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 285 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 286 287 sp<Snapshot> current = mSnapshot; 288 sp<Snapshot> previous = mSnapshot->previous; 289 290 if (restoreOrtho) { 291 Rect& r = previous->viewport; 292 glViewport(r.left, r.top, r.right, r.bottom); 293 mOrthoMatrix.load(current->orthoMatrix); 294 } 295 296 mSaveCount--; 297 mSnapshot = previous; 298 299 if (restoreClip) { 300 dirtyClip(); 301 } 302 303 if (restoreLayer) { 304 composeLayer(current, previous); 305 } 306 307 return restoreClip; 308} 309 310/////////////////////////////////////////////////////////////////////////////// 311// Layers 312/////////////////////////////////////////////////////////////////////////////// 313 314int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 315 SkPaint* p, int flags) { 316 const GLuint previousFbo = mSnapshot->fbo; 317 const int count = saveSnapshot(flags); 318 319 if (!mSnapshot->isIgnored()) { 320 int alpha = 255; 321 SkXfermode::Mode mode; 322 323 if (p) { 324 alpha = p->getAlpha(); 325 if (!mCaches.extensions.hasFramebufferFetch()) { 326 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 327 if (!isMode) { 328 // Assume SRC_OVER 329 mode = SkXfermode::kSrcOver_Mode; 330 } 331 } else { 332 mode = getXfermode(p->getXfermode()); 333 } 334 } else { 335 mode = SkXfermode::kSrcOver_Mode; 336 } 337 338 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 339 } 340 341 return count; 342} 343 344int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 345 int alpha, int flags) { 346 if (alpha >= 255 - ALPHA_THRESHOLD) { 347 return saveLayer(left, top, right, bottom, NULL, flags); 348 } else { 349 SkPaint paint; 350 paint.setAlpha(alpha); 351 return saveLayer(left, top, right, bottom, &paint, flags); 352 } 353} 354 355/** 356 * Layers are viewed by Skia are slightly different than layers in image editing 357 * programs (for instance.) When a layer is created, previously created layers 358 * and the frame buffer still receive every drawing command. For instance, if a 359 * layer is created and a shape intersecting the bounds of the layers and the 360 * framebuffer is draw, the shape will be drawn on both (unless the layer was 361 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 362 * 363 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 364 * texture. Unfortunately, this is inefficient as it requires every primitive to 365 * be drawn n + 1 times, where n is the number of active layers. In practice this 366 * means, for every primitive: 367 * - Switch active frame buffer 368 * - Change viewport, clip and projection matrix 369 * - Issue the drawing 370 * 371 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 372 * To avoid this, layers are implemented in a different way here, at least in the 373 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 374 * is set. When this flag is set we can redirect all drawing operations into a 375 * single FBO. 376 * 377 * This implementation relies on the frame buffer being at least RGBA 8888. When 378 * a layer is created, only a texture is created, not an FBO. The content of the 379 * frame buffer contained within the layer's bounds is copied into this texture 380 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 381 * buffer and drawing continues as normal. This technique therefore treats the 382 * frame buffer as a scratch buffer for the layers. 383 * 384 * To compose the layers back onto the frame buffer, each layer texture 385 * (containing the original frame buffer data) is drawn as a simple quad over 386 * the frame buffer. The trick is that the quad is set as the composition 387 * destination in the blending equation, and the frame buffer becomes the source 388 * of the composition. 389 * 390 * Drawing layers with an alpha value requires an extra step before composition. 391 * An empty quad is drawn over the layer's region in the frame buffer. This quad 392 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 393 * quad is used to multiply the colors in the frame buffer. This is achieved by 394 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 395 * GL_ZERO, GL_SRC_ALPHA. 396 * 397 * Because glCopyTexImage2D() can be slow, an alternative implementation might 398 * be use to draw a single clipped layer. The implementation described above 399 * is correct in every case. 400 * 401 * (1) The frame buffer is actually not cleared right away. To allow the GPU 402 * to potentially optimize series of calls to glCopyTexImage2D, the frame 403 * buffer is left untouched until the first drawing operation. Only when 404 * something actually gets drawn are the layers regions cleared. 405 */ 406bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 407 float right, float bottom, int alpha, SkXfermode::Mode mode, 408 int flags, GLuint previousFbo) { 409 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 410 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 411 412 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 413 414 // Window coordinates of the layer 415 Rect bounds(left, top, right, bottom); 416 if (!fboLayer) { 417 mSnapshot->transform->mapRect(bounds); 418 419 // Layers only make sense if they are in the framebuffer's bounds 420 if (bounds.intersect(*snapshot->clipRect)) { 421 // We cannot work with sub-pixels in this case 422 bounds.snapToPixelBoundaries(); 423 424 // When the layer is not an FBO, we may use glCopyTexImage so we 425 // need to make sure the layer does not extend outside the bounds 426 // of the framebuffer 427 if (!bounds.intersect(snapshot->previous->viewport)) { 428 bounds.setEmpty(); 429 } 430 } else { 431 bounds.setEmpty(); 432 } 433 } 434 435 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 436 bounds.getHeight() > mCaches.maxTextureSize) { 437 snapshot->empty = fboLayer; 438 } else { 439 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 440 } 441 442 // Bail out if we won't draw in this snapshot 443 if (snapshot->invisible || snapshot->empty) { 444 return false; 445 } 446 447 glActiveTexture(gTextureUnits[0]); 448 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 449 if (!layer) { 450 return false; 451 } 452 453 layer->mode = mode; 454 layer->alpha = alpha; 455 layer->layer.set(bounds); 456 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 457 bounds.getWidth() / float(layer->width), 0.0f); 458 layer->colorFilter = mColorFilter; 459 460 // Save the layer in the snapshot 461 snapshot->flags |= Snapshot::kFlagIsLayer; 462 snapshot->layer = layer; 463 464 if (fboLayer) { 465 return createFboLayer(layer, bounds, snapshot, previousFbo); 466 } else { 467 // Copy the framebuffer into the layer 468 glBindTexture(GL_TEXTURE_2D, layer->texture); 469 if (!bounds.isEmpty()) { 470 if (layer->empty) { 471 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, 472 snapshot->height - bounds.bottom, layer->width, layer->height, 0); 473 layer->empty = false; 474 } else { 475 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 476 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 477 } 478 479 // Clear the framebuffer where the layer will draw 480 glScissor(bounds.left, mSnapshot->height - bounds.bottom, 481 bounds.getWidth(), bounds.getHeight()); 482 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 483 glClear(GL_COLOR_BUFFER_BIT); 484 485 dirtyClip(); 486 } 487 } 488 489 return true; 490} 491 492bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 493 GLuint previousFbo) { 494 layer->fbo = mCaches.fboCache.get(); 495 496#if RENDER_LAYERS_AS_REGIONS 497 snapshot->region = &snapshot->layer->region; 498 snapshot->flags |= Snapshot::kFlagFboTarget; 499#endif 500 501 Rect clip(bounds); 502 snapshot->transform->mapRect(clip); 503 clip.intersect(*snapshot->clipRect); 504 clip.snapToPixelBoundaries(); 505 clip.intersect(snapshot->previous->viewport); 506 507 mat4 inverse; 508 inverse.loadInverse(*mSnapshot->transform); 509 510 inverse.mapRect(clip); 511 clip.snapToPixelBoundaries(); 512 clip.intersect(bounds); 513 clip.translate(-bounds.left, -bounds.top); 514 515 snapshot->flags |= Snapshot::kFlagIsFboLayer; 516 snapshot->fbo = layer->fbo; 517 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 518 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 519 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 520 snapshot->height = bounds.getHeight(); 521 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 522 snapshot->orthoMatrix.load(mOrthoMatrix); 523 524 // Bind texture to FBO 525 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 526 glBindTexture(GL_TEXTURE_2D, layer->texture); 527 528 // Initialize the texture if needed 529 if (layer->empty) { 530 layer->empty = false; 531 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 532 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 533 } 534 535 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 536 layer->texture, 0); 537 538#if DEBUG_LAYERS_AS_REGIONS 539 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 540 if (status != GL_FRAMEBUFFER_COMPLETE) { 541 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 542 543 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 544 glDeleteTextures(1, &layer->texture); 545 mCaches.fboCache.put(layer->fbo); 546 547 delete layer; 548 549 return false; 550 } 551#endif 552 553 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 554 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 555 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 556 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 557 glClear(GL_COLOR_BUFFER_BIT); 558 559 dirtyClip(); 560 561 // Change the ortho projection 562 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 563 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 564 565 return true; 566} 567 568/** 569 * Read the documentation of createLayer() before doing anything in this method. 570 */ 571void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 572 if (!current->layer) { 573 LOGE("Attempting to compose a layer that does not exist"); 574 return; 575 } 576 577 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 578 579 if (fboLayer) { 580 // Unbind current FBO and restore previous one 581 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 582 } 583 584 Layer* layer = current->layer; 585 const Rect& rect = layer->layer; 586 587 if (!fboLayer && layer->alpha < 255) { 588 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 589 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 590 // Required below, composeLayerRect() will divide by 255 591 layer->alpha = 255; 592 } 593 594 mCaches.unbindMeshBuffer(); 595 596 glActiveTexture(gTextureUnits[0]); 597 598 // When the layer is stored in an FBO, we can save a bit of fillrate by 599 // drawing only the dirty region 600 if (fboLayer) { 601 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 602 if (layer->colorFilter) { 603 setupColorFilter(layer->colorFilter); 604 } 605 composeLayerRegion(layer, rect); 606 if (layer->colorFilter) { 607 resetColorFilter(); 608 } 609 } else { 610 if (!rect.isEmpty()) { 611 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 612 composeLayerRect(layer, rect, true); 613 } 614 } 615 616 if (fboLayer) { 617 // Detach the texture from the FBO 618 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 619 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 620 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 621 622 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 623 mCaches.fboCache.put(current->fbo); 624 } 625 626 dirtyClip(); 627 628 // Failing to add the layer to the cache should happen only if the layer is too large 629 if (!mCaches.layerCache.put(layer)) { 630 LAYER_LOGD("Deleting layer"); 631 glDeleteTextures(1, &layer->texture); 632 delete layer; 633 } 634} 635 636void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 637 const Rect& texCoords = layer->texCoords; 638 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 639 640 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 641 layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 642 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap); 643 644 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 645} 646 647void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 648#if RENDER_LAYERS_AS_REGIONS 649 if (layer->region.isRect()) { 650 const android::Rect& bounds = layer->region.getBounds(); 651 layer->regionRect.set(bounds.leftTop().x, bounds.leftTop().y, 652 bounds.rightBottom().x, bounds.rightBottom().y); 653 composeLayerRect(layer, layer->regionRect); 654 layer->region.clear(); 655 return; 656 } 657 658 if (!layer->region.isEmpty()) { 659 size_t count; 660 const android::Rect* rects = layer->region.getArray(&count); 661 662 const float alpha = layer->alpha / 255.0f; 663 const float texX = 1.0f / float(layer->width); 664 const float texY = 1.0f / float(layer->height); 665 const float height = rect.getHeight(); 666 667 TextureVertex* mesh = mCaches.getRegionMesh(); 668 GLsizei numQuads = 0; 669 670 setupDraw(); 671 setupDrawWithTexture(); 672 setupDrawColor(alpha, alpha, alpha, alpha); 673 setupDrawColorFilter(); 674 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 675 setupDrawProgram(); 676 setupDrawDirtyRegionsDisabled(); 677 setupDrawPureColorUniforms(); 678 setupDrawColorFilterUniforms(); 679 setupDrawTexture(layer->texture); 680 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 681 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); 682 683 for (size_t i = 0; i < count; i++) { 684 const android::Rect* r = &rects[i]; 685 686 const float u1 = r->left * texX; 687 const float v1 = (height - r->top) * texY; 688 const float u2 = r->right * texX; 689 const float v2 = (height - r->bottom) * texY; 690 691 // TODO: Reject quads outside of the clip 692 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 693 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 694 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 695 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 696 697 numQuads++; 698 699 if (numQuads >= REGION_MESH_QUAD_COUNT) { 700 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 701 numQuads = 0; 702 mesh = mCaches.getRegionMesh(); 703 } 704 } 705 706 if (numQuads > 0) { 707 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 708 } 709 710 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 711 finishDrawTexture(); 712 713#if DEBUG_LAYERS_AS_REGIONS 714 drawRegionRects(layer->region); 715#endif 716 717 layer->region.clear(); 718 } 719#else 720 composeLayerRect(layer, rect); 721#endif 722} 723 724void OpenGLRenderer::drawRegionRects(const Region& region) { 725#if DEBUG_LAYERS_AS_REGIONS 726 size_t count; 727 const android::Rect* rects = region.getArray(&count); 728 729 uint32_t colors[] = { 730 0x7fff0000, 0x7f00ff00, 731 0x7f0000ff, 0x7fff00ff, 732 }; 733 734 int offset = 0; 735 int32_t top = rects[0].top; 736 737 for (size_t i = 0; i < count; i++) { 738 if (top != rects[i].top) { 739 offset ^= 0x2; 740 top = rects[i].top; 741 } 742 743 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 744 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 745 SkXfermode::kSrcOver_Mode); 746 } 747#endif 748} 749 750void OpenGLRenderer::dirtyLayer(const float left, const float top, 751 const float right, const float bottom, const mat4 transform) { 752#if RENDER_LAYERS_AS_REGIONS 753 if (hasLayer()) { 754 Rect bounds(left, top, right, bottom); 755 transform.mapRect(bounds); 756 dirtyLayerUnchecked(bounds, getRegion()); 757 } 758#endif 759} 760 761void OpenGLRenderer::dirtyLayer(const float left, const float top, 762 const float right, const float bottom) { 763#if RENDER_LAYERS_AS_REGIONS 764 if (hasLayer()) { 765 Rect bounds(left, top, right, bottom); 766 dirtyLayerUnchecked(bounds, getRegion()); 767 } 768#endif 769} 770 771void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 772#if RENDER_LAYERS_AS_REGIONS 773 if (bounds.intersect(*mSnapshot->clipRect)) { 774 bounds.snapToPixelBoundaries(); 775 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 776 if (!dirty.isEmpty()) { 777 region->orSelf(dirty); 778 } 779 } 780#endif 781} 782 783/////////////////////////////////////////////////////////////////////////////// 784// Transforms 785/////////////////////////////////////////////////////////////////////////////// 786 787void OpenGLRenderer::translate(float dx, float dy) { 788 mSnapshot->transform->translate(dx, dy, 0.0f); 789} 790 791void OpenGLRenderer::rotate(float degrees) { 792 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 793} 794 795void OpenGLRenderer::scale(float sx, float sy) { 796 mSnapshot->transform->scale(sx, sy, 1.0f); 797} 798 799void OpenGLRenderer::skew(float sx, float sy) { 800 mSnapshot->transform->skew(sx, sy); 801} 802 803void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 804 mSnapshot->transform->load(*matrix); 805} 806 807const float* OpenGLRenderer::getMatrix() const { 808 if (mSnapshot->fbo != 0) { 809 return &mSnapshot->transform->data[0]; 810 } 811 return &mIdentity.data[0]; 812} 813 814void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 815 mSnapshot->transform->copyTo(*matrix); 816} 817 818void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 819 SkMatrix transform; 820 mSnapshot->transform->copyTo(transform); 821 transform.preConcat(*matrix); 822 mSnapshot->transform->load(transform); 823} 824 825/////////////////////////////////////////////////////////////////////////////// 826// Clipping 827/////////////////////////////////////////////////////////////////////////////// 828 829void OpenGLRenderer::setScissorFromClip() { 830 Rect clip(*mSnapshot->clipRect); 831 clip.snapToPixelBoundaries(); 832 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 833 mDirtyClip = false; 834} 835 836const Rect& OpenGLRenderer::getClipBounds() { 837 return mSnapshot->getLocalClip(); 838} 839 840bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 841 if (mSnapshot->isIgnored()) { 842 return true; 843 } 844 845 Rect r(left, top, right, bottom); 846 mSnapshot->transform->mapRect(r); 847 r.snapToPixelBoundaries(); 848 849 Rect clipRect(*mSnapshot->clipRect); 850 clipRect.snapToPixelBoundaries(); 851 852 return !clipRect.intersects(r); 853} 854 855bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 856 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 857 if (clipped) { 858 dirtyClip(); 859 } 860 return !mSnapshot->clipRect->isEmpty(); 861} 862 863/////////////////////////////////////////////////////////////////////////////// 864// Drawing commands 865/////////////////////////////////////////////////////////////////////////////// 866 867void OpenGLRenderer::setupDraw() { 868 if (mDirtyClip) { 869 setScissorFromClip(); 870 } 871 mDescription.reset(); 872 mSetShaderColor = false; 873 mColorSet = false; 874 mColorA = mColorR = mColorG = mColorB = 0.0f; 875 mTextureUnit = 0; 876 mTrackDirtyRegions = true; 877 mTexCoordsSlot = -1; 878} 879 880void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 881 mDescription.hasTexture = true; 882 mDescription.hasAlpha8Texture = isAlpha8; 883} 884 885void OpenGLRenderer::setupDrawPoint(float pointSize) { 886 mDescription.isPoint = true; 887 mDescription.pointSize = pointSize; 888} 889 890void OpenGLRenderer::setupDrawColor(int color) { 891 setupDrawColor(color, (color >> 24) & 0xFF); 892} 893 894void OpenGLRenderer::setupDrawColor(int color, int alpha) { 895 mColorA = alpha / 255.0f; 896 const float a = mColorA / 255.0f; 897 mColorR = a * ((color >> 16) & 0xFF); 898 mColorG = a * ((color >> 8) & 0xFF); 899 mColorB = a * ((color ) & 0xFF); 900 mColorSet = true; 901 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 902} 903 904void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 905 mColorA = alpha / 255.0f; 906 const float a = mColorA / 255.0f; 907 mColorR = a * ((color >> 16) & 0xFF); 908 mColorG = a * ((color >> 8) & 0xFF); 909 mColorB = a * ((color ) & 0xFF); 910 mColorSet = true; 911 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 912} 913 914void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 915 mColorA = a; 916 mColorR = r; 917 mColorG = g; 918 mColorB = b; 919 mColorSet = true; 920 mSetShaderColor = mDescription.setColor(r, g, b, a); 921} 922 923void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 924 mColorA = a; 925 mColorR = r; 926 mColorG = g; 927 mColorB = b; 928 mColorSet = true; 929 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 930} 931 932void OpenGLRenderer::setupDrawShader() { 933 if (mShader) { 934 mShader->describe(mDescription, mCaches.extensions); 935 } 936} 937 938void OpenGLRenderer::setupDrawColorFilter() { 939 if (mColorFilter) { 940 mColorFilter->describe(mDescription, mCaches.extensions); 941 } 942} 943 944void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 945 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 946 mDescription, swapSrcDst); 947} 948 949void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 950 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 951 mDescription, swapSrcDst); 952} 953 954void OpenGLRenderer::setupDrawProgram() { 955 useProgram(mCaches.programCache.get(mDescription)); 956} 957 958void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 959 mTrackDirtyRegions = false; 960} 961 962void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 963 bool ignoreTransform) { 964 mModelView.loadTranslate(left, top, 0.0f); 965 if (!ignoreTransform) { 966 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 967 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 968 } else { 969 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 970 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 971 } 972} 973 974void OpenGLRenderer::setupDrawModelViewIdentity() { 975 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform); 976} 977 978void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 979 bool ignoreTransform, bool ignoreModelView) { 980 if (!ignoreModelView) { 981 mModelView.loadTranslate(left, top, 0.0f); 982 mModelView.scale(right - left, bottom - top, 1.0f); 983 } else { 984 mModelView.loadIdentity(); 985 } 986 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 987 if (!ignoreTransform) { 988 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 989 if (mTrackDirtyRegions && dirty) { 990 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 991 } 992 } else { 993 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 994 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 995 } 996} 997 998void OpenGLRenderer::setupDrawPointUniforms() { 999 int slot = mCaches.currentProgram->getUniform("pointSize"); 1000 glUniform1f(slot, mDescription.pointSize); 1001} 1002 1003void OpenGLRenderer::setupDrawColorUniforms() { 1004 if (mColorSet || (mShader && mSetShaderColor)) { 1005 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1006 } 1007} 1008 1009void OpenGLRenderer::setupDrawPureColorUniforms() { 1010 if (mSetShaderColor) { 1011 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1012 } 1013} 1014 1015void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1016 if (mShader) { 1017 if (ignoreTransform) { 1018 mModelView.loadInverse(*mSnapshot->transform); 1019 } 1020 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1021 } 1022} 1023 1024void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1025 if (mShader) { 1026 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1027 } 1028} 1029 1030void OpenGLRenderer::setupDrawColorFilterUniforms() { 1031 if (mColorFilter) { 1032 mColorFilter->setupProgram(mCaches.currentProgram); 1033 } 1034} 1035 1036void OpenGLRenderer::setupDrawSimpleMesh() { 1037 mCaches.bindMeshBuffer(); 1038 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1039 gMeshStride, 0); 1040} 1041 1042void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1043 bindTexture(texture); 1044 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1045 1046 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1047 glEnableVertexAttribArray(mTexCoordsSlot); 1048} 1049 1050void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1051 if (!vertices) { 1052 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1053 } else { 1054 mCaches.unbindMeshBuffer(); 1055 } 1056 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1057 gMeshStride, vertices); 1058 if (mTexCoordsSlot >= 0) { 1059 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1060 } 1061} 1062 1063void OpenGLRenderer::finishDrawTexture() { 1064 glDisableVertexAttribArray(mTexCoordsSlot); 1065} 1066 1067/////////////////////////////////////////////////////////////////////////////// 1068// Drawing 1069/////////////////////////////////////////////////////////////////////////////// 1070 1071bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height, 1072 Rect& dirty, uint32_t level) { 1073 if (quickReject(0.0f, 0.0f, width, height)) { 1074 return false; 1075 } 1076 1077 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1078 // will be performed by the display list itself 1079 if (displayList) { 1080 return displayList->replay(*this, dirty, level); 1081 } 1082 1083 return false; 1084} 1085 1086void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1087 int alpha; 1088 SkXfermode::Mode mode; 1089 getAlphaAndMode(paint, &alpha, &mode); 1090 1091 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1092 1093 float x = left; 1094 float y = top; 1095 1096 bool ignoreTransform = false; 1097 if (mSnapshot->transform->isPureTranslate()) { 1098 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1099 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1100 ignoreTransform = true; 1101 } 1102 1103 setupDraw(); 1104 setupDrawWithTexture(true); 1105 setupDrawAlpha8Color(paint->getColor(), alpha); 1106 setupDrawColorFilter(); 1107 setupDrawShader(); 1108 setupDrawBlending(true, mode); 1109 setupDrawProgram(); 1110 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1111 setupDrawTexture(texture->id); 1112 setupDrawPureColorUniforms(); 1113 setupDrawColorFilterUniforms(); 1114 setupDrawShaderUniforms(); 1115 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1116 1117 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1118 1119 finishDrawTexture(); 1120} 1121 1122void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1123 const float right = left + bitmap->width(); 1124 const float bottom = top + bitmap->height(); 1125 1126 if (quickReject(left, top, right, bottom)) { 1127 return; 1128 } 1129 1130 glActiveTexture(gTextureUnits[0]); 1131 Texture* texture = mCaches.textureCache.get(bitmap); 1132 if (!texture) return; 1133 const AutoTexture autoCleanup(texture); 1134 1135 if (bitmap->getConfig() == SkBitmap::kA8_Config) { 1136 drawAlphaBitmap(texture, left, top, paint); 1137 } else { 1138 drawTextureRect(left, top, right, bottom, texture, paint); 1139 } 1140} 1141 1142void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1143 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1144 const mat4 transform(*matrix); 1145 transform.mapRect(r); 1146 1147 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1148 return; 1149 } 1150 1151 glActiveTexture(gTextureUnits[0]); 1152 Texture* texture = mCaches.textureCache.get(bitmap); 1153 if (!texture) return; 1154 const AutoTexture autoCleanup(texture); 1155 1156 // This could be done in a cheaper way, all we need is pass the matrix 1157 // to the vertex shader. The save/restore is a bit overkill. 1158 save(SkCanvas::kMatrix_SaveFlag); 1159 concatMatrix(matrix); 1160 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1161 restore(); 1162} 1163 1164void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1165 float* vertices, int* colors, SkPaint* paint) { 1166 // TODO: Do a quickReject 1167 if (!vertices || mSnapshot->isIgnored()) { 1168 return; 1169 } 1170 1171 glActiveTexture(gTextureUnits[0]); 1172 Texture* texture = mCaches.textureCache.get(bitmap); 1173 if (!texture) return; 1174 const AutoTexture autoCleanup(texture); 1175 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1176 1177 int alpha; 1178 SkXfermode::Mode mode; 1179 getAlphaAndMode(paint, &alpha, &mode); 1180 1181 const uint32_t count = meshWidth * meshHeight * 6; 1182 1183 float left = FLT_MAX; 1184 float top = FLT_MAX; 1185 float right = FLT_MIN; 1186 float bottom = FLT_MIN; 1187 1188#if RENDER_LAYERS_AS_REGIONS 1189 bool hasActiveLayer = hasLayer(); 1190#else 1191 bool hasActiveLayer = false; 1192#endif 1193 1194 // TODO: Support the colors array 1195 TextureVertex mesh[count]; 1196 TextureVertex* vertex = mesh; 1197 for (int32_t y = 0; y < meshHeight; y++) { 1198 for (int32_t x = 0; x < meshWidth; x++) { 1199 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1200 1201 float u1 = float(x) / meshWidth; 1202 float u2 = float(x + 1) / meshWidth; 1203 float v1 = float(y) / meshHeight; 1204 float v2 = float(y + 1) / meshHeight; 1205 1206 int ax = i + (meshWidth + 1) * 2; 1207 int ay = ax + 1; 1208 int bx = i; 1209 int by = bx + 1; 1210 int cx = i + 2; 1211 int cy = cx + 1; 1212 int dx = i + (meshWidth + 1) * 2 + 2; 1213 int dy = dx + 1; 1214 1215 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1216 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1217 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1218 1219 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1220 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1221 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1222 1223#if RENDER_LAYERS_AS_REGIONS 1224 if (hasActiveLayer) { 1225 // TODO: This could be optimized to avoid unnecessary ops 1226 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1227 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1228 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1229 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1230 } 1231#endif 1232 } 1233 } 1234 1235#if RENDER_LAYERS_AS_REGIONS 1236 if (hasActiveLayer) { 1237 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1238 } 1239#endif 1240 1241 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1242 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1243 GL_TRIANGLES, count, false, false, 0, false, false); 1244} 1245 1246void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1247 float srcLeft, float srcTop, float srcRight, float srcBottom, 1248 float dstLeft, float dstTop, float dstRight, float dstBottom, 1249 SkPaint* paint) { 1250 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1251 return; 1252 } 1253 1254 glActiveTexture(gTextureUnits[0]); 1255 Texture* texture = mCaches.textureCache.get(bitmap); 1256 if (!texture) return; 1257 const AutoTexture autoCleanup(texture); 1258 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1259 1260 const float width = texture->width; 1261 const float height = texture->height; 1262 1263 const float u1 = srcLeft / width; 1264 const float v1 = srcTop / height; 1265 const float u2 = srcRight / width; 1266 const float v2 = srcBottom / height; 1267 1268 mCaches.unbindMeshBuffer(); 1269 resetDrawTextureTexCoords(u1, v1, u2, v2); 1270 1271 int alpha; 1272 SkXfermode::Mode mode; 1273 getAlphaAndMode(paint, &alpha, &mode); 1274 1275 if (mSnapshot->transform->isPureTranslate()) { 1276 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1277 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1278 1279 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1280 texture->id, alpha / 255.0f, mode, texture->blend, 1281 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1282 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1283 } else { 1284 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1285 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1286 GL_TRIANGLE_STRIP, gMeshCount); 1287 } 1288 1289 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1290} 1291 1292void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1293 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1294 float left, float top, float right, float bottom, SkPaint* paint) { 1295 if (quickReject(left, top, right, bottom)) { 1296 return; 1297 } 1298 1299 glActiveTexture(gTextureUnits[0]); 1300 Texture* texture = mCaches.textureCache.get(bitmap); 1301 if (!texture) return; 1302 const AutoTexture autoCleanup(texture); 1303 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1304 1305 int alpha; 1306 SkXfermode::Mode mode; 1307 getAlphaAndMode(paint, &alpha, &mode); 1308 1309 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1310 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1311 1312 if (mesh && mesh->verticesCount > 0) { 1313 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1314#if RENDER_LAYERS_AS_REGIONS 1315 // Mark the current layer dirty where we are going to draw the patch 1316 if (hasLayer() && mesh->hasEmptyQuads) { 1317 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1318 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1319 const size_t count = mesh->quads.size(); 1320 for (size_t i = 0; i < count; i++) { 1321 const Rect& bounds = mesh->quads.itemAt(i); 1322 if (pureTranslate) { 1323 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1324 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1325 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1326 } else { 1327 dirtyLayer(left + bounds.left, top + bounds.top, 1328 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1329 } 1330 } 1331 } 1332#endif 1333 1334 if (pureTranslate) { 1335 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1336 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1337 1338 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1339 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1340 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1341 true, !mesh->hasEmptyQuads); 1342 } else { 1343 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1344 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1345 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1346 true, !mesh->hasEmptyQuads); 1347 } 1348 } 1349} 1350 1351void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1352 if (mSnapshot->isIgnored()) return; 1353 1354 const bool isAA = paint->isAntiAlias(); 1355 const float strokeWidth = paint->getStrokeWidth() * 0.5f; 1356 // A stroke width of 0 has a special meaningin Skia: 1357 // it draws an unscaled 1px wide line 1358 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1359 1360 int alpha; 1361 SkXfermode::Mode mode; 1362 getAlphaAndMode(paint, &alpha, &mode); 1363 1364 int verticesCount = count >> 2; 1365 int generatedVerticesCount = 0; 1366 if (!isHairLine) { 1367 // TODO: AA needs more vertices 1368 verticesCount *= 6; 1369 } else { 1370 // TODO: AA will be different 1371 verticesCount *= 2; 1372 } 1373 1374 TextureVertex lines[verticesCount]; 1375 TextureVertex* vertex = &lines[0]; 1376 1377 setupDraw(); 1378 setupDrawColor(paint->getColor(), alpha); 1379 setupDrawColorFilter(); 1380 setupDrawShader(); 1381 setupDrawBlending(mode); 1382 setupDrawProgram(); 1383 setupDrawModelViewIdentity(); 1384 setupDrawColorUniforms(); 1385 setupDrawColorFilterUniforms(); 1386 setupDrawShaderIdentityUniforms(); 1387 setupDrawMesh(vertex); 1388 1389 if (!isHairLine) { 1390 // TODO: Handle the AA case 1391 for (int i = 0; i < count; i += 4) { 1392 // a = start point, b = end point 1393 vec2 a(points[i], points[i + 1]); 1394 vec2 b(points[i + 2], points[i + 3]); 1395 1396 // Bias to snap to the same pixels as Skia 1397 a += 0.375; 1398 b += 0.375; 1399 1400 // Find the normal to the line 1401 vec2 n = (b - a).copyNormalized() * strokeWidth; 1402 float x = n.x; 1403 n.x = -n.y; 1404 n.y = x; 1405 1406 // Four corners of the rectangle defining a thick line 1407 vec2 p1 = a - n; 1408 vec2 p2 = a + n; 1409 vec2 p3 = b + n; 1410 vec2 p4 = b - n; 1411 1412 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1413 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1414 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1415 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1416 1417 if (!quickReject(left, top, right, bottom)) { 1418 // Draw the line as 2 triangles, could be optimized 1419 // by using only 4 vertices and the correct indices 1420 // Also we should probably used non textured vertices 1421 // when line AA is disabled to save on bandwidth 1422 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1423 TextureVertex::set(vertex++, p2.x, p2.y, 0.0f, 0.0f); 1424 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1425 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1426 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1427 TextureVertex::set(vertex++, p4.x, p4.y, 0.0f, 0.0f); 1428 1429 generatedVerticesCount += 6; 1430 1431 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1432 } 1433 } 1434 1435 if (generatedVerticesCount > 0) { 1436 // GL_LINE does not give the result we want to match Skia 1437 glDrawArrays(GL_TRIANGLES, 0, generatedVerticesCount); 1438 } 1439 } else { 1440 // TODO: Handle the AA case 1441 for (int i = 0; i < count; i += 4) { 1442 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1443 TextureVertex::set(vertex++, points[i + 2], points[i + 3], 0.0f, 0.0f); 1444 1445 generatedVerticesCount += 2; 1446 1447 const float left = fmin(points[i], points[i + 2]); 1448 const float right = fmax(points[i], points[i + 2]); 1449 const float top = fmin(points[i + 1], points[i + 3]); 1450 const float bottom = fmax(points[i + 1], points[i + 3]); 1451 1452 dirtyLayer(left, top, 1453 right == left ? left + 1 : right, bottom == top ? top + 1 : bottom, 1454 *mSnapshot->transform); 1455 } 1456 1457 glLineWidth(1.0f); 1458 glDrawArrays(GL_LINES, 0, generatedVerticesCount); 1459 } 1460} 1461 1462void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 1463 if (mSnapshot->isIgnored()) return; 1464 1465 // TODO: The paint's cap style defines whether the points are square or circular 1466 // TODO: Handle AA for round points 1467 1468 // A stroke width of 0 has a special meaningin Skia: 1469 // it draws an unscaled 1px point 1470 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1471 1472 int alpha; 1473 SkXfermode::Mode mode; 1474 getAlphaAndMode(paint, &alpha, &mode); 1475 1476 int verticesCount = count >> 1; 1477 int generatedVerticesCount = 0; 1478 1479 TextureVertex pointsData[verticesCount]; 1480 TextureVertex* vertex = &pointsData[0]; 1481 1482 setupDraw(); 1483 setupDrawPoint(isHairLine ? 1.0f : paint->getStrokeWidth()); 1484 setupDrawColor(paint->getColor(), alpha); 1485 setupDrawColorFilter(); 1486 setupDrawShader(); 1487 setupDrawBlending(mode); 1488 setupDrawProgram(); 1489 setupDrawModelViewIdentity(); 1490 setupDrawColorUniforms(); 1491 setupDrawColorFilterUniforms(); 1492 setupDrawPointUniforms(); 1493 setupDrawShaderIdentityUniforms(); 1494 setupDrawMesh(vertex); 1495 1496 for (int i = 0; i < count; i += 2) { 1497 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1498 generatedVerticesCount++; 1499 } 1500 1501 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 1502} 1503 1504void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1505 // No need to check against the clip, we fill the clip region 1506 if (mSnapshot->isIgnored()) return; 1507 1508 Rect& clip(*mSnapshot->clipRect); 1509 clip.snapToPixelBoundaries(); 1510 1511 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1512} 1513 1514void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 1515 if (!texture) return; 1516 const AutoTexture autoCleanup(texture); 1517 1518 const float x = left + texture->left - texture->offset; 1519 const float y = top + texture->top - texture->offset; 1520 1521 drawPathTexture(texture, x, y, paint); 1522} 1523 1524void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1525 float rx, float ry, SkPaint* paint) { 1526 if (mSnapshot->isIgnored()) return; 1527 1528 glActiveTexture(gTextureUnits[0]); 1529 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 1530 right - left, bottom - top, rx, ry, paint); 1531 drawShape(left, top, texture, paint); 1532} 1533 1534void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 1535 if (mSnapshot->isIgnored()) return; 1536 1537 glActiveTexture(gTextureUnits[0]); 1538 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 1539 drawShape(x - radius, y - radius, texture, paint); 1540} 1541 1542void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 1543 if (mSnapshot->isIgnored()) return; 1544 1545 glActiveTexture(gTextureUnits[0]); 1546 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 1547 drawShape(left, top, texture, paint); 1548} 1549 1550void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 1551 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 1552 if (mSnapshot->isIgnored()) return; 1553 1554 if (fabs(sweepAngle) >= 360.0f) { 1555 drawOval(left, top, right, bottom, paint); 1556 return; 1557 } 1558 1559 glActiveTexture(gTextureUnits[0]); 1560 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 1561 startAngle, sweepAngle, useCenter, paint); 1562 drawShape(left, top, texture, paint); 1563} 1564 1565void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 1566 SkPaint* paint) { 1567 if (mSnapshot->isIgnored()) return; 1568 1569 glActiveTexture(gTextureUnits[0]); 1570 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 1571 drawShape(left, top, texture, paint); 1572} 1573 1574void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 1575 if (p->getStyle() != SkPaint::kFill_Style) { 1576 drawRectAsShape(left, top, right, bottom, p); 1577 return; 1578 } 1579 1580 if (quickReject(left, top, right, bottom)) { 1581 return; 1582 } 1583 1584 SkXfermode::Mode mode; 1585 if (!mCaches.extensions.hasFramebufferFetch()) { 1586 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 1587 if (!isMode) { 1588 // Assume SRC_OVER 1589 mode = SkXfermode::kSrcOver_Mode; 1590 } 1591 } else { 1592 mode = getXfermode(p->getXfermode()); 1593 } 1594 1595 int color = p->getColor(); 1596 drawColorRect(left, top, right, bottom, color, mode); 1597} 1598 1599void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 1600 float x, float y, SkPaint* paint) { 1601 if (text == NULL || count == 0) { 1602 return; 1603 } 1604 if (mSnapshot->isIgnored()) return; 1605 1606 paint->setAntiAlias(true); 1607 1608 float length = -1.0f; 1609 switch (paint->getTextAlign()) { 1610 case SkPaint::kCenter_Align: 1611 length = paint->measureText(text, bytesCount); 1612 x -= length / 2.0f; 1613 break; 1614 case SkPaint::kRight_Align: 1615 length = paint->measureText(text, bytesCount); 1616 x -= length; 1617 break; 1618 default: 1619 break; 1620 } 1621 1622 const float oldX = x; 1623 const float oldY = y; 1624 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1625 if (pureTranslate) { 1626 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 1627 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 1628 } 1629 1630 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 1631 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 1632 paint->getTextSize()); 1633 1634 int alpha; 1635 SkXfermode::Mode mode; 1636 getAlphaAndMode(paint, &alpha, &mode); 1637 1638 if (mHasShadow) { 1639 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1640 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 1641 count, mShadowRadius); 1642 const AutoTexture autoCleanup(shadow); 1643 1644 const float sx = x - shadow->left + mShadowDx; 1645 const float sy = y - shadow->top + mShadowDy; 1646 1647 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 1648 1649 glActiveTexture(gTextureUnits[0]); 1650 setupDraw(); 1651 setupDrawWithTexture(true); 1652 setupDrawAlpha8Color(mShadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 1653 setupDrawBlending(true, mode); 1654 setupDrawProgram(); 1655 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height, pureTranslate); 1656 setupDrawTexture(shadow->id); 1657 setupDrawPureColorUniforms(); 1658 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1659 1660 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1661 finishDrawTexture(); 1662 } 1663 1664 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 1665 return; 1666 } 1667 1668 // Pick the appropriate texture filtering 1669 bool linearFilter = mSnapshot->transform->changesBounds(); 1670 if (pureTranslate && !linearFilter) { 1671 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 1672 } 1673 1674 glActiveTexture(gTextureUnits[0]); 1675 setupDraw(); 1676 setupDrawDirtyRegionsDisabled(); 1677 setupDrawWithTexture(true); 1678 setupDrawAlpha8Color(paint->getColor(), alpha); 1679 setupDrawColorFilter(); 1680 setupDrawShader(); 1681 setupDrawBlending(true, mode); 1682 setupDrawProgram(); 1683 setupDrawModelView(x, y, x, y, pureTranslate, true); 1684 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 1685 setupDrawPureColorUniforms(); 1686 setupDrawColorFilterUniforms(); 1687 setupDrawShaderUniforms(pureTranslate); 1688 1689 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 1690 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 1691 1692#if RENDER_LAYERS_AS_REGIONS 1693 bool hasActiveLayer = hasLayer(); 1694#else 1695 bool hasActiveLayer = false; 1696#endif 1697 mCaches.unbindMeshBuffer(); 1698 1699 // Tell font renderer the locations of position and texture coord 1700 // attributes so it can bind its data properly 1701 int positionSlot = mCaches.currentProgram->position; 1702 fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot); 1703 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 1704 hasActiveLayer ? &bounds : NULL)) { 1705#if RENDER_LAYERS_AS_REGIONS 1706 if (hasActiveLayer) { 1707 if (!pureTranslate) { 1708 mSnapshot->transform->mapRect(bounds); 1709 } 1710 dirtyLayerUnchecked(bounds, getRegion()); 1711 } 1712#endif 1713 } 1714 1715 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1716 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1717 1718 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 1719} 1720 1721void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 1722 if (mSnapshot->isIgnored()) return; 1723 1724 glActiveTexture(gTextureUnits[0]); 1725 1726 const PathTexture* texture = mCaches.pathCache.get(path, paint); 1727 if (!texture) return; 1728 const AutoTexture autoCleanup(texture); 1729 1730 const float x = texture->left - texture->offset; 1731 const float y = texture->top - texture->offset; 1732 1733 drawPathTexture(texture, x, y, paint); 1734} 1735 1736void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 1737 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 1738 return; 1739 } 1740 1741 glActiveTexture(gTextureUnits[0]); 1742 1743 int alpha; 1744 SkXfermode::Mode mode; 1745 getAlphaAndMode(paint, &alpha, &mode); 1746 1747 layer->alpha = alpha; 1748 layer->mode = mode; 1749 1750#if RENDER_LAYERS_AS_REGIONS 1751 if (!layer->region.isEmpty()) { 1752 if (layer->region.isRect()) { 1753 composeLayerRect(layer, layer->regionRect); 1754 } else if (layer->mesh) { 1755 const float a = alpha / 255.0f; 1756 const Rect& rect = layer->layer; 1757 1758 setupDraw(); 1759 setupDrawWithTexture(); 1760 setupDrawColor(a, a, a, a); 1761 setupDrawColorFilter(); 1762 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 1763 setupDrawProgram(); 1764 setupDrawModelViewTranslate(x, y, 1765 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1766 setupDrawPureColorUniforms(); 1767 setupDrawColorFilterUniforms(); 1768 setupDrawTexture(layer->texture); 1769 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 1770 1771 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 1772 GL_UNSIGNED_SHORT, layer->meshIndices); 1773 1774 finishDrawTexture(); 1775 1776#if DEBUG_LAYERS_AS_REGIONS 1777 drawRegionRects(layer->region); 1778#endif 1779 } 1780 } 1781#else 1782 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1783 composeLayerRect(layer, r); 1784#endif 1785} 1786 1787/////////////////////////////////////////////////////////////////////////////// 1788// Shaders 1789/////////////////////////////////////////////////////////////////////////////// 1790 1791void OpenGLRenderer::resetShader() { 1792 mShader = NULL; 1793} 1794 1795void OpenGLRenderer::setupShader(SkiaShader* shader) { 1796 mShader = shader; 1797 if (mShader) { 1798 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 1799 } 1800} 1801 1802/////////////////////////////////////////////////////////////////////////////// 1803// Color filters 1804/////////////////////////////////////////////////////////////////////////////// 1805 1806void OpenGLRenderer::resetColorFilter() { 1807 mColorFilter = NULL; 1808} 1809 1810void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 1811 mColorFilter = filter; 1812} 1813 1814/////////////////////////////////////////////////////////////////////////////// 1815// Drop shadow 1816/////////////////////////////////////////////////////////////////////////////// 1817 1818void OpenGLRenderer::resetShadow() { 1819 mHasShadow = false; 1820} 1821 1822void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 1823 mHasShadow = true; 1824 mShadowRadius = radius; 1825 mShadowDx = dx; 1826 mShadowDy = dy; 1827 mShadowColor = color; 1828} 1829 1830/////////////////////////////////////////////////////////////////////////////// 1831// Drawing implementation 1832/////////////////////////////////////////////////////////////////////////////// 1833 1834void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 1835 float x, float y, SkPaint* paint) { 1836 if (quickReject(x, y, x + texture->width, y + texture->height)) { 1837 return; 1838 } 1839 1840 int alpha; 1841 SkXfermode::Mode mode; 1842 getAlphaAndMode(paint, &alpha, &mode); 1843 1844 setupDraw(); 1845 setupDrawWithTexture(true); 1846 setupDrawAlpha8Color(paint->getColor(), alpha); 1847 setupDrawColorFilter(); 1848 setupDrawShader(); 1849 setupDrawBlending(true, mode); 1850 setupDrawProgram(); 1851 setupDrawModelView(x, y, x + texture->width, y + texture->height); 1852 setupDrawTexture(texture->id); 1853 setupDrawPureColorUniforms(); 1854 setupDrawColorFilterUniforms(); 1855 setupDrawShaderUniforms(); 1856 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1857 1858 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1859 1860 finishDrawTexture(); 1861} 1862 1863// Same values used by Skia 1864#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1865#define kStdUnderline_Offset (1.0f / 9.0f) 1866#define kStdUnderline_Thickness (1.0f / 18.0f) 1867 1868void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1869 float x, float y, SkPaint* paint) { 1870 // Handle underline and strike-through 1871 uint32_t flags = paint->getFlags(); 1872 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1873 float underlineWidth = length; 1874 // If length is > 0.0f, we already measured the text for the text alignment 1875 if (length <= 0.0f) { 1876 underlineWidth = paint->measureText(text, bytesCount); 1877 } 1878 1879 float offsetX = 0; 1880 switch (paint->getTextAlign()) { 1881 case SkPaint::kCenter_Align: 1882 offsetX = underlineWidth * 0.5f; 1883 break; 1884 case SkPaint::kRight_Align: 1885 offsetX = underlineWidth; 1886 break; 1887 default: 1888 break; 1889 } 1890 1891 if (underlineWidth > 0.0f) { 1892 const float textSize = paint->getTextSize(); 1893 // TODO: Support stroke width < 1.0f when we have AA lines 1894 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 1895 1896 const float left = x - offsetX; 1897 float top = 0.0f; 1898 1899 int linesCount = 0; 1900 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 1901 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 1902 1903 const int pointsCount = 4 * linesCount; 1904 float points[pointsCount]; 1905 int currentPoint = 0; 1906 1907 if (flags & SkPaint::kUnderlineText_Flag) { 1908 top = y + textSize * kStdUnderline_Offset; 1909 points[currentPoint++] = left; 1910 points[currentPoint++] = top; 1911 points[currentPoint++] = left + underlineWidth; 1912 points[currentPoint++] = top; 1913 } 1914 1915 if (flags & SkPaint::kStrikeThruText_Flag) { 1916 top = y + textSize * kStdStrikeThru_Offset; 1917 points[currentPoint++] = left; 1918 points[currentPoint++] = top; 1919 points[currentPoint++] = left + underlineWidth; 1920 points[currentPoint++] = top; 1921 } 1922 1923 SkPaint linesPaint(*paint); 1924 linesPaint.setStrokeWidth(strokeWidth); 1925 1926 drawLines(&points[0], pointsCount, &linesPaint); 1927 } 1928 } 1929} 1930 1931void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1932 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1933 // If a shader is set, preserve only the alpha 1934 if (mShader) { 1935 color |= 0x00ffffff; 1936 } 1937 1938 setupDraw(); 1939 setupDrawColor(color); 1940 setupDrawShader(); 1941 setupDrawColorFilter(); 1942 setupDrawBlending(mode); 1943 setupDrawProgram(); 1944 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1945 setupDrawColorUniforms(); 1946 setupDrawShaderUniforms(ignoreTransform); 1947 setupDrawColorFilterUniforms(); 1948 setupDrawSimpleMesh(); 1949 1950 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1951} 1952 1953void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1954 Texture* texture, SkPaint* paint) { 1955 int alpha; 1956 SkXfermode::Mode mode; 1957 getAlphaAndMode(paint, &alpha, &mode); 1958 1959 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1960 1961 if (mSnapshot->transform->isPureTranslate()) { 1962 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1963 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1964 1965 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1966 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 1967 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 1968 } else { 1969 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1970 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1971 GL_TRIANGLE_STRIP, gMeshCount); 1972 } 1973} 1974 1975void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1976 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1977 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1978 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 1979} 1980 1981void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1982 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1983 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1984 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 1985 1986 setupDraw(); 1987 setupDrawWithTexture(); 1988 setupDrawColor(alpha, alpha, alpha, alpha); 1989 setupDrawColorFilter(); 1990 setupDrawBlending(blend, mode, swapSrcDst); 1991 setupDrawProgram(); 1992 if (!dirty) { 1993 setupDrawDirtyRegionsDisabled(); 1994 } 1995 if (!ignoreScale) { 1996 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1997 } else { 1998 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 1999 } 2000 setupDrawPureColorUniforms(); 2001 setupDrawColorFilterUniforms(); 2002 setupDrawTexture(texture); 2003 setupDrawMesh(vertices, texCoords, vbo); 2004 2005 glDrawArrays(drawMode, 0, elementsCount); 2006 2007 finishDrawTexture(); 2008} 2009 2010void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2011 ProgramDescription& description, bool swapSrcDst) { 2012 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2013 if (blend) { 2014 if (mode < SkXfermode::kPlus_Mode) { 2015 if (!mCaches.blend) { 2016 glEnable(GL_BLEND); 2017 } 2018 2019 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2020 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2021 2022 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2023 glBlendFunc(sourceMode, destMode); 2024 mCaches.lastSrcMode = sourceMode; 2025 mCaches.lastDstMode = destMode; 2026 } 2027 } else { 2028 // These blend modes are not supported by OpenGL directly and have 2029 // to be implemented using shaders. Since the shader will perform 2030 // the blending, turn blending off here 2031 if (mCaches.extensions.hasFramebufferFetch()) { 2032 description.framebufferMode = mode; 2033 description.swapSrcDst = swapSrcDst; 2034 } 2035 2036 if (mCaches.blend) { 2037 glDisable(GL_BLEND); 2038 } 2039 blend = false; 2040 } 2041 } else if (mCaches.blend) { 2042 glDisable(GL_BLEND); 2043 } 2044 mCaches.blend = blend; 2045} 2046 2047bool OpenGLRenderer::useProgram(Program* program) { 2048 if (!program->isInUse()) { 2049 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2050 program->use(); 2051 mCaches.currentProgram = program; 2052 return false; 2053 } 2054 return true; 2055} 2056 2057void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2058 TextureVertex* v = &mMeshVertices[0]; 2059 TextureVertex::setUV(v++, u1, v1); 2060 TextureVertex::setUV(v++, u2, v1); 2061 TextureVertex::setUV(v++, u1, v2); 2062 TextureVertex::setUV(v++, u2, v2); 2063} 2064 2065void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2066 if (paint) { 2067 if (!mCaches.extensions.hasFramebufferFetch()) { 2068 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 2069 if (!isMode) { 2070 // Assume SRC_OVER 2071 *mode = SkXfermode::kSrcOver_Mode; 2072 } 2073 } else { 2074 *mode = getXfermode(paint->getXfermode()); 2075 } 2076 2077 // Skia draws using the color's alpha channel if < 255 2078 // Otherwise, it uses the paint's alpha 2079 int color = paint->getColor(); 2080 *alpha = (color >> 24) & 0xFF; 2081 if (*alpha == 255) { 2082 *alpha = paint->getAlpha(); 2083 } 2084 } else { 2085 *mode = SkXfermode::kSrcOver_Mode; 2086 *alpha = 255; 2087 } 2088} 2089 2090SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2091 // In the future we should look at unifying the Porter-Duff modes and 2092 // SkXferModes so that we can use SkXfermode::IsMode(xfer, &mode). 2093 if (mode == NULL) { 2094 return SkXfermode::kSrcOver_Mode; 2095 } 2096 return mode->fMode; 2097} 2098 2099void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) { 2100 bool bound = false; 2101 if (wrapS != texture->wrapS) { 2102 glBindTexture(GL_TEXTURE_2D, texture->id); 2103 bound = true; 2104 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 2105 texture->wrapS = wrapS; 2106 } 2107 if (wrapT != texture->wrapT) { 2108 if (!bound) { 2109 glBindTexture(GL_TEXTURE_2D, texture->id); 2110 } 2111 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 2112 texture->wrapT = wrapT; 2113 } 2114} 2115 2116}; // namespace uirenderer 2117}; // namespace android 2118