OpenGLRenderer.cpp revision f8dafa14e058cdc2f408b59be7911abaceb73c47
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 <SkPathMeasure.h> 25#include <SkTypeface.h> 26 27#include <utils/Log.h> 28#include <utils/StopWatch.h> 29 30#include <private/hwui/DrawGlInfo.h> 31 32#include <ui/Rect.h> 33 34#include "OpenGLRenderer.h" 35#include "DisplayListRenderer.h" 36#include "Vector.h" 37 38namespace android { 39namespace uirenderer { 40 41/////////////////////////////////////////////////////////////////////////////// 42// Defines 43/////////////////////////////////////////////////////////////////////////////// 44 45#define RAD_TO_DEG (180.0f / 3.14159265f) 46#define MIN_ANGLE 0.001f 47 48// TODO: This should be set in properties 49#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 50 51#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 52 53/////////////////////////////////////////////////////////////////////////////// 54// Globals 55/////////////////////////////////////////////////////////////////////////////// 56 57/** 58 * Structure mapping Skia xfermodes to OpenGL blending factors. 59 */ 60struct Blender { 61 SkXfermode::Mode mode; 62 GLenum src; 63 GLenum dst; 64}; // struct Blender 65 66// In this array, the index of each Blender equals the value of the first 67// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 68static const Blender gBlends[] = { 69 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 70 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 71 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 72 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 73 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 74 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 75 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 76 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 77 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 78 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 79 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 80 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 82 { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, 83 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 84}; 85 86// This array contains the swapped version of each SkXfermode. For instance 87// this array's SrcOver blending mode is actually DstOver. You can refer to 88// createLayer() for more information on the purpose of this array. 89static const Blender gBlendsSwap[] = { 90 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 92 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 93 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 94 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 95 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 96 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 97 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 98 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 100 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 101 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 103 { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, 104 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 105}; 106 107/////////////////////////////////////////////////////////////////////////////// 108// Constructors/destructor 109/////////////////////////////////////////////////////////////////////////////// 110 111OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 112 mShader = NULL; 113 mColorFilter = NULL; 114 mHasShadow = false; 115 mHasDrawFilter = false; 116 117 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 118 119 mFirstSnapshot = new Snapshot; 120} 121 122OpenGLRenderer::~OpenGLRenderer() { 123 // The context has already been destroyed at this point, do not call 124 // GL APIs. All GL state should be kept in Caches.h 125} 126 127/////////////////////////////////////////////////////////////////////////////// 128// Debug 129/////////////////////////////////////////////////////////////////////////////// 130 131void OpenGLRenderer::startMark(const char* name) const { 132 mCaches.startMark(0, name); 133} 134 135void OpenGLRenderer::endMark() const { 136 mCaches.endMark(); 137} 138 139/////////////////////////////////////////////////////////////////////////////// 140// Setup 141/////////////////////////////////////////////////////////////////////////////// 142 143uint32_t OpenGLRenderer::getStencilSize() { 144 return STENCIL_BUFFER_SIZE; 145} 146 147bool OpenGLRenderer::isDeferred() { 148 return false; 149} 150 151void OpenGLRenderer::setViewport(int width, int height) { 152 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 153 154 mWidth = width; 155 mHeight = height; 156 157 mFirstSnapshot->height = height; 158 mFirstSnapshot->viewport.set(0, 0, width, height); 159 160 glDisable(GL_DITHER); 161 glEnable(GL_SCISSOR_TEST); 162 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 163 164 glEnableVertexAttribArray(Program::kBindingPosition); 165} 166 167void OpenGLRenderer::prepare(bool opaque) { 168 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 169} 170 171void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 172 mCaches.clearGarbage(); 173 174 mSnapshot = new Snapshot(mFirstSnapshot, 175 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 176 mSnapshot->fbo = getTargetFbo(); 177 mSaveCount = 1; 178 179 glViewport(0, 0, mWidth, mHeight); 180 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 181 182 mSnapshot->setClip(left, top, right, bottom); 183 mDirtyClip = false; 184 185 if (!opaque) { 186 glClear(GL_COLOR_BUFFER_BIT); 187 } 188} 189 190void OpenGLRenderer::finish() { 191#if DEBUG_OPENGL 192 GLenum status = GL_NO_ERROR; 193 while ((status = glGetError()) != GL_NO_ERROR) { 194 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 195 switch (status) { 196 case GL_INVALID_ENUM: 197 ALOGE(" GL_INVALID_ENUM"); 198 break; 199 case GL_INVALID_VALUE: 200 ALOGE(" GL_INVALID_VALUE"); 201 break; 202 case GL_INVALID_OPERATION: 203 ALOGE(" GL_INVALID_OPERATION"); 204 break; 205 case GL_OUT_OF_MEMORY: 206 ALOGE(" Out of memory!"); 207 break; 208 } 209 } 210#endif 211#if DEBUG_MEMORY_USAGE 212 mCaches.dumpMemoryUsage(); 213#else 214 if (mCaches.getDebugLevel() & kDebugMemory) { 215 mCaches.dumpMemoryUsage(); 216 } 217#endif 218} 219 220void OpenGLRenderer::interrupt() { 221 if (mCaches.currentProgram) { 222 if (mCaches.currentProgram->isInUse()) { 223 mCaches.currentProgram->remove(); 224 mCaches.currentProgram = NULL; 225 } 226 } 227 mCaches.unbindMeshBuffer(); 228 mCaches.unbindIndicesBuffer(); 229 mCaches.resetVertexPointers(); 230 mCaches.disbaleTexCoordsVertexArray(); 231} 232 233void OpenGLRenderer::resume() { 234 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 235 236 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 237 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 238 239 glEnable(GL_SCISSOR_TEST); 240 mCaches.resetScissor(); 241 dirtyClip(); 242 243 mCaches.activeTexture(0); 244 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 245 246 mCaches.blend = true; 247 glEnable(GL_BLEND); 248 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 249 glBlendEquation(GL_FUNC_ADD); 250} 251 252void OpenGLRenderer::detachFunctor(Functor* functor) { 253 ALOGD("opengl renderer %p detaching functor %p", this, functor); 254 mFunctors.remove(functor); 255} 256 257void OpenGLRenderer::attachFunctor(Functor* functor) { 258 mFunctors.add(functor); 259} 260 261status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 262 status_t result = DrawGlInfo::kStatusDone; 263 size_t count = mFunctors.size(); 264 265 if (count > 0) { 266 SortedVector<Functor*> functors(mFunctors); 267 mFunctors.clear(); 268 269 DrawGlInfo info; 270 info.clipLeft = 0; 271 info.clipTop = 0; 272 info.clipRight = 0; 273 info.clipBottom = 0; 274 info.isLayer = false; 275 info.width = 0; 276 info.height = 0; 277 memset(info.transform, 0, sizeof(float) * 16); 278 279 for (size_t i = 0; i < count; i++) { 280 Functor* f = functors.itemAt(i); 281 result |= (*f)(DrawGlInfo::kModeProcess, &info); 282 283 if (result & DrawGlInfo::kStatusDraw) { 284 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 285 dirty.unionWith(localDirty); 286 } 287 288 if (result & DrawGlInfo::kStatusInvoke) { 289 mFunctors.add(f); 290 } 291 } 292 } 293 294 // Restore state possibly changed by the functors in process mode 295 GLboolean value; 296 glGetBooleanv(GL_BLEND, &value); 297 mCaches.blend = value; 298 299 mCaches.activeTexture(0); 300 301 return result; 302} 303 304status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 305 interrupt(); 306 mFunctors.remove(functor); 307 308 if (mDirtyClip) { 309 setScissorFromClip(); 310 } 311 312 Rect clip(*mSnapshot->clipRect); 313 clip.snapToPixelBoundaries(); 314 315#if RENDER_LAYERS_AS_REGIONS 316 // Since we don't know what the functor will draw, let's dirty 317 // tne entire clip region 318 if (hasLayer()) { 319 dirtyLayerUnchecked(clip, getRegion()); 320 } 321#endif 322 323 DrawGlInfo info; 324 info.clipLeft = clip.left; 325 info.clipTop = clip.top; 326 info.clipRight = clip.right; 327 info.clipBottom = clip.bottom; 328 info.isLayer = hasLayer(); 329 info.width = getSnapshot()->viewport.getWidth(); 330 info.height = getSnapshot()->height; 331 getSnapshot()->transform->copyTo(&info.transform[0]); 332 333 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info); 334 335 if (result != DrawGlInfo::kStatusDone) { 336 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 337 dirty.unionWith(localDirty); 338 339 if (result & DrawGlInfo::kStatusInvoke) { 340 mFunctors.add(functor); 341 } 342 } 343 344 resume(); 345 return result; 346} 347 348/////////////////////////////////////////////////////////////////////////////// 349// State management 350/////////////////////////////////////////////////////////////////////////////// 351 352int OpenGLRenderer::getSaveCount() const { 353 return mSaveCount; 354} 355 356int OpenGLRenderer::save(int flags) { 357 return saveSnapshot(flags); 358} 359 360void OpenGLRenderer::restore() { 361 if (mSaveCount > 1) { 362 restoreSnapshot(); 363 } 364} 365 366void OpenGLRenderer::restoreToCount(int saveCount) { 367 if (saveCount < 1) saveCount = 1; 368 369 while (mSaveCount > saveCount) { 370 restoreSnapshot(); 371 } 372} 373 374int OpenGLRenderer::saveSnapshot(int flags) { 375 mSnapshot = new Snapshot(mSnapshot, flags); 376 return mSaveCount++; 377} 378 379bool OpenGLRenderer::restoreSnapshot() { 380 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 381 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 382 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 383 384 sp<Snapshot> current = mSnapshot; 385 sp<Snapshot> previous = mSnapshot->previous; 386 387 if (restoreOrtho) { 388 Rect& r = previous->viewport; 389 glViewport(r.left, r.top, r.right, r.bottom); 390 mOrthoMatrix.load(current->orthoMatrix); 391 } 392 393 mSaveCount--; 394 mSnapshot = previous; 395 396 if (restoreClip) { 397 dirtyClip(); 398 } 399 400 if (restoreLayer) { 401 composeLayer(current, previous); 402 } 403 404 return restoreClip; 405} 406 407/////////////////////////////////////////////////////////////////////////////// 408// Layers 409/////////////////////////////////////////////////////////////////////////////// 410 411int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 412 SkPaint* p, int flags) { 413 const GLuint previousFbo = mSnapshot->fbo; 414 const int count = saveSnapshot(flags); 415 416 if (!mSnapshot->isIgnored()) { 417 int alpha = 255; 418 SkXfermode::Mode mode; 419 420 if (p) { 421 alpha = p->getAlpha(); 422 if (!mCaches.extensions.hasFramebufferFetch()) { 423 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 424 if (!isMode) { 425 // Assume SRC_OVER 426 mode = SkXfermode::kSrcOver_Mode; 427 } 428 } else { 429 mode = getXfermode(p->getXfermode()); 430 } 431 } else { 432 mode = SkXfermode::kSrcOver_Mode; 433 } 434 435 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 436 } 437 438 return count; 439} 440 441int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 442 int alpha, int flags) { 443 if (alpha >= 255 - ALPHA_THRESHOLD) { 444 return saveLayer(left, top, right, bottom, NULL, flags); 445 } else { 446 SkPaint paint; 447 paint.setAlpha(alpha); 448 return saveLayer(left, top, right, bottom, &paint, flags); 449 } 450} 451 452/** 453 * Layers are viewed by Skia are slightly different than layers in image editing 454 * programs (for instance.) When a layer is created, previously created layers 455 * and the frame buffer still receive every drawing command. For instance, if a 456 * layer is created and a shape intersecting the bounds of the layers and the 457 * framebuffer is draw, the shape will be drawn on both (unless the layer was 458 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 459 * 460 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 461 * texture. Unfortunately, this is inefficient as it requires every primitive to 462 * be drawn n + 1 times, where n is the number of active layers. In practice this 463 * means, for every primitive: 464 * - Switch active frame buffer 465 * - Change viewport, clip and projection matrix 466 * - Issue the drawing 467 * 468 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 469 * To avoid this, layers are implemented in a different way here, at least in the 470 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 471 * is set. When this flag is set we can redirect all drawing operations into a 472 * single FBO. 473 * 474 * This implementation relies on the frame buffer being at least RGBA 8888. When 475 * a layer is created, only a texture is created, not an FBO. The content of the 476 * frame buffer contained within the layer's bounds is copied into this texture 477 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 478 * buffer and drawing continues as normal. This technique therefore treats the 479 * frame buffer as a scratch buffer for the layers. 480 * 481 * To compose the layers back onto the frame buffer, each layer texture 482 * (containing the original frame buffer data) is drawn as a simple quad over 483 * the frame buffer. The trick is that the quad is set as the composition 484 * destination in the blending equation, and the frame buffer becomes the source 485 * of the composition. 486 * 487 * Drawing layers with an alpha value requires an extra step before composition. 488 * An empty quad is drawn over the layer's region in the frame buffer. This quad 489 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 490 * quad is used to multiply the colors in the frame buffer. This is achieved by 491 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 492 * GL_ZERO, GL_SRC_ALPHA. 493 * 494 * Because glCopyTexImage2D() can be slow, an alternative implementation might 495 * be use to draw a single clipped layer. The implementation described above 496 * is correct in every case. 497 * 498 * (1) The frame buffer is actually not cleared right away. To allow the GPU 499 * to potentially optimize series of calls to glCopyTexImage2D, the frame 500 * buffer is left untouched until the first drawing operation. Only when 501 * something actually gets drawn are the layers regions cleared. 502 */ 503bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 504 float right, float bottom, int alpha, SkXfermode::Mode mode, 505 int flags, GLuint previousFbo) { 506 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 507 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 508 509 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 510 511 // Window coordinates of the layer 512 Rect bounds(left, top, right, bottom); 513 if (!fboLayer) { 514 mSnapshot->transform->mapRect(bounds); 515 516 // Layers only make sense if they are in the framebuffer's bounds 517 if (bounds.intersect(*snapshot->clipRect)) { 518 // We cannot work with sub-pixels in this case 519 bounds.snapToPixelBoundaries(); 520 521 // When the layer is not an FBO, we may use glCopyTexImage so we 522 // need to make sure the layer does not extend outside the bounds 523 // of the framebuffer 524 if (!bounds.intersect(snapshot->previous->viewport)) { 525 bounds.setEmpty(); 526 } 527 } else { 528 bounds.setEmpty(); 529 } 530 } 531 532 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 533 bounds.getHeight() > mCaches.maxTextureSize) { 534 snapshot->empty = fboLayer; 535 } else { 536 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 537 } 538 539 // Bail out if we won't draw in this snapshot 540 if (snapshot->invisible || snapshot->empty) { 541 return false; 542 } 543 544 mCaches.activeTexture(0); 545 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 546 if (!layer) { 547 return false; 548 } 549 550 layer->setAlpha(alpha, mode); 551 layer->layer.set(bounds); 552 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 553 bounds.getWidth() / float(layer->getWidth()), 0.0f); 554 layer->setColorFilter(mColorFilter); 555 layer->setBlend(true); 556 557 // Save the layer in the snapshot 558 snapshot->flags |= Snapshot::kFlagIsLayer; 559 snapshot->layer = layer; 560 561 if (fboLayer) { 562 return createFboLayer(layer, bounds, snapshot, previousFbo); 563 } else { 564 // Copy the framebuffer into the layer 565 layer->bindTexture(); 566 if (!bounds.isEmpty()) { 567 if (layer->isEmpty()) { 568 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 569 bounds.left, snapshot->height - bounds.bottom, 570 layer->getWidth(), layer->getHeight(), 0); 571 layer->setEmpty(false); 572 } else { 573 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 574 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 575 } 576 577 // Enqueue the buffer coordinates to clear the corresponding region later 578 mLayers.push(new Rect(bounds)); 579 } 580 } 581 582 return true; 583} 584 585bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 586 GLuint previousFbo) { 587 layer->setFbo(mCaches.fboCache.get()); 588 589#if RENDER_LAYERS_AS_REGIONS 590 snapshot->region = &snapshot->layer->region; 591 snapshot->flags |= Snapshot::kFlagFboTarget; 592#endif 593 594 Rect clip(bounds); 595 snapshot->transform->mapRect(clip); 596 clip.intersect(*snapshot->clipRect); 597 clip.snapToPixelBoundaries(); 598 clip.intersect(snapshot->previous->viewport); 599 600 mat4 inverse; 601 inverse.loadInverse(*mSnapshot->transform); 602 603 inverse.mapRect(clip); 604 clip.snapToPixelBoundaries(); 605 clip.intersect(bounds); 606 clip.translate(-bounds.left, -bounds.top); 607 608 snapshot->flags |= Snapshot::kFlagIsFboLayer; 609 snapshot->fbo = layer->getFbo(); 610 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 611 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 612 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 613 snapshot->height = bounds.getHeight(); 614 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 615 snapshot->orthoMatrix.load(mOrthoMatrix); 616 617 // Bind texture to FBO 618 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 619 layer->bindTexture(); 620 621 // Initialize the texture if needed 622 if (layer->isEmpty()) { 623 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 624 layer->setEmpty(false); 625 } 626 627 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 628 layer->getTexture(), 0); 629 630#if DEBUG_LAYERS_AS_REGIONS 631 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 632 if (status != GL_FRAMEBUFFER_COMPLETE) { 633 ALOGE("Framebuffer incomplete (GL error code 0x%x)", status); 634 635 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 636 layer->deleteTexture(); 637 mCaches.fboCache.put(layer->getFbo()); 638 639 delete layer; 640 641 return false; 642 } 643#endif 644 645 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 646 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 647 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 648 glClear(GL_COLOR_BUFFER_BIT); 649 650 dirtyClip(); 651 652 // Change the ortho projection 653 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 654 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 655 656 return true; 657} 658 659/** 660 * Read the documentation of createLayer() before doing anything in this method. 661 */ 662void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 663 if (!current->layer) { 664 ALOGE("Attempting to compose a layer that does not exist"); 665 return; 666 } 667 668 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 669 670 if (fboLayer) { 671 // Detach the texture from the FBO 672 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 673 674 // Unbind current FBO and restore previous one 675 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 676 } 677 678 Layer* layer = current->layer; 679 const Rect& rect = layer->layer; 680 681 if (!fboLayer && layer->getAlpha() < 255) { 682 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 683 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 684 // Required below, composeLayerRect() will divide by 255 685 layer->setAlpha(255); 686 } 687 688 mCaches.unbindMeshBuffer(); 689 690 mCaches.activeTexture(0); 691 692 // When the layer is stored in an FBO, we can save a bit of fillrate by 693 // drawing only the dirty region 694 if (fboLayer) { 695 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 696 if (layer->getColorFilter()) { 697 setupColorFilter(layer->getColorFilter()); 698 } 699 composeLayerRegion(layer, rect); 700 if (layer->getColorFilter()) { 701 resetColorFilter(); 702 } 703 } else if (!rect.isEmpty()) { 704 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 705 composeLayerRect(layer, rect, true); 706 } 707 708 if (fboLayer) { 709 // Note: No need to use glDiscardFramebufferEXT() since we never 710 // create/compose layers that are not on screen with this 711 // code path 712 // See LayerRenderer::destroyLayer(Layer*) 713 714 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 715 mCaches.fboCache.put(current->fbo); 716 layer->setFbo(0); 717 } 718 719 dirtyClip(); 720 721 // Failing to add the layer to the cache should happen only if the layer is too large 722 if (!mCaches.layerCache.put(layer)) { 723 LAYER_LOGD("Deleting layer"); 724 layer->deleteTexture(); 725 delete layer; 726 } 727} 728 729void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 730 float alpha = layer->getAlpha() / 255.0f; 731 732 mat4& transform = layer->getTransform(); 733 if (!transform.isIdentity()) { 734 save(0); 735 mSnapshot->transform->multiply(transform); 736 } 737 738 setupDraw(); 739 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 740 setupDrawWithTexture(); 741 } else { 742 setupDrawWithExternalTexture(); 743 } 744 setupDrawTextureTransform(); 745 setupDrawColor(alpha, alpha, alpha, alpha); 746 setupDrawColorFilter(); 747 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 748 setupDrawProgram(); 749 setupDrawPureColorUniforms(); 750 setupDrawColorFilterUniforms(); 751 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 752 setupDrawTexture(layer->getTexture()); 753 } else { 754 setupDrawExternalTexture(layer->getTexture()); 755 } 756 if (mSnapshot->transform->isPureTranslate() && 757 layer->getWidth() == (uint32_t) rect.getWidth() && 758 layer->getHeight() == (uint32_t) rect.getHeight()) { 759 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 760 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 761 762 layer->setFilter(GL_NEAREST); 763 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 764 } else { 765 layer->setFilter(GL_LINEAR); 766 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 767 } 768 setupDrawTextureTransformUniforms(layer->getTexTransform()); 769 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 770 771 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 772 773 finishDrawTexture(); 774 775 if (!transform.isIdentity()) { 776 restore(); 777 } 778} 779 780void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 781 if (!layer->isTextureLayer()) { 782 const Rect& texCoords = layer->texCoords; 783 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 784 texCoords.right, texCoords.bottom); 785 786 float x = rect.left; 787 float y = rect.top; 788 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 789 layer->getWidth() == (uint32_t) rect.getWidth() && 790 layer->getHeight() == (uint32_t) rect.getHeight(); 791 792 if (simpleTransform) { 793 // When we're swapping, the layer is already in screen coordinates 794 if (!swap) { 795 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 796 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 797 } 798 799 layer->setFilter(GL_NEAREST, true); 800 } else { 801 layer->setFilter(GL_LINEAR, true); 802 } 803 804 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 805 layer->getTexture(), layer->getAlpha() / 255.0f, 806 layer->getMode(), layer->isBlend(), 807 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 808 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 809 810 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 811 } else { 812 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 813 drawTextureLayer(layer, rect); 814 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 815 } 816} 817 818void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 819#if RENDER_LAYERS_AS_REGIONS 820 if (layer->region.isRect()) { 821 layer->setRegionAsRect(); 822 823 composeLayerRect(layer, layer->regionRect); 824 825 layer->region.clear(); 826 return; 827 } 828 829 // TODO: See LayerRenderer.cpp::generateMesh() for important 830 // information about this implementation 831 if (CC_LIKELY(!layer->region.isEmpty())) { 832 size_t count; 833 const android::Rect* rects = layer->region.getArray(&count); 834 835 const float alpha = layer->getAlpha() / 255.0f; 836 const float texX = 1.0f / float(layer->getWidth()); 837 const float texY = 1.0f / float(layer->getHeight()); 838 const float height = rect.getHeight(); 839 840 TextureVertex* mesh = mCaches.getRegionMesh(); 841 GLsizei numQuads = 0; 842 843 setupDraw(); 844 setupDrawWithTexture(); 845 setupDrawColor(alpha, alpha, alpha, alpha); 846 setupDrawColorFilter(); 847 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 848 setupDrawProgram(); 849 setupDrawDirtyRegionsDisabled(); 850 setupDrawPureColorUniforms(); 851 setupDrawColorFilterUniforms(); 852 setupDrawTexture(layer->getTexture()); 853 if (mSnapshot->transform->isPureTranslate()) { 854 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 855 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 856 857 layer->setFilter(GL_NEAREST); 858 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 859 } else { 860 layer->setFilter(GL_LINEAR); 861 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 862 } 863 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 864 865 for (size_t i = 0; i < count; i++) { 866 const android::Rect* r = &rects[i]; 867 868 const float u1 = r->left * texX; 869 const float v1 = (height - r->top) * texY; 870 const float u2 = r->right * texX; 871 const float v2 = (height - r->bottom) * texY; 872 873 // TODO: Reject quads outside of the clip 874 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 875 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 876 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 877 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 878 879 numQuads++; 880 881 if (numQuads >= REGION_MESH_QUAD_COUNT) { 882 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 883 numQuads = 0; 884 mesh = mCaches.getRegionMesh(); 885 } 886 } 887 888 if (numQuads > 0) { 889 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 890 } 891 892 finishDrawTexture(); 893 894#if DEBUG_LAYERS_AS_REGIONS 895 drawRegionRects(layer->region); 896#endif 897 898 layer->region.clear(); 899 } 900#else 901 composeLayerRect(layer, rect); 902#endif 903} 904 905void OpenGLRenderer::drawRegionRects(const Region& region) { 906#if DEBUG_LAYERS_AS_REGIONS 907 size_t count; 908 const android::Rect* rects = region.getArray(&count); 909 910 uint32_t colors[] = { 911 0x7fff0000, 0x7f00ff00, 912 0x7f0000ff, 0x7fff00ff, 913 }; 914 915 int offset = 0; 916 int32_t top = rects[0].top; 917 918 for (size_t i = 0; i < count; i++) { 919 if (top != rects[i].top) { 920 offset ^= 0x2; 921 top = rects[i].top; 922 } 923 924 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 925 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 926 SkXfermode::kSrcOver_Mode); 927 } 928#endif 929} 930 931void OpenGLRenderer::dirtyLayer(const float left, const float top, 932 const float right, const float bottom, const mat4 transform) { 933#if RENDER_LAYERS_AS_REGIONS 934 if (hasLayer()) { 935 Rect bounds(left, top, right, bottom); 936 transform.mapRect(bounds); 937 dirtyLayerUnchecked(bounds, getRegion()); 938 } 939#endif 940} 941 942void OpenGLRenderer::dirtyLayer(const float left, const float top, 943 const float right, const float bottom) { 944#if RENDER_LAYERS_AS_REGIONS 945 if (hasLayer()) { 946 Rect bounds(left, top, right, bottom); 947 dirtyLayerUnchecked(bounds, getRegion()); 948 } 949#endif 950} 951 952void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 953#if RENDER_LAYERS_AS_REGIONS 954 if (bounds.intersect(*mSnapshot->clipRect)) { 955 bounds.snapToPixelBoundaries(); 956 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 957 if (!dirty.isEmpty()) { 958 region->orSelf(dirty); 959 } 960 } 961#endif 962} 963 964void OpenGLRenderer::clearLayerRegions() { 965 const size_t count = mLayers.size(); 966 if (count == 0) return; 967 968 if (!mSnapshot->isIgnored()) { 969 // Doing several glScissor/glClear here can negatively impact 970 // GPUs with a tiler architecture, instead we draw quads with 971 // the Clear blending mode 972 973 // The list contains bounds that have already been clipped 974 // against their initial clip rect, and the current clip 975 // is likely different so we need to disable clipping here 976 glDisable(GL_SCISSOR_TEST); 977 978 Vertex mesh[count * 6]; 979 Vertex* vertex = mesh; 980 981 for (uint32_t i = 0; i < count; i++) { 982 Rect* bounds = mLayers.itemAt(i); 983 984 Vertex::set(vertex++, bounds->left, bounds->bottom); 985 Vertex::set(vertex++, bounds->left, bounds->top); 986 Vertex::set(vertex++, bounds->right, bounds->top); 987 Vertex::set(vertex++, bounds->left, bounds->bottom); 988 Vertex::set(vertex++, bounds->right, bounds->top); 989 Vertex::set(vertex++, bounds->right, bounds->bottom); 990 991 delete bounds; 992 } 993 994 setupDraw(false); 995 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 996 setupDrawBlending(true, SkXfermode::kClear_Mode); 997 setupDrawProgram(); 998 setupDrawPureColorUniforms(); 999 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1000 setupDrawVertices(&mesh[0].position[0]); 1001 1002 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1003 1004 glEnable(GL_SCISSOR_TEST); 1005 } else { 1006 for (uint32_t i = 0; i < count; i++) { 1007 delete mLayers.itemAt(i); 1008 } 1009 } 1010 1011 mLayers.clear(); 1012} 1013 1014/////////////////////////////////////////////////////////////////////////////// 1015// Transforms 1016/////////////////////////////////////////////////////////////////////////////// 1017 1018void OpenGLRenderer::translate(float dx, float dy) { 1019 mSnapshot->transform->translate(dx, dy, 0.0f); 1020} 1021 1022void OpenGLRenderer::rotate(float degrees) { 1023 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 1024} 1025 1026void OpenGLRenderer::scale(float sx, float sy) { 1027 mSnapshot->transform->scale(sx, sy, 1.0f); 1028} 1029 1030void OpenGLRenderer::skew(float sx, float sy) { 1031 mSnapshot->transform->skew(sx, sy); 1032} 1033 1034void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1035 if (matrix) { 1036 mSnapshot->transform->load(*matrix); 1037 } else { 1038 mSnapshot->transform->loadIdentity(); 1039 } 1040} 1041 1042void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1043 mSnapshot->transform->copyTo(*matrix); 1044} 1045 1046void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1047 SkMatrix transform; 1048 mSnapshot->transform->copyTo(transform); 1049 transform.preConcat(*matrix); 1050 mSnapshot->transform->load(transform); 1051} 1052 1053/////////////////////////////////////////////////////////////////////////////// 1054// Clipping 1055/////////////////////////////////////////////////////////////////////////////// 1056 1057void OpenGLRenderer::setScissorFromClip() { 1058 Rect clip(*mSnapshot->clipRect); 1059 clip.snapToPixelBoundaries(); 1060 1061 mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1062 clip.getWidth(), clip.getHeight()); 1063 1064 mDirtyClip = false; 1065} 1066 1067const Rect& OpenGLRenderer::getClipBounds() { 1068 return mSnapshot->getLocalClip(); 1069} 1070 1071bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1072 if (mSnapshot->isIgnored()) { 1073 return true; 1074 } 1075 1076 Rect r(left, top, right, bottom); 1077 mSnapshot->transform->mapRect(r); 1078 r.snapToPixelBoundaries(); 1079 1080 Rect clipRect(*mSnapshot->clipRect); 1081 clipRect.snapToPixelBoundaries(); 1082 1083 return !clipRect.intersects(r); 1084} 1085 1086bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1087 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1088 if (clipped) { 1089 dirtyClip(); 1090 } 1091 return !mSnapshot->clipRect->isEmpty(); 1092} 1093 1094Rect* OpenGLRenderer::getClipRect() { 1095 return mSnapshot->clipRect; 1096} 1097 1098/////////////////////////////////////////////////////////////////////////////// 1099// Drawing commands 1100/////////////////////////////////////////////////////////////////////////////// 1101 1102void OpenGLRenderer::setupDraw(bool clear) { 1103 if (clear) clearLayerRegions(); 1104 if (mDirtyClip) { 1105 setScissorFromClip(); 1106 } 1107 mDescription.reset(); 1108 mSetShaderColor = false; 1109 mColorSet = false; 1110 mColorA = mColorR = mColorG = mColorB = 0.0f; 1111 mTextureUnit = 0; 1112 mTrackDirtyRegions = true; 1113} 1114 1115void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1116 mDescription.hasTexture = true; 1117 mDescription.hasAlpha8Texture = isAlpha8; 1118} 1119 1120void OpenGLRenderer::setupDrawWithExternalTexture() { 1121 mDescription.hasExternalTexture = true; 1122} 1123 1124void OpenGLRenderer::setupDrawNoTexture() { 1125 mCaches.disbaleTexCoordsVertexArray(); 1126} 1127 1128void OpenGLRenderer::setupDrawAALine() { 1129 mDescription.isAA = true; 1130} 1131 1132void OpenGLRenderer::setupDrawPoint(float pointSize) { 1133 mDescription.isPoint = true; 1134 mDescription.pointSize = pointSize; 1135} 1136 1137void OpenGLRenderer::setupDrawColor(int color) { 1138 setupDrawColor(color, (color >> 24) & 0xFF); 1139} 1140 1141void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1142 mColorA = alpha / 255.0f; 1143 mColorA *= mSnapshot->alpha; 1144 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1145 // the rgb values by a instead of also dividing by 255 1146 const float a = mColorA / 255.0f; 1147 mColorR = a * ((color >> 16) & 0xFF); 1148 mColorG = a * ((color >> 8) & 0xFF); 1149 mColorB = a * ((color ) & 0xFF); 1150 mColorSet = true; 1151 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1152} 1153 1154void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1155 mColorA = alpha / 255.0f; 1156 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1157 // the rgb values by a instead of also dividing by 255 1158 const float a = mColorA / 255.0f; 1159 mColorR = a * ((color >> 16) & 0xFF); 1160 mColorG = a * ((color >> 8) & 0xFF); 1161 mColorB = a * ((color ) & 0xFF); 1162 mColorSet = true; 1163 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1164} 1165 1166void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1167 mColorA = a; 1168 mColorR = r; 1169 mColorG = g; 1170 mColorB = b; 1171 mColorSet = true; 1172 mSetShaderColor = mDescription.setColor(r, g, b, a); 1173} 1174 1175void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 1176 mColorA = a; 1177 mColorR = r; 1178 mColorG = g; 1179 mColorB = b; 1180 mColorSet = true; 1181 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 1182} 1183 1184void OpenGLRenderer::setupDrawShader() { 1185 if (mShader) { 1186 mShader->describe(mDescription, mCaches.extensions); 1187 } 1188} 1189 1190void OpenGLRenderer::setupDrawColorFilter() { 1191 if (mColorFilter) { 1192 mColorFilter->describe(mDescription, mCaches.extensions); 1193 } 1194} 1195 1196void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1197 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1198 mColorA = 1.0f; 1199 mColorR = mColorG = mColorB = 0.0f; 1200 mSetShaderColor = mDescription.modulate = true; 1201 } 1202} 1203 1204void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1205 // When the blending mode is kClear_Mode, we need to use a modulate color 1206 // argb=1,0,0,0 1207 accountForClear(mode); 1208 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1209 mDescription, swapSrcDst); 1210} 1211 1212void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1213 // When the blending mode is kClear_Mode, we need to use a modulate color 1214 // argb=1,0,0,0 1215 accountForClear(mode); 1216 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1217 mDescription, swapSrcDst); 1218} 1219 1220void OpenGLRenderer::setupDrawProgram() { 1221 useProgram(mCaches.programCache.get(mDescription)); 1222} 1223 1224void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1225 mTrackDirtyRegions = false; 1226} 1227 1228void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1229 bool ignoreTransform) { 1230 mModelView.loadTranslate(left, top, 0.0f); 1231 if (!ignoreTransform) { 1232 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1233 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1234 } else { 1235 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1236 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1237 } 1238} 1239 1240void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1241 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1242} 1243 1244void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1245 bool ignoreTransform, bool ignoreModelView) { 1246 if (!ignoreModelView) { 1247 mModelView.loadTranslate(left, top, 0.0f); 1248 mModelView.scale(right - left, bottom - top, 1.0f); 1249 } else { 1250 mModelView.loadIdentity(); 1251 } 1252 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1253 if (!ignoreTransform) { 1254 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1255 if (mTrackDirtyRegions && dirty) { 1256 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1257 } 1258 } else { 1259 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1260 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1261 } 1262} 1263 1264void OpenGLRenderer::setupDrawPointUniforms() { 1265 int slot = mCaches.currentProgram->getUniform("pointSize"); 1266 glUniform1f(slot, mDescription.pointSize); 1267} 1268 1269void OpenGLRenderer::setupDrawColorUniforms() { 1270 if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) { 1271 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1272 } 1273} 1274 1275void OpenGLRenderer::setupDrawPureColorUniforms() { 1276 if (mSetShaderColor) { 1277 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1278 } 1279} 1280 1281void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1282 if (mShader) { 1283 if (ignoreTransform) { 1284 mModelView.loadInverse(*mSnapshot->transform); 1285 } 1286 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1287 } 1288} 1289 1290void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1291 if (mShader) { 1292 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1293 } 1294} 1295 1296void OpenGLRenderer::setupDrawColorFilterUniforms() { 1297 if (mColorFilter) { 1298 mColorFilter->setupProgram(mCaches.currentProgram); 1299 } 1300} 1301 1302void OpenGLRenderer::setupDrawSimpleMesh() { 1303 bool force = mCaches.bindMeshBuffer(); 1304 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0); 1305 mCaches.unbindIndicesBuffer(); 1306} 1307 1308void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1309 bindTexture(texture); 1310 mTextureUnit++; 1311 mCaches.enableTexCoordsVertexArray(); 1312} 1313 1314void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1315 bindExternalTexture(texture); 1316 mTextureUnit++; 1317 mCaches.enableTexCoordsVertexArray(); 1318} 1319 1320void OpenGLRenderer::setupDrawTextureTransform() { 1321 mDescription.hasTextureTransform = true; 1322} 1323 1324void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1325 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1326 GL_FALSE, &transform.data[0]); 1327} 1328 1329void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1330 bool force = false; 1331 if (!vertices) { 1332 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1333 } else { 1334 force = mCaches.unbindMeshBuffer(); 1335 } 1336 1337 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1338 if (mCaches.currentProgram->texCoords >= 0) { 1339 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1340 } 1341 1342 mCaches.unbindIndicesBuffer(); 1343} 1344 1345void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1346 bool force = mCaches.unbindMeshBuffer(); 1347 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1348 if (mCaches.currentProgram->texCoords >= 0) { 1349 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1350 } 1351} 1352 1353void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1354 bool force = mCaches.unbindMeshBuffer(); 1355 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1356 vertices, gVertexStride); 1357 mCaches.unbindIndicesBuffer(); 1358} 1359 1360/** 1361 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1362 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1363 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1364 * attributes (one per vertex) are values from zero to one that tells the fragment 1365 * shader where the fragment is in relation to the line width/length overall; these values are 1366 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1367 * region of the line. 1368 * Note that we only pass down the width values in this setup function. The length coordinates 1369 * are set up for each individual segment. 1370 */ 1371void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1372 GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) { 1373 bool force = mCaches.unbindMeshBuffer(); 1374 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1375 vertices, gAAVertexStride); 1376 mCaches.resetTexCoordsVertexPointer(); 1377 mCaches.unbindIndicesBuffer(); 1378 1379 widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1380 glEnableVertexAttribArray(widthSlot); 1381 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1382 1383 lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1384 glEnableVertexAttribArray(lengthSlot); 1385 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1386 1387 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1388 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1389 1390 // Setting the inverse value saves computations per-fragment in the shader 1391 int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1392 glUniform1f(inverseBoundaryWidthSlot, 1.0f / boundaryWidthProportion); 1393} 1394 1395void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) { 1396 glDisableVertexAttribArray(widthSlot); 1397 glDisableVertexAttribArray(lengthSlot); 1398} 1399 1400void OpenGLRenderer::finishDrawTexture() { 1401} 1402 1403/////////////////////////////////////////////////////////////////////////////// 1404// Drawing 1405/////////////////////////////////////////////////////////////////////////////// 1406 1407status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, 1408 Rect& dirty, int32_t flags, uint32_t level) { 1409 1410 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1411 // will be performed by the display list itself 1412 if (displayList && displayList->isRenderable()) { 1413 return displayList->replay(*this, dirty, flags, level); 1414 } 1415 1416 return DrawGlInfo::kStatusDone; 1417} 1418 1419void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1420 if (displayList) { 1421 displayList->output(*this, level); 1422 } 1423} 1424 1425void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1426 int alpha; 1427 SkXfermode::Mode mode; 1428 getAlphaAndMode(paint, &alpha, &mode); 1429 1430 float x = left; 1431 float y = top; 1432 1433 GLenum filter = GL_LINEAR; 1434 bool ignoreTransform = false; 1435 if (mSnapshot->transform->isPureTranslate()) { 1436 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1437 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1438 ignoreTransform = true; 1439 filter = GL_NEAREST; 1440 } else { 1441 filter = FILTER(paint); 1442 } 1443 1444 setupDraw(); 1445 setupDrawWithTexture(true); 1446 if (paint) { 1447 setupDrawAlpha8Color(paint->getColor(), alpha); 1448 } 1449 setupDrawColorFilter(); 1450 setupDrawShader(); 1451 setupDrawBlending(true, mode); 1452 setupDrawProgram(); 1453 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1454 1455 setupDrawTexture(texture->id); 1456 texture->setWrap(GL_CLAMP_TO_EDGE); 1457 texture->setFilter(filter); 1458 1459 setupDrawPureColorUniforms(); 1460 setupDrawColorFilterUniforms(); 1461 setupDrawShaderUniforms(); 1462 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1463 1464 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1465 1466 finishDrawTexture(); 1467} 1468 1469void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1470 const float right = left + bitmap->width(); 1471 const float bottom = top + bitmap->height(); 1472 1473 if (quickReject(left, top, right, bottom)) { 1474 return; 1475 } 1476 1477 mCaches.activeTexture(0); 1478 Texture* texture = mCaches.textureCache.get(bitmap); 1479 if (!texture) return; 1480 const AutoTexture autoCleanup(texture); 1481 1482 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1483 drawAlphaBitmap(texture, left, top, paint); 1484 } else { 1485 drawTextureRect(left, top, right, bottom, texture, paint); 1486 } 1487} 1488 1489void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1490 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1491 const mat4 transform(*matrix); 1492 transform.mapRect(r); 1493 1494 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1495 return; 1496 } 1497 1498 mCaches.activeTexture(0); 1499 Texture* texture = mCaches.textureCache.get(bitmap); 1500 if (!texture) return; 1501 const AutoTexture autoCleanup(texture); 1502 1503 // This could be done in a cheaper way, all we need is pass the matrix 1504 // to the vertex shader. The save/restore is a bit overkill. 1505 save(SkCanvas::kMatrix_SaveFlag); 1506 concatMatrix(matrix); 1507 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1508 restore(); 1509} 1510 1511void OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1512 const float right = left + bitmap->width(); 1513 const float bottom = top + bitmap->height(); 1514 1515 if (quickReject(left, top, right, bottom)) { 1516 return; 1517 } 1518 1519 mCaches.activeTexture(0); 1520 Texture* texture = mCaches.textureCache.getTransient(bitmap); 1521 const AutoTexture autoCleanup(texture); 1522 1523 drawTextureRect(left, top, right, bottom, texture, paint); 1524} 1525 1526void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1527 float* vertices, int* colors, SkPaint* paint) { 1528 // TODO: Do a quickReject 1529 if (!vertices || mSnapshot->isIgnored()) { 1530 return; 1531 } 1532 1533 mCaches.activeTexture(0); 1534 Texture* texture = mCaches.textureCache.get(bitmap); 1535 if (!texture) return; 1536 const AutoTexture autoCleanup(texture); 1537 1538 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1539 texture->setFilter(FILTER(paint), true); 1540 1541 int alpha; 1542 SkXfermode::Mode mode; 1543 getAlphaAndMode(paint, &alpha, &mode); 1544 1545 const uint32_t count = meshWidth * meshHeight * 6; 1546 1547 float left = FLT_MAX; 1548 float top = FLT_MAX; 1549 float right = FLT_MIN; 1550 float bottom = FLT_MIN; 1551 1552#if RENDER_LAYERS_AS_REGIONS 1553 const bool hasActiveLayer = hasLayer(); 1554#else 1555 const bool hasActiveLayer = false; 1556#endif 1557 1558 // TODO: Support the colors array 1559 TextureVertex mesh[count]; 1560 TextureVertex* vertex = mesh; 1561 for (int32_t y = 0; y < meshHeight; y++) { 1562 for (int32_t x = 0; x < meshWidth; x++) { 1563 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1564 1565 float u1 = float(x) / meshWidth; 1566 float u2 = float(x + 1) / meshWidth; 1567 float v1 = float(y) / meshHeight; 1568 float v2 = float(y + 1) / meshHeight; 1569 1570 int ax = i + (meshWidth + 1) * 2; 1571 int ay = ax + 1; 1572 int bx = i; 1573 int by = bx + 1; 1574 int cx = i + 2; 1575 int cy = cx + 1; 1576 int dx = i + (meshWidth + 1) * 2 + 2; 1577 int dy = dx + 1; 1578 1579 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1580 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1581 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1582 1583 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1584 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1585 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1586 1587#if RENDER_LAYERS_AS_REGIONS 1588 if (hasActiveLayer) { 1589 // TODO: This could be optimized to avoid unnecessary ops 1590 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1591 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1592 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1593 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1594 } 1595#endif 1596 } 1597 } 1598 1599#if RENDER_LAYERS_AS_REGIONS 1600 if (hasActiveLayer) { 1601 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1602 } 1603#endif 1604 1605 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1606 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1607 GL_TRIANGLES, count, false, false, 0, false, false); 1608} 1609 1610void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1611 float srcLeft, float srcTop, float srcRight, float srcBottom, 1612 float dstLeft, float dstTop, float dstRight, float dstBottom, 1613 SkPaint* paint) { 1614 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1615 return; 1616 } 1617 1618 mCaches.activeTexture(0); 1619 Texture* texture = mCaches.textureCache.get(bitmap); 1620 if (!texture) return; 1621 const AutoTexture autoCleanup(texture); 1622 1623 const float width = texture->width; 1624 const float height = texture->height; 1625 1626 const float u1 = fmax(0.0f, srcLeft / width); 1627 const float v1 = fmax(0.0f, srcTop / height); 1628 const float u2 = fmin(1.0f, srcRight / width); 1629 const float v2 = fmin(1.0f, srcBottom / height); 1630 1631 mCaches.unbindMeshBuffer(); 1632 resetDrawTextureTexCoords(u1, v1, u2, v2); 1633 1634 int alpha; 1635 SkXfermode::Mode mode; 1636 getAlphaAndMode(paint, &alpha, &mode); 1637 1638 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1639 1640 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 1641 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1642 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1643 1644 GLenum filter = GL_NEAREST; 1645 // Enable linear filtering if the source rectangle is scaled 1646 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1647 filter = FILTER(paint); 1648 } 1649 1650 texture->setFilter(filter, true); 1651 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1652 texture->id, alpha / 255.0f, mode, texture->blend, 1653 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1654 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1655 } else { 1656 texture->setFilter(FILTER(paint), true); 1657 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1658 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1659 GL_TRIANGLE_STRIP, gMeshCount); 1660 } 1661 1662 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1663} 1664 1665void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1666 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1667 float left, float top, float right, float bottom, SkPaint* paint) { 1668 if (quickReject(left, top, right, bottom)) { 1669 return; 1670 } 1671 1672 mCaches.activeTexture(0); 1673 Texture* texture = mCaches.textureCache.get(bitmap); 1674 if (!texture) return; 1675 const AutoTexture autoCleanup(texture); 1676 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1677 texture->setFilter(GL_LINEAR, true); 1678 1679 int alpha; 1680 SkXfermode::Mode mode; 1681 getAlphaAndMode(paint, &alpha, &mode); 1682 1683 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1684 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1685 1686 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 1687 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1688#if RENDER_LAYERS_AS_REGIONS 1689 // Mark the current layer dirty where we are going to draw the patch 1690 if (hasLayer() && mesh->hasEmptyQuads) { 1691 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1692 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1693 const size_t count = mesh->quads.size(); 1694 for (size_t i = 0; i < count; i++) { 1695 const Rect& bounds = mesh->quads.itemAt(i); 1696 if (CC_LIKELY(pureTranslate)) { 1697 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1698 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1699 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1700 } else { 1701 dirtyLayer(left + bounds.left, top + bounds.top, 1702 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1703 } 1704 } 1705 } 1706#endif 1707 1708 if (CC_LIKELY(pureTranslate)) { 1709 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1710 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1711 1712 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1713 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1714 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1715 true, !mesh->hasEmptyQuads); 1716 } else { 1717 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1718 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1719 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1720 true, !mesh->hasEmptyQuads); 1721 } 1722 } 1723} 1724 1725/** 1726 * This function uses a similar approach to that of AA lines in the drawLines() function. 1727 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment 1728 * shader to compute the translucency of the color, determined by whether a given pixel is 1729 * within that boundary region and how far into the region it is. 1730 */ 1731void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1732 int color, SkXfermode::Mode mode) { 1733 float inverseScaleX = 1.0f; 1734 float inverseScaleY = 1.0f; 1735 // The quad that we use needs to account for scaling. 1736 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1737 Matrix4 *mat = mSnapshot->transform; 1738 float m00 = mat->data[Matrix4::kScaleX]; 1739 float m01 = mat->data[Matrix4::kSkewY]; 1740 float m02 = mat->data[2]; 1741 float m10 = mat->data[Matrix4::kSkewX]; 1742 float m11 = mat->data[Matrix4::kScaleX]; 1743 float m12 = mat->data[6]; 1744 float scaleX = sqrt(m00 * m00 + m01 * m01); 1745 float scaleY = sqrt(m10 * m10 + m11 * m11); 1746 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1747 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1748 } 1749 1750 setupDraw(); 1751 setupDrawNoTexture(); 1752 setupDrawAALine(); 1753 setupDrawColor(color); 1754 setupDrawColorFilter(); 1755 setupDrawShader(); 1756 setupDrawBlending(true, mode); 1757 setupDrawProgram(); 1758 setupDrawModelViewIdentity(true); 1759 setupDrawColorUniforms(); 1760 setupDrawColorFilterUniforms(); 1761 setupDrawShaderIdentityUniforms(); 1762 1763 AAVertex rects[4]; 1764 AAVertex* aaVertices = &rects[0]; 1765 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1766 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1767 1768 float boundarySizeX = .5 * inverseScaleX; 1769 float boundarySizeY = .5 * inverseScaleY; 1770 1771 // Adjust the rect by the AA boundary padding 1772 left -= boundarySizeX; 1773 right += boundarySizeX; 1774 top -= boundarySizeY; 1775 bottom += boundarySizeY; 1776 1777 float width = right - left; 1778 float height = bottom - top; 1779 1780 int widthSlot; 1781 int lengthSlot; 1782 1783 float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0; 1784 float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0; 1785 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 1786 boundaryWidthProportion, widthSlot, lengthSlot); 1787 1788 int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1789 int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1790 glUniform1f(boundaryLengthSlot, boundaryHeightProportion); 1791 glUniform1f(inverseBoundaryLengthSlot, (1.0f / boundaryHeightProportion)); 1792 1793 if (!quickReject(left, top, right, bottom)) { 1794 AAVertex::set(aaVertices++, left, bottom, 1, 1); 1795 AAVertex::set(aaVertices++, left, top, 1, 0); 1796 AAVertex::set(aaVertices++, right, bottom, 0, 1); 1797 AAVertex::set(aaVertices++, right, top, 0, 0); 1798 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1799 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1800 } 1801 1802 finishDrawAALine(widthSlot, lengthSlot); 1803} 1804 1805/** 1806 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1807 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1808 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1809 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1810 * of the line. Hairlines are more involved because we need to account for transform scaling 1811 * to end up with a one-pixel-wide line in screen space.. 1812 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1813 * in combination with values that we calculate and pass down in this method. The basic approach 1814 * is that the quad we create contains both the core line area plus a bounding area in which 1815 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1816 * proportion of the width and the length of a given segment is represented by the boundary 1817 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1818 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1819 * on the inside). This ends up giving the result we want, with pixels that are completely 1820 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1821 * how far into the boundary region they are, which is determined by shader interpolation. 1822 */ 1823void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1824 if (mSnapshot->isIgnored()) return; 1825 1826 const bool isAA = paint->isAntiAlias(); 1827 // We use half the stroke width here because we're going to position the quad 1828 // corner vertices half of the width away from the line endpoints 1829 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1830 // A stroke width of 0 has a special meaning in Skia: 1831 // it draws a line 1 px wide regardless of current transform 1832 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1833 1834 float inverseScaleX = 1.0f; 1835 float inverseScaleY = 1.0f; 1836 bool scaled = false; 1837 1838 int alpha; 1839 SkXfermode::Mode mode; 1840 1841 int generatedVerticesCount = 0; 1842 int verticesCount = count; 1843 if (count > 4) { 1844 // Polyline: account for extra vertices needed for continuous tri-strip 1845 verticesCount += (count - 4); 1846 } 1847 1848 if (isHairLine || isAA) { 1849 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 1850 // the line on the screen should always be one pixel wide regardless of scale. For 1851 // AA lines, we only want one pixel of translucent boundary around the quad. 1852 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1853 Matrix4 *mat = mSnapshot->transform; 1854 float m00 = mat->data[Matrix4::kScaleX]; 1855 float m01 = mat->data[Matrix4::kSkewY]; 1856 float m02 = mat->data[2]; 1857 float m10 = mat->data[Matrix4::kSkewX]; 1858 float m11 = mat->data[Matrix4::kScaleX]; 1859 float m12 = mat->data[6]; 1860 1861 float scaleX = sqrtf(m00 * m00 + m01 * m01); 1862 float scaleY = sqrtf(m10 * m10 + m11 * m11); 1863 1864 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1865 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1866 1867 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 1868 scaled = true; 1869 } 1870 } 1871 } 1872 1873 getAlphaAndMode(paint, &alpha, &mode); 1874 setupDraw(); 1875 setupDrawNoTexture(); 1876 if (isAA) { 1877 setupDrawAALine(); 1878 } 1879 setupDrawColor(paint->getColor(), alpha); 1880 setupDrawColorFilter(); 1881 setupDrawShader(); 1882 setupDrawBlending(isAA, mode); 1883 setupDrawProgram(); 1884 setupDrawModelViewIdentity(true); 1885 setupDrawColorUniforms(); 1886 setupDrawColorFilterUniforms(); 1887 setupDrawShaderIdentityUniforms(); 1888 1889 if (isHairLine) { 1890 // Set a real stroke width to be used in quad construction 1891 halfStrokeWidth = isAA? 1 : .5; 1892 } else if (isAA && !scaled) { 1893 // Expand boundary to enable AA calculations on the quad border 1894 halfStrokeWidth += .5f; 1895 } 1896 1897 int widthSlot; 1898 int lengthSlot; 1899 1900 Vertex lines[verticesCount]; 1901 Vertex* vertices = &lines[0]; 1902 1903 AAVertex wLines[verticesCount]; 1904 AAVertex* aaVertices = &wLines[0]; 1905 1906 if (CC_UNLIKELY(!isAA)) { 1907 setupDrawVertices(vertices); 1908 } else { 1909 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1910 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1911 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 1912 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1913 // This value is used in the fragment shader to determine how to fill fragments. 1914 // We will need to calculate the actual width proportion on each segment for 1915 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 1916 float boundaryWidthProportion = 1 / (2 * halfStrokeWidth); 1917 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 1918 boundaryWidthProportion, widthSlot, lengthSlot); 1919 } 1920 1921 AAVertex* prevAAVertex = NULL; 1922 Vertex* prevVertex = NULL; 1923 1924 int boundaryLengthSlot = -1; 1925 int inverseBoundaryLengthSlot = -1; 1926 int boundaryWidthSlot = -1; 1927 int inverseBoundaryWidthSlot = -1; 1928 1929 for (int i = 0; i < count; i += 4) { 1930 // a = start point, b = end point 1931 vec2 a(points[i], points[i + 1]); 1932 vec2 b(points[i + 2], points[i + 3]); 1933 1934 float length = 0; 1935 float boundaryLengthProportion = 0; 1936 float boundaryWidthProportion = 0; 1937 1938 // Find the normal to the line 1939 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 1940 if (isHairLine) { 1941 if (isAA) { 1942 float wideningFactor; 1943 if (fabs(n.x) >= fabs(n.y)) { 1944 wideningFactor = fabs(1.0f / n.x); 1945 } else { 1946 wideningFactor = fabs(1.0f / n.y); 1947 } 1948 n *= wideningFactor; 1949 } 1950 1951 if (scaled) { 1952 n.x *= inverseScaleX; 1953 n.y *= inverseScaleY; 1954 } 1955 } else if (scaled) { 1956 // Extend n by .5 pixel on each side, post-transform 1957 vec2 extendedN = n.copyNormalized(); 1958 extendedN /= 2; 1959 extendedN.x *= inverseScaleX; 1960 extendedN.y *= inverseScaleY; 1961 1962 float extendedNLength = extendedN.length(); 1963 // We need to set this value on the shader prior to drawing 1964 boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength); 1965 n += extendedN; 1966 } 1967 1968 float x = n.x; 1969 n.x = -n.y; 1970 n.y = x; 1971 1972 // aa lines expand the endpoint vertices to encompass the AA boundary 1973 if (isAA) { 1974 vec2 abVector = (b - a); 1975 length = abVector.length(); 1976 abVector.normalize(); 1977 1978 if (scaled) { 1979 abVector.x *= inverseScaleX; 1980 abVector.y *= inverseScaleY; 1981 float abLength = abVector.length(); 1982 boundaryLengthProportion = abLength / (length + abLength); 1983 } else { 1984 boundaryLengthProportion = .5 / (length + 1); 1985 } 1986 1987 abVector /= 2; 1988 a -= abVector; 1989 b += abVector; 1990 } 1991 1992 // Four corners of the rectangle defining a thick line 1993 vec2 p1 = a - n; 1994 vec2 p2 = a + n; 1995 vec2 p3 = b + n; 1996 vec2 p4 = b - n; 1997 1998 1999 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 2000 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 2001 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 2002 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 2003 2004 if (!quickReject(left, top, right, bottom)) { 2005 if (!isAA) { 2006 if (prevVertex != NULL) { 2007 // Issue two repeat vertices to create degenerate triangles to bridge 2008 // between the previous line and the new one. This is necessary because 2009 // we are creating a single triangle_strip which will contain 2010 // potentially discontinuous line segments. 2011 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 2012 Vertex::set(vertices++, p1.x, p1.y); 2013 generatedVerticesCount += 2; 2014 } 2015 2016 Vertex::set(vertices++, p1.x, p1.y); 2017 Vertex::set(vertices++, p2.x, p2.y); 2018 Vertex::set(vertices++, p4.x, p4.y); 2019 Vertex::set(vertices++, p3.x, p3.y); 2020 2021 prevVertex = vertices - 1; 2022 generatedVerticesCount += 4; 2023 } else { 2024 if (!isHairLine && scaled) { 2025 // Must set width proportions per-segment for scaled non-hairlines to use the 2026 // correct AA boundary dimensions 2027 if (boundaryWidthSlot < 0) { 2028 boundaryWidthSlot = 2029 mCaches.currentProgram->getUniform("boundaryWidth"); 2030 inverseBoundaryWidthSlot = 2031 mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 2032 } 2033 2034 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 2035 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 2036 } 2037 2038 if (boundaryLengthSlot < 0) { 2039 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 2040 inverseBoundaryLengthSlot = 2041 mCaches.currentProgram->getUniform("inverseBoundaryLength"); 2042 } 2043 2044 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 2045 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion)); 2046 2047 if (prevAAVertex != NULL) { 2048 // Issue two repeat vertices to create degenerate triangles to bridge 2049 // between the previous line and the new one. This is necessary because 2050 // we are creating a single triangle_strip which will contain 2051 // potentially discontinuous line segments. 2052 AAVertex::set(aaVertices++,prevAAVertex->position[0], 2053 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 2054 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2055 generatedVerticesCount += 2; 2056 } 2057 2058 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2059 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 2060 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 2061 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 2062 2063 prevAAVertex = aaVertices - 1; 2064 generatedVerticesCount += 4; 2065 } 2066 2067 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 2068 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 2069 *mSnapshot->transform); 2070 } 2071 } 2072 2073 if (generatedVerticesCount > 0) { 2074 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 2075 } 2076 2077 if (isAA) { 2078 finishDrawAALine(widthSlot, lengthSlot); 2079 } 2080} 2081 2082void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2083 if (mSnapshot->isIgnored()) return; 2084 2085 // TODO: The paint's cap style defines whether the points are square or circular 2086 // TODO: Handle AA for round points 2087 2088 // A stroke width of 0 has a special meaning in Skia: 2089 // it draws an unscaled 1px point 2090 float strokeWidth = paint->getStrokeWidth(); 2091 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2092 if (isHairLine) { 2093 // Now that we know it's hairline, we can set the effective width, to be used later 2094 strokeWidth = 1.0f; 2095 } 2096 const float halfWidth = strokeWidth / 2; 2097 int alpha; 2098 SkXfermode::Mode mode; 2099 getAlphaAndMode(paint, &alpha, &mode); 2100 2101 int verticesCount = count >> 1; 2102 int generatedVerticesCount = 0; 2103 2104 TextureVertex pointsData[verticesCount]; 2105 TextureVertex* vertex = &pointsData[0]; 2106 2107 setupDraw(); 2108 setupDrawNoTexture(); 2109 setupDrawPoint(strokeWidth); 2110 setupDrawColor(paint->getColor(), alpha); 2111 setupDrawColorFilter(); 2112 setupDrawShader(); 2113 setupDrawBlending(mode); 2114 setupDrawProgram(); 2115 setupDrawModelViewIdentity(true); 2116 setupDrawColorUniforms(); 2117 setupDrawColorFilterUniforms(); 2118 setupDrawPointUniforms(); 2119 setupDrawShaderIdentityUniforms(); 2120 setupDrawMesh(vertex); 2121 2122 for (int i = 0; i < count; i += 2) { 2123 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2124 generatedVerticesCount++; 2125 2126 float left = points[i] - halfWidth; 2127 float right = points[i] + halfWidth; 2128 float top = points[i + 1] - halfWidth; 2129 float bottom = points [i + 1] + halfWidth; 2130 2131 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2132 } 2133 2134 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2135} 2136 2137void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2138 // No need to check against the clip, we fill the clip region 2139 if (mSnapshot->isIgnored()) return; 2140 2141 Rect& clip(*mSnapshot->clipRect); 2142 clip.snapToPixelBoundaries(); 2143 2144 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2145} 2146 2147void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 2148 if (!texture) return; 2149 const AutoTexture autoCleanup(texture); 2150 2151 const float x = left + texture->left - texture->offset; 2152 const float y = top + texture->top - texture->offset; 2153 2154 drawPathTexture(texture, x, y, paint); 2155} 2156 2157void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2158 float rx, float ry, SkPaint* paint) { 2159 if (mSnapshot->isIgnored()) return; 2160 2161 mCaches.activeTexture(0); 2162 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2163 right - left, bottom - top, rx, ry, paint); 2164 drawShape(left, top, texture, paint); 2165} 2166 2167void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 2168 if (mSnapshot->isIgnored()) return; 2169 2170 mCaches.activeTexture(0); 2171 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 2172 drawShape(x - radius, y - radius, texture, paint); 2173} 2174 2175void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 2176 if (mSnapshot->isIgnored()) return; 2177 2178 mCaches.activeTexture(0); 2179 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 2180 drawShape(left, top, texture, paint); 2181} 2182 2183void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2184 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 2185 if (mSnapshot->isIgnored()) return; 2186 2187 if (fabs(sweepAngle) >= 360.0f) { 2188 drawOval(left, top, right, bottom, paint); 2189 return; 2190 } 2191 2192 mCaches.activeTexture(0); 2193 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2194 startAngle, sweepAngle, useCenter, paint); 2195 drawShape(left, top, texture, paint); 2196} 2197 2198void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 2199 SkPaint* paint) { 2200 if (mSnapshot->isIgnored()) return; 2201 2202 mCaches.activeTexture(0); 2203 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 2204 drawShape(left, top, texture, paint); 2205} 2206 2207void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2208 if (p->getStyle() != SkPaint::kFill_Style) { 2209 drawRectAsShape(left, top, right, bottom, p); 2210 return; 2211 } 2212 2213 if (quickReject(left, top, right, bottom)) { 2214 return; 2215 } 2216 2217 SkXfermode::Mode mode; 2218 if (!mCaches.extensions.hasFramebufferFetch()) { 2219 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 2220 if (!isMode) { 2221 // Assume SRC_OVER 2222 mode = SkXfermode::kSrcOver_Mode; 2223 } 2224 } else { 2225 mode = getXfermode(p->getXfermode()); 2226 } 2227 2228 int color = p->getColor(); 2229 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2230 drawAARect(left, top, right, bottom, color, mode); 2231 } else { 2232 drawColorRect(left, top, right, bottom, color, mode); 2233 } 2234} 2235 2236void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2237 const float* positions, SkPaint* paint) { 2238 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2239 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2240 return; 2241 } 2242 2243 // NOTE: Skia does not support perspective transform on drawPosText yet 2244 if (!mSnapshot->transform->isSimple()) { 2245 return; 2246 } 2247 2248 float x = 0.0f; 2249 float y = 0.0f; 2250 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2251 if (pureTranslate) { 2252 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2253 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2254 } 2255 2256 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2257 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2258 paint->getTextSize()); 2259 2260 int alpha; 2261 SkXfermode::Mode mode; 2262 getAlphaAndMode(paint, &alpha, &mode); 2263 2264 // Pick the appropriate texture filtering 2265 bool linearFilter = mSnapshot->transform->changesBounds(); 2266 if (pureTranslate && !linearFilter) { 2267 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2268 } 2269 2270 mCaches.activeTexture(0); 2271 setupDraw(); 2272 setupDrawDirtyRegionsDisabled(); 2273 setupDrawWithTexture(true); 2274 setupDrawAlpha8Color(paint->getColor(), alpha); 2275 setupDrawColorFilter(); 2276 setupDrawShader(); 2277 setupDrawBlending(true, mode); 2278 setupDrawProgram(); 2279 setupDrawModelView(x, y, x, y, pureTranslate, true); 2280 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2281 setupDrawPureColorUniforms(); 2282 setupDrawColorFilterUniforms(); 2283 setupDrawShaderUniforms(pureTranslate); 2284 2285 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2286 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2287 2288#if RENDER_LAYERS_AS_REGIONS 2289 const bool hasActiveLayer = hasLayer(); 2290#else 2291 const bool hasActiveLayer = false; 2292#endif 2293 2294 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2295 positions, hasActiveLayer ? &bounds : NULL)) { 2296#if RENDER_LAYERS_AS_REGIONS 2297 if (hasActiveLayer) { 2298 if (!pureTranslate) { 2299 mSnapshot->transform->mapRect(bounds); 2300 } 2301 dirtyLayerUnchecked(bounds, getRegion()); 2302 } 2303#endif 2304 } 2305} 2306 2307void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2308 float x, float y, SkPaint* paint, float length) { 2309 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2310 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2311 return; 2312 } 2313 2314 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2315 switch (paint->getTextAlign()) { 2316 case SkPaint::kCenter_Align: 2317 x -= length / 2.0f; 2318 break; 2319 case SkPaint::kRight_Align: 2320 x -= length; 2321 break; 2322 default: 2323 break; 2324 } 2325 2326 SkPaint::FontMetrics metrics; 2327 paint->getFontMetrics(&metrics, 0.0f); 2328 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2329 return; 2330 } 2331 2332 const float oldX = x; 2333 const float oldY = y; 2334 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2335 if (CC_LIKELY(pureTranslate)) { 2336 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2337 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2338 } 2339 2340#if DEBUG_GLYPHS 2341 ALOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface())); 2342#endif 2343 2344 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2345 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2346 paint->getTextSize()); 2347 2348 int alpha; 2349 SkXfermode::Mode mode; 2350 getAlphaAndMode(paint, &alpha, &mode); 2351 2352 if (CC_UNLIKELY(mHasShadow)) { 2353 mCaches.activeTexture(0); 2354 2355 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2356 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2357 paint, text, bytesCount, count, mShadowRadius); 2358 const AutoTexture autoCleanup(shadow); 2359 2360 const float sx = oldX - shadow->left + mShadowDx; 2361 const float sy = oldY - shadow->top + mShadowDy; 2362 2363 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 2364 int shadowColor = mShadowColor; 2365 if (mShader) { 2366 shadowColor = 0xffffffff; 2367 } 2368 2369 setupDraw(); 2370 setupDrawWithTexture(true); 2371 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2372 setupDrawColorFilter(); 2373 setupDrawShader(); 2374 setupDrawBlending(true, mode); 2375 setupDrawProgram(); 2376 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2377 setupDrawTexture(shadow->id); 2378 setupDrawPureColorUniforms(); 2379 setupDrawColorFilterUniforms(); 2380 setupDrawShaderUniforms(); 2381 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2382 2383 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2384 } 2385 2386 // Pick the appropriate texture filtering 2387 bool linearFilter = mSnapshot->transform->changesBounds(); 2388 if (pureTranslate && !linearFilter) { 2389 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2390 } 2391 2392 mCaches.activeTexture(0); 2393 setupDraw(); 2394 setupDrawDirtyRegionsDisabled(); 2395 setupDrawWithTexture(true); 2396 setupDrawAlpha8Color(paint->getColor(), alpha); 2397 setupDrawColorFilter(); 2398 setupDrawShader(); 2399 setupDrawBlending(true, mode); 2400 setupDrawProgram(); 2401 setupDrawModelView(x, y, x, y, pureTranslate, true); 2402 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2403 setupDrawPureColorUniforms(); 2404 setupDrawColorFilterUniforms(); 2405 setupDrawShaderUniforms(pureTranslate); 2406 2407 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2408 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2409 2410#if RENDER_LAYERS_AS_REGIONS 2411 const bool hasActiveLayer = hasLayer(); 2412#else 2413 const bool hasActiveLayer = false; 2414#endif 2415 2416 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 2417 hasActiveLayer ? &bounds : NULL)) { 2418#if RENDER_LAYERS_AS_REGIONS 2419 if (hasActiveLayer) { 2420 if (!pureTranslate) { 2421 mSnapshot->transform->mapRect(bounds); 2422 } 2423 dirtyLayerUnchecked(bounds, getRegion()); 2424 } 2425#endif 2426 } 2427 2428 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2429} 2430 2431void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2432 float hOffset, float vOffset, SkPaint* paint) { 2433 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2434 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2435 return; 2436 } 2437 2438 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2439 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2440 paint->getTextSize()); 2441 2442 int alpha; 2443 SkXfermode::Mode mode; 2444 getAlphaAndMode(paint, &alpha, &mode); 2445 2446 mCaches.activeTexture(0); 2447 setupDraw(); 2448 setupDrawDirtyRegionsDisabled(); 2449 setupDrawWithTexture(true); 2450 setupDrawAlpha8Color(paint->getColor(), alpha); 2451 setupDrawColorFilter(); 2452 setupDrawShader(); 2453 setupDrawBlending(true, mode); 2454 setupDrawProgram(); 2455 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2456 setupDrawTexture(fontRenderer.getTexture(true)); 2457 setupDrawPureColorUniforms(); 2458 setupDrawColorFilterUniforms(); 2459 setupDrawShaderUniforms(false); 2460 2461 const Rect* clip = &mSnapshot->getLocalClip(); 2462 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2463 2464#if RENDER_LAYERS_AS_REGIONS 2465 const bool hasActiveLayer = hasLayer(); 2466#else 2467 const bool hasActiveLayer = false; 2468#endif 2469 2470 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2471 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2472#if RENDER_LAYERS_AS_REGIONS 2473 if (hasActiveLayer) { 2474 mSnapshot->transform->mapRect(bounds); 2475 dirtyLayerUnchecked(bounds, getRegion()); 2476 } 2477#endif 2478 } 2479} 2480 2481void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2482 if (mSnapshot->isIgnored()) return; 2483 2484 mCaches.activeTexture(0); 2485 2486 // TODO: Perform early clip test before we rasterize the path 2487 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2488 if (!texture) return; 2489 const AutoTexture autoCleanup(texture); 2490 2491 const float x = texture->left - texture->offset; 2492 const float y = texture->top - texture->offset; 2493 2494 drawPathTexture(texture, x, y, paint); 2495} 2496 2497void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2498 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 2499 return; 2500 } 2501 2502 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 2503 OpenGLRenderer* renderer = layer->renderer; 2504 Rect& dirty = layer->dirtyRect; 2505 2506 interrupt(); 2507 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 2508 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 2509 renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren); 2510 renderer->finish(); 2511 resume(); 2512 2513 dirty.setEmpty(); 2514 layer->deferredUpdateScheduled = false; 2515 layer->renderer = NULL; 2516 layer->displayList = NULL; 2517 } 2518 2519 mCaches.activeTexture(0); 2520 2521 int alpha; 2522 SkXfermode::Mode mode; 2523 getAlphaAndMode(paint, &alpha, &mode); 2524 2525 layer->setAlpha(alpha, mode); 2526 2527#if RENDER_LAYERS_AS_REGIONS 2528 if (CC_LIKELY(!layer->region.isEmpty())) { 2529 if (layer->region.isRect()) { 2530 composeLayerRect(layer, layer->regionRect); 2531 } else if (layer->mesh) { 2532 const float a = alpha / 255.0f; 2533 const Rect& rect = layer->layer; 2534 2535 setupDraw(); 2536 setupDrawWithTexture(); 2537 setupDrawColor(a, a, a, a); 2538 setupDrawColorFilter(); 2539 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2540 setupDrawProgram(); 2541 setupDrawPureColorUniforms(); 2542 setupDrawColorFilterUniforms(); 2543 setupDrawTexture(layer->getTexture()); 2544 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2545 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2546 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2547 2548 layer->setFilter(GL_NEAREST); 2549 setupDrawModelViewTranslate(x, y, 2550 x + layer->layer.getWidth(), y + layer->layer.getHeight(), true); 2551 } else { 2552 layer->setFilter(GL_LINEAR); 2553 setupDrawModelViewTranslate(x, y, 2554 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2555 } 2556 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2557 2558 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2559 GL_UNSIGNED_SHORT, layer->meshIndices); 2560 2561 finishDrawTexture(); 2562 2563#if DEBUG_LAYERS_AS_REGIONS 2564 drawRegionRects(layer->region); 2565#endif 2566 } 2567 } 2568#else 2569 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2570 composeLayerRect(layer, r); 2571#endif 2572} 2573 2574/////////////////////////////////////////////////////////////////////////////// 2575// Shaders 2576/////////////////////////////////////////////////////////////////////////////// 2577 2578void OpenGLRenderer::resetShader() { 2579 mShader = NULL; 2580} 2581 2582void OpenGLRenderer::setupShader(SkiaShader* shader) { 2583 mShader = shader; 2584 if (mShader) { 2585 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2586 } 2587} 2588 2589/////////////////////////////////////////////////////////////////////////////// 2590// Color filters 2591/////////////////////////////////////////////////////////////////////////////// 2592 2593void OpenGLRenderer::resetColorFilter() { 2594 mColorFilter = NULL; 2595} 2596 2597void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2598 mColorFilter = filter; 2599} 2600 2601/////////////////////////////////////////////////////////////////////////////// 2602// Drop shadow 2603/////////////////////////////////////////////////////////////////////////////// 2604 2605void OpenGLRenderer::resetShadow() { 2606 mHasShadow = false; 2607} 2608 2609void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2610 mHasShadow = true; 2611 mShadowRadius = radius; 2612 mShadowDx = dx; 2613 mShadowDy = dy; 2614 mShadowColor = color; 2615} 2616 2617/////////////////////////////////////////////////////////////////////////////// 2618// Draw filters 2619/////////////////////////////////////////////////////////////////////////////// 2620 2621void OpenGLRenderer::resetPaintFilter() { 2622 mHasDrawFilter = false; 2623} 2624 2625void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2626 mHasDrawFilter = true; 2627 mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2628 mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2629} 2630 2631SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 2632 if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint; 2633 2634 uint32_t flags = paint->getFlags(); 2635 2636 mFilteredPaint = *paint; 2637 mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits); 2638 2639 return &mFilteredPaint; 2640} 2641 2642/////////////////////////////////////////////////////////////////////////////// 2643// Drawing implementation 2644/////////////////////////////////////////////////////////////////////////////// 2645 2646void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2647 float x, float y, SkPaint* paint) { 2648 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2649 return; 2650 } 2651 2652 int alpha; 2653 SkXfermode::Mode mode; 2654 getAlphaAndMode(paint, &alpha, &mode); 2655 2656 setupDraw(); 2657 setupDrawWithTexture(true); 2658 setupDrawAlpha8Color(paint->getColor(), alpha); 2659 setupDrawColorFilter(); 2660 setupDrawShader(); 2661 setupDrawBlending(true, mode); 2662 setupDrawProgram(); 2663 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2664 setupDrawTexture(texture->id); 2665 setupDrawPureColorUniforms(); 2666 setupDrawColorFilterUniforms(); 2667 setupDrawShaderUniforms(); 2668 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2669 2670 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2671 2672 finishDrawTexture(); 2673} 2674 2675// Same values used by Skia 2676#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2677#define kStdUnderline_Offset (1.0f / 9.0f) 2678#define kStdUnderline_Thickness (1.0f / 18.0f) 2679 2680void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2681 float x, float y, SkPaint* paint) { 2682 // Handle underline and strike-through 2683 uint32_t flags = paint->getFlags(); 2684 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2685 SkPaint paintCopy(*paint); 2686 float underlineWidth = length; 2687 // If length is > 0.0f, we already measured the text for the text alignment 2688 if (length <= 0.0f) { 2689 underlineWidth = paintCopy.measureText(text, bytesCount); 2690 } 2691 2692 float offsetX = 0; 2693 switch (paintCopy.getTextAlign()) { 2694 case SkPaint::kCenter_Align: 2695 offsetX = underlineWidth * 0.5f; 2696 break; 2697 case SkPaint::kRight_Align: 2698 offsetX = underlineWidth; 2699 break; 2700 default: 2701 break; 2702 } 2703 2704 if (CC_LIKELY(underlineWidth > 0.0f)) { 2705 const float textSize = paintCopy.getTextSize(); 2706 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2707 2708 const float left = x - offsetX; 2709 float top = 0.0f; 2710 2711 int linesCount = 0; 2712 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2713 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2714 2715 const int pointsCount = 4 * linesCount; 2716 float points[pointsCount]; 2717 int currentPoint = 0; 2718 2719 if (flags & SkPaint::kUnderlineText_Flag) { 2720 top = y + textSize * kStdUnderline_Offset; 2721 points[currentPoint++] = left; 2722 points[currentPoint++] = top; 2723 points[currentPoint++] = left + underlineWidth; 2724 points[currentPoint++] = top; 2725 } 2726 2727 if (flags & SkPaint::kStrikeThruText_Flag) { 2728 top = y + textSize * kStdStrikeThru_Offset; 2729 points[currentPoint++] = left; 2730 points[currentPoint++] = top; 2731 points[currentPoint++] = left + underlineWidth; 2732 points[currentPoint++] = top; 2733 } 2734 2735 paintCopy.setStrokeWidth(strokeWidth); 2736 2737 drawLines(&points[0], pointsCount, &paintCopy); 2738 } 2739 } 2740} 2741 2742void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2743 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2744 // If a shader is set, preserve only the alpha 2745 if (mShader) { 2746 color |= 0x00ffffff; 2747 } 2748 2749 setupDraw(); 2750 setupDrawNoTexture(); 2751 setupDrawColor(color); 2752 setupDrawShader(); 2753 setupDrawColorFilter(); 2754 setupDrawBlending(mode); 2755 setupDrawProgram(); 2756 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2757 setupDrawColorUniforms(); 2758 setupDrawShaderUniforms(ignoreTransform); 2759 setupDrawColorFilterUniforms(); 2760 setupDrawSimpleMesh(); 2761 2762 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2763} 2764 2765void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2766 Texture* texture, SkPaint* paint) { 2767 int alpha; 2768 SkXfermode::Mode mode; 2769 getAlphaAndMode(paint, &alpha, &mode); 2770 2771 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2772 2773 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2774 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2775 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2776 2777 texture->setFilter(GL_NEAREST, true); 2778 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2779 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2780 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2781 } else { 2782 texture->setFilter(FILTER(paint), true); 2783 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2784 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2785 GL_TRIANGLE_STRIP, gMeshCount); 2786 } 2787} 2788 2789void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2790 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2791 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2792 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2793} 2794 2795void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2796 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2797 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2798 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2799 2800 setupDraw(); 2801 setupDrawWithTexture(); 2802 setupDrawColor(alpha, alpha, alpha, alpha); 2803 setupDrawColorFilter(); 2804 setupDrawBlending(blend, mode, swapSrcDst); 2805 setupDrawProgram(); 2806 if (!dirty) { 2807 setupDrawDirtyRegionsDisabled(); 2808 } 2809 if (!ignoreScale) { 2810 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2811 } else { 2812 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2813 } 2814 setupDrawPureColorUniforms(); 2815 setupDrawColorFilterUniforms(); 2816 setupDrawTexture(texture); 2817 setupDrawMesh(vertices, texCoords, vbo); 2818 2819 glDrawArrays(drawMode, 0, elementsCount); 2820 2821 finishDrawTexture(); 2822} 2823 2824void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2825 ProgramDescription& description, bool swapSrcDst) { 2826 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2827 2828 if (blend) { 2829 // These blend modes are not supported by OpenGL directly and have 2830 // to be implemented using shaders. Since the shader will perform 2831 // the blending, turn blending off here 2832 // If the blend mode cannot be implemented using shaders, fall 2833 // back to the default SrcOver blend mode instead 2834 if CC_UNLIKELY((mode > SkXfermode::kScreen_Mode)) { 2835 if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) { 2836 description.framebufferMode = mode; 2837 description.swapSrcDst = swapSrcDst; 2838 2839 if (mCaches.blend) { 2840 glDisable(GL_BLEND); 2841 mCaches.blend = false; 2842 } 2843 2844 return; 2845 } else { 2846 mode = SkXfermode::kSrcOver_Mode; 2847 } 2848 } 2849 2850 if (!mCaches.blend) { 2851 glEnable(GL_BLEND); 2852 } 2853 2854 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2855 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2856 2857 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2858 glBlendFunc(sourceMode, destMode); 2859 mCaches.lastSrcMode = sourceMode; 2860 mCaches.lastDstMode = destMode; 2861 } 2862 } else if (mCaches.blend) { 2863 glDisable(GL_BLEND); 2864 } 2865 mCaches.blend = blend; 2866} 2867 2868bool OpenGLRenderer::useProgram(Program* program) { 2869 if (!program->isInUse()) { 2870 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2871 program->use(); 2872 mCaches.currentProgram = program; 2873 return false; 2874 } 2875 return true; 2876} 2877 2878void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2879 TextureVertex* v = &mMeshVertices[0]; 2880 TextureVertex::setUV(v++, u1, v1); 2881 TextureVertex::setUV(v++, u2, v1); 2882 TextureVertex::setUV(v++, u1, v2); 2883 TextureVertex::setUV(v++, u2, v2); 2884} 2885 2886void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2887 if (paint) { 2888 *mode = getXfermode(paint->getXfermode()); 2889 2890 // Skia draws using the color's alpha channel if < 255 2891 // Otherwise, it uses the paint's alpha 2892 int color = paint->getColor(); 2893 *alpha = (color >> 24) & 0xFF; 2894 if (*alpha == 255) { 2895 *alpha = paint->getAlpha(); 2896 } 2897 } else { 2898 *mode = SkXfermode::kSrcOver_Mode; 2899 *alpha = 255; 2900 } 2901 *alpha *= mSnapshot->alpha; 2902} 2903 2904SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2905 SkXfermode::Mode resultMode; 2906 if (!SkXfermode::AsMode(mode, &resultMode)) { 2907 resultMode = SkXfermode::kSrcOver_Mode; 2908 } 2909 return resultMode; 2910} 2911 2912}; // namespace uirenderer 2913}; // namespace android 2914