OpenGLRenderer.cpp revision fca52b7583d1e5f5ff8ed06554875d2a30ef56fa
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#include "OpenGLRenderer.h" 18 19#include "DeferredDisplayList.h" 20#include "GammaFontRenderer.h" 21#include "Glop.h" 22#include "GlopBuilder.h" 23#include "Patch.h" 24#include "PathTessellator.h" 25#include "Properties.h" 26#include "RenderNode.h" 27#include "renderstate/MeshState.h" 28#include "renderstate/RenderState.h" 29#include "ShadowTessellator.h" 30#include "SkiaShader.h" 31#include "Vector.h" 32#include "VertexBuffer.h" 33#include "utils/GLUtils.h" 34#include "utils/PaintUtils.h" 35#include "utils/TraceUtils.h" 36 37#include <stdlib.h> 38#include <stdint.h> 39#include <sys/types.h> 40 41#include <SkCanvas.h> 42#include <SkColor.h> 43#include <SkPathOps.h> 44#include <SkShader.h> 45#include <SkTypeface.h> 46 47#include <utils/Log.h> 48#include <utils/StopWatch.h> 49 50#include <private/hwui/DrawGlInfo.h> 51 52#include <ui/Rect.h> 53 54#if DEBUG_DETAILED_EVENTS 55 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__) 56#else 57 #define EVENT_LOGD(...) 58#endif 59 60namespace android { 61namespace uirenderer { 62 63/////////////////////////////////////////////////////////////////////////////// 64// Constructors/destructor 65/////////////////////////////////////////////////////////////////////////////// 66 67OpenGLRenderer::OpenGLRenderer(RenderState& renderState) 68 : mState(*this) 69 , mCaches(Caches::getInstance()) 70 , mRenderState(renderState) 71 , mFrameStarted(false) 72 , mScissorOptimizationDisabled(false) 73 , mSuppressTiling(false) 74 , mFirstFrameAfterResize(true) 75 , mDirty(false) 76 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN}) 77 , mLightRadius(FLT_MIN) 78 , mAmbientShadowAlpha(0) 79 , mSpotShadowAlpha(0) { 80} 81 82OpenGLRenderer::~OpenGLRenderer() { 83 // The context has already been destroyed at this point, do not call 84 // GL APIs. All GL state should be kept in Caches.h 85} 86 87void OpenGLRenderer::initProperties() { 88 char property[PROPERTY_VALUE_MAX]; 89 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 90 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 91 INIT_LOGD(" Scissor optimization %s", 92 mScissorOptimizationDisabled ? "disabled" : "enabled"); 93 } else { 94 INIT_LOGD(" Scissor optimization enabled"); 95 } 96} 97 98void OpenGLRenderer::initLight(float lightRadius, uint8_t ambientShadowAlpha, 99 uint8_t spotShadowAlpha) { 100 mLightRadius = lightRadius; 101 mAmbientShadowAlpha = ambientShadowAlpha; 102 mSpotShadowAlpha = spotShadowAlpha; 103} 104 105void OpenGLRenderer::setLightCenter(const Vector3& lightCenter) { 106 mLightCenter = lightCenter; 107} 108 109/////////////////////////////////////////////////////////////////////////////// 110// Setup 111/////////////////////////////////////////////////////////////////////////////// 112 113void OpenGLRenderer::onViewportInitialized() { 114 glDisable(GL_DITHER); 115 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 116 mFirstFrameAfterResize = true; 117} 118 119void OpenGLRenderer::setupFrameState(float left, float top, 120 float right, float bottom, bool opaque) { 121 mCaches.clearGarbage(); 122 mState.initializeSaveStack(left, top, right, bottom, mLightCenter); 123 mOpaque = opaque; 124 mTilingClip.set(left, top, right, bottom); 125} 126 127void OpenGLRenderer::startFrame() { 128 if (mFrameStarted) return; 129 mFrameStarted = true; 130 131 mState.setDirtyClip(true); 132 133 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 134 135 mRenderState.setViewport(mState.getWidth(), mState.getHeight()); 136 137 // Functors break the tiling extension in pretty spectacular ways 138 // This ensures we don't use tiling when a functor is going to be 139 // invoked during the frame 140 mSuppressTiling = mCaches.hasRegisteredFunctors() 141 || mFirstFrameAfterResize; 142 mFirstFrameAfterResize = false; 143 144 startTilingCurrentClip(true); 145 146 debugOverdraw(true, true); 147 148 clear(mTilingClip.left, mTilingClip.top, 149 mTilingClip.right, mTilingClip.bottom, mOpaque); 150} 151 152void OpenGLRenderer::prepareDirty(float left, float top, 153 float right, float bottom, bool opaque) { 154 155 setupFrameState(left, top, right, bottom, opaque); 156 157 // Layer renderers will start the frame immediately 158 // The framebuffer renderer will first defer the display list 159 // for each layer and wait until the first drawing command 160 // to start the frame 161 if (currentSnapshot()->fbo == 0) { 162 mRenderState.blend().syncEnabled(); 163 updateLayers(); 164 } else { 165 startFrame(); 166 } 167} 168 169void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 170 // If we know that we are going to redraw the entire framebuffer, 171 // perform a discard to let the driver know we don't need to preserve 172 // the back buffer for this frame. 173 if (mCaches.extensions().hasDiscardFramebuffer() && 174 left <= 0.0f && top <= 0.0f && right >= mState.getWidth() && bottom >= mState.getHeight()) { 175 const bool isFbo = getTargetFbo() == 0; 176 const GLenum attachments[] = { 177 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 178 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 179 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 180 } 181} 182 183void OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 184 if (!opaque) { 185 mRenderState.scissor().setEnabled(true); 186 mRenderState.scissor().set(left, getViewportHeight() - bottom, right - left, bottom - top); 187 glClear(GL_COLOR_BUFFER_BIT); 188 mDirty = true; 189 return; 190 } 191 192 mRenderState.scissor().reset(); 193} 194 195void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) { 196 if (!mSuppressTiling) { 197 const Snapshot* snapshot = currentSnapshot(); 198 199 const Rect* clip = &mTilingClip; 200 if (snapshot->flags & Snapshot::kFlagFboTarget) { 201 clip = &(snapshot->layer->clipRect); 202 } 203 204 startTiling(*clip, getViewportHeight(), opaque, expand); 205 } 206} 207 208void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) { 209 if (!mSuppressTiling) { 210 if(expand) { 211 // Expand the startTiling region by 1 212 int leftNotZero = (clip.left > 0) ? 1 : 0; 213 int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0; 214 215 mCaches.startTiling( 216 clip.left - leftNotZero, 217 windowHeight - clip.bottom - topNotZero, 218 clip.right - clip.left + leftNotZero + 1, 219 clip.bottom - clip.top + topNotZero + 1, 220 opaque); 221 } else { 222 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 223 clip.right - clip.left, clip.bottom - clip.top, opaque); 224 } 225 } 226} 227 228void OpenGLRenderer::endTiling() { 229 if (!mSuppressTiling) mCaches.endTiling(); 230} 231 232bool OpenGLRenderer::finish() { 233 renderOverdraw(); 234 endTiling(); 235 mTempPaths.clear(); 236 237 // When finish() is invoked on FBO 0 we've reached the end 238 // of the current frame 239 if (getTargetFbo() == 0) { 240 mCaches.pathCache.trim(); 241 mCaches.tessellationCache.trim(); 242 } 243 244 if (!suppressErrorChecks()) { 245#if DEBUG_OPENGL 246 GLUtils::dumpGLErrors(); 247#endif 248 249#if DEBUG_MEMORY_USAGE 250 mCaches.dumpMemoryUsage(); 251#else 252 if (Properties::debugLevel & kDebugMemory) { 253 mCaches.dumpMemoryUsage(); 254 } 255#endif 256 } 257 258 mFrameStarted = false; 259 260 return reportAndClearDirty(); 261} 262 263void OpenGLRenderer::resumeAfterLayer() { 264 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 265 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 266 debugOverdraw(true, false); 267 268 mRenderState.scissor().reset(); 269 dirtyClip(); 270} 271 272void OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 273 if (mState.currentlyIgnored()) return; 274 275 Rect clip(mState.currentClipRect()); 276 clip.snapToPixelBoundaries(); 277 278 // Since we don't know what the functor will draw, let's dirty 279 // the entire clip region 280 if (hasLayer()) { 281 dirtyLayerUnchecked(clip, getRegion()); 282 } 283 284 DrawGlInfo info; 285 info.clipLeft = clip.left; 286 info.clipTop = clip.top; 287 info.clipRight = clip.right; 288 info.clipBottom = clip.bottom; 289 info.isLayer = hasLayer(); 290 info.width = getViewportWidth(); 291 info.height = getViewportHeight(); 292 currentTransform()->copyTo(&info.transform[0]); 293 294 bool prevDirtyClip = mState.getDirtyClip(); 295 // setup GL state for functor 296 if (mState.getDirtyClip()) { 297 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 298 } 299 if (mRenderState.scissor().setEnabled(true) || prevDirtyClip) { 300 setScissorFromClip(); 301 } 302 303 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 304 // Scissor may have been modified, reset dirty clip 305 dirtyClip(); 306 307 mDirty = true; 308} 309 310/////////////////////////////////////////////////////////////////////////////// 311// Debug 312/////////////////////////////////////////////////////////////////////////////// 313 314void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { 315#if DEBUG_DETAILED_EVENTS 316 const int BUFFER_SIZE = 256; 317 va_list ap; 318 char buf[BUFFER_SIZE]; 319 320 va_start(ap, fmt); 321 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 322 va_end(ap); 323 324 eventMark(buf); 325#endif 326} 327 328 329void OpenGLRenderer::eventMark(const char* name) const { 330 mCaches.eventMark(0, name); 331} 332 333void OpenGLRenderer::startMark(const char* name) const { 334 mCaches.startMark(0, name); 335} 336 337void OpenGLRenderer::endMark() const { 338 mCaches.endMark(); 339} 340 341void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 342 mRenderState.debugOverdraw(enable, clear); 343} 344 345void OpenGLRenderer::renderOverdraw() { 346 if (Properties::debugOverdraw && getTargetFbo() == 0) { 347 const Rect* clip = &mTilingClip; 348 349 mRenderState.scissor().setEnabled(true); 350 mRenderState.scissor().set(clip->left, 351 mState.firstSnapshot()->getViewportHeight() - clip->bottom, 352 clip->right - clip->left, 353 clip->bottom - clip->top); 354 355 // 1x overdraw 356 mRenderState.stencil().enableDebugTest(2); 357 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 358 359 // 2x overdraw 360 mRenderState.stencil().enableDebugTest(3); 361 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 362 363 // 3x overdraw 364 mRenderState.stencil().enableDebugTest(4); 365 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 366 367 // 4x overdraw and higher 368 mRenderState.stencil().enableDebugTest(4, true); 369 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 370 371 mRenderState.stencil().disable(); 372 } 373} 374 375/////////////////////////////////////////////////////////////////////////////// 376// Layers 377/////////////////////////////////////////////////////////////////////////////// 378 379bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 380 if (layer->deferredUpdateScheduled && layer->renderer 381 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 382 383 if (inFrame) { 384 endTiling(); 385 debugOverdraw(false, false); 386 } 387 388 if (CC_UNLIKELY(inFrame || Properties::drawDeferDisabled)) { 389 layer->render(*this); 390 } else { 391 layer->defer(*this); 392 } 393 394 if (inFrame) { 395 resumeAfterLayer(); 396 startTilingCurrentClip(); 397 } 398 399 layer->debugDrawUpdate = Properties::debugLayersUpdates; 400 layer->hasDrawnSinceUpdate = false; 401 402 return true; 403 } 404 405 return false; 406} 407 408void OpenGLRenderer::updateLayers() { 409 // If draw deferring is enabled this method will simply defer 410 // the display list of each individual layer. The layers remain 411 // in the layer updates list which will be cleared by flushLayers(). 412 int count = mLayerUpdates.size(); 413 if (count > 0) { 414 if (CC_UNLIKELY(Properties::drawDeferDisabled)) { 415 startMark("Layer Updates"); 416 } else { 417 startMark("Defer Layer Updates"); 418 } 419 420 // Note: it is very important to update the layers in order 421 for (int i = 0; i < count; i++) { 422 Layer* layer = mLayerUpdates.itemAt(i).get(); 423 updateLayer(layer, false); 424 } 425 426 if (CC_UNLIKELY(Properties::drawDeferDisabled)) { 427 mLayerUpdates.clear(); 428 mRenderState.bindFramebuffer(getTargetFbo()); 429 } 430 endMark(); 431 } 432} 433 434void OpenGLRenderer::flushLayers() { 435 int count = mLayerUpdates.size(); 436 if (count > 0) { 437 startMark("Apply Layer Updates"); 438 439 // Note: it is very important to update the layers in order 440 for (int i = 0; i < count; i++) { 441 mLayerUpdates.itemAt(i)->flush(); 442 } 443 444 mLayerUpdates.clear(); 445 mRenderState.bindFramebuffer(getTargetFbo()); 446 447 endMark(); 448 } 449} 450 451void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 452 if (layer) { 453 // Make sure we don't introduce duplicates. 454 // SortedVector would do this automatically but we need to respect 455 // the insertion order. The linear search is not an issue since 456 // this list is usually very short (typically one item, at most a few) 457 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 458 if (mLayerUpdates.itemAt(i) == layer) { 459 return; 460 } 461 } 462 mLayerUpdates.push_back(layer); 463 } 464} 465 466void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 467 if (layer) { 468 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 469 if (mLayerUpdates.itemAt(i) == layer) { 470 mLayerUpdates.removeAt(i); 471 break; 472 } 473 } 474 } 475} 476 477void OpenGLRenderer::flushLayerUpdates() { 478 ATRACE_NAME("Update HW Layers"); 479 mRenderState.blend().syncEnabled(); 480 updateLayers(); 481 flushLayers(); 482 // Wait for all the layer updates to be executed 483 glFinish(); 484} 485 486void OpenGLRenderer::markLayersAsBuildLayers() { 487 for (size_t i = 0; i < mLayerUpdates.size(); i++) { 488 mLayerUpdates[i]->wasBuildLayered = true; 489 } 490} 491 492/////////////////////////////////////////////////////////////////////////////// 493// State management 494/////////////////////////////////////////////////////////////////////////////// 495 496void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 497 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 498 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 499 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 500 501 if (restoreViewport) { 502 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 503 } 504 505 if (restoreClip) { 506 dirtyClip(); 507 } 508 509 if (restoreLayer) { 510 endMark(); // Savelayer 511 ATRACE_END(); // SaveLayer 512 startMark("ComposeLayer"); 513 composeLayer(removed, restored); 514 endMark(); 515 } 516} 517 518/////////////////////////////////////////////////////////////////////////////// 519// Layers 520/////////////////////////////////////////////////////////////////////////////// 521 522int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 523 const SkPaint* paint, int flags, const SkPath* convexMask) { 524 // force matrix/clip isolation for layer 525 flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag; 526 527 const int count = mState.saveSnapshot(flags); 528 529 if (!mState.currentlyIgnored()) { 530 createLayer(left, top, right, bottom, paint, flags, convexMask); 531 } 532 533 return count; 534} 535 536void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 537 const Rect untransformedBounds(bounds); 538 539 currentTransform()->mapRect(bounds); 540 541 // Layers only make sense if they are in the framebuffer's bounds 542 if (bounds.intersect(mState.currentClipRect())) { 543 // We cannot work with sub-pixels in this case 544 bounds.snapToPixelBoundaries(); 545 546 // When the layer is not an FBO, we may use glCopyTexImage so we 547 // need to make sure the layer does not extend outside the bounds 548 // of the framebuffer 549 const Snapshot& previous = *(currentSnapshot()->previous); 550 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 551 if (!bounds.intersect(previousViewport)) { 552 bounds.setEmpty(); 553 } else if (fboLayer) { 554 clip.set(bounds); 555 mat4 inverse; 556 inverse.loadInverse(*currentTransform()); 557 inverse.mapRect(clip); 558 clip.snapToPixelBoundaries(); 559 if (clip.intersect(untransformedBounds)) { 560 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 561 bounds.set(untransformedBounds); 562 } else { 563 clip.setEmpty(); 564 } 565 } 566 } else { 567 bounds.setEmpty(); 568 } 569} 570 571void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 572 bool fboLayer, int alpha) { 573 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 574 bounds.getHeight() > mCaches.maxTextureSize || 575 (fboLayer && clip.isEmpty())) { 576 writableSnapshot()->empty = fboLayer; 577 } else { 578 writableSnapshot()->invisible = writableSnapshot()->invisible || (alpha <= 0 && fboLayer); 579 } 580} 581 582int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 583 const SkPaint* paint, int flags) { 584 const int count = mState.saveSnapshot(flags); 585 586 if (!mState.currentlyIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 587 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 588 // operations will be able to store and restore the current clip and transform info, and 589 // quick rejection will be correct (for display lists) 590 591 Rect bounds(left, top, right, bottom); 592 Rect clip; 593 calculateLayerBoundsAndClip(bounds, clip, true); 594 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 595 596 if (!mState.currentlyIgnored()) { 597 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 598 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 599 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 600 writableSnapshot()->roundRectClipState = nullptr; 601 } 602 } 603 604 return count; 605} 606 607/** 608 * Layers are viewed by Skia are slightly different than layers in image editing 609 * programs (for instance.) When a layer is created, previously created layers 610 * and the frame buffer still receive every drawing command. For instance, if a 611 * layer is created and a shape intersecting the bounds of the layers and the 612 * framebuffer is draw, the shape will be drawn on both (unless the layer was 613 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 614 * 615 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 616 * texture. Unfortunately, this is inefficient as it requires every primitive to 617 * be drawn n + 1 times, where n is the number of active layers. In practice this 618 * means, for every primitive: 619 * - Switch active frame buffer 620 * - Change viewport, clip and projection matrix 621 * - Issue the drawing 622 * 623 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 624 * To avoid this, layers are implemented in a different way here, at least in the 625 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 626 * is set. When this flag is set we can redirect all drawing operations into a 627 * single FBO. 628 * 629 * This implementation relies on the frame buffer being at least RGBA 8888. When 630 * a layer is created, only a texture is created, not an FBO. The content of the 631 * frame buffer contained within the layer's bounds is copied into this texture 632 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 633 * buffer and drawing continues as normal. This technique therefore treats the 634 * frame buffer as a scratch buffer for the layers. 635 * 636 * To compose the layers back onto the frame buffer, each layer texture 637 * (containing the original frame buffer data) is drawn as a simple quad over 638 * the frame buffer. The trick is that the quad is set as the composition 639 * destination in the blending equation, and the frame buffer becomes the source 640 * of the composition. 641 * 642 * Drawing layers with an alpha value requires an extra step before composition. 643 * An empty quad is drawn over the layer's region in the frame buffer. This quad 644 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 645 * quad is used to multiply the colors in the frame buffer. This is achieved by 646 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 647 * GL_ZERO, GL_SRC_ALPHA. 648 * 649 * Because glCopyTexImage2D() can be slow, an alternative implementation might 650 * be use to draw a single clipped layer. The implementation described above 651 * is correct in every case. 652 * 653 * (1) The frame buffer is actually not cleared right away. To allow the GPU 654 * to potentially optimize series of calls to glCopyTexImage2D, the frame 655 * buffer is left untouched until the first drawing operation. Only when 656 * something actually gets drawn are the layers regions cleared. 657 */ 658bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 659 const SkPaint* paint, int flags, const SkPath* convexMask) { 660 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 661 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 662 663 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 664 665 // Window coordinates of the layer 666 Rect clip; 667 Rect bounds(left, top, right, bottom); 668 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 669 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 670 671 // Bail out if we won't draw in this snapshot 672 if (mState.currentlyIgnored()) { 673 return false; 674 } 675 676 mCaches.textureState().activateTexture(0); 677 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 678 if (!layer) { 679 return false; 680 } 681 682 layer->setPaint(paint); 683 layer->layer.set(bounds); 684 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 685 bounds.getWidth() / float(layer->getWidth()), 0.0f); 686 687 layer->setBlend(true); 688 layer->setDirty(false); 689 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 690 691 // Save the layer in the snapshot 692 writableSnapshot()->flags |= Snapshot::kFlagIsLayer; 693 writableSnapshot()->layer = layer; 694 695 ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u", 696 fboLayer ? "" : "unclipped ", 697 layer->getWidth(), layer->getHeight()); 698 startMark("SaveLayer"); 699 if (fboLayer) { 700 return createFboLayer(layer, bounds, clip); 701 } else { 702 // Copy the framebuffer into the layer 703 layer->bindTexture(); 704 if (!bounds.isEmpty()) { 705 if (layer->isEmpty()) { 706 // Workaround for some GL drivers. When reading pixels lying outside 707 // of the window we should get undefined values for those pixels. 708 // Unfortunately some drivers will turn the entire target texture black 709 // when reading outside of the window. 710 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 711 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); 712 layer->setEmpty(false); 713 } 714 715 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 716 bounds.left, getViewportHeight() - bounds.bottom, 717 bounds.getWidth(), bounds.getHeight()); 718 719 // Enqueue the buffer coordinates to clear the corresponding region later 720 mLayers.push_back(Rect(bounds)); 721 } 722 } 723 724 return true; 725} 726 727bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 728 layer->clipRect.set(clip); 729 layer->setFbo(mCaches.fboCache.get()); 730 731 writableSnapshot()->region = &writableSnapshot()->layer->region; 732 writableSnapshot()->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 733 writableSnapshot()->fbo = layer->getFbo(); 734 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 735 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 736 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 737 writableSnapshot()->roundRectClipState = nullptr; 738 739 endTiling(); 740 debugOverdraw(false, false); 741 // Bind texture to FBO 742 mRenderState.bindFramebuffer(layer->getFbo()); 743 layer->bindTexture(); 744 745 // Initialize the texture if needed 746 if (layer->isEmpty()) { 747 layer->allocateTexture(); 748 layer->setEmpty(false); 749 } 750 751 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 752 layer->getTextureId(), 0); 753 754 // Expand the startTiling region by 1 755 startTilingCurrentClip(true, true); 756 757 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 758 mRenderState.scissor().setEnabled(true); 759 mRenderState.scissor().set(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 760 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 761 glClear(GL_COLOR_BUFFER_BIT); 762 763 dirtyClip(); 764 765 // Change the ortho projection 766 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 767 return true; 768} 769 770/** 771 * Read the documentation of createLayer() before doing anything in this method. 772 */ 773void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 774 if (!removed.layer) { 775 ALOGE("Attempting to compose a layer that does not exist"); 776 return; 777 } 778 779 Layer* layer = removed.layer; 780 const Rect& rect = layer->layer; 781 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 782 783 bool clipRequired = false; 784 mState.calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 785 &clipRequired, nullptr, false); // safely ignore return, should never be rejected 786 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 787 788 if (fboLayer) { 789 endTiling(); 790 791 // Detach the texture from the FBO 792 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 793 794 layer->removeFbo(false); 795 796 // Unbind current FBO and restore previous one 797 mRenderState.bindFramebuffer(restored.fbo); 798 debugOverdraw(true, false); 799 800 startTilingCurrentClip(); 801 } 802 803 if (!fboLayer && layer->getAlpha() < 255) { 804 SkPaint layerPaint; 805 layerPaint.setAlpha(layer->getAlpha()); 806 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 807 layerPaint.setColorFilter(layer->getColorFilter()); 808 809 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 810 // Required below, composeLayerRect() will divide by 255 811 layer->setAlpha(255); 812 } 813 814 mRenderState.meshState().unbindMeshBuffer(); 815 816 mCaches.textureState().activateTexture(0); 817 818 // When the layer is stored in an FBO, we can save a bit of fillrate by 819 // drawing only the dirty region 820 if (fboLayer) { 821 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 822 composeLayerRegion(layer, rect); 823 } else if (!rect.isEmpty()) { 824 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 825 826 save(0); 827 // the layer contains screen buffer content that shouldn't be alpha modulated 828 // (and any necessary alpha modulation was handled drawing into the layer) 829 writableSnapshot()->alpha = 1.0f; 830 composeLayerRect(layer, rect, true); 831 restore(); 832 } 833 834 dirtyClip(); 835 836 // Failing to add the layer to the cache should happen only if the layer is too large 837 layer->setConvexMask(nullptr); 838 if (!mCaches.layerCache.put(layer)) { 839 LAYER_LOGD("Deleting layer"); 840 layer->decStrong(nullptr); 841 } 842} 843 844void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 845 bool snap = !layer->getForceFilter() 846 && layer->getWidth() == (uint32_t) rect.getWidth() 847 && layer->getHeight() == (uint32_t) rect.getHeight(); 848 Glop glop; 849 GlopBuilder(mRenderState, mCaches, &glop) 850 .setMeshTexturedUvQuad(nullptr, Rect(0, 1, 1, 0)) // TODO: simplify with VBO 851 .setFillTextureLayer(*layer, getLayerAlpha(layer)) 852 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 853 .setModelViewMapUnitToRectOptionalSnap(snap, rect) 854 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 855 .build(); 856 renderGlop(glop); 857} 858 859void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 860 if (layer->isTextureLayer()) { 861 EVENT_LOGD("composeTextureLayerRect"); 862 drawTextureLayer(layer, rect); 863 } else { 864 EVENT_LOGD("composeHardwareLayerRect"); 865 866 Blend::ModeOrderSwap modeUsage = swap ? 867 Blend::ModeOrderSwap::Swap : Blend::ModeOrderSwap::NoSwap; 868 const Matrix4& transform = swap ? Matrix4::identity() : *currentTransform(); 869 bool snap = !swap 870 && layer->getWidth() == static_cast<uint32_t>(rect.getWidth()) 871 && layer->getHeight() == static_cast<uint32_t>(rect.getHeight()); 872 Glop glop; 873 GlopBuilder(mRenderState, mCaches, &glop) 874 .setMeshTexturedUvQuad(nullptr, layer->texCoords) 875 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), modeUsage) 876 .setTransform(currentSnapshot()->getOrthoMatrix(), transform, false) 877 .setModelViewMapUnitToRectOptionalSnap(snap, rect) 878 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 879 .build(); 880 renderGlop(glop); 881 } 882} 883 884/** 885 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 886 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 887 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 888 * by saveLayer's restore 889 */ 890#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 891 DRAW_COMMAND; \ 892 if (CC_UNLIKELY(Properties::debugOverdraw && getTargetFbo() == 0 && COND)) { \ 893 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 894 DRAW_COMMAND; \ 895 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 896 } \ 897 } 898 899#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 900 901// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 902// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 903class LayerShader : public SkShader { 904public: 905 LayerShader(Layer* layer, const SkMatrix* localMatrix) 906 : INHERITED(localMatrix) 907 , mLayer(layer) { 908 } 909 910 virtual bool asACustomShader(void** data) const override { 911 if (data) { 912 *data = static_cast<void*>(mLayer); 913 } 914 return true; 915 } 916 917 virtual bool isOpaque() const override { 918 return !mLayer->isBlend(); 919 } 920 921protected: 922 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 923 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 924 } 925 926 virtual void flatten(SkWriteBuffer&) const override { 927 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 928 } 929 930 virtual Factory getFactory() const override { 931 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 932 return nullptr; 933 } 934private: 935 // Unowned. 936 Layer* mLayer; 937 typedef SkShader INHERITED; 938}; 939 940void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 941 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 942 943 if (layer->getConvexMask()) { 944 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 945 946 // clip to the area of the layer the mask can be larger 947 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 948 949 SkPaint paint; 950 paint.setAntiAlias(true); 951 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 952 953 // create LayerShader to map SaveLayer content into subsequent draw 954 SkMatrix shaderMatrix; 955 shaderMatrix.setTranslate(rect.left, rect.bottom); 956 shaderMatrix.preScale(1, -1); 957 LayerShader layerShader(layer, &shaderMatrix); 958 paint.setShader(&layerShader); 959 960 // Since the drawing primitive is defined in local drawing space, 961 // we don't need to modify the draw matrix 962 const SkPath* maskPath = layer->getConvexMask(); 963 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 964 965 paint.setShader(nullptr); 966 restore(); 967 968 return; 969 } 970 971 if (layer->region.isRect()) { 972 layer->setRegionAsRect(); 973 974 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 975 976 layer->region.clear(); 977 return; 978 } 979 980 EVENT_LOGD("composeLayerRegion"); 981 // standard Region based draw 982 size_t count; 983 const android::Rect* rects; 984 Region safeRegion; 985 if (CC_LIKELY(hasRectToRectTransform())) { 986 rects = layer->region.getArray(&count); 987 } else { 988 safeRegion = Region::createTJunctionFreeRegion(layer->region); 989 rects = safeRegion.getArray(&count); 990 } 991 992 const float texX = 1.0f / float(layer->getWidth()); 993 const float texY = 1.0f / float(layer->getHeight()); 994 const float height = rect.getHeight(); 995 996 TextureVertex quadVertices[count * 4]; 997 TextureVertex* mesh = &quadVertices[0]; 998 for (size_t i = 0; i < count; i++) { 999 const android::Rect* r = &rects[i]; 1000 1001 const float u1 = r->left * texX; 1002 const float v1 = (height - r->top) * texY; 1003 const float u2 = r->right * texX; 1004 const float v2 = (height - r->bottom) * texY; 1005 1006 // TODO: Reject quads outside of the clip 1007 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1008 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1009 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1010 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1011 } 1012 Rect modelRect = Rect(rect.getWidth(), rect.getHeight()); 1013 Glop glop; 1014 GlopBuilder(mRenderState, mCaches, &glop) 1015 .setMeshTexturedIndexedQuads(&quadVertices[0], count * 6) 1016 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap) 1017 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 1018 .setModelViewOffsetRectSnap(rect.left, rect.top, modelRect) 1019 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1020 .build(); 1021 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop)); 1022 1023#if DEBUG_LAYERS_AS_REGIONS 1024 drawRegionRectsDebug(layer->region); 1025#endif 1026 1027 layer->region.clear(); 1028} 1029 1030#if DEBUG_LAYERS_AS_REGIONS 1031void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1032 size_t count; 1033 const android::Rect* rects = region.getArray(&count); 1034 1035 uint32_t colors[] = { 1036 0x7fff0000, 0x7f00ff00, 1037 0x7f0000ff, 0x7fff00ff, 1038 }; 1039 1040 int offset = 0; 1041 int32_t top = rects[0].top; 1042 1043 for (size_t i = 0; i < count; i++) { 1044 if (top != rects[i].top) { 1045 offset ^= 0x2; 1046 top = rects[i].top; 1047 } 1048 1049 SkPaint paint; 1050 paint.setColor(colors[offset + (i & 0x1)]); 1051 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1052 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1053 } 1054} 1055#endif 1056 1057void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1058 Vector<float> rects; 1059 1060 SkRegion::Iterator it(region); 1061 while (!it.done()) { 1062 const SkIRect& r = it.rect(); 1063 rects.push(r.fLeft); 1064 rects.push(r.fTop); 1065 rects.push(r.fRight); 1066 rects.push(r.fBottom); 1067 it.next(); 1068 } 1069 1070 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1071} 1072 1073void OpenGLRenderer::dirtyLayer(const float left, const float top, 1074 const float right, const float bottom, const Matrix4& transform) { 1075 if (hasLayer()) { 1076 Rect bounds(left, top, right, bottom); 1077 transform.mapRect(bounds); 1078 dirtyLayerUnchecked(bounds, getRegion()); 1079 } 1080} 1081 1082void OpenGLRenderer::dirtyLayer(const float left, const float top, 1083 const float right, const float bottom) { 1084 if (hasLayer()) { 1085 Rect bounds(left, top, right, bottom); 1086 dirtyLayerUnchecked(bounds, getRegion()); 1087 } 1088} 1089 1090void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1091 if (bounds.intersect(mState.currentClipRect())) { 1092 bounds.snapToPixelBoundaries(); 1093 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1094 if (!dirty.isEmpty()) { 1095 region->orSelf(dirty); 1096 } 1097 } 1098} 1099 1100void OpenGLRenderer::clearLayerRegions() { 1101 const size_t quadCount = mLayers.size(); 1102 if (quadCount == 0) return; 1103 1104 if (!mState.currentlyIgnored()) { 1105 EVENT_LOGD("clearLayerRegions"); 1106 // Doing several glScissor/glClear here can negatively impact 1107 // GPUs with a tiler architecture, instead we draw quads with 1108 // the Clear blending mode 1109 1110 // The list contains bounds that have already been clipped 1111 // against their initial clip rect, and the current clip 1112 // is likely different so we need to disable clipping here 1113 bool scissorChanged = mRenderState.scissor().setEnabled(false); 1114 1115 Vertex mesh[quadCount * 4]; 1116 Vertex* vertex = mesh; 1117 1118 for (uint32_t i = 0; i < quadCount; i++) { 1119 const Rect& bounds = mLayers[i]; 1120 1121 Vertex::set(vertex++, bounds.left, bounds.top); 1122 Vertex::set(vertex++, bounds.right, bounds.top); 1123 Vertex::set(vertex++, bounds.left, bounds.bottom); 1124 Vertex::set(vertex++, bounds.right, bounds.bottom); 1125 } 1126 // We must clear the list of dirty rects before we 1127 // call clearLayerRegions() in renderGlop to prevent 1128 // stencil setup from doing the same thing again 1129 mLayers.clear(); 1130 1131 Glop glop; 1132 GlopBuilder(mRenderState, mCaches, &glop) 1133 .setMeshIndexedQuads(&mesh[0], quadCount) 1134 .setFillClear() 1135 .setTransform(currentSnapshot()->getOrthoMatrix(), Matrix4::identity(), false) 1136 .setModelViewOffsetRect(0, 0, Rect(currentSnapshot()->getClipRect())) 1137 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1138 .build(); 1139 renderGlop(glop, false); 1140 1141 if (scissorChanged) mRenderState.scissor().setEnabled(true); 1142 } else { 1143 mLayers.clear(); 1144 } 1145} 1146 1147/////////////////////////////////////////////////////////////////////////////// 1148// State Deferral 1149/////////////////////////////////////////////////////////////////////////////// 1150 1151bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1152 const Rect& currentClip = mState.currentClipRect(); 1153 const mat4* currentMatrix = currentTransform(); 1154 1155 if (stateDeferFlags & kStateDeferFlag_Draw) { 1156 // state has bounds initialized in local coordinates 1157 if (!state.mBounds.isEmpty()) { 1158 currentMatrix->mapRect(state.mBounds); 1159 Rect clippedBounds(state.mBounds); 1160 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1161 // is used, it should more closely duplicate the quickReject logic (in how it uses 1162 // snapToPixelBoundaries) 1163 1164 if (!clippedBounds.intersect(currentClip)) { 1165 // quick rejected 1166 return true; 1167 } 1168 1169 state.mClipSideFlags = kClipSide_None; 1170 if (!currentClip.contains(state.mBounds)) { 1171 int& flags = state.mClipSideFlags; 1172 // op partially clipped, so record which sides are clipped for clip-aware merging 1173 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1174 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1175 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1176 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1177 } 1178 state.mBounds.set(clippedBounds); 1179 } else { 1180 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1181 // overdraw avoidance (since we don't know what it overlaps) 1182 state.mClipSideFlags = kClipSide_ConservativeFull; 1183 state.mBounds.set(currentClip); 1184 } 1185 } 1186 1187 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1188 if (state.mClipValid) { 1189 state.mClip.set(currentClip); 1190 } 1191 1192 // Transform and alpha always deferred, since they are used by state operations 1193 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1194 state.mMatrix.load(*currentMatrix); 1195 state.mAlpha = currentSnapshot()->alpha; 1196 1197 // always store/restore, since these are just pointers 1198 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1199 state.mProjectionPathMask = currentSnapshot()->projectionPathMask; 1200 return false; 1201} 1202 1203void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1204 setMatrix(state.mMatrix); 1205 writableSnapshot()->alpha = state.mAlpha; 1206 writableSnapshot()->roundRectClipState = state.mRoundRectClipState; 1207 writableSnapshot()->projectionPathMask = state.mProjectionPathMask; 1208 1209 if (state.mClipValid && !skipClipRestore) { 1210 writableSnapshot()->setClip(state.mClip.left, state.mClip.top, 1211 state.mClip.right, state.mClip.bottom); 1212 dirtyClip(); 1213 } 1214} 1215 1216/** 1217 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1218 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1219 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1220 * 1221 * This method should be called when restoreDisplayState() won't be restoring the clip 1222 */ 1223void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1224 if (clipRect != nullptr) { 1225 writableSnapshot()->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1226 } else { 1227 writableSnapshot()->setClip(0, 0, mState.getWidth(), mState.getHeight()); 1228 } 1229 dirtyClip(); 1230 bool enableScissor = (clipRect != nullptr) || mScissorOptimizationDisabled; 1231 mRenderState.scissor().setEnabled(enableScissor); 1232} 1233 1234/////////////////////////////////////////////////////////////////////////////// 1235// Clipping 1236/////////////////////////////////////////////////////////////////////////////// 1237 1238void OpenGLRenderer::setScissorFromClip() { 1239 Rect clip(mState.currentClipRect()); 1240 clip.snapToPixelBoundaries(); 1241 1242 if (mRenderState.scissor().set(clip.left, getViewportHeight() - clip.bottom, 1243 clip.getWidth(), clip.getHeight())) { 1244 mState.setDirtyClip(false); 1245 } 1246} 1247 1248void OpenGLRenderer::ensureStencilBuffer() { 1249 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1250 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1251 // just hope we have one when hasLayer() returns false. 1252 if (hasLayer()) { 1253 attachStencilBufferToLayer(currentSnapshot()->layer); 1254 } 1255} 1256 1257void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1258 // The layer's FBO is already bound when we reach this stage 1259 if (!layer->getStencilRenderBuffer()) { 1260 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1261 // is attached after we initiated tiling. We must turn it off, 1262 // attach the new render buffer then turn tiling back on 1263 endTiling(); 1264 1265 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1266 Stencil::getLayerStencilFormat(), 1267 layer->getWidth(), layer->getHeight()); 1268 layer->setStencilRenderBuffer(buffer); 1269 1270 startTiling(layer->clipRect, layer->layer.getHeight()); 1271 } 1272} 1273 1274static void handlePoint(std::vector<Vertex>& rectangleVertices, const Matrix4& transform, 1275 float x, float y) { 1276 Vertex v; 1277 v.x = x; 1278 v.y = y; 1279 transform.mapPoint(v.x, v.y); 1280 rectangleVertices.push_back(v); 1281} 1282 1283static void handlePointNoTransform(std::vector<Vertex>& rectangleVertices, float x, float y) { 1284 Vertex v; 1285 v.x = x; 1286 v.y = y; 1287 rectangleVertices.push_back(v); 1288} 1289 1290void OpenGLRenderer::drawRectangleList(const RectangleList& rectangleList) { 1291 int quadCount = rectangleList.getTransformedRectanglesCount(); 1292 std::vector<Vertex> rectangleVertices(quadCount * 4); 1293 Rect scissorBox = rectangleList.calculateBounds(); 1294 scissorBox.snapToPixelBoundaries(); 1295 for (int i = 0; i < quadCount; ++i) { 1296 const TransformedRectangle& tr(rectangleList.getTransformedRectangle(i)); 1297 const Matrix4& transform = tr.getTransform(); 1298 Rect bounds = tr.getBounds(); 1299 if (transform.rectToRect()) { 1300 transform.mapRect(bounds); 1301 if (!bounds.intersect(scissorBox)) { 1302 bounds.setEmpty(); 1303 } else { 1304 handlePointNoTransform(rectangleVertices, bounds.left, bounds.top); 1305 handlePointNoTransform(rectangleVertices, bounds.right, bounds.top); 1306 handlePointNoTransform(rectangleVertices, bounds.left, bounds.bottom); 1307 handlePointNoTransform(rectangleVertices, bounds.right, bounds.bottom); 1308 } 1309 } else { 1310 handlePoint(rectangleVertices, transform, bounds.left, bounds.top); 1311 handlePoint(rectangleVertices, transform, bounds.right, bounds.top); 1312 handlePoint(rectangleVertices, transform, bounds.left, bounds.bottom); 1313 handlePoint(rectangleVertices, transform, bounds.right, bounds.bottom); 1314 } 1315 } 1316 1317 mRenderState.scissor().set(scissorBox.left, getViewportHeight() - scissorBox.bottom, 1318 scissorBox.getWidth(), scissorBox.getHeight()); 1319 1320 Glop glop; 1321 Vertex* vertices = &rectangleVertices[0]; 1322 GlopBuilder(mRenderState, mCaches, &glop) 1323 .setMeshIndexedQuads(vertices, rectangleVertices.size() / 4) 1324 .setFillBlack() 1325 .setTransform(currentSnapshot()->getOrthoMatrix(), Matrix4::identity(), false) 1326 .setModelViewOffsetRect(0, 0, scissorBox) 1327 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1328 .build(); 1329 renderGlop(glop); 1330} 1331 1332void OpenGLRenderer::setStencilFromClip() { 1333 if (!Properties::debugOverdraw) { 1334 if (!currentSnapshot()->clipIsSimple()) { 1335 int incrementThreshold; 1336 EVENT_LOGD("setStencilFromClip - enabling"); 1337 1338 // NOTE: The order here is important, we must set dirtyClip to false 1339 // before any draw call to avoid calling back into this method 1340 mState.setDirtyClip(false); 1341 1342 ensureStencilBuffer(); 1343 1344 const ClipArea& clipArea = currentSnapshot()->getClipArea(); 1345 1346 bool isRectangleList = clipArea.isRectangleList(); 1347 if (isRectangleList) { 1348 incrementThreshold = clipArea.getRectangleList().getTransformedRectanglesCount(); 1349 } else { 1350 incrementThreshold = 0; 1351 } 1352 1353 mRenderState.stencil().enableWrite(incrementThreshold); 1354 1355 // Clean and update the stencil, but first make sure we restrict drawing 1356 // to the region's bounds 1357 bool resetScissor = mRenderState.scissor().setEnabled(true); 1358 if (resetScissor) { 1359 // The scissor was not set so we now need to update it 1360 setScissorFromClip(); 1361 } 1362 1363 mRenderState.stencil().clear(); 1364 1365 // stash and disable the outline clip state, since stencil doesn't account for outline 1366 bool storedSkipOutlineClip = mSkipOutlineClip; 1367 mSkipOutlineClip = true; 1368 1369 SkPaint paint; 1370 paint.setColor(SK_ColorBLACK); 1371 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1372 1373 if (isRectangleList) { 1374 drawRectangleList(clipArea.getRectangleList()); 1375 } else { 1376 // NOTE: We could use the region contour path to generate a smaller mesh 1377 // Since we are using the stencil we could use the red book path 1378 // drawing technique. It might increase bandwidth usage though. 1379 1380 // The last parameter is important: we are not drawing in the color buffer 1381 // so we don't want to dirty the current layer, if any 1382 drawRegionRects(clipArea.getClipRegion(), paint, false); 1383 } 1384 if (resetScissor) mRenderState.scissor().setEnabled(false); 1385 mSkipOutlineClip = storedSkipOutlineClip; 1386 1387 mRenderState.stencil().enableTest(incrementThreshold); 1388 1389 // Draw the region used to generate the stencil if the appropriate debug 1390 // mode is enabled 1391 // TODO: Implement for rectangle list clip areas 1392 if (Properties::debugStencilClip == StencilClipDebug::ShowRegion 1393 && !clipArea.isRectangleList()) { 1394 paint.setColor(0x7f0000ff); 1395 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1396 drawRegionRects(currentSnapshot()->getClipRegion(), paint); 1397 } 1398 } else { 1399 EVENT_LOGD("setStencilFromClip - disabling"); 1400 mRenderState.stencil().disable(); 1401 } 1402 } 1403} 1404 1405/** 1406 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1407 * 1408 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1409 * style, and tessellated AA ramp 1410 */ 1411bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1412 const SkPaint* paint) { 1413 bool snapOut = paint && paint->isAntiAlias(); 1414 1415 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1416 float outset = paint->getStrokeWidth() * 0.5f; 1417 left -= outset; 1418 top -= outset; 1419 right += outset; 1420 bottom += outset; 1421 } 1422 1423 bool clipRequired = false; 1424 bool roundRectClipRequired = false; 1425 if (mState.calculateQuickRejectForScissor(left, top, right, bottom, 1426 &clipRequired, &roundRectClipRequired, snapOut)) { 1427 return true; 1428 } 1429 1430 // not quick rejected, so enable the scissor if clipRequired 1431 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 1432 mSkipOutlineClip = !roundRectClipRequired; 1433 return false; 1434} 1435 1436void OpenGLRenderer::debugClip() { 1437#if DEBUG_CLIP_REGIONS 1438 if (!currentSnapshot()->clipRegion->isEmpty()) { 1439 SkPaint paint; 1440 paint.setColor(0x7f00ff00); 1441 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1442 1443 } 1444#endif 1445} 1446 1447void OpenGLRenderer::renderGlop(const Glop& glop, bool clearLayer) { 1448 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1449 // changes the scissor test state 1450 if (clearLayer) clearLayerRegions(); 1451 1452 if (mState.getDirtyClip()) { 1453 if (mRenderState.scissor().isEnabled()) { 1454 setScissorFromClip(); 1455 } 1456 1457 setStencilFromClip(); 1458 } 1459 mRenderState.render(glop); 1460 if (!mRenderState.stencil().isWriteEnabled()) { 1461 // TODO: specify more clearly when a draw should dirty the layer. 1462 // is writing to the stencil the only time we should ignore this? 1463 dirtyLayer(glop.bounds.left, glop.bounds.top, glop.bounds.right, glop.bounds.bottom); 1464 mDirty = true; 1465 } 1466} 1467 1468/////////////////////////////////////////////////////////////////////////////// 1469// Drawing 1470/////////////////////////////////////////////////////////////////////////////// 1471 1472void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 1473 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1474 // will be performed by the display list itself 1475 if (renderNode && renderNode->isRenderable()) { 1476 // compute 3d ordering 1477 renderNode->computeOrdering(); 1478 if (CC_UNLIKELY(Properties::drawDeferDisabled)) { 1479 startFrame(); 1480 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1481 renderNode->replay(replayStruct, 0); 1482 return; 1483 } 1484 1485 // Don't avoid overdraw when visualizing, since that makes it harder to 1486 // debug where it's coming from, and when the problem occurs. 1487 bool avoidOverdraw = !Properties::debugOverdraw; 1488 DeferredDisplayList deferredList(mState.currentClipRect(), avoidOverdraw); 1489 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1490 renderNode->defer(deferStruct, 0); 1491 1492 flushLayers(); 1493 startFrame(); 1494 1495 deferredList.flush(*this, dirty); 1496 } else { 1497 // Even if there is no drawing command(Ex: invisible), 1498 // it still needs startFrame to clear buffer and start tiling. 1499 startFrame(); 1500 } 1501} 1502 1503/** 1504 * Important note: this method is intended to draw batches of bitmaps and 1505 * will not set the scissor enable or dirty the current layer, if any. 1506 * The caller is responsible for properly dirtying the current layer. 1507 */ 1508void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1509 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 1510 const Rect& bounds, const SkPaint* paint) { 1511 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1512 if (!texture) return; 1513 1514 const AutoTexture autoCleanup(texture); 1515 1516 // TODO: remove layer dirty in multi-draw callers 1517 // TODO: snap doesn't need to touch transform, only texture filter. 1518 bool snap = pureTranslate; 1519 const float x = floorf(bounds.left + 0.5f); 1520 const float y = floorf(bounds.top + 0.5f); 1521 int textureFillFlags = static_cast<int>((bitmap->colorType() == kAlpha_8_SkColorType) 1522 ? TextureFillFlags::kIsAlphaMaskTexture : TextureFillFlags::kNone); 1523 Glop glop; 1524 GlopBuilder(mRenderState, mCaches, &glop) 1525 .setMeshTexturedMesh(vertices, bitmapCount * 6) 1526 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1527 .setTransform(currentSnapshot()->getOrthoMatrix(), Matrix4::identity(), false) 1528 .setModelViewOffsetRectOptionalSnap(snap, x, y, Rect(0, 0, bounds.getWidth(), bounds.getHeight())) 1529 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1530 .build(); 1531 renderGlop(glop); 1532} 1533 1534void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 1535 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 1536 return; 1537 } 1538 1539 mCaches.textureState().activateTexture(0); 1540 Texture* texture = getTexture(bitmap); 1541 if (!texture) return; 1542 const AutoTexture autoCleanup(texture); 1543 1544 int textureFillFlags = static_cast<int>((bitmap->colorType() == kAlpha_8_SkColorType) 1545 ? TextureFillFlags::kIsAlphaMaskTexture : TextureFillFlags::kNone); 1546 Glop glop; 1547 GlopBuilder(mRenderState, mCaches, &glop) 1548 .setMeshTexturedUnitQuad(texture->uvMapper) 1549 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1550 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 1551 .setModelViewMapUnitToRectSnap(Rect(0, 0, texture->width, texture->height)) 1552 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1553 .build(); 1554 renderGlop(glop); 1555} 1556 1557void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 1558 const float* vertices, const int* colors, const SkPaint* paint) { 1559 if (!vertices || mState.currentlyIgnored()) { 1560 return; 1561 } 1562 1563 float left = FLT_MAX; 1564 float top = FLT_MAX; 1565 float right = FLT_MIN; 1566 float bottom = FLT_MIN; 1567 1568 const uint32_t elementCount = meshWidth * meshHeight * 6; 1569 1570 std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[elementCount]); 1571 ColorTextureVertex* vertex = &mesh[0]; 1572 1573 std::unique_ptr<int[]> tempColors; 1574 if (!colors) { 1575 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 1576 tempColors.reset(new int[colorsCount]); 1577 memset(tempColors.get(), 0xff, colorsCount * sizeof(int)); 1578 colors = tempColors.get(); 1579 } 1580 1581 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 1582 const UvMapper& mapper(getMapper(texture)); 1583 1584 for (int32_t y = 0; y < meshHeight; y++) { 1585 for (int32_t x = 0; x < meshWidth; x++) { 1586 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1587 1588 float u1 = float(x) / meshWidth; 1589 float u2 = float(x + 1) / meshWidth; 1590 float v1 = float(y) / meshHeight; 1591 float v2 = float(y + 1) / meshHeight; 1592 1593 mapper.map(u1, v1, u2, v2); 1594 1595 int ax = i + (meshWidth + 1) * 2; 1596 int ay = ax + 1; 1597 int bx = i; 1598 int by = bx + 1; 1599 int cx = i + 2; 1600 int cy = cx + 1; 1601 int dx = i + (meshWidth + 1) * 2 + 2; 1602 int dy = dx + 1; 1603 1604 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 1605 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 1606 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 1607 1608 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 1609 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 1610 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 1611 1612 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1613 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1614 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1615 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1616 } 1617 } 1618 1619 if (quickRejectSetupScissor(left, top, right, bottom)) { 1620 return; 1621 } 1622 1623 if (!texture) { 1624 texture = mCaches.textureCache.get(bitmap); 1625 if (!texture) { 1626 return; 1627 } 1628 } 1629 const AutoTexture autoCleanup(texture); 1630 1631 /* 1632 * TODO: handle alpha_8 textures correctly by applying paint color, but *not* 1633 * shader in that case to mimic the behavior in SkiaCanvas::drawBitmapMesh. 1634 */ 1635 Glop glop; 1636 GlopBuilder(mRenderState, mCaches, &glop) 1637 .setMeshColoredTexturedMesh(mesh.get(), elementCount) 1638 .setFillTexturePaint(*texture, static_cast<int>(TextureFillFlags::kNone), paint, currentSnapshot()->alpha) 1639 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 1640 .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom)) 1641 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1642 .build(); 1643 renderGlop(glop); 1644} 1645 1646void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, Rect src, Rect dst, const SkPaint* paint) { 1647 if (quickRejectSetupScissor(dst)) { 1648 return; 1649 } 1650 1651 Texture* texture = getTexture(bitmap); 1652 if (!texture) return; 1653 const AutoTexture autoCleanup(texture); 1654 1655 Rect uv(fmax(0.0f, src.left / texture->width), 1656 fmax(0.0f, src.top / texture->height), 1657 fmin(1.0f, src.right / texture->width), 1658 fmin(1.0f, src.bottom / texture->height)); 1659 1660 int textureFillFlags = static_cast<int>((bitmap->colorType() == kAlpha_8_SkColorType) 1661 ? TextureFillFlags::kIsAlphaMaskTexture : TextureFillFlags::kNone); 1662 Glop glop; 1663 GlopBuilder(mRenderState, mCaches, &glop) 1664 .setMeshTexturedUvQuad(texture->uvMapper, uv) 1665 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1666 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 1667 .setModelViewMapUnitToRectSnap(dst) 1668 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1669 .build(); 1670 renderGlop(glop); 1671} 1672 1673void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 1674 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 1675 const SkPaint* paint) { 1676 if (!mesh || !mesh->verticesCount || quickRejectSetupScissor(left, top, right, bottom)) { 1677 return; 1678 } 1679 1680 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1681 if (!texture) return; 1682 1683 // 9 patches are built for stretching - always filter 1684 int textureFillFlags = static_cast<int>(TextureFillFlags::kForceFilter); 1685 if (bitmap->colorType() == kAlpha_8_SkColorType) { 1686 textureFillFlags |= TextureFillFlags::kIsAlphaMaskTexture; 1687 } 1688 Glop glop; 1689 GlopBuilder(mRenderState, mCaches, &glop) 1690 .setMeshPatchQuads(*mesh) 1691 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1692 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 1693 .setModelViewOffsetRectSnap(left, top, Rect(0, 0, right - left, bottom - top)) // TODO: get minimal bounds from patch 1694 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1695 .build(); 1696 renderGlop(glop); 1697} 1698 1699/** 1700 * Important note: this method is intended to draw batches of 9-patch objects and 1701 * will not set the scissor enable or dirty the current layer, if any. 1702 * The caller is responsible for properly dirtying the current layer. 1703 */ 1704void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1705 TextureVertex* vertices, uint32_t elementCount, const SkPaint* paint) { 1706 mCaches.textureState().activateTexture(0); 1707 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1708 if (!texture) return; 1709 const AutoTexture autoCleanup(texture); 1710 1711 // TODO: get correct bounds from caller 1712 // 9 patches are built for stretching - always filter 1713 int textureFillFlags = static_cast<int>(TextureFillFlags::kForceFilter); 1714 if (bitmap->colorType() == kAlpha_8_SkColorType) { 1715 textureFillFlags |= TextureFillFlags::kIsAlphaMaskTexture; 1716 } 1717 Glop glop; 1718 GlopBuilder(mRenderState, mCaches, &glop) 1719 .setMeshTexturedIndexedQuads(vertices, elementCount) 1720 .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha) 1721 .setTransform(currentSnapshot()->getOrthoMatrix(), Matrix4::identity(), false) 1722 .setModelViewOffsetRect(0, 0, Rect(0, 0, 0, 0)) 1723 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1724 .build(); 1725 renderGlop(glop); 1726} 1727 1728void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 1729 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) { 1730 // not missing call to quickReject/dirtyLayer, always done at a higher level 1731 if (!vertexBuffer.getVertexCount()) { 1732 // no vertices to draw 1733 return; 1734 } 1735 1736 bool fudgeOffset = displayFlags & kVertexBuffer_Offset; 1737 bool shadowInterp = displayFlags & kVertexBuffer_ShadowInterp; 1738 Glop glop; 1739 GlopBuilder(mRenderState, mCaches, &glop) 1740 .setMeshVertexBuffer(vertexBuffer, shadowInterp) 1741 .setFillPaint(*paint, currentSnapshot()->alpha) 1742 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), fudgeOffset) 1743 .setModelViewOffsetRect(translateX, translateY, vertexBuffer.getBounds()) 1744 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1745 .build(); 1746 renderGlop(glop); 1747} 1748 1749/** 1750 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 1751 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 1752 * screen space in all directions. However, instead of using a fragment shader to compute the 1753 * translucency of the color from its position, we simply use a varying parameter to define how far 1754 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 1755 * 1756 * Doesn't yet support joins, caps, or path effects. 1757 */ 1758void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 1759 VertexBuffer vertexBuffer; 1760 // TODO: try clipping large paths to viewport 1761 1762 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 1763 drawVertexBuffer(vertexBuffer, paint); 1764} 1765 1766/** 1767 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 1768 * and additional geometry for defining an alpha slope perimeter. 1769 * 1770 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 1771 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 1772 * in-shader alpha region, but found it to be taxing on some GPUs. 1773 * 1774 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 1775 * memory transfer by removing need for degenerate vertices. 1776 */ 1777void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 1778 if (mState.currentlyIgnored() || count < 4) return; 1779 1780 count &= ~0x3; // round down to nearest four 1781 1782 VertexBuffer buffer; 1783 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 1784 const Rect& bounds = buffer.getBounds(); 1785 1786 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 1787 return; 1788 } 1789 1790 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 1791 drawVertexBuffer(buffer, paint, displayFlags); 1792} 1793 1794void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 1795 if (mState.currentlyIgnored() || count < 2) return; 1796 1797 count &= ~0x1; // round down to nearest two 1798 1799 VertexBuffer buffer; 1800 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 1801 1802 const Rect& bounds = buffer.getBounds(); 1803 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 1804 return; 1805 } 1806 1807 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 1808 drawVertexBuffer(buffer, paint, displayFlags); 1809 1810 mDirty = true; 1811} 1812 1813void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1814 // No need to check against the clip, we fill the clip region 1815 if (mState.currentlyIgnored()) return; 1816 1817 Rect clip(mState.currentClipRect()); 1818 clip.snapToPixelBoundaries(); 1819 1820 SkPaint paint; 1821 paint.setColor(color); 1822 paint.setXfermodeMode(mode); 1823 1824 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 1825 1826 mDirty = true; 1827} 1828 1829void OpenGLRenderer::drawShape(float left, float top, PathTexture* texture, 1830 const SkPaint* paint) { 1831 if (!texture) return; 1832 const AutoTexture autoCleanup(texture); 1833 1834 const float x = left + texture->left - texture->offset; 1835 const float y = top + texture->top - texture->offset; 1836 1837 drawPathTexture(texture, x, y, paint); 1838 1839 mDirty = true; 1840} 1841 1842void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1843 float rx, float ry, const SkPaint* p) { 1844 if (mState.currentlyIgnored() 1845 || quickRejectSetupScissor(left, top, right, bottom, p) 1846 || PaintUtils::paintWillNotDraw(*p)) { 1847 return; 1848 } 1849 1850 if (p->getPathEffect() != nullptr) { 1851 mCaches.textureState().activateTexture(0); 1852 PathTexture* texture = mCaches.pathCache.getRoundRect( 1853 right - left, bottom - top, rx, ry, p); 1854 drawShape(left, top, texture, p); 1855 } else { 1856 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 1857 *currentTransform(), *p, right - left, bottom - top, rx, ry); 1858 drawVertexBuffer(left, top, *vertexBuffer, p); 1859 } 1860} 1861 1862void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 1863 if (mState.currentlyIgnored() 1864 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p) 1865 || PaintUtils::paintWillNotDraw(*p)) { 1866 return; 1867 } 1868 1869 if (p->getPathEffect() != nullptr) { 1870 mCaches.textureState().activateTexture(0); 1871 PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 1872 drawShape(x - radius, y - radius, texture, p); 1873 return; 1874 } 1875 1876 SkPath path; 1877 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 1878 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 1879 } else { 1880 path.addCircle(x, y, radius); 1881 } 1882 1883 if (CC_UNLIKELY(currentSnapshot()->projectionPathMask != nullptr)) { 1884 // mask ripples with projection mask 1885 SkPath maskPath = *(currentSnapshot()->projectionPathMask->projectionMask); 1886 1887 Matrix4 screenSpaceTransform; 1888 currentSnapshot()->buildScreenSpaceTransform(&screenSpaceTransform); 1889 1890 Matrix4 totalTransform; 1891 totalTransform.loadInverse(screenSpaceTransform); 1892 totalTransform.multiply(currentSnapshot()->projectionPathMask->projectionMaskTransform); 1893 1894 SkMatrix skTotalTransform; 1895 totalTransform.copyTo(skTotalTransform); 1896 maskPath.transform(skTotalTransform); 1897 1898 // Mask the ripple path by the projection mask, now that it's 1899 // in local space. Note that this can create CCW paths. 1900 Op(path, maskPath, kIntersect_PathOp, &path); 1901 } 1902 drawConvexPath(path, p); 1903} 1904 1905void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 1906 const SkPaint* p) { 1907 if (mState.currentlyIgnored() 1908 || quickRejectSetupScissor(left, top, right, bottom, p) 1909 || PaintUtils::paintWillNotDraw(*p)) { 1910 return; 1911 } 1912 1913 if (p->getPathEffect() != nullptr) { 1914 mCaches.textureState().activateTexture(0); 1915 PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 1916 drawShape(left, top, texture, p); 1917 } else { 1918 SkPath path; 1919 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 1920 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 1921 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 1922 } 1923 path.addOval(rect); 1924 drawConvexPath(path, p); 1925 } 1926} 1927 1928void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 1929 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 1930 if (mState.currentlyIgnored() 1931 || quickRejectSetupScissor(left, top, right, bottom, p) 1932 || PaintUtils::paintWillNotDraw(*p)) { 1933 return; 1934 } 1935 1936 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 1937 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != nullptr || useCenter) { 1938 mCaches.textureState().activateTexture(0); 1939 PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 1940 startAngle, sweepAngle, useCenter, p); 1941 drawShape(left, top, texture, p); 1942 return; 1943 } 1944 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 1945 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 1946 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 1947 } 1948 1949 SkPath path; 1950 if (useCenter) { 1951 path.moveTo(rect.centerX(), rect.centerY()); 1952 } 1953 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 1954 if (useCenter) { 1955 path.close(); 1956 } 1957 drawConvexPath(path, p); 1958} 1959 1960// See SkPaintDefaults.h 1961#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 1962 1963void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 1964 const SkPaint* p) { 1965 if (mState.currentlyIgnored() 1966 || quickRejectSetupScissor(left, top, right, bottom, p) 1967 || PaintUtils::paintWillNotDraw(*p)) { 1968 return; 1969 } 1970 1971 if (p->getStyle() != SkPaint::kFill_Style) { 1972 // only fill style is supported by drawConvexPath, since others have to handle joins 1973 if (p->getPathEffect() != nullptr || p->getStrokeJoin() != SkPaint::kMiter_Join || 1974 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 1975 mCaches.textureState().activateTexture(0); 1976 PathTexture* texture = 1977 mCaches.pathCache.getRect(right - left, bottom - top, p); 1978 drawShape(left, top, texture, p); 1979 } else { 1980 SkPath path; 1981 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 1982 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 1983 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 1984 } 1985 path.addRect(rect); 1986 drawConvexPath(path, p); 1987 } 1988 } else { 1989 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 1990 SkPath path; 1991 path.addRect(left, top, right, bottom); 1992 drawConvexPath(path, p); 1993 } else { 1994 drawColorRect(left, top, right, bottom, p); 1995 1996 mDirty = true; 1997 } 1998 } 1999} 2000 2001void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2002 int bytesCount, int count, const float* positions, 2003 FontRenderer& fontRenderer, int alpha, float x, float y) { 2004 mCaches.textureState().activateTexture(0); 2005 2006 TextShadow textShadow; 2007 if (!getTextShadow(paint, &textShadow)) { 2008 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2009 } 2010 2011 // NOTE: The drop shadow will not perform gamma correction 2012 // if shader-based correction is enabled 2013 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2014 ShadowTexture* texture = mCaches.dropShadowCache.get( 2015 paint, text, bytesCount, count, textShadow.radius, positions); 2016 // If the drop shadow exceeds the max texture size or couldn't be 2017 // allocated, skip drawing 2018 if (!texture) return; 2019 const AutoTexture autoCleanup(texture); 2020 2021 const float sx = x - texture->left + textShadow.dx; 2022 const float sy = y - texture->top + textShadow.dy; 2023 2024 Glop glop; 2025 GlopBuilder(mRenderState, mCaches, &glop) 2026 .setMeshTexturedUnitQuad(nullptr) 2027 .setFillShadowTexturePaint(*texture, textShadow.color, *paint, currentSnapshot()->alpha) 2028 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 2029 .setModelViewMapUnitToRect(Rect(sx, sy, sx + texture->width, sy + texture->height)) 2030 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2031 .build(); 2032 renderGlop(glop); 2033} 2034 2035bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2036 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * currentSnapshot()->alpha; 2037 return MathUtils::isZero(alpha) 2038 && PaintUtils::getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2039} 2040 2041void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2042 const float* positions, const SkPaint* paint) { 2043 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2044 return; 2045 } 2046 2047 // NOTE: Skia does not support perspective transform on drawPosText yet 2048 if (!currentTransform()->isSimple()) { 2049 return; 2050 } 2051 2052 mRenderState.scissor().setEnabled(true); 2053 2054 float x = 0.0f; 2055 float y = 0.0f; 2056 const bool pureTranslate = currentTransform()->isPureTranslate(); 2057 if (pureTranslate) { 2058 x = floorf(x + currentTransform()->getTranslateX() + 0.5f); 2059 y = floorf(y + currentTransform()->getTranslateY() + 0.5f); 2060 } 2061 2062 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2063 fontRenderer.setFont(paint, SkMatrix::I()); 2064 2065 int alpha; 2066 SkXfermode::Mode mode; 2067 getAlphaAndMode(paint, &alpha, &mode); 2068 2069 if (CC_UNLIKELY(hasTextShadow(paint))) { 2070 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2071 alpha, 0.0f, 0.0f); 2072 } 2073 2074 // Pick the appropriate texture filtering 2075 bool linearFilter = currentTransform()->changesBounds(); 2076 if (pureTranslate && !linearFilter) { 2077 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2078 } 2079 fontRenderer.setTextureFiltering(linearFilter); 2080 2081 const Rect& clip(pureTranslate ? writableSnapshot()->getClipRect() : writableSnapshot()->getLocalClip()); 2082 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2083 2084 TextDrawFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2085 if (fontRenderer.renderPosText(paint, &clip, text, 0, bytesCount, count, x, y, 2086 positions, hasLayer() ? &bounds : nullptr, &functor)) { 2087 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2088 mDirty = true; 2089 } 2090 2091} 2092 2093bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 2094 if (CC_LIKELY(transform.isPureTranslate())) { 2095 outMatrix->setIdentity(); 2096 return false; 2097 } else if (CC_UNLIKELY(transform.isPerspective())) { 2098 outMatrix->setIdentity(); 2099 return true; 2100 } 2101 2102 /** 2103 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2104 * with values rounded to the nearest int. 2105 */ 2106 float sx, sy; 2107 transform.decomposeScale(sx, sy); 2108 outMatrix->setScale( 2109 roundf(fmaxf(1.0f, sx)), 2110 roundf(fmaxf(1.0f, sy))); 2111 return true; 2112} 2113 2114int OpenGLRenderer::getSaveCount() const { 2115 return mState.getSaveCount(); 2116} 2117 2118int OpenGLRenderer::save(int flags) { 2119 return mState.save(flags); 2120} 2121 2122void OpenGLRenderer::restore() { 2123 mState.restore(); 2124} 2125 2126void OpenGLRenderer::restoreToCount(int saveCount) { 2127 mState.restoreToCount(saveCount); 2128} 2129 2130void OpenGLRenderer::translate(float dx, float dy, float dz) { 2131 mState.translate(dx, dy, dz); 2132} 2133 2134void OpenGLRenderer::rotate(float degrees) { 2135 mState.rotate(degrees); 2136} 2137 2138void OpenGLRenderer::scale(float sx, float sy) { 2139 mState.scale(sx, sy); 2140} 2141 2142void OpenGLRenderer::skew(float sx, float sy) { 2143 mState.skew(sx, sy); 2144} 2145 2146void OpenGLRenderer::setMatrix(const Matrix4& matrix) { 2147 mState.setMatrix(matrix); 2148} 2149 2150void OpenGLRenderer::concatMatrix(const Matrix4& matrix) { 2151 mState.concatMatrix(matrix); 2152} 2153 2154bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 2155 return mState.clipRect(left, top, right, bottom, op); 2156} 2157 2158bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) { 2159 return mState.clipPath(path, op); 2160} 2161 2162bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) { 2163 return mState.clipRegion(region, op); 2164} 2165 2166void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) { 2167 mState.setClippingOutline(allocator, outline); 2168} 2169 2170void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator, 2171 const Rect& rect, float radius, bool highPriority) { 2172 mState.setClippingRoundRect(allocator, rect, radius, highPriority); 2173} 2174 2175void OpenGLRenderer::setProjectionPathMask(LinearAllocator& allocator, const SkPath* path) { 2176 mState.setProjectionPathMask(allocator, path); 2177} 2178 2179void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2180 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2181 DrawOpMode drawOpMode) { 2182 2183 if (drawOpMode == DrawOpMode::kImmediate) { 2184 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2185 // drawing as ops from DeferredDisplayList are already filtered for these 2186 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint) || 2187 quickRejectSetupScissor(bounds)) { 2188 return; 2189 } 2190 } 2191 2192 const float oldX = x; 2193 const float oldY = y; 2194 2195 const mat4& transform = *currentTransform(); 2196 const bool pureTranslate = transform.isPureTranslate(); 2197 2198 if (CC_LIKELY(pureTranslate)) { 2199 x = floorf(x + transform.getTranslateX() + 0.5f); 2200 y = floorf(y + transform.getTranslateY() + 0.5f); 2201 } 2202 2203 int alpha; 2204 SkXfermode::Mode mode; 2205 getAlphaAndMode(paint, &alpha, &mode); 2206 2207 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2208 2209 if (CC_UNLIKELY(hasTextShadow(paint))) { 2210 fontRenderer.setFont(paint, SkMatrix::I()); 2211 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2212 alpha, oldX, oldY); 2213 } 2214 2215 const bool hasActiveLayer = hasLayer(); 2216 2217 // We only pass a partial transform to the font renderer. That partial 2218 // matrix defines how glyphs are rasterized. Typically we want glyphs 2219 // to be rasterized at their final size on screen, which means the partial 2220 // matrix needs to take the scale factor into account. 2221 // When a partial matrix is used to transform glyphs during rasterization, 2222 // the mesh is generated with the inverse transform (in the case of scale, 2223 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2224 // apply the full transform matrix at draw time in the vertex shader. 2225 // Applying the full matrix in the shader is the easiest way to handle 2226 // rotation and perspective and allows us to always generated quads in the 2227 // font renderer which greatly simplifies the code, clipping in particular. 2228 SkMatrix fontTransform; 2229 bool linearFilter = findBestFontTransform(transform, &fontTransform) 2230 || fabs(y - (int) y) > 0.0f 2231 || fabs(x - (int) x) > 0.0f; 2232 fontRenderer.setFont(paint, fontTransform); 2233 fontRenderer.setTextureFiltering(linearFilter); 2234 2235 // TODO: Implement better clipping for scaled/rotated text 2236 const Rect* clip = !pureTranslate ? nullptr : &mState.currentClipRect(); 2237 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2238 2239 bool status; 2240 TextDrawFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2241 2242 // don't call issuedrawcommand, do it at end of batch 2243 bool forceFinish = (drawOpMode != DrawOpMode::kDefer); 2244 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2245 SkPaint paintCopy(*paint); 2246 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2247 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2248 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2249 } else { 2250 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2251 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2252 } 2253 2254 if ((status || drawOpMode != DrawOpMode::kImmediate) && hasActiveLayer) { 2255 if (!pureTranslate) { 2256 transform.mapRect(layerBounds); 2257 } 2258 dirtyLayerUnchecked(layerBounds, getRegion()); 2259 } 2260 2261 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2262 2263 mDirty = true; 2264} 2265 2266void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2267 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2268 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2269 return; 2270 } 2271 2272 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2273 mRenderState.scissor().setEnabled(true); 2274 2275 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2276 fontRenderer.setFont(paint, SkMatrix::I()); 2277 fontRenderer.setTextureFiltering(true); 2278 2279 int alpha; 2280 SkXfermode::Mode mode; 2281 getAlphaAndMode(paint, &alpha, &mode); 2282 TextDrawFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2283 2284 const Rect* clip = &writableSnapshot()->getLocalClip(); 2285 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2286 2287 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2288 hOffset, vOffset, hasLayer() ? &bounds : nullptr, &functor)) { 2289 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2290 mDirty = true; 2291 } 2292} 2293 2294void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2295 if (mState.currentlyIgnored()) return; 2296 2297 mCaches.textureState().activateTexture(0); 2298 2299 PathTexture* texture = mCaches.pathCache.get(path, paint); 2300 if (!texture) return; 2301 const AutoTexture autoCleanup(texture); 2302 2303 const float x = texture->left - texture->offset; 2304 const float y = texture->top - texture->offset; 2305 2306 drawPathTexture(texture, x, y, paint); 2307 mDirty = true; 2308} 2309 2310void OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 2311 if (!layer) { 2312 return; 2313 } 2314 2315 mat4* transform = nullptr; 2316 if (layer->isTextureLayer()) { 2317 transform = &layer->getTransform(); 2318 if (!transform->isIdentity()) { 2319 save(SkCanvas::kMatrix_SaveFlag); 2320 concatMatrix(*transform); 2321 } 2322 } 2323 2324 bool clipRequired = false; 2325 const bool rejected = mState.calculateQuickRejectForScissor( 2326 x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 2327 &clipRequired, nullptr, false); 2328 2329 if (rejected) { 2330 if (transform && !transform->isIdentity()) { 2331 restore(); 2332 } 2333 return; 2334 } 2335 2336 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 2337 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 2338 2339 updateLayer(layer, true); 2340 2341 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 2342 mCaches.textureState().activateTexture(0); 2343 2344 if (CC_LIKELY(!layer->region.isEmpty())) { 2345 if (layer->region.isRect()) { 2346 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2347 composeLayerRect(layer, layer->regionRect)); 2348 } else if (layer->mesh) { 2349 Glop glop; 2350 GlopBuilder(mRenderState, mCaches, &glop) 2351 .setMeshTexturedIndexedQuads(layer->mesh, layer->meshElementCount) 2352 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap) 2353 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 2354 .setModelViewOffsetRectSnap(x, y, Rect(0, 0, layer->layer.getWidth(), layer->layer.getHeight())) 2355 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2356 .build(); 2357 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop)); 2358#if DEBUG_LAYERS_AS_REGIONS 2359 drawRegionRectsDebug(layer->region); 2360#endif 2361 } 2362 2363 if (layer->debugDrawUpdate) { 2364 layer->debugDrawUpdate = false; 2365 2366 SkPaint paint; 2367 paint.setColor(0x7f00ff00); 2368 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 2369 } 2370 } 2371 layer->hasDrawnSinceUpdate = true; 2372 2373 if (transform && !transform->isIdentity()) { 2374 restore(); 2375 } 2376 2377 mDirty = true; 2378} 2379 2380/////////////////////////////////////////////////////////////////////////////// 2381// Draw filters 2382/////////////////////////////////////////////////////////////////////////////// 2383void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) { 2384 // We should never get here since we apply the draw filter when stashing 2385 // the paints in the DisplayList. 2386 LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters"); 2387} 2388 2389/////////////////////////////////////////////////////////////////////////////// 2390// Drawing implementation 2391/////////////////////////////////////////////////////////////////////////////// 2392 2393Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 2394 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 2395 if (!texture) { 2396 return mCaches.textureCache.get(bitmap); 2397 } 2398 return texture; 2399} 2400 2401void OpenGLRenderer::drawPathTexture(PathTexture* texture, float x, float y, 2402 const SkPaint* paint) { 2403 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 2404 return; 2405 } 2406 2407 Glop glop; 2408 GlopBuilder(mRenderState, mCaches, &glop) 2409 .setMeshTexturedUnitQuad(nullptr) 2410 .setFillPathTexturePaint(*texture, *paint, currentSnapshot()->alpha) 2411 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 2412 .setModelViewMapUnitToRect(Rect(x, y, x + texture->width, y + texture->height)) 2413 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2414 .build(); 2415 renderGlop(glop); 2416} 2417 2418// Same values used by Skia 2419#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2420#define kStdUnderline_Offset (1.0f / 9.0f) 2421#define kStdUnderline_Thickness (1.0f / 18.0f) 2422 2423void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 2424 const SkPaint* paint) { 2425 // Handle underline and strike-through 2426 uint32_t flags = paint->getFlags(); 2427 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2428 SkPaint paintCopy(*paint); 2429 2430 if (CC_LIKELY(underlineWidth > 0.0f)) { 2431 const float textSize = paintCopy.getTextSize(); 2432 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2433 2434 const float left = x; 2435 float top = 0.0f; 2436 2437 int linesCount = 0; 2438 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2439 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2440 2441 const int pointsCount = 4 * linesCount; 2442 float points[pointsCount]; 2443 int currentPoint = 0; 2444 2445 if (flags & SkPaint::kUnderlineText_Flag) { 2446 top = y + textSize * kStdUnderline_Offset; 2447 points[currentPoint++] = left; 2448 points[currentPoint++] = top; 2449 points[currentPoint++] = left + underlineWidth; 2450 points[currentPoint++] = top; 2451 } 2452 2453 if (flags & SkPaint::kStrikeThruText_Flag) { 2454 top = y + textSize * kStdStrikeThru_Offset; 2455 points[currentPoint++] = left; 2456 points[currentPoint++] = top; 2457 points[currentPoint++] = left + underlineWidth; 2458 points[currentPoint++] = top; 2459 } 2460 2461 paintCopy.setStrokeWidth(strokeWidth); 2462 2463 drawLines(&points[0], pointsCount, &paintCopy); 2464 } 2465 } 2466} 2467 2468void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 2469 if (mState.currentlyIgnored()) { 2470 return; 2471 } 2472 2473 drawColorRects(rects, count, paint, false, true, true); 2474} 2475 2476void OpenGLRenderer::drawShadow(float casterAlpha, 2477 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 2478 if (mState.currentlyIgnored()) return; 2479 2480 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 2481 mRenderState.scissor().setEnabled(true); 2482 2483 SkPaint paint; 2484 paint.setAntiAlias(true); // want to use AlphaVertex 2485 2486 // The caller has made sure casterAlpha > 0. 2487 float ambientShadowAlpha = mAmbientShadowAlpha; 2488 if (CC_UNLIKELY(Properties::overrideAmbientShadowStrength >= 0)) { 2489 ambientShadowAlpha = Properties::overrideAmbientShadowStrength; 2490 } 2491 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) { 2492 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0); 2493 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 2494 } 2495 2496 float spotShadowAlpha = mSpotShadowAlpha; 2497 if (CC_UNLIKELY(Properties::overrideSpotShadowStrength >= 0)) { 2498 spotShadowAlpha = Properties::overrideSpotShadowStrength; 2499 } 2500 if (spotShadowVertexBuffer && spotShadowAlpha > 0) { 2501 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0); 2502 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 2503 } 2504 2505 mDirty=true; 2506} 2507 2508void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 2509 bool ignoreTransform, bool dirty, bool clip) { 2510 if (count == 0) { 2511 return; 2512 } 2513 2514 float left = FLT_MAX; 2515 float top = FLT_MAX; 2516 float right = FLT_MIN; 2517 float bottom = FLT_MIN; 2518 2519 Vertex mesh[count]; 2520 Vertex* vertex = mesh; 2521 2522 for (int index = 0; index < count; index += 4) { 2523 float l = rects[index + 0]; 2524 float t = rects[index + 1]; 2525 float r = rects[index + 2]; 2526 float b = rects[index + 3]; 2527 2528 Vertex::set(vertex++, l, t); 2529 Vertex::set(vertex++, r, t); 2530 Vertex::set(vertex++, l, b); 2531 Vertex::set(vertex++, r, b); 2532 2533 left = fminf(left, l); 2534 top = fminf(top, t); 2535 right = fmaxf(right, r); 2536 bottom = fmaxf(bottom, b); 2537 } 2538 2539 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 2540 return; 2541 } 2542 2543 const Matrix4& transform = ignoreTransform ? Matrix4::identity() : *currentTransform(); 2544 Glop glop; 2545 GlopBuilder(mRenderState, mCaches, &glop) 2546 .setMeshIndexedQuads(&mesh[0], count / 4) 2547 .setFillPaint(*paint, currentSnapshot()->alpha) 2548 .setTransform(currentSnapshot()->getOrthoMatrix(), transform, false) 2549 .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom)) 2550 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2551 .build(); 2552 renderGlop(glop); 2553} 2554 2555void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2556 const SkPaint* paint, bool ignoreTransform) { 2557 const Matrix4& transform = ignoreTransform ? Matrix4::identity() : *currentTransform(); 2558 Glop glop; 2559 GlopBuilder(mRenderState, mCaches, &glop) 2560 .setMeshUnitQuad() 2561 .setFillPaint(*paint, currentSnapshot()->alpha) 2562 .setTransform(currentSnapshot()->getOrthoMatrix(), transform, false) 2563 .setModelViewMapUnitToRect(Rect(left, top, right, bottom)) 2564 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2565 .build(); 2566 renderGlop(glop); 2567} 2568 2569void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, 2570 SkXfermode::Mode* mode) const { 2571 getAlphaAndModeDirect(paint, alpha, mode); 2572 *alpha *= currentSnapshot()->alpha; 2573} 2574 2575float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 2576 return (layer->getAlpha() / 255.0f) * currentSnapshot()->alpha; 2577} 2578 2579}; // namespace uirenderer 2580}; // namespace android 2581