1 /* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17 #define LOG_TAG "OpenGLRenderer" 18 19 #include <stdlib.h> 20 #include <stdint.h> 21 #include <sys/types.h> 22 23 #include <SkCanvas.h> 24 #include <SkTypeface.h> 25 26 #include <utils/Log.h> 27 #include <utils/StopWatch.h> 28 29 #include <private/hwui/DrawGlInfo.h> 30 31 #include <ui/Rect.h> 32 33 #include "OpenGLRenderer.h" 34 #include "DisplayListRenderer.h" 35 #include "Vector.h" 36 37 namespace android { 38 namespace uirenderer { 39 40 /////////////////////////////////////////////////////////////////////////////// 41 // Defines 42 /////////////////////////////////////////////////////////////////////////////// 43 44 #define RAD_TO_DEG (180.0f / 3.14159265f) 45 #define MIN_ANGLE 0.001f 46 47 // TODO: This should be set in properties 48 #define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 49 50 /////////////////////////////////////////////////////////////////////////////// 51 // Globals 52 /////////////////////////////////////////////////////////////////////////////// 53 54 /** 55 * Structure mapping Skia xfermodes to OpenGL blending factors. 56 */ 57 struct Blender { 58 SkXfermode::Mode mode; 59 GLenum src; 60 GLenum dst; 61 }; // struct Blender 62 63 // In this array, the index of each Blender equals the value of the first 64 // entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 65 static const Blender gBlends[] = { 66 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 67 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 68 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 69 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 70 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 71 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 72 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 73 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 74 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 76 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 77 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 78 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 79 { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, 80 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 81 }; 82 83 // This array contains the swapped version of each SkXfermode. For instance 84 // this array's SrcOver blending mode is actually DstOver. You can refer to 85 // createLayer() for more information on the purpose of this array. 86 static const Blender gBlendsSwap[] = { 87 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 88 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 89 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 90 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 91 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 92 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 93 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 94 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 95 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 96 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 97 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 98 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 99 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 100 { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, 101 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 102 }; 103 104 static const GLenum gTextureUnits[] = { 105 GL_TEXTURE0, 106 GL_TEXTURE1, 107 GL_TEXTURE2 108 }; 109 110 /////////////////////////////////////////////////////////////////////////////// 111 // Constructors/destructor 112 /////////////////////////////////////////////////////////////////////////////// 113 114 OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 115 mShader = NULL; 116 mColorFilter = NULL; 117 mHasShadow = false; 118 119 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 120 121 mFirstSnapshot = new Snapshot; 122 } 123 124 OpenGLRenderer::~OpenGLRenderer() { 125 // The context has already been destroyed at this point, do not call 126 // GL APIs. All GL state should be kept in Caches.h 127 } 128 129 /////////////////////////////////////////////////////////////////////////////// 130 // Setup 131 /////////////////////////////////////////////////////////////////////////////// 132 133 void OpenGLRenderer::setViewport(int width, int height) { 134 glDisable(GL_DITHER); 135 glViewport(0, 0, width, height); 136 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 137 138 mWidth = width; 139 mHeight = height; 140 141 mFirstSnapshot->height = height; 142 mFirstSnapshot->viewport.set(0, 0, width, height); 143 144 mDirtyClip = false; 145 } 146 147 void OpenGLRenderer::prepare(bool opaque) { 148 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 149 } 150 151 void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 152 mCaches.clearGarbage(); 153 154 mSnapshot = new Snapshot(mFirstSnapshot, 155 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 156 mSnapshot->fbo = getTargetFbo(); 157 158 mSaveCount = 1; 159 160 glViewport(0, 0, mWidth, mHeight); 161 162 glEnable(GL_SCISSOR_TEST); 163 glScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 164 mSnapshot->setClip(left, top, right, bottom); 165 166 if (!opaque) { 167 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 168 glClear(GL_COLOR_BUFFER_BIT); 169 } 170 } 171 172 void OpenGLRenderer::finish() { 173 #if DEBUG_OPENGL 174 GLenum status = GL_NO_ERROR; 175 while ((status = glGetError()) != GL_NO_ERROR) { 176 LOGD("GL error from OpenGLRenderer: 0x%x", status); 177 switch (status) { 178 case GL_OUT_OF_MEMORY: 179 LOGE(" OpenGLRenderer is out of memory!"); 180 break; 181 } 182 } 183 #endif 184 #if DEBUG_MEMORY_USAGE 185 mCaches.dumpMemoryUsage(); 186 #else 187 if (mCaches.getDebugLevel() & kDebugMemory) { 188 mCaches.dumpMemoryUsage(); 189 } 190 #endif 191 } 192 193 void OpenGLRenderer::interrupt() { 194 if (mCaches.currentProgram) { 195 if (mCaches.currentProgram->isInUse()) { 196 mCaches.currentProgram->remove(); 197 mCaches.currentProgram = NULL; 198 } 199 } 200 mCaches.unbindMeshBuffer(); 201 } 202 203 void OpenGLRenderer::resume() { 204 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 205 206 glEnable(GL_SCISSOR_TEST); 207 dirtyClip(); 208 209 glDisable(GL_DITHER); 210 211 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 212 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 213 214 mCaches.blend = true; 215 glEnable(GL_BLEND); 216 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 217 glBlendEquation(GL_FUNC_ADD); 218 } 219 220 bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) { 221 interrupt(); 222 if (mDirtyClip) { 223 setScissorFromClip(); 224 } 225 226 Rect clip(*mSnapshot->clipRect); 227 clip.snapToPixelBoundaries(); 228 229 #if RENDER_LAYERS_AS_REGIONS 230 // Since we don't know what the functor will draw, let's dirty 231 // tne entire clip region 232 if (hasLayer()) { 233 dirtyLayerUnchecked(clip, getRegion()); 234 } 235 #endif 236 237 DrawGlInfo info; 238 info.clipLeft = clip.left; 239 info.clipTop = clip.top; 240 info.clipRight = clip.right; 241 info.clipBottom = clip.bottom; 242 info.isLayer = hasLayer(); 243 getSnapshot()->transform->copyTo(&info.transform[0]); 244 245 status_t result = (*functor)(0, &info); 246 247 if (result != 0) { 248 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 249 dirty.unionWith(localDirty); 250 } 251 252 resume(); 253 return result != 0; 254 } 255 256 /////////////////////////////////////////////////////////////////////////////// 257 // State management 258 /////////////////////////////////////////////////////////////////////////////// 259 260 int OpenGLRenderer::getSaveCount() const { 261 return mSaveCount; 262 } 263 264 int OpenGLRenderer::save(int flags) { 265 return saveSnapshot(flags); 266 } 267 268 void OpenGLRenderer::restore() { 269 if (mSaveCount > 1) { 270 restoreSnapshot(); 271 } 272 } 273 274 void OpenGLRenderer::restoreToCount(int saveCount) { 275 if (saveCount < 1) saveCount = 1; 276 277 while (mSaveCount > saveCount) { 278 restoreSnapshot(); 279 } 280 } 281 282 int OpenGLRenderer::saveSnapshot(int flags) { 283 mSnapshot = new Snapshot(mSnapshot, flags); 284 return mSaveCount++; 285 } 286 287 bool OpenGLRenderer::restoreSnapshot() { 288 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 289 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 290 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 291 292 sp<Snapshot> current = mSnapshot; 293 sp<Snapshot> previous = mSnapshot->previous; 294 295 if (restoreOrtho) { 296 Rect& r = previous->viewport; 297 glViewport(r.left, r.top, r.right, r.bottom); 298 mOrthoMatrix.load(current->orthoMatrix); 299 } 300 301 mSaveCount--; 302 mSnapshot = previous; 303 304 if (restoreClip) { 305 dirtyClip(); 306 } 307 308 if (restoreLayer) { 309 composeLayer(current, previous); 310 } 311 312 return restoreClip; 313 } 314 315 /////////////////////////////////////////////////////////////////////////////// 316 // Layers 317 /////////////////////////////////////////////////////////////////////////////// 318 319 int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 320 SkPaint* p, int flags) { 321 const GLuint previousFbo = mSnapshot->fbo; 322 const int count = saveSnapshot(flags); 323 324 if (!mSnapshot->isIgnored()) { 325 int alpha = 255; 326 SkXfermode::Mode mode; 327 328 if (p) { 329 alpha = p->getAlpha(); 330 if (!mCaches.extensions.hasFramebufferFetch()) { 331 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 332 if (!isMode) { 333 // Assume SRC_OVER 334 mode = SkXfermode::kSrcOver_Mode; 335 } 336 } else { 337 mode = getXfermode(p->getXfermode()); 338 } 339 } else { 340 mode = SkXfermode::kSrcOver_Mode; 341 } 342 343 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 344 } 345 346 return count; 347 } 348 349 int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 350 int alpha, int flags) { 351 if (alpha >= 255 - ALPHA_THRESHOLD) { 352 return saveLayer(left, top, right, bottom, NULL, flags); 353 } else { 354 SkPaint paint; 355 paint.setAlpha(alpha); 356 return saveLayer(left, top, right, bottom, &paint, flags); 357 } 358 } 359 360 /** 361 * Layers are viewed by Skia are slightly different than layers in image editing 362 * programs (for instance.) When a layer is created, previously created layers 363 * and the frame buffer still receive every drawing command. For instance, if a 364 * layer is created and a shape intersecting the bounds of the layers and the 365 * framebuffer is draw, the shape will be drawn on both (unless the layer was 366 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 367 * 368 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 369 * texture. Unfortunately, this is inefficient as it requires every primitive to 370 * be drawn n + 1 times, where n is the number of active layers. In practice this 371 * means, for every primitive: 372 * - Switch active frame buffer 373 * - Change viewport, clip and projection matrix 374 * - Issue the drawing 375 * 376 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 377 * To avoid this, layers are implemented in a different way here, at least in the 378 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 379 * is set. When this flag is set we can redirect all drawing operations into a 380 * single FBO. 381 * 382 * This implementation relies on the frame buffer being at least RGBA 8888. When 383 * a layer is created, only a texture is created, not an FBO. The content of the 384 * frame buffer contained within the layer's bounds is copied into this texture 385 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 386 * buffer and drawing continues as normal. This technique therefore treats the 387 * frame buffer as a scratch buffer for the layers. 388 * 389 * To compose the layers back onto the frame buffer, each layer texture 390 * (containing the original frame buffer data) is drawn as a simple quad over 391 * the frame buffer. The trick is that the quad is set as the composition 392 * destination in the blending equation, and the frame buffer becomes the source 393 * of the composition. 394 * 395 * Drawing layers with an alpha value requires an extra step before composition. 396 * An empty quad is drawn over the layer's region in the frame buffer. This quad 397 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 398 * quad is used to multiply the colors in the frame buffer. This is achieved by 399 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 400 * GL_ZERO, GL_SRC_ALPHA. 401 * 402 * Because glCopyTexImage2D() can be slow, an alternative implementation might 403 * be use to draw a single clipped layer. The implementation described above 404 * is correct in every case. 405 * 406 * (1) The frame buffer is actually not cleared right away. To allow the GPU 407 * to potentially optimize series of calls to glCopyTexImage2D, the frame 408 * buffer is left untouched until the first drawing operation. Only when 409 * something actually gets drawn are the layers regions cleared. 410 */ 411 bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 412 float right, float bottom, int alpha, SkXfermode::Mode mode, 413 int flags, GLuint previousFbo) { 414 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 415 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 416 417 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 418 419 // Window coordinates of the layer 420 Rect bounds(left, top, right, bottom); 421 if (!fboLayer) { 422 mSnapshot->transform->mapRect(bounds); 423 424 // Layers only make sense if they are in the framebuffer's bounds 425 if (bounds.intersect(*snapshot->clipRect)) { 426 // We cannot work with sub-pixels in this case 427 bounds.snapToPixelBoundaries(); 428 429 // When the layer is not an FBO, we may use glCopyTexImage so we 430 // need to make sure the layer does not extend outside the bounds 431 // of the framebuffer 432 if (!bounds.intersect(snapshot->previous->viewport)) { 433 bounds.setEmpty(); 434 } 435 } else { 436 bounds.setEmpty(); 437 } 438 } 439 440 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 441 bounds.getHeight() > mCaches.maxTextureSize) { 442 snapshot->empty = fboLayer; 443 } else { 444 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 445 } 446 447 // Bail out if we won't draw in this snapshot 448 if (snapshot->invisible || snapshot->empty) { 449 return false; 450 } 451 452 glActiveTexture(gTextureUnits[0]); 453 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 454 if (!layer) { 455 return false; 456 } 457 458 layer->setAlpha(alpha, mode); 459 layer->layer.set(bounds); 460 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 461 bounds.getWidth() / float(layer->getWidth()), 0.0f); 462 layer->setColorFilter(mColorFilter); 463 464 // Save the layer in the snapshot 465 snapshot->flags |= Snapshot::kFlagIsLayer; 466 snapshot->layer = layer; 467 468 if (fboLayer) { 469 return createFboLayer(layer, bounds, snapshot, previousFbo); 470 } else { 471 // Copy the framebuffer into the layer 472 layer->bindTexture(); 473 if (!bounds.isEmpty()) { 474 if (layer->isEmpty()) { 475 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 476 bounds.left, snapshot->height - bounds.bottom, 477 layer->getWidth(), layer->getHeight(), 0); 478 layer->setEmpty(false); 479 } else { 480 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 481 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 482 } 483 484 // Enqueue the buffer coordinates to clear the corresponding region later 485 mLayers.push(new Rect(bounds)); 486 } 487 } 488 489 return true; 490 } 491 492 bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 493 GLuint previousFbo) { 494 layer->setFbo(mCaches.fboCache.get()); 495 496 #if RENDER_LAYERS_AS_REGIONS 497 snapshot->region = &snapshot->layer->region; 498 snapshot->flags |= Snapshot::kFlagFboTarget; 499 #endif 500 501 Rect clip(bounds); 502 snapshot->transform->mapRect(clip); 503 clip.intersect(*snapshot->clipRect); 504 clip.snapToPixelBoundaries(); 505 clip.intersect(snapshot->previous->viewport); 506 507 mat4 inverse; 508 inverse.loadInverse(*mSnapshot->transform); 509 510 inverse.mapRect(clip); 511 clip.snapToPixelBoundaries(); 512 clip.intersect(bounds); 513 clip.translate(-bounds.left, -bounds.top); 514 515 snapshot->flags |= Snapshot::kFlagIsFboLayer; 516 snapshot->fbo = layer->getFbo(); 517 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 518 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 519 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 520 snapshot->height = bounds.getHeight(); 521 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 522 snapshot->orthoMatrix.load(mOrthoMatrix); 523 524 // Bind texture to FBO 525 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 526 layer->bindTexture(); 527 528 // Initialize the texture if needed 529 if (layer->isEmpty()) { 530 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 531 layer->setEmpty(false); 532 } 533 534 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 535 layer->getTexture(), 0); 536 537 #if DEBUG_LAYERS_AS_REGIONS 538 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 539 if (status != GL_FRAMEBUFFER_COMPLETE) { 540 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 541 542 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 543 layer->deleteTexture(); 544 mCaches.fboCache.put(layer->getFbo()); 545 546 delete layer; 547 548 return false; 549 } 550 #endif 551 552 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 553 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 554 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 555 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 556 glClear(GL_COLOR_BUFFER_BIT); 557 558 dirtyClip(); 559 560 // Change the ortho projection 561 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 562 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 563 564 return true; 565 } 566 567 /** 568 * Read the documentation of createLayer() before doing anything in this method. 569 */ 570 void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 571 if (!current->layer) { 572 LOGE("Attempting to compose a layer that does not exist"); 573 return; 574 } 575 576 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 577 578 if (fboLayer) { 579 // Unbind current FBO and restore previous one 580 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 581 } 582 583 Layer* layer = current->layer; 584 const Rect& rect = layer->layer; 585 586 if (!fboLayer && layer->getAlpha() < 255) { 587 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 588 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 589 // Required below, composeLayerRect() will divide by 255 590 layer->setAlpha(255); 591 } 592 593 mCaches.unbindMeshBuffer(); 594 595 glActiveTexture(gTextureUnits[0]); 596 597 // When the layer is stored in an FBO, we can save a bit of fillrate by 598 // drawing only the dirty region 599 if (fboLayer) { 600 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 601 if (layer->getColorFilter()) { 602 setupColorFilter(layer->getColorFilter()); 603 } 604 composeLayerRegion(layer, rect); 605 if (layer->getColorFilter()) { 606 resetColorFilter(); 607 } 608 } else if (!rect.isEmpty()) { 609 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 610 composeLayerRect(layer, rect, true); 611 } 612 613 if (fboLayer) { 614 // Detach the texture from the FBO 615 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 616 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 617 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 618 619 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 620 mCaches.fboCache.put(current->fbo); 621 } 622 623 dirtyClip(); 624 625 // Failing to add the layer to the cache should happen only if the layer is too large 626 if (!mCaches.layerCache.put(layer)) { 627 LAYER_LOGD("Deleting layer"); 628 layer->deleteTexture(); 629 delete layer; 630 } 631 } 632 633 void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 634 float alpha = layer->getAlpha() / 255.0f; 635 636 mat4& transform = layer->getTransform(); 637 if (!transform.isIdentity()) { 638 save(0); 639 mSnapshot->transform->multiply(transform); 640 } 641 642 setupDraw(); 643 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 644 setupDrawWithTexture(); 645 } else { 646 setupDrawWithExternalTexture(); 647 } 648 setupDrawTextureTransform(); 649 setupDrawColor(alpha, alpha, alpha, alpha); 650 setupDrawColorFilter(); 651 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 652 setupDrawProgram(); 653 setupDrawPureColorUniforms(); 654 setupDrawColorFilterUniforms(); 655 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 656 setupDrawTexture(layer->getTexture()); 657 } else { 658 setupDrawExternalTexture(layer->getTexture()); 659 } 660 if (mSnapshot->transform->isPureTranslate() && 661 layer->getWidth() == (uint32_t) rect.getWidth() && 662 layer->getHeight() == (uint32_t) rect.getHeight()) { 663 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 664 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 665 666 layer->setFilter(GL_NEAREST, GL_NEAREST); 667 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 668 } else { 669 layer->setFilter(GL_LINEAR, GL_LINEAR); 670 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 671 } 672 setupDrawTextureTransformUniforms(layer->getTexTransform()); 673 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 674 675 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 676 677 finishDrawTexture(); 678 679 if (!transform.isIdentity()) { 680 restore(); 681 } 682 } 683 684 void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 685 if (!layer->isTextureLayer()) { 686 const Rect& texCoords = layer->texCoords; 687 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 688 texCoords.right, texCoords.bottom); 689 690 float x = rect.left; 691 float y = rect.top; 692 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 693 layer->getWidth() == (uint32_t) rect.getWidth() && 694 layer->getHeight() == (uint32_t) rect.getHeight(); 695 696 if (simpleTransform) { 697 // When we're swapping, the layer is already in screen coordinates 698 if (!swap) { 699 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 700 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 701 } 702 703 layer->setFilter(GL_NEAREST, GL_NEAREST, true); 704 } else { 705 layer->setFilter(GL_LINEAR, GL_LINEAR, true); 706 } 707 708 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 709 layer->getTexture(), layer->getAlpha() / 255.0f, 710 layer->getMode(), layer->isBlend(), 711 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 712 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 713 714 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 715 } else { 716 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 717 drawTextureLayer(layer, rect); 718 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 719 } 720 } 721 722 void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 723 #if RENDER_LAYERS_AS_REGIONS 724 if (layer->region.isRect()) { 725 layer->setRegionAsRect(); 726 727 composeLayerRect(layer, layer->regionRect); 728 729 layer->region.clear(); 730 return; 731 } 732 733 // TODO: See LayerRenderer.cpp::generateMesh() for important 734 // information about this implementation 735 if (!layer->region.isEmpty()) { 736 size_t count; 737 const android::Rect* rects = layer->region.getArray(&count); 738 739 const float alpha = layer->getAlpha() / 255.0f; 740 const float texX = 1.0f / float(layer->getWidth()); 741 const float texY = 1.0f / float(layer->getHeight()); 742 const float height = rect.getHeight(); 743 744 TextureVertex* mesh = mCaches.getRegionMesh(); 745 GLsizei numQuads = 0; 746 747 setupDraw(); 748 setupDrawWithTexture(); 749 setupDrawColor(alpha, alpha, alpha, alpha); 750 setupDrawColorFilter(); 751 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 752 setupDrawProgram(); 753 setupDrawDirtyRegionsDisabled(); 754 setupDrawPureColorUniforms(); 755 setupDrawColorFilterUniforms(); 756 setupDrawTexture(layer->getTexture()); 757 if (mSnapshot->transform->isPureTranslate()) { 758 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 759 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 760 761 layer->setFilter(GL_NEAREST, GL_NEAREST); 762 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 763 } else { 764 layer->setFilter(GL_LINEAR, GL_LINEAR); 765 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 766 } 767 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); 768 769 for (size_t i = 0; i < count; i++) { 770 const android::Rect* r = &rects[i]; 771 772 const float u1 = r->left * texX; 773 const float v1 = (height - r->top) * texY; 774 const float u2 = r->right * texX; 775 const float v2 = (height - r->bottom) * texY; 776 777 // TODO: Reject quads outside of the clip 778 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 779 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 780 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 781 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 782 783 numQuads++; 784 785 if (numQuads >= REGION_MESH_QUAD_COUNT) { 786 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 787 numQuads = 0; 788 mesh = mCaches.getRegionMesh(); 789 } 790 } 791 792 if (numQuads > 0) { 793 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 794 } 795 796 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 797 finishDrawTexture(); 798 799 #if DEBUG_LAYERS_AS_REGIONS 800 drawRegionRects(layer->region); 801 #endif 802 803 layer->region.clear(); 804 } 805 #else 806 composeLayerRect(layer, rect); 807 #endif 808 } 809 810 void OpenGLRenderer::drawRegionRects(const Region& region) { 811 #if DEBUG_LAYERS_AS_REGIONS 812 size_t count; 813 const android::Rect* rects = region.getArray(&count); 814 815 uint32_t colors[] = { 816 0x7fff0000, 0x7f00ff00, 817 0x7f0000ff, 0x7fff00ff, 818 }; 819 820 int offset = 0; 821 int32_t top = rects[0].top; 822 823 for (size_t i = 0; i < count; i++) { 824 if (top != rects[i].top) { 825 offset ^= 0x2; 826 top = rects[i].top; 827 } 828 829 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 830 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 831 SkXfermode::kSrcOver_Mode); 832 } 833 #endif 834 } 835 836 void OpenGLRenderer::dirtyLayer(const float left, const float top, 837 const float right, const float bottom, const mat4 transform) { 838 #if RENDER_LAYERS_AS_REGIONS 839 if (hasLayer()) { 840 Rect bounds(left, top, right, bottom); 841 transform.mapRect(bounds); 842 dirtyLayerUnchecked(bounds, getRegion()); 843 } 844 #endif 845 } 846 847 void OpenGLRenderer::dirtyLayer(const float left, const float top, 848 const float right, const float bottom) { 849 #if RENDER_LAYERS_AS_REGIONS 850 if (hasLayer()) { 851 Rect bounds(left, top, right, bottom); 852 dirtyLayerUnchecked(bounds, getRegion()); 853 } 854 #endif 855 } 856 857 void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 858 #if RENDER_LAYERS_AS_REGIONS 859 if (bounds.intersect(*mSnapshot->clipRect)) { 860 bounds.snapToPixelBoundaries(); 861 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 862 if (!dirty.isEmpty()) { 863 region->orSelf(dirty); 864 } 865 } 866 #endif 867 } 868 869 void OpenGLRenderer::clearLayerRegions() { 870 const size_t count = mLayers.size(); 871 if (count == 0) return; 872 873 if (!mSnapshot->isIgnored()) { 874 // Doing several glScissor/glClear here can negatively impact 875 // GPUs with a tiler architecture, instead we draw quads with 876 // the Clear blending mode 877 878 // The list contains bounds that have already been clipped 879 // against their initial clip rect, and the current clip 880 // is likely different so we need to disable clipping here 881 glDisable(GL_SCISSOR_TEST); 882 883 Vertex mesh[count * 6]; 884 Vertex* vertex = mesh; 885 886 for (uint32_t i = 0; i < count; i++) { 887 Rect* bounds = mLayers.itemAt(i); 888 889 Vertex::set(vertex++, bounds->left, bounds->bottom); 890 Vertex::set(vertex++, bounds->left, bounds->top); 891 Vertex::set(vertex++, bounds->right, bounds->top); 892 Vertex::set(vertex++, bounds->left, bounds->bottom); 893 Vertex::set(vertex++, bounds->right, bounds->top); 894 Vertex::set(vertex++, bounds->right, bounds->bottom); 895 896 delete bounds; 897 } 898 899 setupDraw(false); 900 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 901 setupDrawBlending(true, SkXfermode::kClear_Mode); 902 setupDrawProgram(); 903 setupDrawPureColorUniforms(); 904 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 905 906 mCaches.unbindMeshBuffer(); 907 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 908 gVertexStride, &mesh[0].position[0]); 909 glDrawArrays(GL_TRIANGLES, 0, count * 6); 910 911 glEnable(GL_SCISSOR_TEST); 912 } else { 913 for (uint32_t i = 0; i < count; i++) { 914 delete mLayers.itemAt(i); 915 } 916 } 917 918 mLayers.clear(); 919 } 920 921 /////////////////////////////////////////////////////////////////////////////// 922 // Transforms 923 /////////////////////////////////////////////////////////////////////////////// 924 925 void OpenGLRenderer::translate(float dx, float dy) { 926 mSnapshot->transform->translate(dx, dy, 0.0f); 927 } 928 929 void OpenGLRenderer::rotate(float degrees) { 930 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 931 } 932 933 void OpenGLRenderer::scale(float sx, float sy) { 934 mSnapshot->transform->scale(sx, sy, 1.0f); 935 } 936 937 void OpenGLRenderer::skew(float sx, float sy) { 938 mSnapshot->transform->skew(sx, sy); 939 } 940 941 void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 942 mSnapshot->transform->load(*matrix); 943 } 944 945 void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 946 mSnapshot->transform->copyTo(*matrix); 947 } 948 949 void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 950 SkMatrix transform; 951 mSnapshot->transform->copyTo(transform); 952 transform.preConcat(*matrix); 953 mSnapshot->transform->load(transform); 954 } 955 956 /////////////////////////////////////////////////////////////////////////////// 957 // Clipping 958 /////////////////////////////////////////////////////////////////////////////// 959 960 void OpenGLRenderer::setScissorFromClip() { 961 Rect clip(*mSnapshot->clipRect); 962 clip.snapToPixelBoundaries(); 963 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 964 mDirtyClip = false; 965 } 966 967 const Rect& OpenGLRenderer::getClipBounds() { 968 return mSnapshot->getLocalClip(); 969 } 970 971 bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 972 if (mSnapshot->isIgnored()) { 973 return true; 974 } 975 976 Rect r(left, top, right, bottom); 977 mSnapshot->transform->mapRect(r); 978 r.snapToPixelBoundaries(); 979 980 Rect clipRect(*mSnapshot->clipRect); 981 clipRect.snapToPixelBoundaries(); 982 983 return !clipRect.intersects(r); 984 } 985 986 bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 987 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 988 if (clipped) { 989 dirtyClip(); 990 } 991 return !mSnapshot->clipRect->isEmpty(); 992 } 993 994 /////////////////////////////////////////////////////////////////////////////// 995 // Drawing commands 996 /////////////////////////////////////////////////////////////////////////////// 997 998 void OpenGLRenderer::setupDraw(bool clear) { 999 if (clear) clearLayerRegions(); 1000 if (mDirtyClip) { 1001 setScissorFromClip(); 1002 } 1003 mDescription.reset(); 1004 mSetShaderColor = false; 1005 mColorSet = false; 1006 mColorA = mColorR = mColorG = mColorB = 0.0f; 1007 mTextureUnit = 0; 1008 mTrackDirtyRegions = true; 1009 mTexCoordsSlot = -1; 1010 } 1011 1012 void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1013 mDescription.hasTexture = true; 1014 mDescription.hasAlpha8Texture = isAlpha8; 1015 } 1016 1017 void OpenGLRenderer::setupDrawWithExternalTexture() { 1018 mDescription.hasExternalTexture = true; 1019 } 1020 1021 void OpenGLRenderer::setupDrawAALine() { 1022 mDescription.isAA = true; 1023 } 1024 1025 void OpenGLRenderer::setupDrawPoint(float pointSize) { 1026 mDescription.isPoint = true; 1027 mDescription.pointSize = pointSize; 1028 } 1029 1030 void OpenGLRenderer::setupDrawColor(int color) { 1031 setupDrawColor(color, (color >> 24) & 0xFF); 1032 } 1033 1034 void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1035 mColorA = alpha / 255.0f; 1036 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1037 // the rgb values by a instead of also dividing by 255 1038 const float a = mColorA / 255.0f; 1039 mColorR = a * ((color >> 16) & 0xFF); 1040 mColorG = a * ((color >> 8) & 0xFF); 1041 mColorB = a * ((color ) & 0xFF); 1042 mColorSet = true; 1043 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1044 } 1045 1046 void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1047 mColorA = alpha / 255.0f; 1048 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1049 // the rgb values by a instead of also dividing by 255 1050 const float a = mColorA / 255.0f; 1051 mColorR = a * ((color >> 16) & 0xFF); 1052 mColorG = a * ((color >> 8) & 0xFF); 1053 mColorB = a * ((color ) & 0xFF); 1054 mColorSet = true; 1055 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1056 } 1057 1058 void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1059 mColorA = a; 1060 mColorR = r; 1061 mColorG = g; 1062 mColorB = b; 1063 mColorSet = true; 1064 mSetShaderColor = mDescription.setColor(r, g, b, a); 1065 } 1066 1067 void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 1068 mColorA = a; 1069 mColorR = r; 1070 mColorG = g; 1071 mColorB = b; 1072 mColorSet = true; 1073 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 1074 } 1075 1076 void OpenGLRenderer::setupDrawShader() { 1077 if (mShader) { 1078 mShader->describe(mDescription, mCaches.extensions); 1079 } 1080 } 1081 1082 void OpenGLRenderer::setupDrawColorFilter() { 1083 if (mColorFilter) { 1084 mColorFilter->describe(mDescription, mCaches.extensions); 1085 } 1086 } 1087 1088 void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1089 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1090 mColorA = 1.0f; 1091 mColorR = mColorG = mColorB = 0.0f; 1092 mSetShaderColor = mDescription.modulate = true; 1093 } 1094 } 1095 1096 void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1097 // When the blending mode is kClear_Mode, we need to use a modulate color 1098 // argb=1,0,0,0 1099 accountForClear(mode); 1100 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1101 mDescription, swapSrcDst); 1102 } 1103 1104 void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1105 // When the blending mode is kClear_Mode, we need to use a modulate color 1106 // argb=1,0,0,0 1107 accountForClear(mode); 1108 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1109 mDescription, swapSrcDst); 1110 } 1111 1112 void OpenGLRenderer::setupDrawProgram() { 1113 useProgram(mCaches.programCache.get(mDescription)); 1114 } 1115 1116 void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1117 mTrackDirtyRegions = false; 1118 } 1119 1120 void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1121 bool ignoreTransform) { 1122 mModelView.loadTranslate(left, top, 0.0f); 1123 if (!ignoreTransform) { 1124 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1125 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1126 } else { 1127 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1128 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1129 } 1130 } 1131 1132 void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1133 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1134 } 1135 1136 void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1137 bool ignoreTransform, bool ignoreModelView) { 1138 if (!ignoreModelView) { 1139 mModelView.loadTranslate(left, top, 0.0f); 1140 mModelView.scale(right - left, bottom - top, 1.0f); 1141 } else { 1142 mModelView.loadIdentity(); 1143 } 1144 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1145 if (!ignoreTransform) { 1146 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1147 if (mTrackDirtyRegions && dirty) { 1148 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1149 } 1150 } else { 1151 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1152 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1153 } 1154 } 1155 1156 void OpenGLRenderer::setupDrawPointUniforms() { 1157 int slot = mCaches.currentProgram->getUniform("pointSize"); 1158 glUniform1f(slot, mDescription.pointSize); 1159 } 1160 1161 void OpenGLRenderer::setupDrawColorUniforms() { 1162 if (mColorSet || (mShader && mSetShaderColor)) { 1163 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1164 } 1165 } 1166 1167 void OpenGLRenderer::setupDrawPureColorUniforms() { 1168 if (mSetShaderColor) { 1169 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1170 } 1171 } 1172 1173 void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1174 if (mShader) { 1175 if (ignoreTransform) { 1176 mModelView.loadInverse(*mSnapshot->transform); 1177 } 1178 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1179 } 1180 } 1181 1182 void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1183 if (mShader) { 1184 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1185 } 1186 } 1187 1188 void OpenGLRenderer::setupDrawColorFilterUniforms() { 1189 if (mColorFilter) { 1190 mColorFilter->setupProgram(mCaches.currentProgram); 1191 } 1192 } 1193 1194 void OpenGLRenderer::setupDrawSimpleMesh() { 1195 mCaches.bindMeshBuffer(); 1196 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1197 gMeshStride, 0); 1198 } 1199 1200 void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1201 bindTexture(texture); 1202 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1203 1204 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1205 glEnableVertexAttribArray(mTexCoordsSlot); 1206 } 1207 1208 void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1209 bindExternalTexture(texture); 1210 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1211 1212 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1213 glEnableVertexAttribArray(mTexCoordsSlot); 1214 } 1215 1216 void OpenGLRenderer::setupDrawTextureTransform() { 1217 mDescription.hasTextureTransform = true; 1218 } 1219 1220 void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1221 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1222 GL_FALSE, &transform.data[0]); 1223 } 1224 1225 void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1226 if (!vertices) { 1227 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1228 } else { 1229 mCaches.unbindMeshBuffer(); 1230 } 1231 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1232 gMeshStride, vertices); 1233 if (mTexCoordsSlot >= 0) { 1234 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1235 } 1236 } 1237 1238 void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1239 mCaches.unbindMeshBuffer(); 1240 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1241 gVertexStride, vertices); 1242 } 1243 1244 /** 1245 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1246 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1247 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1248 * attributes (one per vertex) are values from zero to one that tells the fragment 1249 * shader where the fragment is in relation to the line width/length overall; these values are 1250 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1251 * region of the line. 1252 * Note that we only pass down the width values in this setup function. The length coordinates 1253 * are set up for each individual segment. 1254 */ 1255 void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1256 GLvoid* lengthCoords, float boundaryWidthProportion) { 1257 mCaches.unbindMeshBuffer(); 1258 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1259 gAAVertexStride, vertices); 1260 int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1261 glEnableVertexAttribArray(widthSlot); 1262 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1263 int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1264 glEnableVertexAttribArray(lengthSlot); 1265 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1266 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1267 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1268 // Setting the inverse value saves computations per-fragment in the shader 1269 int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1270 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1271 } 1272 1273 void OpenGLRenderer::finishDrawTexture() { 1274 glDisableVertexAttribArray(mTexCoordsSlot); 1275 } 1276 1277 /////////////////////////////////////////////////////////////////////////////// 1278 // Drawing 1279 /////////////////////////////////////////////////////////////////////////////// 1280 1281 bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height, 1282 Rect& dirty, uint32_t level) { 1283 if (quickReject(0.0f, 0.0f, width, height)) { 1284 return false; 1285 } 1286 1287 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1288 // will be performed by the display list itself 1289 if (displayList && displayList->isRenderable()) { 1290 return displayList->replay(*this, dirty, level); 1291 } 1292 1293 return false; 1294 } 1295 1296 void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1297 if (displayList) { 1298 displayList->output(*this, level); 1299 } 1300 } 1301 1302 void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1303 int alpha; 1304 SkXfermode::Mode mode; 1305 getAlphaAndMode(paint, &alpha, &mode); 1306 1307 float x = left; 1308 float y = top; 1309 1310 GLenum filter = GL_LINEAR; 1311 bool ignoreTransform = false; 1312 if (mSnapshot->transform->isPureTranslate()) { 1313 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1314 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1315 ignoreTransform = true; 1316 filter = GL_NEAREST; 1317 } 1318 1319 setupDraw(); 1320 setupDrawWithTexture(true); 1321 if (paint) { 1322 setupDrawAlpha8Color(paint->getColor(), alpha); 1323 } 1324 setupDrawColorFilter(); 1325 setupDrawShader(); 1326 setupDrawBlending(true, mode); 1327 setupDrawProgram(); 1328 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1329 1330 setupDrawTexture(texture->id); 1331 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1332 texture->setFilter(filter, filter); 1333 1334 setupDrawPureColorUniforms(); 1335 setupDrawColorFilterUniforms(); 1336 setupDrawShaderUniforms(); 1337 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1338 1339 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1340 1341 finishDrawTexture(); 1342 } 1343 1344 void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1345 const float right = left + bitmap->width(); 1346 const float bottom = top + bitmap->height(); 1347 1348 if (quickReject(left, top, right, bottom)) { 1349 return; 1350 } 1351 1352 glActiveTexture(gTextureUnits[0]); 1353 Texture* texture = mCaches.textureCache.get(bitmap); 1354 if (!texture) return; 1355 const AutoTexture autoCleanup(texture); 1356 1357 if (bitmap->getConfig() == SkBitmap::kA8_Config) { 1358 drawAlphaBitmap(texture, left, top, paint); 1359 } else { 1360 drawTextureRect(left, top, right, bottom, texture, paint); 1361 } 1362 } 1363 1364 void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1365 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1366 const mat4 transform(*matrix); 1367 transform.mapRect(r); 1368 1369 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1370 return; 1371 } 1372 1373 glActiveTexture(gTextureUnits[0]); 1374 Texture* texture = mCaches.textureCache.get(bitmap); 1375 if (!texture) return; 1376 const AutoTexture autoCleanup(texture); 1377 1378 // This could be done in a cheaper way, all we need is pass the matrix 1379 // to the vertex shader. The save/restore is a bit overkill. 1380 save(SkCanvas::kMatrix_SaveFlag); 1381 concatMatrix(matrix); 1382 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1383 restore(); 1384 } 1385 1386 void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1387 float* vertices, int* colors, SkPaint* paint) { 1388 // TODO: Do a quickReject 1389 if (!vertices || mSnapshot->isIgnored()) { 1390 return; 1391 } 1392 1393 glActiveTexture(gTextureUnits[0]); 1394 Texture* texture = mCaches.textureCache.get(bitmap); 1395 if (!texture) return; 1396 const AutoTexture autoCleanup(texture); 1397 1398 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); 1399 texture->setFilter(GL_LINEAR, GL_LINEAR, true); 1400 1401 int alpha; 1402 SkXfermode::Mode mode; 1403 getAlphaAndMode(paint, &alpha, &mode); 1404 1405 const uint32_t count = meshWidth * meshHeight * 6; 1406 1407 float left = FLT_MAX; 1408 float top = FLT_MAX; 1409 float right = FLT_MIN; 1410 float bottom = FLT_MIN; 1411 1412 #if RENDER_LAYERS_AS_REGIONS 1413 bool hasActiveLayer = hasLayer(); 1414 #else 1415 bool hasActiveLayer = false; 1416 #endif 1417 1418 // TODO: Support the colors array 1419 TextureVertex mesh[count]; 1420 TextureVertex* vertex = mesh; 1421 for (int32_t y = 0; y < meshHeight; y++) { 1422 for (int32_t x = 0; x < meshWidth; x++) { 1423 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1424 1425 float u1 = float(x) / meshWidth; 1426 float u2 = float(x + 1) / meshWidth; 1427 float v1 = float(y) / meshHeight; 1428 float v2 = float(y + 1) / meshHeight; 1429 1430 int ax = i + (meshWidth + 1) * 2; 1431 int ay = ax + 1; 1432 int bx = i; 1433 int by = bx + 1; 1434 int cx = i + 2; 1435 int cy = cx + 1; 1436 int dx = i + (meshWidth + 1) * 2 + 2; 1437 int dy = dx + 1; 1438 1439 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1440 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1441 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1442 1443 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1444 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1445 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1446 1447 #if RENDER_LAYERS_AS_REGIONS 1448 if (hasActiveLayer) { 1449 // TODO: This could be optimized to avoid unnecessary ops 1450 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1451 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1452 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1453 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1454 } 1455 #endif 1456 } 1457 } 1458 1459 #if RENDER_LAYERS_AS_REGIONS 1460 if (hasActiveLayer) { 1461 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1462 } 1463 #endif 1464 1465 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1466 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1467 GL_TRIANGLES, count, false, false, 0, false, false); 1468 } 1469 1470 void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1471 float srcLeft, float srcTop, float srcRight, float srcBottom, 1472 float dstLeft, float dstTop, float dstRight, float dstBottom, 1473 SkPaint* paint) { 1474 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1475 return; 1476 } 1477 1478 glActiveTexture(gTextureUnits[0]); 1479 Texture* texture = mCaches.textureCache.get(bitmap); 1480 if (!texture) return; 1481 const AutoTexture autoCleanup(texture); 1482 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); 1483 1484 const float width = texture->width; 1485 const float height = texture->height; 1486 1487 const float u1 = fmax(0.0f, srcLeft / width); 1488 const float v1 = fmax(0.0f, srcTop / height); 1489 const float u2 = fmin(1.0f, srcRight / width); 1490 const float v2 = fmin(1.0f, srcBottom / height); 1491 1492 mCaches.unbindMeshBuffer(); 1493 resetDrawTextureTexCoords(u1, v1, u2, v2); 1494 1495 int alpha; 1496 SkXfermode::Mode mode; 1497 getAlphaAndMode(paint, &alpha, &mode); 1498 1499 if (mSnapshot->transform->isPureTranslate()) { 1500 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1501 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1502 1503 GLenum filter = GL_NEAREST; 1504 // Enable linear filtering if the source rectangle is scaled 1505 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1506 filter = GL_LINEAR; 1507 } 1508 texture->setFilter(filter, filter, true); 1509 1510 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1511 texture->id, alpha / 255.0f, mode, texture->blend, 1512 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1513 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1514 } else { 1515 texture->setFilter(GL_LINEAR, GL_LINEAR, true); 1516 1517 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1518 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1519 GL_TRIANGLE_STRIP, gMeshCount); 1520 } 1521 1522 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1523 } 1524 1525 void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1526 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1527 float left, float top, float right, float bottom, SkPaint* paint) { 1528 if (quickReject(left, top, right, bottom)) { 1529 return; 1530 } 1531 1532 glActiveTexture(gTextureUnits[0]); 1533 Texture* texture = mCaches.textureCache.get(bitmap); 1534 if (!texture) return; 1535 const AutoTexture autoCleanup(texture); 1536 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); 1537 texture->setFilter(GL_LINEAR, GL_LINEAR, true); 1538 1539 int alpha; 1540 SkXfermode::Mode mode; 1541 getAlphaAndMode(paint, &alpha, &mode); 1542 1543 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1544 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1545 1546 if (mesh && mesh->verticesCount > 0) { 1547 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1548 #if RENDER_LAYERS_AS_REGIONS 1549 // Mark the current layer dirty where we are going to draw the patch 1550 if (hasLayer() && mesh->hasEmptyQuads) { 1551 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1552 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1553 const size_t count = mesh->quads.size(); 1554 for (size_t i = 0; i < count; i++) { 1555 const Rect& bounds = mesh->quads.itemAt(i); 1556 if (pureTranslate) { 1557 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1558 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1559 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1560 } else { 1561 dirtyLayer(left + bounds.left, top + bounds.top, 1562 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1563 } 1564 } 1565 } 1566 #endif 1567 1568 if (pureTranslate) { 1569 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1570 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1571 1572 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1573 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1574 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1575 true, !mesh->hasEmptyQuads); 1576 } else { 1577 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1578 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1579 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1580 true, !mesh->hasEmptyQuads); 1581 } 1582 } 1583 } 1584 1585 /** 1586 * This function uses a similar approach to that of AA lines in the drawLines() function. 1587 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment 1588 * shader to compute the translucency of the color, determined by whether a given pixel is 1589 * within that boundary region and how far into the region it is. 1590 */ 1591 void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1592 int color, SkXfermode::Mode mode) { 1593 float inverseScaleX = 1.0f; 1594 float inverseScaleY = 1.0f; 1595 // The quad that we use needs to account for scaling. 1596 if (!mSnapshot->transform->isPureTranslate()) { 1597 Matrix4 *mat = mSnapshot->transform; 1598 float m00 = mat->data[Matrix4::kScaleX]; 1599 float m01 = mat->data[Matrix4::kSkewY]; 1600 float m02 = mat->data[2]; 1601 float m10 = mat->data[Matrix4::kSkewX]; 1602 float m11 = mat->data[Matrix4::kScaleX]; 1603 float m12 = mat->data[6]; 1604 float scaleX = sqrt(m00 * m00 + m01 * m01); 1605 float scaleY = sqrt(m10 * m10 + m11 * m11); 1606 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1607 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1608 } 1609 1610 setupDraw(); 1611 setupDrawAALine(); 1612 setupDrawColor(color); 1613 setupDrawColorFilter(); 1614 setupDrawShader(); 1615 setupDrawBlending(true, mode); 1616 setupDrawProgram(); 1617 setupDrawModelViewIdentity(true); 1618 setupDrawColorUniforms(); 1619 setupDrawColorFilterUniforms(); 1620 setupDrawShaderIdentityUniforms(); 1621 1622 AAVertex rects[4]; 1623 AAVertex* aaVertices = &rects[0]; 1624 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1625 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1626 1627 float boundarySizeX = .5 * inverseScaleX; 1628 float boundarySizeY = .5 * inverseScaleY; 1629 1630 // Adjust the rect by the AA boundary padding 1631 left -= boundarySizeX; 1632 right += boundarySizeX; 1633 top -= boundarySizeY; 1634 bottom += boundarySizeY; 1635 1636 float width = right - left; 1637 float height = bottom - top; 1638 1639 float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0; 1640 float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0; 1641 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1642 int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1643 int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1644 glUniform1f(boundaryLengthSlot, boundaryHeightProportion); 1645 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion)); 1646 1647 if (!quickReject(left, top, right, bottom)) { 1648 AAVertex::set(aaVertices++, left, bottom, 1, 1); 1649 AAVertex::set(aaVertices++, left, top, 1, 0); 1650 AAVertex::set(aaVertices++, right, bottom, 0, 1); 1651 AAVertex::set(aaVertices++, right, top, 0, 0); 1652 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1653 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1654 } 1655 } 1656 1657 /** 1658 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1659 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1660 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1661 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1662 * of the line. Hairlines are more involved because we need to account for transform scaling 1663 * to end up with a one-pixel-wide line in screen space.. 1664 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1665 * in combination with values that we calculate and pass down in this method. The basic approach 1666 * is that the quad we create contains both the core line area plus a bounding area in which 1667 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1668 * proportion of the width and the length of a given segment is represented by the boundary 1669 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1670 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1671 * on the inside). This ends up giving the result we want, with pixels that are completely 1672 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1673 * how far into the boundary region they are, which is determined by shader interpolation. 1674 */ 1675 void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1676 if (mSnapshot->isIgnored()) return; 1677 1678 const bool isAA = paint->isAntiAlias(); 1679 // We use half the stroke width here because we're going to position the quad 1680 // corner vertices half of the width away from the line endpoints 1681 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1682 // A stroke width of 0 has a special meaning in Skia: 1683 // it draws a line 1 px wide regardless of current transform 1684 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1685 float inverseScaleX = 1.0f; 1686 float inverseScaleY = 1.0f; 1687 bool scaled = false; 1688 int alpha; 1689 SkXfermode::Mode mode; 1690 int generatedVerticesCount = 0; 1691 int verticesCount = count; 1692 if (count > 4) { 1693 // Polyline: account for extra vertices needed for continuous tri-strip 1694 verticesCount += (count - 4); 1695 } 1696 1697 if (isHairLine || isAA) { 1698 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 1699 // the line on the screen should always be one pixel wide regardless of scale. For 1700 // AA lines, we only want one pixel of translucent boundary around the quad. 1701 if (!mSnapshot->transform->isPureTranslate()) { 1702 Matrix4 *mat = mSnapshot->transform; 1703 float m00 = mat->data[Matrix4::kScaleX]; 1704 float m01 = mat->data[Matrix4::kSkewY]; 1705 float m02 = mat->data[2]; 1706 float m10 = mat->data[Matrix4::kSkewX]; 1707 float m11 = mat->data[Matrix4::kScaleX]; 1708 float m12 = mat->data[6]; 1709 float scaleX = sqrt(m00*m00 + m01*m01); 1710 float scaleY = sqrt(m10*m10 + m11*m11); 1711 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1712 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1713 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 1714 scaled = true; 1715 } 1716 } 1717 } 1718 1719 getAlphaAndMode(paint, &alpha, &mode); 1720 setupDraw(); 1721 if (isAA) { 1722 setupDrawAALine(); 1723 } 1724 setupDrawColor(paint->getColor(), alpha); 1725 setupDrawColorFilter(); 1726 setupDrawShader(); 1727 if (isAA) { 1728 setupDrawBlending(true, mode); 1729 } else { 1730 setupDrawBlending(mode); 1731 } 1732 setupDrawProgram(); 1733 setupDrawModelViewIdentity(true); 1734 setupDrawColorUniforms(); 1735 setupDrawColorFilterUniforms(); 1736 setupDrawShaderIdentityUniforms(); 1737 1738 if (isHairLine) { 1739 // Set a real stroke width to be used in quad construction 1740 halfStrokeWidth = isAA? 1 : .5; 1741 } else if (isAA && !scaled) { 1742 // Expand boundary to enable AA calculations on the quad border 1743 halfStrokeWidth += .5f; 1744 } 1745 Vertex lines[verticesCount]; 1746 Vertex* vertices = &lines[0]; 1747 AAVertex wLines[verticesCount]; 1748 AAVertex* aaVertices = &wLines[0]; 1749 if (!isAA) { 1750 setupDrawVertices(vertices); 1751 } else { 1752 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1753 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1754 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 1755 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1756 // This value is used in the fragment shader to determine how to fill fragments. 1757 // We will need to calculate the actual width proportion on each segment for 1758 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 1759 float boundaryWidthProportion = 1 / (2 * halfStrokeWidth); 1760 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1761 } 1762 1763 AAVertex* prevAAVertex = NULL; 1764 Vertex* prevVertex = NULL; 1765 1766 int boundaryLengthSlot = -1; 1767 int inverseBoundaryLengthSlot = -1; 1768 int boundaryWidthSlot = -1; 1769 int inverseBoundaryWidthSlot = -1; 1770 for (int i = 0; i < count; i += 4) { 1771 // a = start point, b = end point 1772 vec2 a(points[i], points[i + 1]); 1773 vec2 b(points[i + 2], points[i + 3]); 1774 float length = 0; 1775 float boundaryLengthProportion = 0; 1776 float boundaryWidthProportion = 0; 1777 1778 // Find the normal to the line 1779 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 1780 if (isHairLine) { 1781 if (isAA) { 1782 float wideningFactor; 1783 if (fabs(n.x) >= fabs(n.y)) { 1784 wideningFactor = fabs(1.0f / n.x); 1785 } else { 1786 wideningFactor = fabs(1.0f / n.y); 1787 } 1788 n *= wideningFactor; 1789 } 1790 if (scaled) { 1791 n.x *= inverseScaleX; 1792 n.y *= inverseScaleY; 1793 } 1794 } else if (scaled) { 1795 // Extend n by .5 pixel on each side, post-transform 1796 vec2 extendedN = n.copyNormalized(); 1797 extendedN /= 2; 1798 extendedN.x *= inverseScaleX; 1799 extendedN.y *= inverseScaleY; 1800 float extendedNLength = extendedN.length(); 1801 // We need to set this value on the shader prior to drawing 1802 boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength); 1803 n += extendedN; 1804 } 1805 float x = n.x; 1806 n.x = -n.y; 1807 n.y = x; 1808 1809 // aa lines expand the endpoint vertices to encompass the AA boundary 1810 if (isAA) { 1811 vec2 abVector = (b - a); 1812 length = abVector.length(); 1813 abVector.normalize(); 1814 if (scaled) { 1815 abVector.x *= inverseScaleX; 1816 abVector.y *= inverseScaleY; 1817 float abLength = abVector.length(); 1818 boundaryLengthProportion = abLength / (length + abLength); 1819 } else { 1820 boundaryLengthProportion = .5 / (length + 1); 1821 } 1822 abVector /= 2; 1823 a -= abVector; 1824 b += abVector; 1825 } 1826 1827 // Four corners of the rectangle defining a thick line 1828 vec2 p1 = a - n; 1829 vec2 p2 = a + n; 1830 vec2 p3 = b + n; 1831 vec2 p4 = b - n; 1832 1833 1834 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1835 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1836 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1837 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1838 1839 if (!quickReject(left, top, right, bottom)) { 1840 if (!isAA) { 1841 if (prevVertex != NULL) { 1842 // Issue two repeat vertices to create degenerate triangles to bridge 1843 // between the previous line and the new one. This is necessary because 1844 // we are creating a single triangle_strip which will contain 1845 // potentially discontinuous line segments. 1846 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 1847 Vertex::set(vertices++, p1.x, p1.y); 1848 generatedVerticesCount += 2; 1849 } 1850 Vertex::set(vertices++, p1.x, p1.y); 1851 Vertex::set(vertices++, p2.x, p2.y); 1852 Vertex::set(vertices++, p4.x, p4.y); 1853 Vertex::set(vertices++, p3.x, p3.y); 1854 prevVertex = vertices - 1; 1855 generatedVerticesCount += 4; 1856 } else { 1857 if (!isHairLine && scaled) { 1858 // Must set width proportions per-segment for scaled non-hairlines to use the 1859 // correct AA boundary dimensions 1860 if (boundaryWidthSlot < 0) { 1861 boundaryWidthSlot = 1862 mCaches.currentProgram->getUniform("boundaryWidth"); 1863 inverseBoundaryWidthSlot = 1864 mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1865 } 1866 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1867 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1868 } 1869 if (boundaryLengthSlot < 0) { 1870 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1871 inverseBoundaryLengthSlot = 1872 mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1873 } 1874 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 1875 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion)); 1876 1877 if (prevAAVertex != NULL) { 1878 // Issue two repeat vertices to create degenerate triangles to bridge 1879 // between the previous line and the new one. This is necessary because 1880 // we are creating a single triangle_strip which will contain 1881 // potentially discontinuous line segments. 1882 AAVertex::set(aaVertices++,prevAAVertex->position[0], 1883 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 1884 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1885 generatedVerticesCount += 2; 1886 } 1887 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1888 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 1889 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 1890 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 1891 prevAAVertex = aaVertices - 1; 1892 generatedVerticesCount += 4; 1893 } 1894 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 1895 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 1896 *mSnapshot->transform); 1897 } 1898 } 1899 if (generatedVerticesCount > 0) { 1900 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 1901 } 1902 } 1903 1904 void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 1905 if (mSnapshot->isIgnored()) return; 1906 1907 // TODO: The paint's cap style defines whether the points are square or circular 1908 // TODO: Handle AA for round points 1909 1910 // A stroke width of 0 has a special meaning in Skia: 1911 // it draws an unscaled 1px point 1912 float strokeWidth = paint->getStrokeWidth(); 1913 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1914 if (isHairLine) { 1915 // Now that we know it's hairline, we can set the effective width, to be used later 1916 strokeWidth = 1.0f; 1917 } 1918 const float halfWidth = strokeWidth / 2; 1919 int alpha; 1920 SkXfermode::Mode mode; 1921 getAlphaAndMode(paint, &alpha, &mode); 1922 1923 int verticesCount = count >> 1; 1924 int generatedVerticesCount = 0; 1925 1926 TextureVertex pointsData[verticesCount]; 1927 TextureVertex* vertex = &pointsData[0]; 1928 1929 setupDraw(); 1930 setupDrawPoint(strokeWidth); 1931 setupDrawColor(paint->getColor(), alpha); 1932 setupDrawColorFilter(); 1933 setupDrawShader(); 1934 setupDrawBlending(mode); 1935 setupDrawProgram(); 1936 setupDrawModelViewIdentity(true); 1937 setupDrawColorUniforms(); 1938 setupDrawColorFilterUniforms(); 1939 setupDrawPointUniforms(); 1940 setupDrawShaderIdentityUniforms(); 1941 setupDrawMesh(vertex); 1942 1943 for (int i = 0; i < count; i += 2) { 1944 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1945 generatedVerticesCount++; 1946 float left = points[i] - halfWidth; 1947 float right = points[i] + halfWidth; 1948 float top = points[i + 1] - halfWidth; 1949 float bottom = points [i + 1] + halfWidth; 1950 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1951 } 1952 1953 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 1954 } 1955 1956 void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1957 // No need to check against the clip, we fill the clip region 1958 if (mSnapshot->isIgnored()) return; 1959 1960 Rect& clip(*mSnapshot->clipRect); 1961 clip.snapToPixelBoundaries(); 1962 1963 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1964 } 1965 1966 void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 1967 if (!texture) return; 1968 const AutoTexture autoCleanup(texture); 1969 1970 const float x = left + texture->left - texture->offset; 1971 const float y = top + texture->top - texture->offset; 1972 1973 drawPathTexture(texture, x, y, paint); 1974 } 1975 1976 void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1977 float rx, float ry, SkPaint* paint) { 1978 if (mSnapshot->isIgnored()) return; 1979 1980 glActiveTexture(gTextureUnits[0]); 1981 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 1982 right - left, bottom - top, rx, ry, paint); 1983 drawShape(left, top, texture, paint); 1984 } 1985 1986 void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 1987 if (mSnapshot->isIgnored()) return; 1988 1989 glActiveTexture(gTextureUnits[0]); 1990 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 1991 drawShape(x - radius, y - radius, texture, paint); 1992 } 1993 1994 void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 1995 if (mSnapshot->isIgnored()) return; 1996 1997 glActiveTexture(gTextureUnits[0]); 1998 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 1999 drawShape(left, top, texture, paint); 2000 } 2001 2002 void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2003 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 2004 if (mSnapshot->isIgnored()) return; 2005 2006 if (fabs(sweepAngle) >= 360.0f) { 2007 drawOval(left, top, right, bottom, paint); 2008 return; 2009 } 2010 2011 glActiveTexture(gTextureUnits[0]); 2012 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2013 startAngle, sweepAngle, useCenter, paint); 2014 drawShape(left, top, texture, paint); 2015 } 2016 2017 void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 2018 SkPaint* paint) { 2019 if (mSnapshot->isIgnored()) return; 2020 2021 glActiveTexture(gTextureUnits[0]); 2022 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 2023 drawShape(left, top, texture, paint); 2024 } 2025 2026 void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2027 if (p->getStyle() != SkPaint::kFill_Style) { 2028 drawRectAsShape(left, top, right, bottom, p); 2029 return; 2030 } 2031 2032 if (quickReject(left, top, right, bottom)) { 2033 return; 2034 } 2035 2036 SkXfermode::Mode mode; 2037 if (!mCaches.extensions.hasFramebufferFetch()) { 2038 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 2039 if (!isMode) { 2040 // Assume SRC_OVER 2041 mode = SkXfermode::kSrcOver_Mode; 2042 } 2043 } else { 2044 mode = getXfermode(p->getXfermode()); 2045 } 2046 2047 int color = p->getColor(); 2048 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2049 drawAARect(left, top, right, bottom, color, mode); 2050 } else { 2051 drawColorRect(left, top, right, bottom, color, mode); 2052 } 2053 } 2054 2055 void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2056 float x, float y, SkPaint* paint) { 2057 if (text == NULL || count == 0) { 2058 return; 2059 } 2060 if (mSnapshot->isIgnored()) return; 2061 2062 // TODO: We should probably make a copy of the paint instead of modifying 2063 // it; modifying the paint will change its generationID the first 2064 // time, which might impact caches. More investigation needed to 2065 // see if it matters. 2066 // If we make a copy, then drawTextDecorations() should *not* make 2067 // its own copy as it does right now. 2068 paint->setAntiAlias(true); 2069 #if RENDER_TEXT_AS_GLYPHS 2070 paint->setTextEncoding(SkPaint::kGlyphID_TextEncoding); 2071 #endif 2072 2073 float length = -1.0f; 2074 switch (paint->getTextAlign()) { 2075 case SkPaint::kCenter_Align: 2076 length = paint->measureText(text, bytesCount); 2077 x -= length / 2.0f; 2078 break; 2079 case SkPaint::kRight_Align: 2080 length = paint->measureText(text, bytesCount); 2081 x -= length; 2082 break; 2083 default: 2084 break; 2085 } 2086 2087 const float oldX = x; 2088 const float oldY = y; 2089 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2090 if (pureTranslate) { 2091 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2092 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2093 } 2094 2095 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2096 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2097 paint->getTextSize()); 2098 2099 int alpha; 2100 SkXfermode::Mode mode; 2101 getAlphaAndMode(paint, &alpha, &mode); 2102 2103 if (mHasShadow) { 2104 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2105 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2106 paint, text, bytesCount, count, mShadowRadius); 2107 const AutoTexture autoCleanup(shadow); 2108 2109 const float sx = oldX - shadow->left + mShadowDx; 2110 const float sy = oldY - shadow->top + mShadowDy; 2111 2112 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 2113 int shadowColor = mShadowColor; 2114 if (mShader) { 2115 shadowColor = 0xffffffff; 2116 } 2117 2118 glActiveTexture(gTextureUnits[0]); 2119 setupDraw(); 2120 setupDrawWithTexture(true); 2121 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2122 setupDrawColorFilter(); 2123 setupDrawShader(); 2124 setupDrawBlending(true, mode); 2125 setupDrawProgram(); 2126 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2127 setupDrawTexture(shadow->id); 2128 setupDrawPureColorUniforms(); 2129 setupDrawColorFilterUniforms(); 2130 setupDrawShaderUniforms(); 2131 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2132 2133 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2134 2135 finishDrawTexture(); 2136 } 2137 2138 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 2139 return; 2140 } 2141 2142 // Pick the appropriate texture filtering 2143 bool linearFilter = mSnapshot->transform->changesBounds(); 2144 if (pureTranslate && !linearFilter) { 2145 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2146 } 2147 2148 glActiveTexture(gTextureUnits[0]); 2149 setupDraw(); 2150 setupDrawDirtyRegionsDisabled(); 2151 setupDrawWithTexture(true); 2152 setupDrawAlpha8Color(paint->getColor(), alpha); 2153 setupDrawColorFilter(); 2154 setupDrawShader(); 2155 setupDrawBlending(true, mode); 2156 setupDrawProgram(); 2157 setupDrawModelView(x, y, x, y, pureTranslate, true); 2158 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2159 setupDrawPureColorUniforms(); 2160 setupDrawColorFilterUniforms(); 2161 setupDrawShaderUniforms(pureTranslate); 2162 2163 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2164 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2165 2166 #if RENDER_LAYERS_AS_REGIONS 2167 bool hasActiveLayer = hasLayer(); 2168 #else 2169 bool hasActiveLayer = false; 2170 #endif 2171 mCaches.unbindMeshBuffer(); 2172 2173 // Tell font renderer the locations of position and texture coord 2174 // attributes so it can bind its data properly 2175 int positionSlot = mCaches.currentProgram->position; 2176 fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot); 2177 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 2178 hasActiveLayer ? &bounds : NULL)) { 2179 #if RENDER_LAYERS_AS_REGIONS 2180 if (hasActiveLayer) { 2181 if (!pureTranslate) { 2182 mSnapshot->transform->mapRect(bounds); 2183 } 2184 dirtyLayerUnchecked(bounds, getRegion()); 2185 } 2186 #endif 2187 } 2188 2189 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 2190 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 2191 2192 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2193 } 2194 2195 void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2196 if (mSnapshot->isIgnored()) return; 2197 2198 glActiveTexture(gTextureUnits[0]); 2199 2200 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2201 if (!texture) return; 2202 const AutoTexture autoCleanup(texture); 2203 2204 const float x = texture->left - texture->offset; 2205 const float y = texture->top - texture->offset; 2206 2207 drawPathTexture(texture, x, y, paint); 2208 } 2209 2210 void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2211 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 2212 return; 2213 } 2214 2215 glActiveTexture(gTextureUnits[0]); 2216 2217 int alpha; 2218 SkXfermode::Mode mode; 2219 getAlphaAndMode(paint, &alpha, &mode); 2220 2221 layer->setAlpha(alpha, mode); 2222 2223 #if RENDER_LAYERS_AS_REGIONS 2224 if (!layer->region.isEmpty()) { 2225 if (layer->region.isRect()) { 2226 composeLayerRect(layer, layer->regionRect); 2227 } else if (layer->mesh) { 2228 const float a = alpha / 255.0f; 2229 const Rect& rect = layer->layer; 2230 2231 setupDraw(); 2232 setupDrawWithTexture(); 2233 setupDrawColor(a, a, a, a); 2234 setupDrawColorFilter(); 2235 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2236 setupDrawProgram(); 2237 setupDrawPureColorUniforms(); 2238 setupDrawColorFilterUniforms(); 2239 setupDrawTexture(layer->getTexture()); 2240 if (mSnapshot->transform->isPureTranslate()) { 2241 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2242 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2243 2244 layer->setFilter(GL_NEAREST, GL_NEAREST); 2245 setupDrawModelViewTranslate(x, y, 2246 x + layer->layer.getWidth(), y + layer->layer.getHeight(), true); 2247 } else { 2248 layer->setFilter(GL_LINEAR, GL_LINEAR); 2249 setupDrawModelViewTranslate(x, y, 2250 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2251 } 2252 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2253 2254 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2255 GL_UNSIGNED_SHORT, layer->meshIndices); 2256 2257 finishDrawTexture(); 2258 2259 #if DEBUG_LAYERS_AS_REGIONS 2260 drawRegionRects(layer->region); 2261 #endif 2262 } 2263 } 2264 #else 2265 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2266 composeLayerRect(layer, r); 2267 #endif 2268 } 2269 2270 /////////////////////////////////////////////////////////////////////////////// 2271 // Shaders 2272 /////////////////////////////////////////////////////////////////////////////// 2273 2274 void OpenGLRenderer::resetShader() { 2275 mShader = NULL; 2276 } 2277 2278 void OpenGLRenderer::setupShader(SkiaShader* shader) { 2279 mShader = shader; 2280 if (mShader) { 2281 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2282 } 2283 } 2284 2285 /////////////////////////////////////////////////////////////////////////////// 2286 // Color filters 2287 /////////////////////////////////////////////////////////////////////////////// 2288 2289 void OpenGLRenderer::resetColorFilter() { 2290 mColorFilter = NULL; 2291 } 2292 2293 void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2294 mColorFilter = filter; 2295 } 2296 2297 /////////////////////////////////////////////////////////////////////////////// 2298 // Drop shadow 2299 /////////////////////////////////////////////////////////////////////////////// 2300 2301 void OpenGLRenderer::resetShadow() { 2302 mHasShadow = false; 2303 } 2304 2305 void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2306 mHasShadow = true; 2307 mShadowRadius = radius; 2308 mShadowDx = dx; 2309 mShadowDy = dy; 2310 mShadowColor = color; 2311 } 2312 2313 /////////////////////////////////////////////////////////////////////////////// 2314 // Drawing implementation 2315 /////////////////////////////////////////////////////////////////////////////// 2316 2317 void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2318 float x, float y, SkPaint* paint) { 2319 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2320 return; 2321 } 2322 2323 int alpha; 2324 SkXfermode::Mode mode; 2325 getAlphaAndMode(paint, &alpha, &mode); 2326 2327 setupDraw(); 2328 setupDrawWithTexture(true); 2329 setupDrawAlpha8Color(paint->getColor(), alpha); 2330 setupDrawColorFilter(); 2331 setupDrawShader(); 2332 setupDrawBlending(true, mode); 2333 setupDrawProgram(); 2334 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2335 setupDrawTexture(texture->id); 2336 setupDrawPureColorUniforms(); 2337 setupDrawColorFilterUniforms(); 2338 setupDrawShaderUniforms(); 2339 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2340 2341 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2342 2343 finishDrawTexture(); 2344 } 2345 2346 // Same values used by Skia 2347 #define kStdStrikeThru_Offset (-6.0f / 21.0f) 2348 #define kStdUnderline_Offset (1.0f / 9.0f) 2349 #define kStdUnderline_Thickness (1.0f / 18.0f) 2350 2351 void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2352 float x, float y, SkPaint* paint) { 2353 // Handle underline and strike-through 2354 uint32_t flags = paint->getFlags(); 2355 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2356 SkPaint paintCopy(*paint); 2357 float underlineWidth = length; 2358 // If length is > 0.0f, we already measured the text for the text alignment 2359 if (length <= 0.0f) { 2360 underlineWidth = paintCopy.measureText(text, bytesCount); 2361 } 2362 2363 float offsetX = 0; 2364 switch (paintCopy.getTextAlign()) { 2365 case SkPaint::kCenter_Align: 2366 offsetX = underlineWidth * 0.5f; 2367 break; 2368 case SkPaint::kRight_Align: 2369 offsetX = underlineWidth; 2370 break; 2371 default: 2372 break; 2373 } 2374 2375 if (underlineWidth > 0.0f) { 2376 const float textSize = paintCopy.getTextSize(); 2377 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2378 2379 const float left = x - offsetX; 2380 float top = 0.0f; 2381 2382 int linesCount = 0; 2383 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2384 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2385 2386 const int pointsCount = 4 * linesCount; 2387 float points[pointsCount]; 2388 int currentPoint = 0; 2389 2390 if (flags & SkPaint::kUnderlineText_Flag) { 2391 top = y + textSize * kStdUnderline_Offset; 2392 points[currentPoint++] = left; 2393 points[currentPoint++] = top; 2394 points[currentPoint++] = left + underlineWidth; 2395 points[currentPoint++] = top; 2396 } 2397 2398 if (flags & SkPaint::kStrikeThruText_Flag) { 2399 top = y + textSize * kStdStrikeThru_Offset; 2400 points[currentPoint++] = left; 2401 points[currentPoint++] = top; 2402 points[currentPoint++] = left + underlineWidth; 2403 points[currentPoint++] = top; 2404 } 2405 2406 paintCopy.setStrokeWidth(strokeWidth); 2407 2408 drawLines(&points[0], pointsCount, &paintCopy); 2409 } 2410 } 2411 } 2412 2413 void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2414 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2415 // If a shader is set, preserve only the alpha 2416 if (mShader) { 2417 color |= 0x00ffffff; 2418 } 2419 2420 setupDraw(); 2421 setupDrawColor(color); 2422 setupDrawShader(); 2423 setupDrawColorFilter(); 2424 setupDrawBlending(mode); 2425 setupDrawProgram(); 2426 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2427 setupDrawColorUniforms(); 2428 setupDrawShaderUniforms(ignoreTransform); 2429 setupDrawColorFilterUniforms(); 2430 setupDrawSimpleMesh(); 2431 2432 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2433 } 2434 2435 void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2436 Texture* texture, SkPaint* paint) { 2437 int alpha; 2438 SkXfermode::Mode mode; 2439 getAlphaAndMode(paint, &alpha, &mode); 2440 2441 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); 2442 2443 if (mSnapshot->transform->isPureTranslate()) { 2444 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2445 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2446 2447 texture->setFilter(GL_NEAREST, GL_NEAREST, true); 2448 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2449 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2450 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2451 } else { 2452 texture->setFilter(GL_LINEAR, GL_LINEAR, true); 2453 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2454 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2455 GL_TRIANGLE_STRIP, gMeshCount); 2456 } 2457 } 2458 2459 void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2460 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2461 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2462 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2463 } 2464 2465 void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2466 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2467 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2468 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2469 2470 setupDraw(); 2471 setupDrawWithTexture(); 2472 setupDrawColor(alpha, alpha, alpha, alpha); 2473 setupDrawColorFilter(); 2474 setupDrawBlending(blend, mode, swapSrcDst); 2475 setupDrawProgram(); 2476 if (!dirty) { 2477 setupDrawDirtyRegionsDisabled(); 2478 } 2479 if (!ignoreScale) { 2480 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2481 } else { 2482 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2483 } 2484 setupDrawPureColorUniforms(); 2485 setupDrawColorFilterUniforms(); 2486 setupDrawTexture(texture); 2487 setupDrawMesh(vertices, texCoords, vbo); 2488 2489 glDrawArrays(drawMode, 0, elementsCount); 2490 2491 finishDrawTexture(); 2492 } 2493 2494 void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2495 ProgramDescription& description, bool swapSrcDst) { 2496 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2497 if (blend) { 2498 if (mode <= SkXfermode::kScreen_Mode) { 2499 if (!mCaches.blend) { 2500 glEnable(GL_BLEND); 2501 } 2502 2503 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2504 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2505 2506 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2507 glBlendFunc(sourceMode, destMode); 2508 mCaches.lastSrcMode = sourceMode; 2509 mCaches.lastDstMode = destMode; 2510 } 2511 } else { 2512 // These blend modes are not supported by OpenGL directly and have 2513 // to be implemented using shaders. Since the shader will perform 2514 // the blending, turn blending off here 2515 if (mCaches.extensions.hasFramebufferFetch()) { 2516 description.framebufferMode = mode; 2517 description.swapSrcDst = swapSrcDst; 2518 } 2519 2520 if (mCaches.blend) { 2521 glDisable(GL_BLEND); 2522 } 2523 blend = false; 2524 } 2525 } else if (mCaches.blend) { 2526 glDisable(GL_BLEND); 2527 } 2528 mCaches.blend = blend; 2529 } 2530 2531 bool OpenGLRenderer::useProgram(Program* program) { 2532 if (!program->isInUse()) { 2533 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2534 program->use(); 2535 mCaches.currentProgram = program; 2536 return false; 2537 } 2538 return true; 2539 } 2540 2541 void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2542 TextureVertex* v = &mMeshVertices[0]; 2543 TextureVertex::setUV(v++, u1, v1); 2544 TextureVertex::setUV(v++, u2, v1); 2545 TextureVertex::setUV(v++, u1, v2); 2546 TextureVertex::setUV(v++, u2, v2); 2547 } 2548 2549 void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2550 if (paint) { 2551 *mode = getXfermode(paint->getXfermode()); 2552 2553 // Skia draws using the color's alpha channel if < 255 2554 // Otherwise, it uses the paint's alpha 2555 int color = paint->getColor(); 2556 *alpha = (color >> 24) & 0xFF; 2557 if (*alpha == 255) { 2558 *alpha = paint->getAlpha(); 2559 } 2560 } else { 2561 *mode = SkXfermode::kSrcOver_Mode; 2562 *alpha = 255; 2563 } 2564 } 2565 2566 SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2567 SkXfermode::Mode resultMode; 2568 if (!SkXfermode::AsMode(mode, &resultMode)) { 2569 resultMode = SkXfermode::kSrcOver_Mode; 2570 } 2571 return resultMode; 2572 } 2573 2574 }; // namespace uirenderer 2575 }; // namespace android 2576