OpenGLRenderer.cpp revision fb5a41a371e540f402e3dd987b0fbf92d1267902
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DeferredDisplayList.h" 35#include "DisplayListRenderer.h" 36#include "Fence.h" 37#include "PathTessellator.h" 38#include "Properties.h" 39#include "Vector.h" 40 41namespace android { 42namespace uirenderer { 43 44/////////////////////////////////////////////////////////////////////////////// 45// Defines 46/////////////////////////////////////////////////////////////////////////////// 47 48#define RAD_TO_DEG (180.0f / 3.14159265f) 49#define MIN_ANGLE 0.001f 50 51#define ALPHA_THRESHOLD 0 52 53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 54 55/////////////////////////////////////////////////////////////////////////////// 56// Globals 57/////////////////////////////////////////////////////////////////////////////// 58 59/** 60 * Structure mapping Skia xfermodes to OpenGL blending factors. 61 */ 62struct Blender { 63 SkXfermode::Mode mode; 64 GLenum src; 65 GLenum dst; 66}; // struct Blender 67 68// In this array, the index of each Blender equals the value of the first 69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 70static const Blender gBlends[] = { 71 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 73 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 74 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 76 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 77 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 78 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 79 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 82 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 83 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 84 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 85 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 86}; 87 88// This array contains the swapped version of each SkXfermode. For instance 89// this array's SrcOver blending mode is actually DstOver. You can refer to 90// createLayer() for more information on the purpose of this array. 91static const Blender gBlendsSwap[] = { 92 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 94 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 95 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 96 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 97 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 98 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 100 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 102 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 104 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 105 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 106 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 107}; 108 109/////////////////////////////////////////////////////////////////////////////// 110// Constructors/destructor 111/////////////////////////////////////////////////////////////////////////////// 112 113OpenGLRenderer::OpenGLRenderer(): 114 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { 115 // *set* draw modifiers to be 0 116 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 117 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 118 119 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 120 121 mFirstSnapshot = new Snapshot; 122 mFrameStarted = false; 123 mCountOverdraw = false; 124 125 mScissorOptimizationDisabled = false; 126} 127 128OpenGLRenderer::~OpenGLRenderer() { 129 // The context has already been destroyed at this point, do not call 130 // GL APIs. All GL state should be kept in Caches.h 131} 132 133void OpenGLRenderer::initProperties() { 134 char property[PROPERTY_VALUE_MAX]; 135 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 136 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 137 INIT_LOGD(" Scissor optimization %s", 138 mScissorOptimizationDisabled ? "disabled" : "enabled"); 139 } else { 140 INIT_LOGD(" Scissor optimization enabled"); 141 } 142} 143 144/////////////////////////////////////////////////////////////////////////////// 145// Setup 146/////////////////////////////////////////////////////////////////////////////// 147 148void OpenGLRenderer::setName(const char* name) { 149 if (name) { 150 mName.setTo(name); 151 } else { 152 mName.clear(); 153 } 154} 155 156const char* OpenGLRenderer::getName() const { 157 return mName.string(); 158} 159 160bool OpenGLRenderer::isDeferred() { 161 return false; 162} 163 164void OpenGLRenderer::setViewport(int width, int height) { 165 initViewport(width, height); 166 167 glDisable(GL_DITHER); 168 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 169 170 glEnableVertexAttribArray(Program::kBindingPosition); 171} 172 173void OpenGLRenderer::initViewport(int width, int height) { 174 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 175 176 mWidth = width; 177 mHeight = height; 178 179 mFirstSnapshot->height = height; 180 mFirstSnapshot->viewport.set(0, 0, width, height); 181} 182 183void OpenGLRenderer::setupFrameState(float left, float top, 184 float right, float bottom, bool opaque) { 185 mCaches.clearGarbage(); 186 187 mOpaque = opaque; 188 mSnapshot = new Snapshot(mFirstSnapshot, 189 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 190 mSnapshot->fbo = getTargetFbo(); 191 mSaveCount = 1; 192 193 mSnapshot->setClip(left, top, right, bottom); 194 mTilingClip.set(left, top, right, bottom); 195} 196 197status_t OpenGLRenderer::startFrame() { 198 if (mFrameStarted) return DrawGlInfo::kStatusDone; 199 mFrameStarted = true; 200 201 mDirtyClip = true; 202 203 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 204 205 glViewport(0, 0, mWidth, mHeight); 206 207 // Functors break the tiling extension in pretty spectacular ways 208 // This ensures we don't use tiling when a functor is going to be 209 // invoked during the frame 210 mSuppressTiling = mCaches.hasRegisteredFunctors(); 211 212 startTiling(mSnapshot, true); 213 214 debugOverdraw(true, true); 215 216 return clear(mTilingClip.left, mTilingClip.top, 217 mTilingClip.right, mTilingClip.bottom, mOpaque); 218} 219 220status_t OpenGLRenderer::prepare(bool opaque) { 221 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 222} 223 224status_t OpenGLRenderer::prepareDirty(float left, float top, 225 float right, float bottom, bool opaque) { 226 227 setupFrameState(left, top, right, bottom, opaque); 228 229 // Layer renderers will start the frame immediately 230 // The framebuffer renderer will first defer the display list 231 // for each layer and wait until the first drawing command 232 // to start the frame 233 if (mSnapshot->fbo == 0) { 234 syncState(); 235 updateLayers(); 236 } else { 237 return startFrame(); 238 } 239 240 return DrawGlInfo::kStatusDone; 241} 242 243void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 244 // If we know that we are going to redraw the entire framebuffer, 245 // perform a discard to let the driver know we don't need to preserve 246 // the back buffer for this frame. 247 if (mExtensions.hasDiscardFramebuffer() && 248 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 249 const bool isFbo = getTargetFbo() == 0; 250 const GLenum attachments[] = { 251 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 252 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 253 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 254 } 255} 256 257status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 258 if (!opaque || mCountOverdraw) { 259 mCaches.enableScissor(); 260 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 261 glClear(GL_COLOR_BUFFER_BIT); 262 return DrawGlInfo::kStatusDrew; 263 } 264 265 mCaches.resetScissor(); 266 return DrawGlInfo::kStatusDone; 267} 268 269void OpenGLRenderer::syncState() { 270 if (mCaches.blend) { 271 glEnable(GL_BLEND); 272 } else { 273 glDisable(GL_BLEND); 274 } 275} 276 277void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 278 if (!mSuppressTiling) { 279 Rect* clip = &mTilingClip; 280 if (s->flags & Snapshot::kFlagFboTarget) { 281 clip = &(s->layer->clipRect); 282 } 283 284 startTiling(*clip, s->height, opaque); 285 } 286} 287 288void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 289 if (!mSuppressTiling) { 290 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 291 clip.right - clip.left, clip.bottom - clip.top, opaque); 292 } 293} 294 295void OpenGLRenderer::endTiling() { 296 if (!mSuppressTiling) mCaches.endTiling(); 297} 298 299void OpenGLRenderer::finish() { 300 renderOverdraw(); 301 endTiling(); 302 303 // When finish() is invoked on FBO 0 we've reached the end 304 // of the current frame 305 if (getTargetFbo() == 0) { 306 mCaches.pathCache.trim(); 307 } 308 309 if (!suppressErrorChecks()) { 310#if DEBUG_OPENGL 311 GLenum status = GL_NO_ERROR; 312 while ((status = glGetError()) != GL_NO_ERROR) { 313 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 314 switch (status) { 315 case GL_INVALID_ENUM: 316 ALOGE(" GL_INVALID_ENUM"); 317 break; 318 case GL_INVALID_VALUE: 319 ALOGE(" GL_INVALID_VALUE"); 320 break; 321 case GL_INVALID_OPERATION: 322 ALOGE(" GL_INVALID_OPERATION"); 323 break; 324 case GL_OUT_OF_MEMORY: 325 ALOGE(" Out of memory!"); 326 break; 327 } 328 } 329#endif 330 331#if DEBUG_MEMORY_USAGE 332 mCaches.dumpMemoryUsage(); 333#else 334 if (mCaches.getDebugLevel() & kDebugMemory) { 335 mCaches.dumpMemoryUsage(); 336 } 337#endif 338 } 339 340 if (mCountOverdraw) { 341 countOverdraw(); 342 } 343 344 mFrameStarted = false; 345} 346 347void OpenGLRenderer::interrupt() { 348 if (mCaches.currentProgram) { 349 if (mCaches.currentProgram->isInUse()) { 350 mCaches.currentProgram->remove(); 351 mCaches.currentProgram = NULL; 352 } 353 } 354 mCaches.unbindMeshBuffer(); 355 mCaches.unbindIndicesBuffer(); 356 mCaches.resetVertexPointers(); 357 mCaches.disableTexCoordsVertexArray(); 358 debugOverdraw(false, false); 359} 360 361void OpenGLRenderer::resume() { 362 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 363 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 364 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 365 debugOverdraw(true, false); 366 367 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 368 369 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 370 mCaches.enableScissor(); 371 mCaches.resetScissor(); 372 dirtyClip(); 373 374 mCaches.activeTexture(0); 375 mCaches.resetBoundTextures(); 376 377 mCaches.blend = true; 378 glEnable(GL_BLEND); 379 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 380 glBlendEquation(GL_FUNC_ADD); 381} 382 383void OpenGLRenderer::resumeAfterLayer() { 384 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 385 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 386 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 387 debugOverdraw(true, false); 388 389 mCaches.resetScissor(); 390 dirtyClip(); 391} 392 393void OpenGLRenderer::detachFunctor(Functor* functor) { 394 mFunctors.remove(functor); 395} 396 397void OpenGLRenderer::attachFunctor(Functor* functor) { 398 mFunctors.add(functor); 399} 400 401status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 402 status_t result = DrawGlInfo::kStatusDone; 403 size_t count = mFunctors.size(); 404 405 if (count > 0) { 406 interrupt(); 407 SortedVector<Functor*> functors(mFunctors); 408 mFunctors.clear(); 409 410 DrawGlInfo info; 411 info.clipLeft = 0; 412 info.clipTop = 0; 413 info.clipRight = 0; 414 info.clipBottom = 0; 415 info.isLayer = false; 416 info.width = 0; 417 info.height = 0; 418 memset(info.transform, 0, sizeof(float) * 16); 419 420 for (size_t i = 0; i < count; i++) { 421 Functor* f = functors.itemAt(i); 422 result |= (*f)(DrawGlInfo::kModeProcess, &info); 423 424 if (result & DrawGlInfo::kStatusDraw) { 425 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 426 dirty.unionWith(localDirty); 427 } 428 429 if (result & DrawGlInfo::kStatusInvoke) { 430 mFunctors.add(f); 431 } 432 } 433 resume(); 434 } 435 436 return result; 437} 438 439status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 440 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 441 442 interrupt(); 443 detachFunctor(functor); 444 445 mCaches.enableScissor(); 446 if (mDirtyClip) { 447 setScissorFromClip(); 448 } 449 450 Rect clip(*mSnapshot->clipRect); 451 clip.snapToPixelBoundaries(); 452 453 // Since we don't know what the functor will draw, let's dirty 454 // tne entire clip region 455 if (hasLayer()) { 456 dirtyLayerUnchecked(clip, getRegion()); 457 } 458 459 DrawGlInfo info; 460 info.clipLeft = clip.left; 461 info.clipTop = clip.top; 462 info.clipRight = clip.right; 463 info.clipBottom = clip.bottom; 464 info.isLayer = hasLayer(); 465 info.width = getSnapshot()->viewport.getWidth(); 466 info.height = getSnapshot()->height; 467 getSnapshot()->transform->copyTo(&info.transform[0]); 468 469 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info); 470 471 if (result != DrawGlInfo::kStatusDone) { 472 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 473 dirty.unionWith(localDirty); 474 475 if (result & DrawGlInfo::kStatusInvoke) { 476 mFunctors.add(functor); 477 } 478 } 479 480 resume(); 481 return result | DrawGlInfo::kStatusDrew; 482} 483 484/////////////////////////////////////////////////////////////////////////////// 485// Debug 486/////////////////////////////////////////////////////////////////////////////// 487 488void OpenGLRenderer::eventMark(const char* name) const { 489 mCaches.eventMark(0, name); 490} 491 492void OpenGLRenderer::startMark(const char* name) const { 493 mCaches.startMark(0, name); 494} 495 496void OpenGLRenderer::endMark() const { 497 mCaches.endMark(); 498} 499 500void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 501 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 502 if (clear) { 503 mCaches.disableScissor(); 504 mCaches.stencil.clear(); 505 } 506 if (enable) { 507 mCaches.stencil.enableDebugWrite(); 508 } else { 509 mCaches.stencil.disable(); 510 } 511 } 512} 513 514void OpenGLRenderer::renderOverdraw() { 515 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 516 const Rect* clip = &mTilingClip; 517 518 mCaches.enableScissor(); 519 mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom, 520 clip->right - clip->left, clip->bottom - clip->top); 521 522 mCaches.stencil.enableDebugTest(2); 523 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 524 mCaches.stencil.enableDebugTest(3); 525 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 526 mCaches.stencil.enableDebugTest(4); 527 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 528 mCaches.stencil.enableDebugTest(4, true); 529 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 530 mCaches.stencil.disable(); 531 } 532} 533 534void OpenGLRenderer::countOverdraw() { 535 size_t count = mWidth * mHeight; 536 uint32_t* buffer = new uint32_t[count]; 537 glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]); 538 539 size_t total = 0; 540 for (size_t i = 0; i < count; i++) { 541 total += buffer[i] & 0xff; 542 } 543 544 mOverdraw = total / float(count); 545 546 delete[] buffer; 547} 548 549/////////////////////////////////////////////////////////////////////////////// 550// Layers 551/////////////////////////////////////////////////////////////////////////////// 552 553bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 554 if (layer->deferredUpdateScheduled && layer->renderer && 555 layer->displayList && layer->displayList->isRenderable()) { 556 ATRACE_CALL(); 557 558 Rect& dirty = layer->dirtyRect; 559 560 if (inFrame) { 561 endTiling(); 562 debugOverdraw(false, false); 563 } 564 565 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 566 layer->render(); 567 } else { 568 layer->defer(); 569 } 570 571 if (inFrame) { 572 resumeAfterLayer(); 573 startTiling(mSnapshot); 574 } 575 576 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 577 layer->hasDrawnSinceUpdate = false; 578 579 return true; 580 } 581 582 return false; 583} 584 585void OpenGLRenderer::updateLayers() { 586 // If draw deferring is enabled this method will simply defer 587 // the display list of each individual layer. The layers remain 588 // in the layer updates list which will be cleared by flushLayers(). 589 int count = mLayerUpdates.size(); 590 if (count > 0) { 591 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 592 startMark("Layer Updates"); 593 } else { 594 startMark("Defer Layer Updates"); 595 } 596 597 // Note: it is very important to update the layers in order 598 for (int i = 0; i < count; i++) { 599 Layer* layer = mLayerUpdates.itemAt(i); 600 updateLayer(layer, false); 601 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 602 mCaches.resourceCache.decrementRefcount(layer); 603 } 604 } 605 606 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 607 mLayerUpdates.clear(); 608 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 609 } 610 endMark(); 611 } 612} 613 614void OpenGLRenderer::flushLayers() { 615 int count = mLayerUpdates.size(); 616 if (count > 0) { 617 startMark("Apply Layer Updates"); 618 char layerName[12]; 619 620 // Note: it is very important to update the layers in order 621 for (int i = 0; i < count; i++) { 622 sprintf(layerName, "Layer #%d", i); 623 startMark(layerName); 624 625 ATRACE_BEGIN("flushLayer"); 626 Layer* layer = mLayerUpdates.itemAt(i); 627 layer->flush(); 628 ATRACE_END(); 629 630 mCaches.resourceCache.decrementRefcount(layer); 631 632 endMark(); 633 } 634 635 mLayerUpdates.clear(); 636 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 637 638 endMark(); 639 } 640} 641 642void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 643 if (layer) { 644 // Make sure we don't introduce duplicates. 645 // SortedVector would do this automatically but we need to respect 646 // the insertion order. The linear search is not an issue since 647 // this list is usually very short (typically one item, at most a few) 648 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 649 if (mLayerUpdates.itemAt(i) == layer) { 650 return; 651 } 652 } 653 mLayerUpdates.push_back(layer); 654 mCaches.resourceCache.incrementRefcount(layer); 655 } 656} 657 658void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 659 if (layer) { 660 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 661 if (mLayerUpdates.itemAt(i) == layer) { 662 mLayerUpdates.removeAt(i); 663 mCaches.resourceCache.decrementRefcount(layer); 664 break; 665 } 666 } 667 } 668} 669 670void OpenGLRenderer::clearLayerUpdates() { 671 size_t count = mLayerUpdates.size(); 672 if (count > 0) { 673 mCaches.resourceCache.lock(); 674 for (size_t i = 0; i < count; i++) { 675 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 676 } 677 mCaches.resourceCache.unlock(); 678 mLayerUpdates.clear(); 679 } 680} 681 682void OpenGLRenderer::flushLayerUpdates() { 683 syncState(); 684 updateLayers(); 685 flushLayers(); 686 // Wait for all the layer updates to be executed 687 AutoFence fence; 688} 689 690/////////////////////////////////////////////////////////////////////////////// 691// State management 692/////////////////////////////////////////////////////////////////////////////// 693 694int OpenGLRenderer::getSaveCount() const { 695 return mSaveCount; 696} 697 698int OpenGLRenderer::save(int flags) { 699 return saveSnapshot(flags); 700} 701 702void OpenGLRenderer::restore() { 703 if (mSaveCount > 1) { 704 restoreSnapshot(); 705 } 706} 707 708void OpenGLRenderer::restoreToCount(int saveCount) { 709 if (saveCount < 1) saveCount = 1; 710 711 while (mSaveCount > saveCount) { 712 restoreSnapshot(); 713 } 714} 715 716int OpenGLRenderer::saveSnapshot(int flags) { 717 mSnapshot = new Snapshot(mSnapshot, flags); 718 return mSaveCount++; 719} 720 721bool OpenGLRenderer::restoreSnapshot() { 722 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 723 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 724 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 725 726 sp<Snapshot> current = mSnapshot; 727 sp<Snapshot> previous = mSnapshot->previous; 728 729 if (restoreOrtho) { 730 Rect& r = previous->viewport; 731 glViewport(r.left, r.top, r.right, r.bottom); 732 mOrthoMatrix.load(current->orthoMatrix); 733 } 734 735 mSaveCount--; 736 mSnapshot = previous; 737 738 if (restoreClip) { 739 dirtyClip(); 740 } 741 742 if (restoreLayer) { 743 endMark(); // Savelayer 744 startMark("ComposeLayer"); 745 composeLayer(current, previous); 746 endMark(); 747 } 748 749 return restoreClip; 750} 751 752/////////////////////////////////////////////////////////////////////////////// 753// Layers 754/////////////////////////////////////////////////////////////////////////////// 755 756int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 757 int alpha, SkXfermode::Mode mode, int flags) { 758 const GLuint previousFbo = mSnapshot->fbo; 759 const int count = saveSnapshot(flags); 760 761 if (!mSnapshot->isIgnored()) { 762 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 763 } 764 765 return count; 766} 767 768void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 769 const Rect untransformedBounds(bounds); 770 771 currentTransform().mapRect(bounds); 772 773 // Layers only make sense if they are in the framebuffer's bounds 774 if (bounds.intersect(*mSnapshot->clipRect)) { 775 // We cannot work with sub-pixels in this case 776 bounds.snapToPixelBoundaries(); 777 778 // When the layer is not an FBO, we may use glCopyTexImage so we 779 // need to make sure the layer does not extend outside the bounds 780 // of the framebuffer 781 if (!bounds.intersect(mSnapshot->previous->viewport)) { 782 bounds.setEmpty(); 783 } else if (fboLayer) { 784 clip.set(bounds); 785 mat4 inverse; 786 inverse.loadInverse(currentTransform()); 787 inverse.mapRect(clip); 788 clip.snapToPixelBoundaries(); 789 if (clip.intersect(untransformedBounds)) { 790 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 791 bounds.set(untransformedBounds); 792 } else { 793 clip.setEmpty(); 794 } 795 } 796 } else { 797 bounds.setEmpty(); 798 } 799} 800 801void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 802 bool fboLayer, int alpha) { 803 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 804 bounds.getHeight() > mCaches.maxTextureSize || 805 (fboLayer && clip.isEmpty())) { 806 mSnapshot->empty = fboLayer; 807 } else { 808 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 809 } 810} 811 812int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 813 int alpha, SkXfermode::Mode mode, int flags) { 814 const GLuint previousFbo = mSnapshot->fbo; 815 const int count = saveSnapshot(flags); 816 817 if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 818 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 819 // operations will be able to store and restore the current clip and transform info, and 820 // quick rejection will be correct (for display lists) 821 822 Rect bounds(left, top, right, bottom); 823 Rect clip; 824 calculateLayerBoundsAndClip(bounds, clip, true); 825 updateSnapshotIgnoreForLayer(bounds, clip, true, alpha); 826 827 if (!mSnapshot->isIgnored()) { 828 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 829 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 830 } 831 } 832 833 return count; 834} 835 836 837/** 838 * Layers are viewed by Skia are slightly different than layers in image editing 839 * programs (for instance.) When a layer is created, previously created layers 840 * and the frame buffer still receive every drawing command. For instance, if a 841 * layer is created and a shape intersecting the bounds of the layers and the 842 * framebuffer is draw, the shape will be drawn on both (unless the layer was 843 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 844 * 845 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 846 * texture. Unfortunately, this is inefficient as it requires every primitive to 847 * be drawn n + 1 times, where n is the number of active layers. In practice this 848 * means, for every primitive: 849 * - Switch active frame buffer 850 * - Change viewport, clip and projection matrix 851 * - Issue the drawing 852 * 853 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 854 * To avoid this, layers are implemented in a different way here, at least in the 855 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 856 * is set. When this flag is set we can redirect all drawing operations into a 857 * single FBO. 858 * 859 * This implementation relies on the frame buffer being at least RGBA 8888. When 860 * a layer is created, only a texture is created, not an FBO. The content of the 861 * frame buffer contained within the layer's bounds is copied into this texture 862 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 863 * buffer and drawing continues as normal. This technique therefore treats the 864 * frame buffer as a scratch buffer for the layers. 865 * 866 * To compose the layers back onto the frame buffer, each layer texture 867 * (containing the original frame buffer data) is drawn as a simple quad over 868 * the frame buffer. The trick is that the quad is set as the composition 869 * destination in the blending equation, and the frame buffer becomes the source 870 * of the composition. 871 * 872 * Drawing layers with an alpha value requires an extra step before composition. 873 * An empty quad is drawn over the layer's region in the frame buffer. This quad 874 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 875 * quad is used to multiply the colors in the frame buffer. This is achieved by 876 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 877 * GL_ZERO, GL_SRC_ALPHA. 878 * 879 * Because glCopyTexImage2D() can be slow, an alternative implementation might 880 * be use to draw a single clipped layer. The implementation described above 881 * is correct in every case. 882 * 883 * (1) The frame buffer is actually not cleared right away. To allow the GPU 884 * to potentially optimize series of calls to glCopyTexImage2D, the frame 885 * buffer is left untouched until the first drawing operation. Only when 886 * something actually gets drawn are the layers regions cleared. 887 */ 888bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 889 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 890 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 891 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 892 893 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 894 895 // Window coordinates of the layer 896 Rect clip; 897 Rect bounds(left, top, right, bottom); 898 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 899 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha); 900 901 // Bail out if we won't draw in this snapshot 902 if (mSnapshot->isIgnored()) { 903 return false; 904 } 905 906 mCaches.activeTexture(0); 907 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 908 if (!layer) { 909 return false; 910 } 911 912 layer->setAlpha(alpha, mode); 913 layer->layer.set(bounds); 914 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 915 bounds.getWidth() / float(layer->getWidth()), 0.0f); 916 layer->setColorFilter(mDrawModifiers.mColorFilter); 917 layer->setBlend(true); 918 layer->setDirty(false); 919 920 // Save the layer in the snapshot 921 mSnapshot->flags |= Snapshot::kFlagIsLayer; 922 mSnapshot->layer = layer; 923 924 startMark("SaveLayer"); 925 if (fboLayer) { 926 return createFboLayer(layer, bounds, clip, previousFbo); 927 } else { 928 // Copy the framebuffer into the layer 929 layer->bindTexture(); 930 if (!bounds.isEmpty()) { 931 if (layer->isEmpty()) { 932 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 933 bounds.left, mSnapshot->height - bounds.bottom, 934 layer->getWidth(), layer->getHeight(), 0); 935 layer->setEmpty(false); 936 } else { 937 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 938 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 939 } 940 941 // Enqueue the buffer coordinates to clear the corresponding region later 942 mLayers.push(new Rect(bounds)); 943 } 944 } 945 946 return true; 947} 948 949bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 950 layer->clipRect.set(clip); 951 layer->setFbo(mCaches.fboCache.get()); 952 953 mSnapshot->region = &mSnapshot->layer->region; 954 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 955 Snapshot::kFlagDirtyOrtho; 956 mSnapshot->fbo = layer->getFbo(); 957 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 958 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 959 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 960 mSnapshot->height = bounds.getHeight(); 961 mSnapshot->orthoMatrix.load(mOrthoMatrix); 962 963 endTiling(); 964 debugOverdraw(false, false); 965 // Bind texture to FBO 966 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 967 layer->bindTexture(); 968 969 // Initialize the texture if needed 970 if (layer->isEmpty()) { 971 layer->allocateTexture(); 972 layer->setEmpty(false); 973 } 974 975 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 976 layer->getTexture(), 0); 977 978 startTiling(mSnapshot, true); 979 980 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 981 mCaches.enableScissor(); 982 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 983 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 984 glClear(GL_COLOR_BUFFER_BIT); 985 986 dirtyClip(); 987 988 // Change the ortho projection 989 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 990 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 991 992 return true; 993} 994 995/** 996 * Read the documentation of createLayer() before doing anything in this method. 997 */ 998void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 999 if (!current->layer) { 1000 ALOGE("Attempting to compose a layer that does not exist"); 1001 return; 1002 } 1003 1004 Layer* layer = current->layer; 1005 const Rect& rect = layer->layer; 1006 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 1007 1008 bool clipRequired = false; 1009 quickRejectNoScissor(rect, &clipRequired); // safely ignore return, should never be rejected 1010 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1011 1012 if (fboLayer) { 1013 endTiling(); 1014 1015 // Detach the texture from the FBO 1016 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 1017 1018 layer->removeFbo(false); 1019 1020 // Unbind current FBO and restore previous one 1021 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 1022 debugOverdraw(true, false); 1023 1024 startTiling(previous); 1025 } 1026 1027 if (!fboLayer && layer->getAlpha() < 255) { 1028 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 1029 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 1030 // Required below, composeLayerRect() will divide by 255 1031 layer->setAlpha(255); 1032 } 1033 1034 mCaches.unbindMeshBuffer(); 1035 1036 mCaches.activeTexture(0); 1037 1038 // When the layer is stored in an FBO, we can save a bit of fillrate by 1039 // drawing only the dirty region 1040 if (fboLayer) { 1041 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 1042 if (layer->getColorFilter()) { 1043 setupColorFilter(layer->getColorFilter()); 1044 } 1045 composeLayerRegion(layer, rect); 1046 if (layer->getColorFilter()) { 1047 resetColorFilter(); 1048 } 1049 } else if (!rect.isEmpty()) { 1050 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 1051 composeLayerRect(layer, rect, true); 1052 } 1053 1054 dirtyClip(); 1055 1056 // Failing to add the layer to the cache should happen only if the layer is too large 1057 if (!mCaches.layerCache.put(layer)) { 1058 LAYER_LOGD("Deleting layer"); 1059 Caches::getInstance().resourceCache.decrementRefcount(layer); 1060 } 1061} 1062 1063void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 1064 float alpha = getLayerAlpha(layer); 1065 1066 setupDraw(); 1067 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1068 setupDrawWithTexture(); 1069 } else { 1070 setupDrawWithExternalTexture(); 1071 } 1072 setupDrawTextureTransform(); 1073 setupDrawColor(alpha, alpha, alpha, alpha); 1074 setupDrawColorFilter(); 1075 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 1076 setupDrawProgram(); 1077 setupDrawPureColorUniforms(); 1078 setupDrawColorFilterUniforms(); 1079 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1080 setupDrawTexture(layer->getTexture()); 1081 } else { 1082 setupDrawExternalTexture(layer->getTexture()); 1083 } 1084 if (currentTransform().isPureTranslate() && 1085 layer->getWidth() == (uint32_t) rect.getWidth() && 1086 layer->getHeight() == (uint32_t) rect.getHeight()) { 1087 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1088 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1089 1090 layer->setFilter(GL_NEAREST); 1091 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1092 } else { 1093 layer->setFilter(GL_LINEAR); 1094 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 1095 } 1096 setupDrawTextureTransformUniforms(layer->getTexTransform()); 1097 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 1098 1099 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1100 1101 finishDrawTexture(); 1102} 1103 1104void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 1105 if (!layer->isTextureLayer()) { 1106 const Rect& texCoords = layer->texCoords; 1107 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1108 texCoords.right, texCoords.bottom); 1109 1110 float x = rect.left; 1111 float y = rect.top; 1112 bool simpleTransform = currentTransform().isPureTranslate() && 1113 layer->getWidth() == (uint32_t) rect.getWidth() && 1114 layer->getHeight() == (uint32_t) rect.getHeight(); 1115 1116 if (simpleTransform) { 1117 // When we're swapping, the layer is already in screen coordinates 1118 if (!swap) { 1119 x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1120 y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1121 } 1122 1123 layer->setFilter(GL_NEAREST, true); 1124 } else { 1125 layer->setFilter(GL_LINEAR, true); 1126 } 1127 1128 float alpha = getLayerAlpha(layer); 1129 bool blend = layer->isBlend() || alpha < 1.0f; 1130 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1131 layer->getTexture(), alpha, layer->getMode(), blend, 1132 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1133 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1134 1135 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1136 } else { 1137 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1138 drawTextureLayer(layer, rect); 1139 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1140 } 1141} 1142 1143/** 1144 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1145 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1146 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1147 * by saveLayer's restore 1148 */ 1149#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1150 DRAW_COMMAND; \ 1151 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1152 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1153 DRAW_COMMAND; \ 1154 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1155 } \ 1156 } 1157 1158#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1159 1160void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1161 if (layer->region.isRect()) { 1162 layer->setRegionAsRect(); 1163 1164 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1165 1166 layer->region.clear(); 1167 return; 1168 } 1169 1170 // TODO: See LayerRenderer.cpp::generateMesh() for important 1171 // information about this implementation 1172 if (CC_LIKELY(!layer->region.isEmpty())) { 1173 size_t count; 1174 const android::Rect* rects; 1175 Region safeRegion; 1176 if (CC_LIKELY(hasRectToRectTransform())) { 1177 rects = layer->region.getArray(&count); 1178 } else { 1179 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1180 rects = safeRegion.getArray(&count); 1181 } 1182 1183 const float alpha = getLayerAlpha(layer); 1184 const float texX = 1.0f / float(layer->getWidth()); 1185 const float texY = 1.0f / float(layer->getHeight()); 1186 const float height = rect.getHeight(); 1187 1188 setupDraw(); 1189 1190 // We must get (and therefore bind) the region mesh buffer 1191 // after we setup drawing in case we need to mess with the 1192 // stencil buffer in setupDraw() 1193 TextureVertex* mesh = mCaches.getRegionMesh(); 1194 GLsizei numQuads = 0; 1195 1196 setupDrawWithTexture(); 1197 setupDrawColor(alpha, alpha, alpha, alpha); 1198 setupDrawColorFilter(); 1199 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1200 setupDrawProgram(); 1201 setupDrawDirtyRegionsDisabled(); 1202 setupDrawPureColorUniforms(); 1203 setupDrawColorFilterUniforms(); 1204 setupDrawTexture(layer->getTexture()); 1205 if (currentTransform().isPureTranslate()) { 1206 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1207 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1208 1209 layer->setFilter(GL_NEAREST); 1210 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1211 } else { 1212 layer->setFilter(GL_LINEAR); 1213 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1214 } 1215 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1216 1217 for (size_t i = 0; i < count; i++) { 1218 const android::Rect* r = &rects[i]; 1219 1220 const float u1 = r->left * texX; 1221 const float v1 = (height - r->top) * texY; 1222 const float u2 = r->right * texX; 1223 const float v2 = (height - r->bottom) * texY; 1224 1225 // TODO: Reject quads outside of the clip 1226 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1227 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1228 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1229 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1230 1231 numQuads++; 1232 1233 if (numQuads >= gMaxNumberOfQuads) { 1234 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1235 GL_UNSIGNED_SHORT, NULL)); 1236 numQuads = 0; 1237 mesh = mCaches.getRegionMesh(); 1238 } 1239 } 1240 1241 if (numQuads > 0) { 1242 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1243 GL_UNSIGNED_SHORT, NULL)); 1244 } 1245 1246 finishDrawTexture(); 1247 1248#if DEBUG_LAYERS_AS_REGIONS 1249 drawRegionRects(layer->region); 1250#endif 1251 1252 layer->region.clear(); 1253 } 1254} 1255 1256void OpenGLRenderer::drawRegionRects(const Region& region) { 1257#if DEBUG_LAYERS_AS_REGIONS 1258 size_t count; 1259 const android::Rect* rects = region.getArray(&count); 1260 1261 uint32_t colors[] = { 1262 0x7fff0000, 0x7f00ff00, 1263 0x7f0000ff, 0x7fff00ff, 1264 }; 1265 1266 int offset = 0; 1267 int32_t top = rects[0].top; 1268 1269 for (size_t i = 0; i < count; i++) { 1270 if (top != rects[i].top) { 1271 offset ^= 0x2; 1272 top = rects[i].top; 1273 } 1274 1275 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1276 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1277 SkXfermode::kSrcOver_Mode); 1278 } 1279#endif 1280} 1281 1282void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color, 1283 SkXfermode::Mode mode, bool dirty) { 1284 int count = 0; 1285 Vector<float> rects; 1286 1287 SkRegion::Iterator it(region); 1288 while (!it.done()) { 1289 const SkIRect& r = it.rect(); 1290 rects.push(r.fLeft); 1291 rects.push(r.fTop); 1292 rects.push(r.fRight); 1293 rects.push(r.fBottom); 1294 count += 4; 1295 it.next(); 1296 } 1297 1298 drawColorRects(rects.array(), count, color, mode, true, dirty, false); 1299} 1300 1301void OpenGLRenderer::dirtyLayer(const float left, const float top, 1302 const float right, const float bottom, const mat4 transform) { 1303 if (hasLayer()) { 1304 Rect bounds(left, top, right, bottom); 1305 transform.mapRect(bounds); 1306 dirtyLayerUnchecked(bounds, getRegion()); 1307 } 1308} 1309 1310void OpenGLRenderer::dirtyLayer(const float left, const float top, 1311 const float right, const float bottom) { 1312 if (hasLayer()) { 1313 Rect bounds(left, top, right, bottom); 1314 dirtyLayerUnchecked(bounds, getRegion()); 1315 } 1316} 1317 1318void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1319 if (bounds.intersect(*mSnapshot->clipRect)) { 1320 bounds.snapToPixelBoundaries(); 1321 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1322 if (!dirty.isEmpty()) { 1323 region->orSelf(dirty); 1324 } 1325 } 1326} 1327 1328void OpenGLRenderer::clearLayerRegions() { 1329 const size_t count = mLayers.size(); 1330 if (count == 0) return; 1331 1332 if (!mSnapshot->isIgnored()) { 1333 // Doing several glScissor/glClear here can negatively impact 1334 // GPUs with a tiler architecture, instead we draw quads with 1335 // the Clear blending mode 1336 1337 // The list contains bounds that have already been clipped 1338 // against their initial clip rect, and the current clip 1339 // is likely different so we need to disable clipping here 1340 bool scissorChanged = mCaches.disableScissor(); 1341 1342 Vertex mesh[count * 6]; 1343 Vertex* vertex = mesh; 1344 1345 for (uint32_t i = 0; i < count; i++) { 1346 Rect* bounds = mLayers.itemAt(i); 1347 1348 Vertex::set(vertex++, bounds->left, bounds->bottom); 1349 Vertex::set(vertex++, bounds->left, bounds->top); 1350 Vertex::set(vertex++, bounds->right, bounds->top); 1351 Vertex::set(vertex++, bounds->left, bounds->bottom); 1352 Vertex::set(vertex++, bounds->right, bounds->top); 1353 Vertex::set(vertex++, bounds->right, bounds->bottom); 1354 1355 delete bounds; 1356 } 1357 // We must clear the list of dirty rects before we 1358 // call setupDraw() to prevent stencil setup to do 1359 // the same thing again 1360 mLayers.clear(); 1361 1362 setupDraw(false); 1363 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1364 setupDrawBlending(true, SkXfermode::kClear_Mode); 1365 setupDrawProgram(); 1366 setupDrawPureColorUniforms(); 1367 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1368 setupDrawVertices(&mesh[0].position[0]); 1369 1370 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1371 1372 if (scissorChanged) mCaches.enableScissor(); 1373 } else { 1374 for (uint32_t i = 0; i < count; i++) { 1375 delete mLayers.itemAt(i); 1376 } 1377 mLayers.clear(); 1378 } 1379} 1380 1381/////////////////////////////////////////////////////////////////////////////// 1382// State Deferral 1383/////////////////////////////////////////////////////////////////////////////// 1384 1385bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1386 const Rect& currentClip = *(mSnapshot->clipRect); 1387 const mat4& currentMatrix = *(mSnapshot->transform); 1388 1389 if (stateDeferFlags & kStateDeferFlag_Draw) { 1390 // state has bounds initialized in local coordinates 1391 if (!state.mBounds.isEmpty()) { 1392 currentMatrix.mapRect(state.mBounds); 1393 Rect clippedBounds(state.mBounds); 1394 if(!clippedBounds.intersect(currentClip)) { 1395 // quick rejected 1396 return true; 1397 } 1398 1399 state.mClipSideFlags = kClipSide_None; 1400 if (!currentClip.contains(state.mBounds)) { 1401 int& flags = state.mClipSideFlags; 1402 // op partially clipped, so record which sides are clipped for clip-aware merging 1403 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1404 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1405 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1406 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1407 } 1408 state.mBounds.set(clippedBounds); 1409 } else { 1410 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1411 // overdraw avoidance (since we don't know what it overlaps) 1412 state.mClipSideFlags = kClipSide_ConservativeFull; 1413 state.mBounds.set(currentClip); 1414 } 1415 } 1416 1417 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1418 if (state.mClipValid) { 1419 state.mClip.set(currentClip); 1420 } 1421 1422 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1423 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1424 state.mMatrix.load(currentMatrix); 1425 state.mDrawModifiers = mDrawModifiers; 1426 state.mAlpha = mSnapshot->alpha; 1427 return false; 1428} 1429 1430void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1431 currentTransform().load(state.mMatrix); 1432 mDrawModifiers = state.mDrawModifiers; 1433 mSnapshot->alpha = state.mAlpha; 1434 1435 if (state.mClipValid && !skipClipRestore) { 1436 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1437 state.mClip.right, state.mClip.bottom); 1438 dirtyClip(); 1439 } 1440} 1441 1442/** 1443 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1444 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1445 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1446 * 1447 * This method should be called when restoreDisplayState() won't be restoring the clip 1448 */ 1449void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1450 if (clipRect != NULL) { 1451 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1452 } else { 1453 mSnapshot->setClip(0, 0, mWidth, mHeight); 1454 } 1455 dirtyClip(); 1456 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1457} 1458 1459/////////////////////////////////////////////////////////////////////////////// 1460// Transforms 1461/////////////////////////////////////////////////////////////////////////////// 1462 1463void OpenGLRenderer::translate(float dx, float dy) { 1464 currentTransform().translate(dx, dy); 1465} 1466 1467void OpenGLRenderer::rotate(float degrees) { 1468 currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f); 1469} 1470 1471void OpenGLRenderer::scale(float sx, float sy) { 1472 currentTransform().scale(sx, sy, 1.0f); 1473} 1474 1475void OpenGLRenderer::skew(float sx, float sy) { 1476 currentTransform().skew(sx, sy); 1477} 1478 1479void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1480 if (matrix) { 1481 currentTransform().load(*matrix); 1482 } else { 1483 currentTransform().loadIdentity(); 1484 } 1485} 1486 1487bool OpenGLRenderer::hasRectToRectTransform() { 1488 return CC_LIKELY(currentTransform().rectToRect()); 1489} 1490 1491void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1492 currentTransform().copyTo(*matrix); 1493} 1494 1495void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1496 SkMatrix transform; 1497 currentTransform().copyTo(transform); 1498 transform.preConcat(*matrix); 1499 currentTransform().load(transform); 1500} 1501 1502/////////////////////////////////////////////////////////////////////////////// 1503// Clipping 1504/////////////////////////////////////////////////////////////////////////////// 1505 1506void OpenGLRenderer::setScissorFromClip() { 1507 Rect clip(*mSnapshot->clipRect); 1508 clip.snapToPixelBoundaries(); 1509 1510 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1511 clip.getWidth(), clip.getHeight())) { 1512 mDirtyClip = false; 1513 } 1514} 1515 1516void OpenGLRenderer::ensureStencilBuffer() { 1517 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1518 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1519 // just hope we have one when hasLayer() returns false. 1520 if (hasLayer()) { 1521 attachStencilBufferToLayer(mSnapshot->layer); 1522 } 1523} 1524 1525void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1526 // The layer's FBO is already bound when we reach this stage 1527 if (!layer->getStencilRenderBuffer()) { 1528 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1529 // is attached after we initiated tiling. We must turn it off, 1530 // attach the new render buffer then turn tiling back on 1531 endTiling(); 1532 1533 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1534 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1535 layer->setStencilRenderBuffer(buffer); 1536 1537 startTiling(layer->clipRect, layer->layer.getHeight()); 1538 } 1539} 1540 1541void OpenGLRenderer::setStencilFromClip() { 1542 if (!mCaches.debugOverdraw) { 1543 if (!mSnapshot->clipRegion->isEmpty()) { 1544 // NOTE: The order here is important, we must set dirtyClip to false 1545 // before any draw call to avoid calling back into this method 1546 mDirtyClip = false; 1547 1548 ensureStencilBuffer(); 1549 1550 mCaches.stencil.enableWrite(); 1551 1552 // Clear the stencil but first make sure we restrict drawing 1553 // to the region's bounds 1554 bool resetScissor = mCaches.enableScissor(); 1555 if (resetScissor) { 1556 // The scissor was not set so we now need to update it 1557 setScissorFromClip(); 1558 } 1559 mCaches.stencil.clear(); 1560 if (resetScissor) mCaches.disableScissor(); 1561 1562 // NOTE: We could use the region contour path to generate a smaller mesh 1563 // Since we are using the stencil we could use the red book path 1564 // drawing technique. It might increase bandwidth usage though. 1565 1566 // The last parameter is important: we are not drawing in the color buffer 1567 // so we don't want to dirty the current layer, if any 1568 drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false); 1569 1570 mCaches.stencil.enableTest(); 1571 1572 // Draw the region used to generate the stencil if the appropriate debug 1573 // mode is enabled 1574 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1575 drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode); 1576 } 1577 } else { 1578 mCaches.stencil.disable(); 1579 } 1580 } 1581} 1582 1583const Rect& OpenGLRenderer::getClipBounds() { 1584 return mSnapshot->getLocalClip(); 1585} 1586 1587bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1588 bool* clipRequired) { 1589 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1590 return true; 1591 } 1592 1593 Rect r(left, top, right, bottom); 1594 currentTransform().mapRect(r); 1595 r.snapToPixelBoundaries(); 1596 1597 Rect clipRect(*mSnapshot->clipRect); 1598 clipRect.snapToPixelBoundaries(); 1599 1600 if (!clipRect.intersects(r)) return true; 1601 1602 if (clipRequired) *clipRequired = !clipRect.contains(r); 1603 return false; 1604} 1605 1606bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, 1607 SkPaint* paint) { 1608 if (paint->getStyle() != SkPaint::kFill_Style) { 1609 float outset = paint->getStrokeWidth() * 0.5f; 1610 return quickReject(left - outset, top - outset, right + outset, bottom + outset); 1611 } else { 1612 return quickReject(left, top, right, bottom); 1613 } 1614} 1615 1616bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1617 bool clipRequired = false; 1618 if (quickRejectNoScissor(left, top, right, bottom, &clipRequired)) { 1619 return true; 1620 } 1621 1622 if (!isDeferred()) { 1623 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1624 } 1625 return false; 1626} 1627 1628void OpenGLRenderer::debugClip() { 1629#if DEBUG_CLIP_REGIONS 1630 if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) { 1631 drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode); 1632 } 1633#endif 1634} 1635 1636bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1637 if (CC_LIKELY(currentTransform().rectToRect())) { 1638 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1639 if (clipped) { 1640 dirtyClip(); 1641 } 1642 return !mSnapshot->clipRect->isEmpty(); 1643 } 1644 1645 SkPath path; 1646 path.addRect(left, top, right, bottom); 1647 1648 return clipPath(&path, op); 1649} 1650 1651bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) { 1652 SkMatrix transform; 1653 currentTransform().copyTo(transform); 1654 1655 SkPath transformed; 1656 path->transform(transform, &transformed); 1657 1658 SkRegion clip; 1659 if (!mSnapshot->clipRegion->isEmpty()) { 1660 clip.setRegion(*mSnapshot->clipRegion); 1661 } else { 1662 Rect* bounds = mSnapshot->clipRect; 1663 clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom); 1664 } 1665 1666 SkRegion region; 1667 region.setPath(transformed, clip); 1668 1669 bool clipped = mSnapshot->clipRegionTransformed(region, op); 1670 if (clipped) { 1671 dirtyClip(); 1672 } 1673 return !mSnapshot->clipRect->isEmpty(); 1674} 1675 1676bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) { 1677 bool clipped = mSnapshot->clipRegionTransformed(*region, op); 1678 if (clipped) { 1679 dirtyClip(); 1680 } 1681 return !mSnapshot->clipRect->isEmpty(); 1682} 1683 1684Rect* OpenGLRenderer::getClipRect() { 1685 return mSnapshot->clipRect; 1686} 1687 1688/////////////////////////////////////////////////////////////////////////////// 1689// Drawing commands 1690/////////////////////////////////////////////////////////////////////////////// 1691 1692void OpenGLRenderer::setupDraw(bool clear) { 1693 // TODO: It would be best if we could do this before quickReject() 1694 // changes the scissor test state 1695 if (clear) clearLayerRegions(); 1696 // Make sure setScissor & setStencil happen at the beginning of 1697 // this method 1698 if (mDirtyClip) { 1699 if (mCaches.scissorEnabled) { 1700 setScissorFromClip(); 1701 } 1702 setStencilFromClip(); 1703 } 1704 1705 mDescription.reset(); 1706 1707 mSetShaderColor = false; 1708 mColorSet = false; 1709 mColorA = mColorR = mColorG = mColorB = 0.0f; 1710 mTextureUnit = 0; 1711 mTrackDirtyRegions = true; 1712 1713 // Enable debug highlight when what we're about to draw is tested against 1714 // the stencil buffer and if stencil highlight debugging is on 1715 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1716 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1717 mCaches.stencil.isTestEnabled(); 1718 1719 mDescription.emulateStencil = mCountOverdraw; 1720} 1721 1722void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1723 mDescription.hasTexture = true; 1724 mDescription.hasAlpha8Texture = isAlpha8; 1725} 1726 1727void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1728 mDescription.hasTexture = true; 1729 mDescription.hasColors = true; 1730 mDescription.hasAlpha8Texture = isAlpha8; 1731} 1732 1733void OpenGLRenderer::setupDrawWithExternalTexture() { 1734 mDescription.hasExternalTexture = true; 1735} 1736 1737void OpenGLRenderer::setupDrawNoTexture() { 1738 mCaches.disableTexCoordsVertexArray(); 1739} 1740 1741void OpenGLRenderer::setupDrawAA() { 1742 mDescription.isAA = true; 1743} 1744 1745void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1746 mColorA = alpha / 255.0f; 1747 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1748 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1749 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1750 mColorSet = true; 1751 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1752} 1753 1754void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1755 mColorA = alpha / 255.0f; 1756 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1757 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1758 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1759 mColorSet = true; 1760 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1761} 1762 1763void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1764 mCaches.fontRenderer->describe(mDescription, paint); 1765} 1766 1767void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1768 mColorA = a; 1769 mColorR = r; 1770 mColorG = g; 1771 mColorB = b; 1772 mColorSet = true; 1773 mSetShaderColor = mDescription.setColor(r, g, b, a); 1774} 1775 1776void OpenGLRenderer::setupDrawShader() { 1777 if (mDrawModifiers.mShader) { 1778 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1779 } 1780} 1781 1782void OpenGLRenderer::setupDrawColorFilter() { 1783 if (mDrawModifiers.mColorFilter) { 1784 mDrawModifiers.mColorFilter->describe(mDescription, mExtensions); 1785 } 1786} 1787 1788void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1789 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1790 mColorA = 1.0f; 1791 mColorR = mColorG = mColorB = 0.0f; 1792 mSetShaderColor = mDescription.modulate = true; 1793 } 1794} 1795 1796void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1797 // When the blending mode is kClear_Mode, we need to use a modulate color 1798 // argb=1,0,0,0 1799 accountForClear(mode); 1800 bool blend = (mColorSet && mColorA < 1.0f) || 1801 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()); 1802 chooseBlending(blend, mode, mDescription, swapSrcDst); 1803} 1804 1805void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1806 // When the blending mode is kClear_Mode, we need to use a modulate color 1807 // argb=1,0,0,0 1808 accountForClear(mode); 1809 blend |= (mColorSet && mColorA < 1.0f) || 1810 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1811 (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend()); 1812 chooseBlending(blend, mode, mDescription, swapSrcDst); 1813} 1814 1815void OpenGLRenderer::setupDrawProgram() { 1816 useProgram(mCaches.programCache.get(mDescription)); 1817} 1818 1819void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1820 mTrackDirtyRegions = false; 1821} 1822 1823void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1824 bool ignoreTransform) { 1825 mModelView.loadTranslate(left, top, 0.0f); 1826 if (!ignoreTransform) { 1827 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1828 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform()); 1829 } else { 1830 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1831 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1832 } 1833} 1834 1835void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1836 mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset); 1837} 1838 1839void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1840 bool ignoreTransform, bool ignoreModelView) { 1841 if (!ignoreModelView) { 1842 mModelView.loadTranslate(left, top, 0.0f); 1843 mModelView.scale(right - left, bottom - top, 1.0f); 1844 } else { 1845 mModelView.loadIdentity(); 1846 } 1847 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1848 if (!ignoreTransform) { 1849 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1850 if (mTrackDirtyRegions && dirty) { 1851 dirtyLayer(left, top, right, bottom, currentTransform()); 1852 } 1853 } else { 1854 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1855 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1856 } 1857} 1858 1859void OpenGLRenderer::setupDrawColorUniforms() { 1860 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1861 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1862 } 1863} 1864 1865void OpenGLRenderer::setupDrawPureColorUniforms() { 1866 if (mSetShaderColor) { 1867 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1868 } 1869} 1870 1871void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1872 if (mDrawModifiers.mShader) { 1873 if (ignoreTransform) { 1874 mModelView.loadInverse(currentTransform()); 1875 } 1876 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1877 mModelView, *mSnapshot, &mTextureUnit); 1878 } 1879} 1880 1881void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1882 if (mDrawModifiers.mShader) { 1883 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1884 mat4::identity(), *mSnapshot, &mTextureUnit); 1885 } 1886} 1887 1888void OpenGLRenderer::setupDrawColorFilterUniforms() { 1889 if (mDrawModifiers.mColorFilter) { 1890 mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram); 1891 } 1892} 1893 1894void OpenGLRenderer::setupDrawTextGammaUniforms() { 1895 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1896} 1897 1898void OpenGLRenderer::setupDrawSimpleMesh() { 1899 bool force = mCaches.bindMeshBuffer(); 1900 mCaches.bindPositionVertexPointer(force, 0); 1901 mCaches.unbindIndicesBuffer(); 1902} 1903 1904void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1905 if (texture) bindTexture(texture); 1906 mTextureUnit++; 1907 mCaches.enableTexCoordsVertexArray(); 1908} 1909 1910void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1911 bindExternalTexture(texture); 1912 mTextureUnit++; 1913 mCaches.enableTexCoordsVertexArray(); 1914} 1915 1916void OpenGLRenderer::setupDrawTextureTransform() { 1917 mDescription.hasTextureTransform = true; 1918} 1919 1920void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1921 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1922 GL_FALSE, &transform.data[0]); 1923} 1924 1925void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1926 bool force = false; 1927 if (!vertices || vbo) { 1928 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1929 } else { 1930 force = mCaches.unbindMeshBuffer(); 1931 } 1932 1933 mCaches.bindPositionVertexPointer(force, vertices); 1934 if (mCaches.currentProgram->texCoords >= 0) { 1935 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1936 } 1937 1938 mCaches.unbindIndicesBuffer(); 1939} 1940 1941void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) { 1942 bool force = mCaches.unbindMeshBuffer(); 1943 GLsizei stride = sizeof(ColorTextureVertex); 1944 1945 mCaches.bindPositionVertexPointer(force, vertices, stride); 1946 if (mCaches.currentProgram->texCoords >= 0) { 1947 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1948 } 1949 int slot = mCaches.currentProgram->getAttrib("colors"); 1950 if (slot >= 0) { 1951 glEnableVertexAttribArray(slot); 1952 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1953 } 1954 1955 mCaches.unbindIndicesBuffer(); 1956} 1957 1958void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1959 bool force = false; 1960 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1961 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1962 // use the default VBO found in Caches 1963 if (!vertices || vbo) { 1964 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1965 } else { 1966 force = mCaches.unbindMeshBuffer(); 1967 } 1968 mCaches.bindIndicesBuffer(); 1969 1970 mCaches.bindPositionVertexPointer(force, vertices); 1971 if (mCaches.currentProgram->texCoords >= 0) { 1972 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1973 } 1974} 1975 1976void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1977 bool force = mCaches.unbindMeshBuffer(); 1978 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1979 mCaches.unbindIndicesBuffer(); 1980} 1981 1982void OpenGLRenderer::finishDrawTexture() { 1983} 1984 1985/////////////////////////////////////////////////////////////////////////////// 1986// Drawing 1987/////////////////////////////////////////////////////////////////////////////// 1988 1989status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, 1990 int32_t replayFlags) { 1991 status_t status; 1992 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1993 // will be performed by the display list itself 1994 if (displayList && displayList->isRenderable()) { 1995 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1996 status = startFrame(); 1997 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1998 displayList->replay(replayStruct, 0); 1999 return status | replayStruct.mDrawGlStatus; 2000 } 2001 2002 bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs! 2003 DeferredDisplayList deferredList(*(mSnapshot->clipRect), avoidOverdraw); 2004 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 2005 displayList->defer(deferStruct, 0); 2006 2007 flushLayers(); 2008 status = startFrame(); 2009 2010 return status | deferredList.flush(*this, dirty); 2011 } 2012 2013 return DrawGlInfo::kStatusDone; 2014} 2015 2016void OpenGLRenderer::outputDisplayList(DisplayList* displayList) { 2017 if (displayList) { 2018 displayList->output(1); 2019 } 2020} 2021 2022void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 2023 int alpha; 2024 SkXfermode::Mode mode; 2025 getAlphaAndMode(paint, &alpha, &mode); 2026 2027 int color = paint != NULL ? paint->getColor() : 0; 2028 2029 float x = left; 2030 float y = top; 2031 2032 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2033 2034 bool ignoreTransform = false; 2035 if (currentTransform().isPureTranslate()) { 2036 x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2037 y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2038 ignoreTransform = true; 2039 2040 texture->setFilter(GL_NEAREST, true); 2041 } else { 2042 texture->setFilter(FILTER(paint), true); 2043 } 2044 2045 // No need to check for a UV mapper on the texture object, only ARGB_8888 2046 // bitmaps get packed in the atlas 2047 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2048 paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2049 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2050} 2051 2052status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, int bitmapCount, TextureVertex* vertices, 2053 bool transformed, const Rect& bounds, SkPaint* paint) { 2054 mCaches.activeTexture(0); 2055 Texture* texture = getTexture(bitmap); 2056 if (!texture) return DrawGlInfo::kStatusDone; 2057 2058 const AutoTexture autoCleanup(texture); 2059 2060 int alpha; 2061 SkXfermode::Mode mode; 2062 getAlphaAndMode(paint, &alpha, &mode); 2063 2064 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2065 texture->setFilter(transformed ? FILTER(paint) : GL_NEAREST, true); 2066 2067 const float x = (int) floorf(bounds.left + 0.5f); 2068 const float y = (int) floorf(bounds.top + 0.5f); 2069 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2070 int color = paint != NULL ? paint->getColor() : 0; 2071 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2072 texture->id, paint != NULL, color, alpha, mode, 2073 &vertices[0].position[0], &vertices[0].texture[0], 2074 GL_TRIANGLES, bitmapCount * 6, true, true); 2075 } else { 2076 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2077 texture->id, alpha / 255.0f, mode, texture->blend, 2078 &vertices[0].position[0], &vertices[0].texture[0], 2079 GL_TRIANGLES, bitmapCount * 6, false, true, 0, true); 2080 } 2081 2082 return DrawGlInfo::kStatusDrew; 2083} 2084 2085status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2086 const float right = left + bitmap->width(); 2087 const float bottom = top + bitmap->height(); 2088 2089 if (quickReject(left, top, right, bottom)) { 2090 return DrawGlInfo::kStatusDone; 2091 } 2092 2093 mCaches.activeTexture(0); 2094 Texture* texture = getTexture(bitmap); 2095 if (!texture) return DrawGlInfo::kStatusDone; 2096 const AutoTexture autoCleanup(texture); 2097 2098 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2099 drawAlphaBitmap(texture, left, top, paint); 2100 } else { 2101 drawTextureRect(left, top, right, bottom, texture, paint); 2102 } 2103 2104 return DrawGlInfo::kStatusDrew; 2105} 2106 2107status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 2108 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 2109 const mat4 transform(*matrix); 2110 transform.mapRect(r); 2111 2112 if (quickReject(r.left, r.top, r.right, r.bottom)) { 2113 return DrawGlInfo::kStatusDone; 2114 } 2115 2116 mCaches.activeTexture(0); 2117 Texture* texture = getTexture(bitmap); 2118 if (!texture) return DrawGlInfo::kStatusDone; 2119 const AutoTexture autoCleanup(texture); 2120 2121 // This could be done in a cheaper way, all we need is pass the matrix 2122 // to the vertex shader. The save/restore is a bit overkill. 2123 save(SkCanvas::kMatrix_SaveFlag); 2124 concatMatrix(matrix); 2125 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2126 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 2127 } else { 2128 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 2129 } 2130 restore(); 2131 2132 return DrawGlInfo::kStatusDrew; 2133} 2134 2135status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2136 const float right = left + bitmap->width(); 2137 const float bottom = top + bitmap->height(); 2138 2139 if (quickReject(left, top, right, bottom)) { 2140 return DrawGlInfo::kStatusDone; 2141 } 2142 2143 mCaches.activeTexture(0); 2144 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2145 const AutoTexture autoCleanup(texture); 2146 2147 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2148 drawAlphaBitmap(texture, left, top, paint); 2149 } else { 2150 drawTextureRect(left, top, right, bottom, texture, paint); 2151 } 2152 2153 return DrawGlInfo::kStatusDrew; 2154} 2155 2156status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 2157 float* vertices, int* colors, SkPaint* paint) { 2158 if (!vertices || mSnapshot->isIgnored()) { 2159 return DrawGlInfo::kStatusDone; 2160 } 2161 2162 // TODO: use quickReject on bounds from vertices 2163 mCaches.enableScissor(); 2164 2165 float left = FLT_MAX; 2166 float top = FLT_MAX; 2167 float right = FLT_MIN; 2168 float bottom = FLT_MIN; 2169 2170 const uint32_t count = meshWidth * meshHeight * 6; 2171 2172 ColorTextureVertex mesh[count]; 2173 ColorTextureVertex* vertex = mesh; 2174 2175 bool cleanupColors = false; 2176 if (!colors) { 2177 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2178 colors = new int[colorsCount]; 2179 memset(colors, 0xff, colorsCount * sizeof(int)); 2180 cleanupColors = true; 2181 } 2182 2183 mCaches.activeTexture(0); 2184 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2185 const UvMapper& mapper(getMapper(texture)); 2186 2187 for (int32_t y = 0; y < meshHeight; y++) { 2188 for (int32_t x = 0; x < meshWidth; x++) { 2189 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2190 2191 float u1 = float(x) / meshWidth; 2192 float u2 = float(x + 1) / meshWidth; 2193 float v1 = float(y) / meshHeight; 2194 float v2 = float(y + 1) / meshHeight; 2195 2196 mapper.map(u1, v1, u2, v2); 2197 2198 int ax = i + (meshWidth + 1) * 2; 2199 int ay = ax + 1; 2200 int bx = i; 2201 int by = bx + 1; 2202 int cx = i + 2; 2203 int cy = cx + 1; 2204 int dx = i + (meshWidth + 1) * 2 + 2; 2205 int dy = dx + 1; 2206 2207 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2208 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2209 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2210 2211 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2212 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2213 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2214 2215 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2216 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2217 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2218 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2219 } 2220 } 2221 2222 if (quickReject(left, top, right, bottom)) { 2223 if (cleanupColors) delete[] colors; 2224 return DrawGlInfo::kStatusDone; 2225 } 2226 2227 if (!texture) { 2228 texture = mCaches.textureCache.get(bitmap); 2229 if (!texture) { 2230 if (cleanupColors) delete[] colors; 2231 return DrawGlInfo::kStatusDone; 2232 } 2233 } 2234 const AutoTexture autoCleanup(texture); 2235 2236 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2237 texture->setFilter(FILTER(paint), true); 2238 2239 int alpha; 2240 SkXfermode::Mode mode; 2241 getAlphaAndMode(paint, &alpha, &mode); 2242 2243 float a = alpha / 255.0f; 2244 2245 if (hasLayer()) { 2246 dirtyLayer(left, top, right, bottom, currentTransform()); 2247 } 2248 2249 setupDraw(); 2250 setupDrawWithTextureAndColor(); 2251 setupDrawColor(a, a, a, a); 2252 setupDrawColorFilter(); 2253 setupDrawBlending(true, mode, false); 2254 setupDrawProgram(); 2255 setupDrawDirtyRegionsDisabled(); 2256 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false); 2257 setupDrawTexture(texture->id); 2258 setupDrawPureColorUniforms(); 2259 setupDrawColorFilterUniforms(); 2260 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]); 2261 2262 glDrawArrays(GL_TRIANGLES, 0, count); 2263 2264 finishDrawTexture(); 2265 2266 int slot = mCaches.currentProgram->getAttrib("colors"); 2267 if (slot >= 0) { 2268 glDisableVertexAttribArray(slot); 2269 } 2270 2271 if (cleanupColors) delete[] colors; 2272 2273 return DrawGlInfo::kStatusDrew; 2274} 2275 2276status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 2277 float srcLeft, float srcTop, float srcRight, float srcBottom, 2278 float dstLeft, float dstTop, float dstRight, float dstBottom, 2279 SkPaint* paint) { 2280 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 2281 return DrawGlInfo::kStatusDone; 2282 } 2283 2284 mCaches.activeTexture(0); 2285 Texture* texture = getTexture(bitmap); 2286 if (!texture) return DrawGlInfo::kStatusDone; 2287 const AutoTexture autoCleanup(texture); 2288 2289 const float width = texture->width; 2290 const float height = texture->height; 2291 2292 float u1 = fmax(0.0f, srcLeft / width); 2293 float v1 = fmax(0.0f, srcTop / height); 2294 float u2 = fmin(1.0f, srcRight / width); 2295 float v2 = fmin(1.0f, srcBottom / height); 2296 2297 getMapper(texture).map(u1, v1, u2, v2); 2298 2299 mCaches.unbindMeshBuffer(); 2300 resetDrawTextureTexCoords(u1, v1, u2, v2); 2301 2302 int alpha; 2303 SkXfermode::Mode mode; 2304 getAlphaAndMode(paint, &alpha, &mode); 2305 2306 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2307 2308 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2309 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2310 2311 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2312 // Apply a scale transform on the canvas only when a shader is in use 2313 // Skia handles the ratio between the dst and src rects as a scale factor 2314 // when a shader is set 2315 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2316 bool ignoreTransform = false; 2317 2318 if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) { 2319 float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f); 2320 float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f); 2321 2322 dstRight = x + (dstRight - dstLeft); 2323 dstBottom = y + (dstBottom - dstTop); 2324 2325 dstLeft = x; 2326 dstTop = y; 2327 2328 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); 2329 ignoreTransform = true; 2330 } else { 2331 texture->setFilter(FILTER(paint), true); 2332 } 2333 2334 if (CC_UNLIKELY(useScaleTransform)) { 2335 save(SkCanvas::kMatrix_SaveFlag); 2336 translate(dstLeft, dstTop); 2337 scale(scaleX, scaleY); 2338 2339 dstLeft = 0.0f; 2340 dstTop = 0.0f; 2341 2342 dstRight = srcRight - srcLeft; 2343 dstBottom = srcBottom - srcTop; 2344 } 2345 2346 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2347 int color = paint ? paint->getColor() : 0; 2348 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2349 texture->id, paint != NULL, color, alpha, mode, 2350 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2351 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2352 } else { 2353 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2354 texture->id, alpha / 255.0f, mode, texture->blend, 2355 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2356 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2357 } 2358 2359 if (CC_UNLIKELY(useScaleTransform)) { 2360 restore(); 2361 } 2362 2363 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2364 2365 return DrawGlInfo::kStatusDrew; 2366} 2367 2368status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, 2369 float left, float top, float right, float bottom, SkPaint* paint) { 2370 int alpha; 2371 SkXfermode::Mode mode; 2372 getAlphaAndMode(paint, &alpha, &mode); 2373 2374 if (quickReject(left, top, right, bottom)) { 2375 return DrawGlInfo::kStatusDone; 2376 } 2377 2378 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2379 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2380 right - left, bottom - top, patch); 2381 2382 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, alpha, mode); 2383} 2384 2385status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, 2386 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2387 int alpha, SkXfermode::Mode mode) { 2388 2389 if (quickReject(left, top, right, bottom)) { 2390 return DrawGlInfo::kStatusDone; 2391 } 2392 2393 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2394 mCaches.activeTexture(0); 2395 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2396 if (!texture) return DrawGlInfo::kStatusDone; 2397 const AutoTexture autoCleanup(texture); 2398 2399 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2400 texture->setFilter(GL_LINEAR, true); 2401 2402 const bool pureTranslate = currentTransform().isPureTranslate(); 2403 // Mark the current layer dirty where we are going to draw the patch 2404 if (hasLayer() && mesh->hasEmptyQuads) { 2405 const float offsetX = left + currentTransform().getTranslateX(); 2406 const float offsetY = top + currentTransform().getTranslateY(); 2407 const size_t count = mesh->quads.size(); 2408 for (size_t i = 0; i < count; i++) { 2409 const Rect& bounds = mesh->quads.itemAt(i); 2410 if (CC_LIKELY(pureTranslate)) { 2411 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2412 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2413 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2414 } else { 2415 dirtyLayer(left + bounds.left, top + bounds.top, 2416 left + bounds.right, top + bounds.bottom, currentTransform()); 2417 } 2418 } 2419 } 2420 2421 alpha *= mSnapshot->alpha; 2422 2423 if (CC_LIKELY(pureTranslate)) { 2424 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2425 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2426 2427 right = x + right - left; 2428 bottom = y + bottom - top; 2429 drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f, 2430 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2431 GL_TRIANGLES, mesh->indexCount, false, true, 2432 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2433 } else { 2434 drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 2435 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2436 GL_TRIANGLES, mesh->indexCount, false, false, 2437 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2438 } 2439 } 2440 2441 return DrawGlInfo::kStatusDrew; 2442} 2443 2444status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint, 2445 bool useOffset) { 2446 if (!vertexBuffer.getVertexCount()) { 2447 // no vertices to draw 2448 return DrawGlInfo::kStatusDone; 2449 } 2450 2451 int color = paint->getColor(); 2452 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2453 bool isAA = paint->isAntiAlias(); 2454 2455 setupDraw(); 2456 setupDrawNoTexture(); 2457 if (isAA) setupDrawAA(); 2458 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2459 setupDrawColorFilter(); 2460 setupDrawShader(); 2461 setupDrawBlending(isAA, mode); 2462 setupDrawProgram(); 2463 setupDrawModelViewIdentity(useOffset); 2464 setupDrawColorUniforms(); 2465 setupDrawColorFilterUniforms(); 2466 setupDrawShaderIdentityUniforms(); 2467 2468 void* vertices = vertexBuffer.getBuffer(); 2469 bool force = mCaches.unbindMeshBuffer(); 2470 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2471 mCaches.resetTexCoordsVertexPointer(); 2472 mCaches.unbindIndicesBuffer(); 2473 2474 int alphaSlot = -1; 2475 if (isAA) { 2476 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2477 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2478 2479 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2480 glEnableVertexAttribArray(alphaSlot); 2481 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2482 } 2483 2484 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2485 2486 if (isAA) { 2487 glDisableVertexAttribArray(alphaSlot); 2488 } 2489 2490 return DrawGlInfo::kStatusDrew; 2491} 2492 2493/** 2494 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2495 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2496 * screen space in all directions. However, instead of using a fragment shader to compute the 2497 * translucency of the color from its position, we simply use a varying parameter to define how far 2498 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2499 * 2500 * Doesn't yet support joins, caps, or path effects. 2501 */ 2502status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 2503 VertexBuffer vertexBuffer; 2504 // TODO: try clipping large paths to viewport 2505 PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer); 2506 2507 if (hasLayer()) { 2508 SkRect bounds = path.getBounds(); 2509 PathTessellator::expandBoundsForStroke(bounds, paint, false); 2510 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2511 } 2512 2513 return drawVertexBuffer(vertexBuffer, paint); 2514} 2515 2516/** 2517 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2518 * and additional geometry for defining an alpha slope perimeter. 2519 * 2520 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2521 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2522 * in-shader alpha region, but found it to be taxing on some GPUs. 2523 * 2524 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2525 * memory transfer by removing need for degenerate vertices. 2526 */ 2527status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2528 if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2529 2530 count &= ~0x3; // round down to nearest four 2531 2532 VertexBuffer buffer; 2533 SkRect bounds; 2534 PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer); 2535 2536 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2537 return DrawGlInfo::kStatusDone; 2538 } 2539 2540 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2541 2542 bool useOffset = !paint->isAntiAlias(); 2543 return drawVertexBuffer(buffer, paint, useOffset); 2544} 2545 2546status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2547 if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2548 2549 count &= ~0x1; // round down to nearest two 2550 2551 VertexBuffer buffer; 2552 SkRect bounds; 2553 PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer); 2554 2555 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2556 return DrawGlInfo::kStatusDone; 2557 } 2558 2559 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2560 2561 bool useOffset = !paint->isAntiAlias(); 2562 return drawVertexBuffer(buffer, paint, useOffset); 2563} 2564 2565status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2566 // No need to check against the clip, we fill the clip region 2567 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2568 2569 Rect& clip(*mSnapshot->clipRect); 2570 clip.snapToPixelBoundaries(); 2571 2572 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2573 2574 return DrawGlInfo::kStatusDrew; 2575} 2576 2577status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2578 SkPaint* paint) { 2579 if (!texture) return DrawGlInfo::kStatusDone; 2580 const AutoTexture autoCleanup(texture); 2581 2582 const float x = left + texture->left - texture->offset; 2583 const float y = top + texture->top - texture->offset; 2584 2585 drawPathTexture(texture, x, y, paint); 2586 2587 return DrawGlInfo::kStatusDrew; 2588} 2589 2590status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2591 float rx, float ry, SkPaint* p) { 2592 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2593 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2594 return DrawGlInfo::kStatusDone; 2595 } 2596 2597 if (p->getPathEffect() != 0) { 2598 mCaches.activeTexture(0); 2599 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2600 right - left, bottom - top, rx, ry, p); 2601 return drawShape(left, top, texture, p); 2602 } 2603 2604 SkPath path; 2605 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2606 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2607 float outset = p->getStrokeWidth() / 2; 2608 rect.outset(outset, outset); 2609 rx += outset; 2610 ry += outset; 2611 } 2612 path.addRoundRect(rect, rx, ry); 2613 return drawConvexPath(path, p); 2614} 2615 2616status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2617 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2618 x + radius, y + radius, p) || 2619 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2620 return DrawGlInfo::kStatusDone; 2621 } 2622 if (p->getPathEffect() != 0) { 2623 mCaches.activeTexture(0); 2624 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2625 return drawShape(x - radius, y - radius, texture, p); 2626 } 2627 2628 SkPath path; 2629 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2630 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2631 } else { 2632 path.addCircle(x, y, radius); 2633 } 2634 return drawConvexPath(path, p); 2635} 2636 2637status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2638 SkPaint* p) { 2639 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2640 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2641 return DrawGlInfo::kStatusDone; 2642 } 2643 2644 if (p->getPathEffect() != 0) { 2645 mCaches.activeTexture(0); 2646 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2647 return drawShape(left, top, texture, p); 2648 } 2649 2650 SkPath path; 2651 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2652 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2653 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2654 } 2655 path.addOval(rect); 2656 return drawConvexPath(path, p); 2657} 2658 2659status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2660 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2661 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2662 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2663 return DrawGlInfo::kStatusDone; 2664 } 2665 2666 if (fabs(sweepAngle) >= 360.0f) { 2667 return drawOval(left, top, right, bottom, p); 2668 } 2669 2670 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2671 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2672 mCaches.activeTexture(0); 2673 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2674 startAngle, sweepAngle, useCenter, p); 2675 return drawShape(left, top, texture, p); 2676 } 2677 2678 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2679 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2680 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2681 } 2682 2683 SkPath path; 2684 if (useCenter) { 2685 path.moveTo(rect.centerX(), rect.centerY()); 2686 } 2687 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2688 if (useCenter) { 2689 path.close(); 2690 } 2691 return drawConvexPath(path, p); 2692} 2693 2694// See SkPaintDefaults.h 2695#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2696 2697status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2698 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2699 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2700 return DrawGlInfo::kStatusDone; 2701 } 2702 2703 if (p->getStyle() != SkPaint::kFill_Style) { 2704 // only fill style is supported by drawConvexPath, since others have to handle joins 2705 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2706 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2707 mCaches.activeTexture(0); 2708 const PathTexture* texture = 2709 mCaches.pathCache.getRect(right - left, bottom - top, p); 2710 return drawShape(left, top, texture, p); 2711 } 2712 2713 SkPath path; 2714 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2715 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2716 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2717 } 2718 path.addRect(rect); 2719 return drawConvexPath(path, p); 2720 } 2721 2722 if (p->isAntiAlias() && !currentTransform().isSimple()) { 2723 SkPath path; 2724 path.addRect(left, top, right, bottom); 2725 return drawConvexPath(path, p); 2726 } else { 2727 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2728 return DrawGlInfo::kStatusDrew; 2729 } 2730} 2731 2732void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2733 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2734 float x, float y) { 2735 mCaches.activeTexture(0); 2736 2737 // NOTE: The drop shadow will not perform gamma correction 2738 // if shader-based correction is enabled 2739 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2740 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2741 paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions); 2742 // If the drop shadow exceeds the max texture size or couldn't be 2743 // allocated, skip drawing 2744 if (!shadow) return; 2745 const AutoTexture autoCleanup(shadow); 2746 2747 const float sx = x - shadow->left + mDrawModifiers.mShadowDx; 2748 const float sy = y - shadow->top + mDrawModifiers.mShadowDy; 2749 2750 const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2751 int shadowColor = mDrawModifiers.mShadowColor; 2752 if (mDrawModifiers.mShader) { 2753 shadowColor = 0xffffffff; 2754 } 2755 2756 setupDraw(); 2757 setupDrawWithTexture(true); 2758 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2759 setupDrawColorFilter(); 2760 setupDrawShader(); 2761 setupDrawBlending(true, mode); 2762 setupDrawProgram(); 2763 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2764 setupDrawTexture(shadow->id); 2765 setupDrawPureColorUniforms(); 2766 setupDrawColorFilterUniforms(); 2767 setupDrawShaderUniforms(); 2768 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2769 2770 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2771} 2772 2773bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2774 float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2775 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2776} 2777 2778class TextSetupFunctor: public Functor { 2779public: 2780 TextSetupFunctor(OpenGLRenderer& renderer, float x, float y, bool pureTranslate, 2781 int alpha, SkXfermode::Mode mode, SkPaint* paint): Functor(), 2782 renderer(renderer), x(x), y(y), pureTranslate(pureTranslate), 2783 alpha(alpha), mode(mode), paint(paint) { 2784 } 2785 ~TextSetupFunctor() { } 2786 2787 status_t operator ()(int what, void* data) { 2788 renderer.setupDraw(); 2789 renderer.setupDrawTextGamma(paint); 2790 renderer.setupDrawDirtyRegionsDisabled(); 2791 renderer.setupDrawWithTexture(true); 2792 renderer.setupDrawAlpha8Color(paint->getColor(), alpha); 2793 renderer.setupDrawColorFilter(); 2794 renderer.setupDrawShader(); 2795 renderer.setupDrawBlending(true, mode); 2796 renderer.setupDrawProgram(); 2797 renderer.setupDrawModelView(x, y, x, y, pureTranslate, true); 2798 // Calling setupDrawTexture with the name 0 will enable the 2799 // uv attributes and increase the texture unit count 2800 // texture binding will be performed by the font renderer as 2801 // needed 2802 renderer.setupDrawTexture(0); 2803 renderer.setupDrawPureColorUniforms(); 2804 renderer.setupDrawColorFilterUniforms(); 2805 renderer.setupDrawShaderUniforms(pureTranslate); 2806 renderer.setupDrawTextGammaUniforms(); 2807 2808 return NO_ERROR; 2809 } 2810 2811 OpenGLRenderer& renderer; 2812 float x; 2813 float y; 2814 bool pureTranslate; 2815 int alpha; 2816 SkXfermode::Mode mode; 2817 SkPaint* paint; 2818}; 2819 2820status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2821 const float* positions, SkPaint* paint) { 2822 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2823 return DrawGlInfo::kStatusDone; 2824 } 2825 2826 // NOTE: Skia does not support perspective transform on drawPosText yet 2827 if (!currentTransform().isSimple()) { 2828 return DrawGlInfo::kStatusDone; 2829 } 2830 2831 mCaches.enableScissor(); 2832 2833 float x = 0.0f; 2834 float y = 0.0f; 2835 const bool pureTranslate = currentTransform().isPureTranslate(); 2836 if (pureTranslate) { 2837 x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 2838 y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 2839 } 2840 2841 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2842 fontRenderer.setFont(paint, mat4::identity()); 2843 2844 int alpha; 2845 SkXfermode::Mode mode; 2846 getAlphaAndMode(paint, &alpha, &mode); 2847 2848 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2849 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2850 alpha, mode, 0.0f, 0.0f); 2851 } 2852 2853 // Pick the appropriate texture filtering 2854 bool linearFilter = currentTransform().changesBounds(); 2855 if (pureTranslate && !linearFilter) { 2856 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2857 } 2858 fontRenderer.setTextureFiltering(linearFilter); 2859 2860 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2861 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2862 2863 const bool hasActiveLayer = hasLayer(); 2864 2865 TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint); 2866 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2867 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2868 if (hasActiveLayer) { 2869 if (!pureTranslate) { 2870 currentTransform().mapRect(bounds); 2871 } 2872 dirtyLayerUnchecked(bounds, getRegion()); 2873 } 2874 } 2875 2876 return DrawGlInfo::kStatusDrew; 2877} 2878 2879mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const { 2880 mat4 fontTransform; 2881 if (CC_LIKELY(transform.isPureTranslate())) { 2882 fontTransform = mat4::identity(); 2883 } else { 2884 if (CC_UNLIKELY(transform.isPerspective())) { 2885 fontTransform = mat4::identity(); 2886 } else { 2887 float sx, sy; 2888 currentTransform().decomposeScale(sx, sy); 2889 fontTransform.loadScale(sx, sy, 1.0f); 2890 } 2891 } 2892 return fontTransform; 2893} 2894 2895status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2896 const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds, 2897 DrawOpMode drawOpMode) { 2898 2899 if (drawOpMode == kDrawOpMode_Immediate) { 2900 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2901 // drawing as ops from DeferredDisplayList are already filtered for these 2902 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint) || 2903 quickReject(bounds)) { 2904 return DrawGlInfo::kStatusDone; 2905 } 2906 } 2907 2908 const float oldX = x; 2909 const float oldY = y; 2910 2911 const mat4& transform = currentTransform(); 2912 const bool pureTranslate = transform.isPureTranslate(); 2913 2914 if (CC_LIKELY(pureTranslate)) { 2915 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2916 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2917 } 2918 2919 int alpha; 2920 SkXfermode::Mode mode; 2921 getAlphaAndMode(paint, &alpha, &mode); 2922 2923 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2924 2925 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2926 fontRenderer.setFont(paint, mat4::identity()); 2927 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2928 alpha, mode, oldX, oldY); 2929 } 2930 2931 const bool hasActiveLayer = hasLayer(); 2932 2933 // We only pass a partial transform to the font renderer. That partial 2934 // matrix defines how glyphs are rasterized. Typically we want glyphs 2935 // to be rasterized at their final size on screen, which means the partial 2936 // matrix needs to take the scale factor into account. 2937 // When a partial matrix is used to transform glyphs during rasterization, 2938 // the mesh is generated with the inverse transform (in the case of scale, 2939 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2940 // apply the full transform matrix at draw time in the vertex shader. 2941 // Applying the full matrix in the shader is the easiest way to handle 2942 // rotation and perspective and allows us to always generated quads in the 2943 // font renderer which greatly simplifies the code, clipping in particular. 2944 mat4 fontTransform = findBestFontTransform(transform); 2945 fontRenderer.setFont(paint, fontTransform); 2946 2947 // Pick the appropriate texture filtering 2948 bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2949 fontRenderer.setTextureFiltering(linearFilter); 2950 2951 // TODO: Implement better clipping for scaled/rotated text 2952 const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect; 2953 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2954 2955 bool status; 2956 TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint); 2957 2958 // don't call issuedrawcommand, do it at end of batch 2959 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2960 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2961 SkPaint paintCopy(*paint); 2962 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2963 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2964 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2965 } else { 2966 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2967 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2968 } 2969 2970 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2971 if (!pureTranslate) { 2972 transform.mapRect(layerBounds); 2973 } 2974 dirtyLayerUnchecked(layerBounds, getRegion()); 2975 } 2976 2977 drawTextDecorations(text, bytesCount, totalAdvance, oldX, oldY, paint); 2978 2979 return DrawGlInfo::kStatusDrew; 2980} 2981 2982status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2983 float hOffset, float vOffset, SkPaint* paint) { 2984 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2985 return DrawGlInfo::kStatusDone; 2986 } 2987 2988 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2989 mCaches.enableScissor(); 2990 2991 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2992 fontRenderer.setFont(paint, mat4::identity()); 2993 fontRenderer.setTextureFiltering(true); 2994 2995 int alpha; 2996 SkXfermode::Mode mode; 2997 getAlphaAndMode(paint, &alpha, &mode); 2998 2999 setupDraw(); 3000 setupDrawTextGamma(paint); 3001 setupDrawDirtyRegionsDisabled(); 3002 setupDrawWithTexture(true); 3003 setupDrawAlpha8Color(paint->getColor(), alpha); 3004 setupDrawColorFilter(); 3005 setupDrawShader(); 3006 setupDrawBlending(true, mode); 3007 setupDrawProgram(); 3008 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 3009 // Calling setupDrawTexture with the name 0 will enable the 3010 // uv attributes and increase the texture unit count 3011 // texture binding will be performed by the font renderer as 3012 // needed 3013 setupDrawTexture(0); 3014 setupDrawPureColorUniforms(); 3015 setupDrawColorFilterUniforms(); 3016 setupDrawShaderUniforms(false); 3017 setupDrawTextGammaUniforms(); 3018 3019 const Rect* clip = &mSnapshot->getLocalClip(); 3020 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 3021 3022 const bool hasActiveLayer = hasLayer(); 3023 3024 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 3025 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 3026 if (hasActiveLayer) { 3027 currentTransform().mapRect(bounds); 3028 dirtyLayerUnchecked(bounds, getRegion()); 3029 } 3030 } 3031 3032 return DrawGlInfo::kStatusDrew; 3033} 3034 3035status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 3036 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 3037 3038 mCaches.activeTexture(0); 3039 3040 const PathTexture* texture = mCaches.pathCache.get(path, paint); 3041 if (!texture) return DrawGlInfo::kStatusDone; 3042 const AutoTexture autoCleanup(texture); 3043 3044 const float x = texture->left - texture->offset; 3045 const float y = texture->top - texture->offset; 3046 3047 drawPathTexture(texture, x, y, paint); 3048 3049 return DrawGlInfo::kStatusDrew; 3050} 3051 3052status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 3053 if (!layer) { 3054 return DrawGlInfo::kStatusDone; 3055 } 3056 3057 mat4* transform = NULL; 3058 if (layer->isTextureLayer()) { 3059 transform = &layer->getTransform(); 3060 if (!transform->isIdentity()) { 3061 save(0); 3062 currentTransform().multiply(*transform); 3063 } 3064 } 3065 3066 bool clipRequired = false; 3067 const bool rejected = quickRejectNoScissor(x, y, 3068 x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired); 3069 3070 if (rejected) { 3071 if (transform && !transform->isIdentity()) { 3072 restore(); 3073 } 3074 return DrawGlInfo::kStatusDone; 3075 } 3076 3077 updateLayer(layer, true); 3078 3079 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 3080 mCaches.activeTexture(0); 3081 3082 if (CC_LIKELY(!layer->region.isEmpty())) { 3083 SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter; 3084 mDrawModifiers.mColorFilter = layer->getColorFilter(); 3085 3086 if (layer->region.isRect()) { 3087 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3088 composeLayerRect(layer, layer->regionRect)); 3089 } else if (layer->mesh) { 3090 const float a = getLayerAlpha(layer); 3091 setupDraw(); 3092 setupDrawWithTexture(); 3093 setupDrawColor(a, a, a, a); 3094 setupDrawColorFilter(); 3095 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 3096 setupDrawProgram(); 3097 setupDrawPureColorUniforms(); 3098 setupDrawColorFilterUniforms(); 3099 setupDrawTexture(layer->getTexture()); 3100 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3101 int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 3102 int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 3103 3104 layer->setFilter(GL_NEAREST); 3105 setupDrawModelViewTranslate(tx, ty, 3106 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3107 } else { 3108 layer->setFilter(GL_LINEAR); 3109 setupDrawModelViewTranslate(x, y, 3110 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3111 } 3112 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 3113 3114 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3115 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 3116 GL_UNSIGNED_SHORT, layer->meshIndices)); 3117 3118 finishDrawTexture(); 3119 3120#if DEBUG_LAYERS_AS_REGIONS 3121 drawRegionRects(layer->region); 3122#endif 3123 } 3124 3125 mDrawModifiers.mColorFilter = oldFilter; 3126 3127 if (layer->debugDrawUpdate) { 3128 layer->debugDrawUpdate = false; 3129 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 3130 0x7f00ff00, SkXfermode::kSrcOver_Mode); 3131 } 3132 } 3133 layer->hasDrawnSinceUpdate = true; 3134 3135 if (transform && !transform->isIdentity()) { 3136 restore(); 3137 } 3138 3139 return DrawGlInfo::kStatusDrew; 3140} 3141 3142/////////////////////////////////////////////////////////////////////////////// 3143// Shaders 3144/////////////////////////////////////////////////////////////////////////////// 3145 3146void OpenGLRenderer::resetShader() { 3147 mDrawModifiers.mShader = NULL; 3148} 3149 3150void OpenGLRenderer::setupShader(SkiaShader* shader) { 3151 mDrawModifiers.mShader = shader; 3152 if (mDrawModifiers.mShader) { 3153 mDrawModifiers.mShader->setCaches(mCaches); 3154 } 3155} 3156 3157/////////////////////////////////////////////////////////////////////////////// 3158// Color filters 3159/////////////////////////////////////////////////////////////////////////////// 3160 3161void OpenGLRenderer::resetColorFilter() { 3162 mDrawModifiers.mColorFilter = NULL; 3163} 3164 3165void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 3166 mDrawModifiers.mColorFilter = filter; 3167} 3168 3169/////////////////////////////////////////////////////////////////////////////// 3170// Drop shadow 3171/////////////////////////////////////////////////////////////////////////////// 3172 3173void OpenGLRenderer::resetShadow() { 3174 mDrawModifiers.mHasShadow = false; 3175} 3176 3177void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 3178 mDrawModifiers.mHasShadow = true; 3179 mDrawModifiers.mShadowRadius = radius; 3180 mDrawModifiers.mShadowDx = dx; 3181 mDrawModifiers.mShadowDy = dy; 3182 mDrawModifiers.mShadowColor = color; 3183} 3184 3185/////////////////////////////////////////////////////////////////////////////// 3186// Draw filters 3187/////////////////////////////////////////////////////////////////////////////// 3188 3189void OpenGLRenderer::resetPaintFilter() { 3190 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3191 // comparison, see MergingDrawBatch::canMergeWith 3192 mDrawModifiers.mHasDrawFilter = false; 3193 mDrawModifiers.mPaintFilterClearBits = 0; 3194 mDrawModifiers.mPaintFilterSetBits = 0; 3195} 3196 3197void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3198 mDrawModifiers.mHasDrawFilter = true; 3199 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3200 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3201} 3202 3203SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 3204 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3205 return paint; 3206 } 3207 3208 uint32_t flags = paint->getFlags(); 3209 3210 mFilteredPaint = *paint; 3211 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 3212 mDrawModifiers.mPaintFilterSetBits); 3213 3214 return &mFilteredPaint; 3215} 3216 3217/////////////////////////////////////////////////////////////////////////////// 3218// Drawing implementation 3219/////////////////////////////////////////////////////////////////////////////// 3220 3221Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) { 3222 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3223 if (!texture) { 3224 return mCaches.textureCache.get(bitmap); 3225 } 3226 return texture; 3227} 3228 3229void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3230 float x, float y, SkPaint* paint) { 3231 if (quickReject(x, y, x + texture->width, y + texture->height)) { 3232 return; 3233 } 3234 3235 int alpha; 3236 SkXfermode::Mode mode; 3237 getAlphaAndMode(paint, &alpha, &mode); 3238 3239 setupDraw(); 3240 setupDrawWithTexture(true); 3241 setupDrawAlpha8Color(paint->getColor(), alpha); 3242 setupDrawColorFilter(); 3243 setupDrawShader(); 3244 setupDrawBlending(true, mode); 3245 setupDrawProgram(); 3246 setupDrawModelView(x, y, x + texture->width, y + texture->height); 3247 setupDrawTexture(texture->id); 3248 setupDrawPureColorUniforms(); 3249 setupDrawColorFilterUniforms(); 3250 setupDrawShaderUniforms(); 3251 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3252 3253 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3254 3255 finishDrawTexture(); 3256} 3257 3258// Same values used by Skia 3259#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3260#define kStdUnderline_Offset (1.0f / 9.0f) 3261#define kStdUnderline_Thickness (1.0f / 18.0f) 3262 3263void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float underlineWidth, 3264 float x, float y, SkPaint* paint) { 3265 // Handle underline and strike-through 3266 uint32_t flags = paint->getFlags(); 3267 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3268 SkPaint paintCopy(*paint); 3269 3270 if (CC_LIKELY(underlineWidth > 0.0f)) { 3271 const float textSize = paintCopy.getTextSize(); 3272 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3273 3274 const float left = x; 3275 float top = 0.0f; 3276 3277 int linesCount = 0; 3278 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3279 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3280 3281 const int pointsCount = 4 * linesCount; 3282 float points[pointsCount]; 3283 int currentPoint = 0; 3284 3285 if (flags & SkPaint::kUnderlineText_Flag) { 3286 top = y + textSize * kStdUnderline_Offset; 3287 points[currentPoint++] = left; 3288 points[currentPoint++] = top; 3289 points[currentPoint++] = left + underlineWidth; 3290 points[currentPoint++] = top; 3291 } 3292 3293 if (flags & SkPaint::kStrikeThruText_Flag) { 3294 top = y + textSize * kStdStrikeThru_Offset; 3295 points[currentPoint++] = left; 3296 points[currentPoint++] = top; 3297 points[currentPoint++] = left + underlineWidth; 3298 points[currentPoint++] = top; 3299 } 3300 3301 paintCopy.setStrokeWidth(strokeWidth); 3302 3303 drawLines(&points[0], pointsCount, &paintCopy); 3304 } 3305 } 3306} 3307 3308status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { 3309 if (mSnapshot->isIgnored()) { 3310 return DrawGlInfo::kStatusDone; 3311 } 3312 3313 int color = paint->getColor(); 3314 // If a shader is set, preserve only the alpha 3315 if (mDrawModifiers.mShader) { 3316 color |= 0x00ffffff; 3317 } 3318 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 3319 3320 return drawColorRects(rects, count, color, mode); 3321} 3322 3323status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, 3324 SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) { 3325 if (count == 0) { 3326 return DrawGlInfo::kStatusDone; 3327 } 3328 3329 float left = FLT_MAX; 3330 float top = FLT_MAX; 3331 float right = FLT_MIN; 3332 float bottom = FLT_MIN; 3333 3334 int vertexCount = 0; 3335 Vertex mesh[count * 6]; 3336 Vertex* vertex = mesh; 3337 3338 for (int index = 0; index < count; index += 4) { 3339 float l = rects[index + 0]; 3340 float t = rects[index + 1]; 3341 float r = rects[index + 2]; 3342 float b = rects[index + 3]; 3343 3344 Vertex::set(vertex++, l, b); 3345 Vertex::set(vertex++, l, t); 3346 Vertex::set(vertex++, r, t); 3347 Vertex::set(vertex++, l, b); 3348 Vertex::set(vertex++, r, t); 3349 Vertex::set(vertex++, r, b); 3350 3351 vertexCount += 6; 3352 3353 left = fminf(left, l); 3354 top = fminf(top, t); 3355 right = fmaxf(right, r); 3356 bottom = fmaxf(bottom, b); 3357 } 3358 3359 if (clip && quickReject(left, top, right, bottom)) { 3360 return DrawGlInfo::kStatusDone; 3361 } 3362 3363 setupDraw(); 3364 setupDrawNoTexture(); 3365 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3366 setupDrawShader(); 3367 setupDrawColorFilter(); 3368 setupDrawBlending(mode); 3369 setupDrawProgram(); 3370 setupDrawDirtyRegionsDisabled(); 3371 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true); 3372 setupDrawColorUniforms(); 3373 setupDrawShaderUniforms(); 3374 setupDrawColorFilterUniforms(); 3375 setupDrawVertices((GLvoid*) &mesh[0].position[0]); 3376 3377 if (dirty && hasLayer()) { 3378 dirtyLayer(left, top, right, bottom, currentTransform()); 3379 } 3380 3381 glDrawArrays(GL_TRIANGLES, 0, vertexCount); 3382 3383 return DrawGlInfo::kStatusDrew; 3384} 3385 3386void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3387 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3388 // If a shader is set, preserve only the alpha 3389 if (mDrawModifiers.mShader) { 3390 color |= 0x00ffffff; 3391 } 3392 3393 setupDraw(); 3394 setupDrawNoTexture(); 3395 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3396 setupDrawShader(); 3397 setupDrawColorFilter(); 3398 setupDrawBlending(mode); 3399 setupDrawProgram(); 3400 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3401 setupDrawColorUniforms(); 3402 setupDrawShaderUniforms(ignoreTransform); 3403 setupDrawColorFilterUniforms(); 3404 setupDrawSimpleMesh(); 3405 3406 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3407} 3408 3409void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3410 Texture* texture, SkPaint* paint) { 3411 int alpha; 3412 SkXfermode::Mode mode; 3413 getAlphaAndMode(paint, &alpha, &mode); 3414 3415 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3416 3417 GLvoid* vertices = (GLvoid*) NULL; 3418 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3419 3420 if (texture->uvMapper) { 3421 vertices = &mMeshVertices[0].position[0]; 3422 texCoords = &mMeshVertices[0].texture[0]; 3423 3424 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3425 texture->uvMapper->map(uvs); 3426 3427 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3428 } 3429 3430 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3431 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 3432 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 3433 3434 texture->setFilter(GL_NEAREST, true); 3435 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3436 alpha / 255.0f, mode, texture->blend, vertices, texCoords, 3437 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3438 } else { 3439 texture->setFilter(FILTER(paint), true); 3440 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3441 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3442 } 3443 3444 if (texture->uvMapper) { 3445 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3446 } 3447} 3448 3449void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3450 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3451 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3452 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3453} 3454 3455void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3456 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3457 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3458 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3459 3460 setupDraw(); 3461 setupDrawWithTexture(); 3462 setupDrawColor(alpha, alpha, alpha, alpha); 3463 setupDrawColorFilter(); 3464 setupDrawBlending(blend, mode, swapSrcDst); 3465 setupDrawProgram(); 3466 if (!dirty) setupDrawDirtyRegionsDisabled(); 3467 if (!ignoreScale) { 3468 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3469 } else { 3470 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3471 } 3472 setupDrawTexture(texture); 3473 setupDrawPureColorUniforms(); 3474 setupDrawColorFilterUniforms(); 3475 setupDrawMesh(vertices, texCoords, vbo); 3476 3477 glDrawArrays(drawMode, 0, elementsCount); 3478 3479 finishDrawTexture(); 3480} 3481 3482void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3483 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3484 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3485 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3486 3487 setupDraw(); 3488 setupDrawWithTexture(); 3489 setupDrawColor(alpha, alpha, alpha, alpha); 3490 setupDrawColorFilter(); 3491 setupDrawBlending(blend, mode, swapSrcDst); 3492 setupDrawProgram(); 3493 if (!dirty) setupDrawDirtyRegionsDisabled(); 3494 if (!ignoreScale) { 3495 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3496 } else { 3497 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3498 } 3499 setupDrawTexture(texture); 3500 setupDrawPureColorUniforms(); 3501 setupDrawColorFilterUniforms(); 3502 setupDrawMeshIndices(vertices, texCoords, vbo); 3503 3504 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3505 3506 finishDrawTexture(); 3507} 3508 3509void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3510 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, 3511 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3512 bool ignoreTransform, bool ignoreScale, bool dirty) { 3513 3514 setupDraw(); 3515 setupDrawWithTexture(true); 3516 if (hasColor) { 3517 setupDrawAlpha8Color(color, alpha); 3518 } 3519 setupDrawColorFilter(); 3520 setupDrawShader(); 3521 setupDrawBlending(true, mode); 3522 setupDrawProgram(); 3523 if (!dirty) setupDrawDirtyRegionsDisabled(); 3524 if (!ignoreScale) { 3525 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3526 } else { 3527 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3528 } 3529 setupDrawTexture(texture); 3530 setupDrawPureColorUniforms(); 3531 setupDrawColorFilterUniforms(); 3532 setupDrawShaderUniforms(); 3533 setupDrawMesh(vertices, texCoords); 3534 3535 glDrawArrays(drawMode, 0, elementsCount); 3536 3537 finishDrawTexture(); 3538} 3539 3540void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3541 ProgramDescription& description, bool swapSrcDst) { 3542 if (mCountOverdraw) { 3543 if (!mCaches.blend) glEnable(GL_BLEND); 3544 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { 3545 glBlendFunc(GL_ONE, GL_ONE); 3546 } 3547 3548 mCaches.blend = true; 3549 mCaches.lastSrcMode = GL_ONE; 3550 mCaches.lastDstMode = GL_ONE; 3551 3552 return; 3553 } 3554 3555 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3556 3557 if (blend) { 3558 // These blend modes are not supported by OpenGL directly and have 3559 // to be implemented using shaders. Since the shader will perform 3560 // the blending, turn blending off here 3561 // If the blend mode cannot be implemented using shaders, fall 3562 // back to the default SrcOver blend mode instead 3563 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3564 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3565 description.framebufferMode = mode; 3566 description.swapSrcDst = swapSrcDst; 3567 3568 if (mCaches.blend) { 3569 glDisable(GL_BLEND); 3570 mCaches.blend = false; 3571 } 3572 3573 return; 3574 } else { 3575 mode = SkXfermode::kSrcOver_Mode; 3576 } 3577 } 3578 3579 if (!mCaches.blend) { 3580 glEnable(GL_BLEND); 3581 } 3582 3583 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3584 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3585 3586 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3587 glBlendFunc(sourceMode, destMode); 3588 mCaches.lastSrcMode = sourceMode; 3589 mCaches.lastDstMode = destMode; 3590 } 3591 } else if (mCaches.blend) { 3592 glDisable(GL_BLEND); 3593 } 3594 mCaches.blend = blend; 3595} 3596 3597bool OpenGLRenderer::useProgram(Program* program) { 3598 if (!program->isInUse()) { 3599 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3600 program->use(); 3601 mCaches.currentProgram = program; 3602 return false; 3603 } 3604 return true; 3605} 3606 3607void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3608 TextureVertex* v = &mMeshVertices[0]; 3609 TextureVertex::setUV(v++, u1, v1); 3610 TextureVertex::setUV(v++, u2, v1); 3611 TextureVertex::setUV(v++, u1, v2); 3612 TextureVertex::setUV(v++, u2, v2); 3613} 3614 3615void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3616 getAlphaAndModeDirect(paint, alpha, mode); 3617 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3618 // if drawing a layer, ignore the paint's alpha 3619 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3620 } 3621 *alpha *= mSnapshot->alpha; 3622} 3623 3624float OpenGLRenderer::getLayerAlpha(Layer* layer) const { 3625 float alpha; 3626 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3627 alpha = mDrawModifiers.mOverrideLayerAlpha; 3628 } else { 3629 alpha = layer->getAlpha() / 255.0f; 3630 } 3631 return alpha * mSnapshot->alpha; 3632} 3633 3634}; // namespace uirenderer 3635}; // namespace android 3636