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 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 205 206 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 207 208 glEnable(GL_SCISSOR_TEST); 209 dirtyClip(); 210 211 glDisable(GL_DITHER); 212 213 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 214 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 215 216 mCaches.blend = true; 217 glEnable(GL_BLEND); 218 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 219 glBlendEquation(GL_FUNC_ADD); 220 } 221 222 bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) { 223 interrupt(); 224 if (mDirtyClip) { 225 setScissorFromClip(); 226 } 227 228 Rect clip(*mSnapshot->clipRect); 229 clip.snapToPixelBoundaries(); 230 231 #if RENDER_LAYERS_AS_REGIONS 232 // Since we don't know what the functor will draw, let's dirty 233 // tne entire clip region 234 if (hasLayer()) { 235 dirtyLayerUnchecked(clip, getRegion()); 236 } 237 #endif 238 239 DrawGlInfo info; 240 info.clipLeft = clip.left; 241 info.clipTop = clip.top; 242 info.clipRight = clip.right; 243 info.clipBottom = clip.bottom; 244 info.isLayer = hasLayer(); 245 getSnapshot()->transform->copyTo(&info.transform[0]); 246 247 status_t result = (*functor)(0, &info); 248 249 if (result != 0) { 250 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 251 dirty.unionWith(localDirty); 252 } 253 254 resume(); 255 return result != 0; 256 } 257 258 /////////////////////////////////////////////////////////////////////////////// 259 // State management 260 /////////////////////////////////////////////////////////////////////////////// 261 262 int OpenGLRenderer::getSaveCount() const { 263 return mSaveCount; 264 } 265 266 int OpenGLRenderer::save(int flags) { 267 return saveSnapshot(flags); 268 } 269 270 void OpenGLRenderer::restore() { 271 if (mSaveCount > 1) { 272 restoreSnapshot(); 273 } 274 } 275 276 void OpenGLRenderer::restoreToCount(int saveCount) { 277 if (saveCount < 1) saveCount = 1; 278 279 while (mSaveCount > saveCount) { 280 restoreSnapshot(); 281 } 282 } 283 284 int OpenGLRenderer::saveSnapshot(int flags) { 285 mSnapshot = new Snapshot(mSnapshot, flags); 286 return mSaveCount++; 287 } 288 289 bool OpenGLRenderer::restoreSnapshot() { 290 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 291 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 292 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 293 294 sp<Snapshot> current = mSnapshot; 295 sp<Snapshot> previous = mSnapshot->previous; 296 297 if (restoreOrtho) { 298 Rect& r = previous->viewport; 299 glViewport(r.left, r.top, r.right, r.bottom); 300 mOrthoMatrix.load(current->orthoMatrix); 301 } 302 303 mSaveCount--; 304 mSnapshot = previous; 305 306 if (restoreClip) { 307 dirtyClip(); 308 } 309 310 if (restoreLayer) { 311 composeLayer(current, previous); 312 } 313 314 return restoreClip; 315 } 316 317 /////////////////////////////////////////////////////////////////////////////// 318 // Layers 319 /////////////////////////////////////////////////////////////////////////////// 320 321 int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 322 SkPaint* p, int flags) { 323 const GLuint previousFbo = mSnapshot->fbo; 324 const int count = saveSnapshot(flags); 325 326 if (!mSnapshot->isIgnored()) { 327 int alpha = 255; 328 SkXfermode::Mode mode; 329 330 if (p) { 331 alpha = p->getAlpha(); 332 if (!mCaches.extensions.hasFramebufferFetch()) { 333 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 334 if (!isMode) { 335 // Assume SRC_OVER 336 mode = SkXfermode::kSrcOver_Mode; 337 } 338 } else { 339 mode = getXfermode(p->getXfermode()); 340 } 341 } else { 342 mode = SkXfermode::kSrcOver_Mode; 343 } 344 345 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 346 } 347 348 return count; 349 } 350 351 int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 352 int alpha, int flags) { 353 if (alpha >= 255 - ALPHA_THRESHOLD) { 354 return saveLayer(left, top, right, bottom, NULL, flags); 355 } else { 356 SkPaint paint; 357 paint.setAlpha(alpha); 358 return saveLayer(left, top, right, bottom, &paint, flags); 359 } 360 } 361 362 /** 363 * Layers are viewed by Skia are slightly different than layers in image editing 364 * programs (for instance.) When a layer is created, previously created layers 365 * and the frame buffer still receive every drawing command. For instance, if a 366 * layer is created and a shape intersecting the bounds of the layers and the 367 * framebuffer is draw, the shape will be drawn on both (unless the layer was 368 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 369 * 370 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 371 * texture. Unfortunately, this is inefficient as it requires every primitive to 372 * be drawn n + 1 times, where n is the number of active layers. In practice this 373 * means, for every primitive: 374 * - Switch active frame buffer 375 * - Change viewport, clip and projection matrix 376 * - Issue the drawing 377 * 378 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 379 * To avoid this, layers are implemented in a different way here, at least in the 380 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 381 * is set. When this flag is set we can redirect all drawing operations into a 382 * single FBO. 383 * 384 * This implementation relies on the frame buffer being at least RGBA 8888. When 385 * a layer is created, only a texture is created, not an FBO. The content of the 386 * frame buffer contained within the layer's bounds is copied into this texture 387 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 388 * buffer and drawing continues as normal. This technique therefore treats the 389 * frame buffer as a scratch buffer for the layers. 390 * 391 * To compose the layers back onto the frame buffer, each layer texture 392 * (containing the original frame buffer data) is drawn as a simple quad over 393 * the frame buffer. The trick is that the quad is set as the composition 394 * destination in the blending equation, and the frame buffer becomes the source 395 * of the composition. 396 * 397 * Drawing layers with an alpha value requires an extra step before composition. 398 * An empty quad is drawn over the layer's region in the frame buffer. This quad 399 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 400 * quad is used to multiply the colors in the frame buffer. This is achieved by 401 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 402 * GL_ZERO, GL_SRC_ALPHA. 403 * 404 * Because glCopyTexImage2D() can be slow, an alternative implementation might 405 * be use to draw a single clipped layer. The implementation described above 406 * is correct in every case. 407 * 408 * (1) The frame buffer is actually not cleared right away. To allow the GPU 409 * to potentially optimize series of calls to glCopyTexImage2D, the frame 410 * buffer is left untouched until the first drawing operation. Only when 411 * something actually gets drawn are the layers regions cleared. 412 */ 413 bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 414 float right, float bottom, int alpha, SkXfermode::Mode mode, 415 int flags, GLuint previousFbo) { 416 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 417 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 418 419 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 420 421 // Window coordinates of the layer 422 Rect bounds(left, top, right, bottom); 423 if (!fboLayer) { 424 mSnapshot->transform->mapRect(bounds); 425 426 // Layers only make sense if they are in the framebuffer's bounds 427 if (bounds.intersect(*snapshot->clipRect)) { 428 // We cannot work with sub-pixels in this case 429 bounds.snapToPixelBoundaries(); 430 431 // When the layer is not an FBO, we may use glCopyTexImage so we 432 // need to make sure the layer does not extend outside the bounds 433 // of the framebuffer 434 if (!bounds.intersect(snapshot->previous->viewport)) { 435 bounds.setEmpty(); 436 } 437 } else { 438 bounds.setEmpty(); 439 } 440 } 441 442 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 443 bounds.getHeight() > mCaches.maxTextureSize) { 444 snapshot->empty = fboLayer; 445 } else { 446 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 447 } 448 449 // Bail out if we won't draw in this snapshot 450 if (snapshot->invisible || snapshot->empty) { 451 return false; 452 } 453 454 glActiveTexture(gTextureUnits[0]); 455 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 456 if (!layer) { 457 return false; 458 } 459 460 layer->setAlpha(alpha, mode); 461 layer->layer.set(bounds); 462 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 463 bounds.getWidth() / float(layer->getWidth()), 0.0f); 464 layer->setColorFilter(mColorFilter); 465 466 // Save the layer in the snapshot 467 snapshot->flags |= Snapshot::kFlagIsLayer; 468 snapshot->layer = layer; 469 470 if (fboLayer) { 471 return createFboLayer(layer, bounds, snapshot, previousFbo); 472 } else { 473 // Copy the framebuffer into the layer 474 layer->bindTexture(); 475 if (!bounds.isEmpty()) { 476 if (layer->isEmpty()) { 477 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 478 bounds.left, snapshot->height - bounds.bottom, 479 layer->getWidth(), layer->getHeight(), 0); 480 layer->setEmpty(false); 481 } else { 482 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 483 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 484 } 485 486 // Enqueue the buffer coordinates to clear the corresponding region later 487 mLayers.push(new Rect(bounds)); 488 } 489 } 490 491 return true; 492 } 493 494 bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 495 GLuint previousFbo) { 496 layer->setFbo(mCaches.fboCache.get()); 497 498 #if RENDER_LAYERS_AS_REGIONS 499 snapshot->region = &snapshot->layer->region; 500 snapshot->flags |= Snapshot::kFlagFboTarget; 501 #endif 502 503 Rect clip(bounds); 504 snapshot->transform->mapRect(clip); 505 clip.intersect(*snapshot->clipRect); 506 clip.snapToPixelBoundaries(); 507 clip.intersect(snapshot->previous->viewport); 508 509 mat4 inverse; 510 inverse.loadInverse(*mSnapshot->transform); 511 512 inverse.mapRect(clip); 513 clip.snapToPixelBoundaries(); 514 clip.intersect(bounds); 515 clip.translate(-bounds.left, -bounds.top); 516 517 snapshot->flags |= Snapshot::kFlagIsFboLayer; 518 snapshot->fbo = layer->getFbo(); 519 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 520 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 521 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 522 snapshot->height = bounds.getHeight(); 523 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 524 snapshot->orthoMatrix.load(mOrthoMatrix); 525 526 // Bind texture to FBO 527 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 528 layer->bindTexture(); 529 530 // Initialize the texture if needed 531 if (layer->isEmpty()) { 532 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 533 layer->setEmpty(false); 534 } 535 536 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 537 layer->getTexture(), 0); 538 539 #if DEBUG_LAYERS_AS_REGIONS 540 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 541 if (status != GL_FRAMEBUFFER_COMPLETE) { 542 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 543 544 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 545 layer->deleteTexture(); 546 mCaches.fboCache.put(layer->getFbo()); 547 548 delete layer; 549 550 return false; 551 } 552 #endif 553 554 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 555 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 556 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 557 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 558 glClear(GL_COLOR_BUFFER_BIT); 559 560 dirtyClip(); 561 562 // Change the ortho projection 563 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 564 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 565 566 return true; 567 } 568 569 /** 570 * Read the documentation of createLayer() before doing anything in this method. 571 */ 572 void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 573 if (!current->layer) { 574 LOGE("Attempting to compose a layer that does not exist"); 575 return; 576 } 577 578 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 579 580 if (fboLayer) { 581 // Unbind current FBO and restore previous one 582 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 583 } 584 585 Layer* layer = current->layer; 586 const Rect& rect = layer->layer; 587 588 if (!fboLayer && layer->getAlpha() < 255) { 589 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 590 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 591 // Required below, composeLayerRect() will divide by 255 592 layer->setAlpha(255); 593 } 594 595 mCaches.unbindMeshBuffer(); 596 597 glActiveTexture(gTextureUnits[0]); 598 599 // When the layer is stored in an FBO, we can save a bit of fillrate by 600 // drawing only the dirty region 601 if (fboLayer) { 602 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 603 if (layer->getColorFilter()) { 604 setupColorFilter(layer->getColorFilter()); 605 } 606 composeLayerRegion(layer, rect); 607 if (layer->getColorFilter()) { 608 resetColorFilter(); 609 } 610 } else if (!rect.isEmpty()) { 611 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 612 composeLayerRect(layer, rect, true); 613 } 614 615 if (fboLayer) { 616 // Detach the texture from the FBO 617 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 618 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 619 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 620 621 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 622 mCaches.fboCache.put(current->fbo); 623 } 624 625 dirtyClip(); 626 627 // Failing to add the layer to the cache should happen only if the layer is too large 628 if (!mCaches.layerCache.put(layer)) { 629 LAYER_LOGD("Deleting layer"); 630 layer->deleteTexture(); 631 delete layer; 632 } 633 } 634 635 void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 636 float alpha = layer->getAlpha() / 255.0f; 637 638 mat4& transform = layer->getTransform(); 639 if (!transform.isIdentity()) { 640 save(0); 641 mSnapshot->transform->multiply(transform); 642 } 643 644 setupDraw(); 645 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 646 setupDrawWithTexture(); 647 } else { 648 setupDrawWithExternalTexture(); 649 } 650 setupDrawTextureTransform(); 651 setupDrawColor(alpha, alpha, alpha, alpha); 652 setupDrawColorFilter(); 653 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 654 setupDrawProgram(); 655 setupDrawPureColorUniforms(); 656 setupDrawColorFilterUniforms(); 657 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 658 setupDrawTexture(layer->getTexture()); 659 } else { 660 setupDrawExternalTexture(layer->getTexture()); 661 } 662 if (mSnapshot->transform->isPureTranslate() && 663 layer->getWidth() == (uint32_t) rect.getWidth() && 664 layer->getHeight() == (uint32_t) rect.getHeight()) { 665 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 666 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 667 668 layer->setFilter(GL_NEAREST, GL_NEAREST); 669 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 670 } else { 671 layer->setFilter(GL_LINEAR, GL_LINEAR); 672 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 673 } 674 setupDrawTextureTransformUniforms(layer->getTexTransform()); 675 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 676 677 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 678 679 finishDrawTexture(); 680 681 if (!transform.isIdentity()) { 682 restore(); 683 } 684 } 685 686 void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 687 if (!layer->isTextureLayer()) { 688 const Rect& texCoords = layer->texCoords; 689 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 690 texCoords.right, texCoords.bottom); 691 692 float x = rect.left; 693 float y = rect.top; 694 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 695 layer->getWidth() == (uint32_t) rect.getWidth() && 696 layer->getHeight() == (uint32_t) rect.getHeight(); 697 698 if (simpleTransform) { 699 // When we're swapping, the layer is already in screen coordinates 700 if (!swap) { 701 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 702 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 703 } 704 705 layer->setFilter(GL_NEAREST, GL_NEAREST, true); 706 } else { 707 layer->setFilter(GL_LINEAR, GL_LINEAR, true); 708 } 709 710 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 711 layer->getTexture(), layer->getAlpha() / 255.0f, 712 layer->getMode(), layer->isBlend(), 713 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 714 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 715 716 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 717 } else { 718 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 719 drawTextureLayer(layer, rect); 720 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 721 } 722 } 723 724 void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 725 #if RENDER_LAYERS_AS_REGIONS 726 if (layer->region.isRect()) { 727 layer->setRegionAsRect(); 728 729 composeLayerRect(layer, layer->regionRect); 730 731 layer->region.clear(); 732 return; 733 } 734 735 // TODO: See LayerRenderer.cpp::generateMesh() for important 736 // information about this implementation 737 if (!layer->region.isEmpty()) { 738 size_t count; 739 const android::Rect* rects = layer->region.getArray(&count); 740 741 const float alpha = layer->getAlpha() / 255.0f; 742 const float texX = 1.0f / float(layer->getWidth()); 743 const float texY = 1.0f / float(layer->getHeight()); 744 const float height = rect.getHeight(); 745 746 TextureVertex* mesh = mCaches.getRegionMesh(); 747 GLsizei numQuads = 0; 748 749 setupDraw(); 750 setupDrawWithTexture(); 751 setupDrawColor(alpha, alpha, alpha, alpha); 752 setupDrawColorFilter(); 753 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 754 setupDrawProgram(); 755 setupDrawDirtyRegionsDisabled(); 756 setupDrawPureColorUniforms(); 757 setupDrawColorFilterUniforms(); 758 setupDrawTexture(layer->getTexture()); 759 if (mSnapshot->transform->isPureTranslate()) { 760 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 761 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 762 763 layer->setFilter(GL_NEAREST, GL_NEAREST); 764 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 765 } else { 766 layer->setFilter(GL_LINEAR, GL_LINEAR); 767 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 768 } 769 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); 770 771 for (size_t i = 0; i < count; i++) { 772 const android::Rect* r = &rects[i]; 773 774 const float u1 = r->left * texX; 775 const float v1 = (height - r->top) * texY; 776 const float u2 = r->right * texX; 777 const float v2 = (height - r->bottom) * texY; 778 779 // TODO: Reject quads outside of the clip 780 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 781 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 782 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 783 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 784 785 numQuads++; 786 787 if (numQuads >= REGION_MESH_QUAD_COUNT) { 788 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 789 numQuads = 0; 790 mesh = mCaches.getRegionMesh(); 791 } 792 } 793 794 if (numQuads > 0) { 795 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 796 } 797 798 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 799 finishDrawTexture(); 800 801 #if DEBUG_LAYERS_AS_REGIONS 802 drawRegionRects(layer->region); 803 #endif 804 805 layer->region.clear(); 806 } 807 #else 808 composeLayerRect(layer, rect); 809 #endif 810 } 811 812 void OpenGLRenderer::drawRegionRects(const Region& region) { 813 #if DEBUG_LAYERS_AS_REGIONS 814 size_t count; 815 const android::Rect* rects = region.getArray(&count); 816 817 uint32_t colors[] = { 818 0x7fff0000, 0x7f00ff00, 819 0x7f0000ff, 0x7fff00ff, 820 }; 821 822 int offset = 0; 823 int32_t top = rects[0].top; 824 825 for (size_t i = 0; i < count; i++) { 826 if (top != rects[i].top) { 827 offset ^= 0x2; 828 top = rects[i].top; 829 } 830 831 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 832 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 833 SkXfermode::kSrcOver_Mode); 834 } 835 #endif 836 } 837 838 void OpenGLRenderer::dirtyLayer(const float left, const float top, 839 const float right, const float bottom, const mat4 transform) { 840 #if RENDER_LAYERS_AS_REGIONS 841 if (hasLayer()) { 842 Rect bounds(left, top, right, bottom); 843 transform.mapRect(bounds); 844 dirtyLayerUnchecked(bounds, getRegion()); 845 } 846 #endif 847 } 848 849 void OpenGLRenderer::dirtyLayer(const float left, const float top, 850 const float right, const float bottom) { 851 #if RENDER_LAYERS_AS_REGIONS 852 if (hasLayer()) { 853 Rect bounds(left, top, right, bottom); 854 dirtyLayerUnchecked(bounds, getRegion()); 855 } 856 #endif 857 } 858 859 void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 860 #if RENDER_LAYERS_AS_REGIONS 861 if (bounds.intersect(*mSnapshot->clipRect)) { 862 bounds.snapToPixelBoundaries(); 863 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 864 if (!dirty.isEmpty()) { 865 region->orSelf(dirty); 866 } 867 } 868 #endif 869 } 870 871 void OpenGLRenderer::clearLayerRegions() { 872 const size_t count = mLayers.size(); 873 if (count == 0) return; 874 875 if (!mSnapshot->isIgnored()) { 876 // Doing several glScissor/glClear here can negatively impact 877 // GPUs with a tiler architecture, instead we draw quads with 878 // the Clear blending mode 879 880 // The list contains bounds that have already been clipped 881 // against their initial clip rect, and the current clip 882 // is likely different so we need to disable clipping here 883 glDisable(GL_SCISSOR_TEST); 884 885 Vertex mesh[count * 6]; 886 Vertex* vertex = mesh; 887 888 for (uint32_t i = 0; i < count; i++) { 889 Rect* bounds = mLayers.itemAt(i); 890 891 Vertex::set(vertex++, bounds->left, bounds->bottom); 892 Vertex::set(vertex++, bounds->left, bounds->top); 893 Vertex::set(vertex++, bounds->right, bounds->top); 894 Vertex::set(vertex++, bounds->left, bounds->bottom); 895 Vertex::set(vertex++, bounds->right, bounds->top); 896 Vertex::set(vertex++, bounds->right, bounds->bottom); 897 898 delete bounds; 899 } 900 901 setupDraw(false); 902 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 903 setupDrawBlending(true, SkXfermode::kClear_Mode); 904 setupDrawProgram(); 905 setupDrawPureColorUniforms(); 906 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 907 908 mCaches.unbindMeshBuffer(); 909 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 910 gVertexStride, &mesh[0].position[0]); 911 glDrawArrays(GL_TRIANGLES, 0, count * 6); 912 913 glEnable(GL_SCISSOR_TEST); 914 } else { 915 for (uint32_t i = 0; i < count; i++) { 916 delete mLayers.itemAt(i); 917 } 918 } 919 920 mLayers.clear(); 921 } 922 923 /////////////////////////////////////////////////////////////////////////////// 924 // Transforms 925 /////////////////////////////////////////////////////////////////////////////// 926 927 void OpenGLRenderer::translate(float dx, float dy) { 928 mSnapshot->transform->translate(dx, dy, 0.0f); 929 } 930 931 void OpenGLRenderer::rotate(float degrees) { 932 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 933 } 934 935 void OpenGLRenderer::scale(float sx, float sy) { 936 mSnapshot->transform->scale(sx, sy, 1.0f); 937 } 938 939 void OpenGLRenderer::skew(float sx, float sy) { 940 mSnapshot->transform->skew(sx, sy); 941 } 942 943 void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 944 mSnapshot->transform->load(*matrix); 945 } 946 947 void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 948 mSnapshot->transform->copyTo(*matrix); 949 } 950 951 void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 952 SkMatrix transform; 953 mSnapshot->transform->copyTo(transform); 954 transform.preConcat(*matrix); 955 mSnapshot->transform->load(transform); 956 } 957 958 /////////////////////////////////////////////////////////////////////////////// 959 // Clipping 960 /////////////////////////////////////////////////////////////////////////////// 961 962 void OpenGLRenderer::setScissorFromClip() { 963 Rect clip(*mSnapshot->clipRect); 964 clip.snapToPixelBoundaries(); 965 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 966 mDirtyClip = false; 967 } 968 969 const Rect& OpenGLRenderer::getClipBounds() { 970 return mSnapshot->getLocalClip(); 971 } 972 973 bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 974 if (mSnapshot->isIgnored()) { 975 return true; 976 } 977 978 Rect r(left, top, right, bottom); 979 mSnapshot->transform->mapRect(r); 980 r.snapToPixelBoundaries(); 981 982 Rect clipRect(*mSnapshot->clipRect); 983 clipRect.snapToPixelBoundaries(); 984 985 return !clipRect.intersects(r); 986 } 987 988 bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 989 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 990 if (clipped) { 991 dirtyClip(); 992 } 993 return !mSnapshot->clipRect->isEmpty(); 994 } 995 996 /////////////////////////////////////////////////////////////////////////////// 997 // Drawing commands 998 /////////////////////////////////////////////////////////////////////////////// 999 1000 void OpenGLRenderer::setupDraw(bool clear) { 1001 if (clear) clearLayerRegions(); 1002 if (mDirtyClip) { 1003 setScissorFromClip(); 1004 } 1005 mDescription.reset(); 1006 mSetShaderColor = false; 1007 mColorSet = false; 1008 mColorA = mColorR = mColorG = mColorB = 0.0f; 1009 mTextureUnit = 0; 1010 mTrackDirtyRegions = true; 1011 mTexCoordsSlot = -1; 1012 } 1013 1014 void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1015 mDescription.hasTexture = true; 1016 mDescription.hasAlpha8Texture = isAlpha8; 1017 } 1018 1019 void OpenGLRenderer::setupDrawWithExternalTexture() { 1020 mDescription.hasExternalTexture = true; 1021 } 1022 1023 void OpenGLRenderer::setupDrawAALine() { 1024 mDescription.isAA = true; 1025 } 1026 1027 void OpenGLRenderer::setupDrawPoint(float pointSize) { 1028 mDescription.isPoint = true; 1029 mDescription.pointSize = pointSize; 1030 } 1031 1032 void OpenGLRenderer::setupDrawColor(int color) { 1033 setupDrawColor(color, (color >> 24) & 0xFF); 1034 } 1035 1036 void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1037 mColorA = alpha / 255.0f; 1038 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1039 // the rgb values by a instead of also dividing by 255 1040 const float a = mColorA / 255.0f; 1041 mColorR = a * ((color >> 16) & 0xFF); 1042 mColorG = a * ((color >> 8) & 0xFF); 1043 mColorB = a * ((color ) & 0xFF); 1044 mColorSet = true; 1045 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1046 } 1047 1048 void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1049 mColorA = alpha / 255.0f; 1050 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1051 // the rgb values by a instead of also dividing by 255 1052 const float a = mColorA / 255.0f; 1053 mColorR = a * ((color >> 16) & 0xFF); 1054 mColorG = a * ((color >> 8) & 0xFF); 1055 mColorB = a * ((color ) & 0xFF); 1056 mColorSet = true; 1057 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1058 } 1059 1060 void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1061 mColorA = a; 1062 mColorR = r; 1063 mColorG = g; 1064 mColorB = b; 1065 mColorSet = true; 1066 mSetShaderColor = mDescription.setColor(r, g, b, a); 1067 } 1068 1069 void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 1070 mColorA = a; 1071 mColorR = r; 1072 mColorG = g; 1073 mColorB = b; 1074 mColorSet = true; 1075 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 1076 } 1077 1078 void OpenGLRenderer::setupDrawShader() { 1079 if (mShader) { 1080 mShader->describe(mDescription, mCaches.extensions); 1081 } 1082 } 1083 1084 void OpenGLRenderer::setupDrawColorFilter() { 1085 if (mColorFilter) { 1086 mColorFilter->describe(mDescription, mCaches.extensions); 1087 } 1088 } 1089 1090 void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1091 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1092 mColorA = 1.0f; 1093 mColorR = mColorG = mColorB = 0.0f; 1094 mSetShaderColor = mDescription.modulate = true; 1095 } 1096 } 1097 1098 void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1099 // When the blending mode is kClear_Mode, we need to use a modulate color 1100 // argb=1,0,0,0 1101 accountForClear(mode); 1102 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1103 mDescription, swapSrcDst); 1104 } 1105 1106 void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1107 // When the blending mode is kClear_Mode, we need to use a modulate color 1108 // argb=1,0,0,0 1109 accountForClear(mode); 1110 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1111 mDescription, swapSrcDst); 1112 } 1113 1114 void OpenGLRenderer::setupDrawProgram() { 1115 useProgram(mCaches.programCache.get(mDescription)); 1116 } 1117 1118 void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1119 mTrackDirtyRegions = false; 1120 } 1121 1122 void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1123 bool ignoreTransform) { 1124 mModelView.loadTranslate(left, top, 0.0f); 1125 if (!ignoreTransform) { 1126 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1127 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1128 } else { 1129 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1130 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1131 } 1132 } 1133 1134 void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1135 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1136 } 1137 1138 void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1139 bool ignoreTransform, bool ignoreModelView) { 1140 if (!ignoreModelView) { 1141 mModelView.loadTranslate(left, top, 0.0f); 1142 mModelView.scale(right - left, bottom - top, 1.0f); 1143 } else { 1144 mModelView.loadIdentity(); 1145 } 1146 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1147 if (!ignoreTransform) { 1148 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1149 if (mTrackDirtyRegions && dirty) { 1150 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1151 } 1152 } else { 1153 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1154 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1155 } 1156 } 1157 1158 void OpenGLRenderer::setupDrawPointUniforms() { 1159 int slot = mCaches.currentProgram->getUniform("pointSize"); 1160 glUniform1f(slot, mDescription.pointSize); 1161 } 1162 1163 void OpenGLRenderer::setupDrawColorUniforms() { 1164 if (mColorSet || (mShader && mSetShaderColor)) { 1165 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1166 } 1167 } 1168 1169 void OpenGLRenderer::setupDrawPureColorUniforms() { 1170 if (mSetShaderColor) { 1171 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1172 } 1173 } 1174 1175 void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1176 if (mShader) { 1177 if (ignoreTransform) { 1178 mModelView.loadInverse(*mSnapshot->transform); 1179 } 1180 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1181 } 1182 } 1183 1184 void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1185 if (mShader) { 1186 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1187 } 1188 } 1189 1190 void OpenGLRenderer::setupDrawColorFilterUniforms() { 1191 if (mColorFilter) { 1192 mColorFilter->setupProgram(mCaches.currentProgram); 1193 } 1194 } 1195 1196 void OpenGLRenderer::setupDrawSimpleMesh() { 1197 mCaches.bindMeshBuffer(); 1198 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1199 gMeshStride, 0); 1200 } 1201 1202 void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1203 bindTexture(texture); 1204 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1205 1206 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1207 glEnableVertexAttribArray(mTexCoordsSlot); 1208 } 1209 1210 void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1211 bindExternalTexture(texture); 1212 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1213 1214 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1215 glEnableVertexAttribArray(mTexCoordsSlot); 1216 } 1217 1218 void OpenGLRenderer::setupDrawTextureTransform() { 1219 mDescription.hasTextureTransform = true; 1220 } 1221 1222 void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1223 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1224 GL_FALSE, &transform.data[0]); 1225 } 1226 1227 void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1228 if (!vertices) { 1229 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1230 } else { 1231 mCaches.unbindMeshBuffer(); 1232 } 1233 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1234 gMeshStride, vertices); 1235 if (mTexCoordsSlot >= 0) { 1236 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1237 } 1238 } 1239 1240 void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1241 mCaches.unbindMeshBuffer(); 1242 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1243 gVertexStride, vertices); 1244 } 1245 1246 /** 1247 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1248 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1249 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1250 * attributes (one per vertex) are values from zero to one that tells the fragment 1251 * shader where the fragment is in relation to the line width/length overall; these values are 1252 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1253 * region of the line. 1254 * Note that we only pass down the width values in this setup function. The length coordinates 1255 * are set up for each individual segment. 1256 */ 1257 void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1258 GLvoid* lengthCoords, float boundaryWidthProportion) { 1259 mCaches.unbindMeshBuffer(); 1260 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1261 gAAVertexStride, vertices); 1262 int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1263 glEnableVertexAttribArray(widthSlot); 1264 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1265 int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1266 glEnableVertexAttribArray(lengthSlot); 1267 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1268 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1269 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1270 // Setting the inverse value saves computations per-fragment in the shader 1271 int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1272 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1273 } 1274 1275 void OpenGLRenderer::finishDrawTexture() { 1276 glDisableVertexAttribArray(mTexCoordsSlot); 1277 } 1278 1279 /////////////////////////////////////////////////////////////////////////////// 1280 // Drawing 1281 /////////////////////////////////////////////////////////////////////////////// 1282 1283 bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height, 1284 Rect& dirty, uint32_t level) { 1285 if (quickReject(0.0f, 0.0f, width, height)) { 1286 return false; 1287 } 1288 1289 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1290 // will be performed by the display list itself 1291 if (displayList && displayList->isRenderable()) { 1292 return displayList->replay(*this, dirty, level); 1293 } 1294 1295 return false; 1296 } 1297 1298 void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1299 if (displayList) { 1300 displayList->output(*this, level); 1301 } 1302 } 1303 1304 void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1305 int alpha; 1306 SkXfermode::Mode mode; 1307 getAlphaAndMode(paint, &alpha, &mode); 1308 1309 float x = left; 1310 float y = top; 1311 1312 GLenum filter = GL_LINEAR; 1313 bool ignoreTransform = false; 1314 if (mSnapshot->transform->isPureTranslate()) { 1315 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1316 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1317 ignoreTransform = true; 1318 filter = GL_NEAREST; 1319 } 1320 1321 setupDraw(); 1322 setupDrawWithTexture(true); 1323 if (paint) { 1324 setupDrawAlpha8Color(paint->getColor(), alpha); 1325 } 1326 setupDrawColorFilter(); 1327 setupDrawShader(); 1328 setupDrawBlending(true, mode); 1329 setupDrawProgram(); 1330 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1331 1332 setupDrawTexture(texture->id); 1333 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1334 texture->setFilter(filter, filter); 1335 1336 setupDrawPureColorUniforms(); 1337 setupDrawColorFilterUniforms(); 1338 setupDrawShaderUniforms(); 1339 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1340 1341 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1342 1343 finishDrawTexture(); 1344 } 1345 1346 void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1347 const float right = left + bitmap->width(); 1348 const float bottom = top + bitmap->height(); 1349 1350 if (quickReject(left, top, right, bottom)) { 1351 return; 1352 } 1353 1354 glActiveTexture(gTextureUnits[0]); 1355 Texture* texture = mCaches.textureCache.get(bitmap); 1356 if (!texture) return; 1357 const AutoTexture autoCleanup(texture); 1358 1359 if (bitmap->getConfig() == SkBitmap::kA8_Config) { 1360 drawAlphaBitmap(texture, left, top, paint); 1361 } else { 1362 drawTextureRect(left, top, right, bottom, texture, paint); 1363 } 1364 } 1365 1366 void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1367 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1368 const mat4 transform(*matrix); 1369 transform.mapRect(r); 1370 1371 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1372 return; 1373 } 1374 1375 glActiveTexture(gTextureUnits[0]); 1376 Texture* texture = mCaches.textureCache.get(bitmap); 1377 if (!texture) return; 1378 const AutoTexture autoCleanup(texture); 1379 1380 // This could be done in a cheaper way, all we need is pass the matrix 1381 // to the vertex shader. The save/restore is a bit overkill. 1382 save(SkCanvas::kMatrix_SaveFlag); 1383 concatMatrix(matrix); 1384 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1385 restore(); 1386 } 1387 1388 void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1389 float* vertices, int* colors, SkPaint* paint) { 1390 // TODO: Do a quickReject 1391 if (!vertices || mSnapshot->isIgnored()) { 1392 return; 1393 } 1394 1395 glActiveTexture(gTextureUnits[0]); 1396 Texture* texture = mCaches.textureCache.get(bitmap); 1397 if (!texture) return; 1398 const AutoTexture autoCleanup(texture); 1399 1400 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); 1401 texture->setFilter(GL_LINEAR, GL_LINEAR, true); 1402 1403 int alpha; 1404 SkXfermode::Mode mode; 1405 getAlphaAndMode(paint, &alpha, &mode); 1406 1407 const uint32_t count = meshWidth * meshHeight * 6; 1408 1409 float left = FLT_MAX; 1410 float top = FLT_MAX; 1411 float right = FLT_MIN; 1412 float bottom = FLT_MIN; 1413 1414 #if RENDER_LAYERS_AS_REGIONS 1415 bool hasActiveLayer = hasLayer(); 1416 #else 1417 bool hasActiveLayer = false; 1418 #endif 1419 1420 // TODO: Support the colors array 1421 TextureVertex mesh[count]; 1422 TextureVertex* vertex = mesh; 1423 for (int32_t y = 0; y < meshHeight; y++) { 1424 for (int32_t x = 0; x < meshWidth; x++) { 1425 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1426 1427 float u1 = float(x) / meshWidth; 1428 float u2 = float(x + 1) / meshWidth; 1429 float v1 = float(y) / meshHeight; 1430 float v2 = float(y + 1) / meshHeight; 1431 1432 int ax = i + (meshWidth + 1) * 2; 1433 int ay = ax + 1; 1434 int bx = i; 1435 int by = bx + 1; 1436 int cx = i + 2; 1437 int cy = cx + 1; 1438 int dx = i + (meshWidth + 1) * 2 + 2; 1439 int dy = dx + 1; 1440 1441 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1442 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1443 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1444 1445 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1446 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1447 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1448 1449 #if RENDER_LAYERS_AS_REGIONS 1450 if (hasActiveLayer) { 1451 // TODO: This could be optimized to avoid unnecessary ops 1452 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1453 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1454 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1455 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1456 } 1457 #endif 1458 } 1459 } 1460 1461 #if RENDER_LAYERS_AS_REGIONS 1462 if (hasActiveLayer) { 1463 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1464 } 1465 #endif 1466 1467 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1468 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1469 GL_TRIANGLES, count, false, false, 0, false, false); 1470 } 1471 1472 void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1473 float srcLeft, float srcTop, float srcRight, float srcBottom, 1474 float dstLeft, float dstTop, float dstRight, float dstBottom, 1475 SkPaint* paint) { 1476 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1477 return; 1478 } 1479 1480 glActiveTexture(gTextureUnits[0]); 1481 Texture* texture = mCaches.textureCache.get(bitmap); 1482 if (!texture) return; 1483 const AutoTexture autoCleanup(texture); 1484 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); 1485 1486 const float width = texture->width; 1487 const float height = texture->height; 1488 1489 const float u1 = fmax(0.0f, srcLeft / width); 1490 const float v1 = fmax(0.0f, srcTop / height); 1491 const float u2 = fmin(1.0f, srcRight / width); 1492 const float v2 = fmin(1.0f, srcBottom / height); 1493 1494 mCaches.unbindMeshBuffer(); 1495 resetDrawTextureTexCoords(u1, v1, u2, v2); 1496 1497 int alpha; 1498 SkXfermode::Mode mode; 1499 getAlphaAndMode(paint, &alpha, &mode); 1500 1501 if (mSnapshot->transform->isPureTranslate()) { 1502 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1503 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1504 1505 GLenum filter = GL_NEAREST; 1506 // Enable linear filtering if the source rectangle is scaled 1507 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1508 filter = GL_LINEAR; 1509 } 1510 texture->setFilter(filter, filter, true); 1511 1512 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1513 texture->id, alpha / 255.0f, mode, texture->blend, 1514 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1515 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1516 } else { 1517 texture->setFilter(GL_LINEAR, GL_LINEAR, true); 1518 1519 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1520 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1521 GL_TRIANGLE_STRIP, gMeshCount); 1522 } 1523 1524 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1525 } 1526 1527 void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1528 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1529 float left, float top, float right, float bottom, SkPaint* paint) { 1530 if (quickReject(left, top, right, bottom)) { 1531 return; 1532 } 1533 1534 glActiveTexture(gTextureUnits[0]); 1535 Texture* texture = mCaches.textureCache.get(bitmap); 1536 if (!texture) return; 1537 const AutoTexture autoCleanup(texture); 1538 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); 1539 texture->setFilter(GL_LINEAR, GL_LINEAR, true); 1540 1541 int alpha; 1542 SkXfermode::Mode mode; 1543 getAlphaAndMode(paint, &alpha, &mode); 1544 1545 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1546 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1547 1548 if (mesh && mesh->verticesCount > 0) { 1549 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1550 #if RENDER_LAYERS_AS_REGIONS 1551 // Mark the current layer dirty where we are going to draw the patch 1552 if (hasLayer() && mesh->hasEmptyQuads) { 1553 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1554 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1555 const size_t count = mesh->quads.size(); 1556 for (size_t i = 0; i < count; i++) { 1557 const Rect& bounds = mesh->quads.itemAt(i); 1558 if (pureTranslate) { 1559 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1560 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1561 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1562 } else { 1563 dirtyLayer(left + bounds.left, top + bounds.top, 1564 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1565 } 1566 } 1567 } 1568 #endif 1569 1570 if (pureTranslate) { 1571 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1572 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1573 1574 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1575 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1576 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1577 true, !mesh->hasEmptyQuads); 1578 } else { 1579 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1580 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1581 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1582 true, !mesh->hasEmptyQuads); 1583 } 1584 } 1585 } 1586 1587 /** 1588 * This function uses a similar approach to that of AA lines in the drawLines() function. 1589 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment 1590 * shader to compute the translucency of the color, determined by whether a given pixel is 1591 * within that boundary region and how far into the region it is. 1592 */ 1593 void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1594 int color, SkXfermode::Mode mode) { 1595 float inverseScaleX = 1.0f; 1596 float inverseScaleY = 1.0f; 1597 // The quad that we use needs to account for scaling. 1598 if (!mSnapshot->transform->isPureTranslate()) { 1599 Matrix4 *mat = mSnapshot->transform; 1600 float m00 = mat->data[Matrix4::kScaleX]; 1601 float m01 = mat->data[Matrix4::kSkewY]; 1602 float m02 = mat->data[2]; 1603 float m10 = mat->data[Matrix4::kSkewX]; 1604 float m11 = mat->data[Matrix4::kScaleX]; 1605 float m12 = mat->data[6]; 1606 float scaleX = sqrt(m00 * m00 + m01 * m01); 1607 float scaleY = sqrt(m10 * m10 + m11 * m11); 1608 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1609 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1610 } 1611 1612 setupDraw(); 1613 setupDrawAALine(); 1614 setupDrawColor(color); 1615 setupDrawColorFilter(); 1616 setupDrawShader(); 1617 setupDrawBlending(true, mode); 1618 setupDrawProgram(); 1619 setupDrawModelViewIdentity(true); 1620 setupDrawColorUniforms(); 1621 setupDrawColorFilterUniforms(); 1622 setupDrawShaderIdentityUniforms(); 1623 1624 AAVertex rects[4]; 1625 AAVertex* aaVertices = &rects[0]; 1626 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1627 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1628 1629 float boundarySizeX = .5 * inverseScaleX; 1630 float boundarySizeY = .5 * inverseScaleY; 1631 1632 // Adjust the rect by the AA boundary padding 1633 left -= boundarySizeX; 1634 right += boundarySizeX; 1635 top -= boundarySizeY; 1636 bottom += boundarySizeY; 1637 1638 float width = right - left; 1639 float height = bottom - top; 1640 1641 float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0; 1642 float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0; 1643 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1644 int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1645 int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1646 glUniform1f(boundaryLengthSlot, boundaryHeightProportion); 1647 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion)); 1648 1649 if (!quickReject(left, top, right, bottom)) { 1650 AAVertex::set(aaVertices++, left, bottom, 1, 1); 1651 AAVertex::set(aaVertices++, left, top, 1, 0); 1652 AAVertex::set(aaVertices++, right, bottom, 0, 1); 1653 AAVertex::set(aaVertices++, right, top, 0, 0); 1654 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1655 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1656 } 1657 } 1658 1659 /** 1660 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1661 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1662 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1663 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1664 * of the line. Hairlines are more involved because we need to account for transform scaling 1665 * to end up with a one-pixel-wide line in screen space.. 1666 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1667 * in combination with values that we calculate and pass down in this method. The basic approach 1668 * is that the quad we create contains both the core line area plus a bounding area in which 1669 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1670 * proportion of the width and the length of a given segment is represented by the boundary 1671 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1672 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1673 * on the inside). This ends up giving the result we want, with pixels that are completely 1674 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1675 * how far into the boundary region they are, which is determined by shader interpolation. 1676 */ 1677 void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1678 if (mSnapshot->isIgnored()) return; 1679 1680 const bool isAA = paint->isAntiAlias(); 1681 // We use half the stroke width here because we're going to position the quad 1682 // corner vertices half of the width away from the line endpoints 1683 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1684 // A stroke width of 0 has a special meaning in Skia: 1685 // it draws a line 1 px wide regardless of current transform 1686 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1687 float inverseScaleX = 1.0f; 1688 float inverseScaleY = 1.0f; 1689 bool scaled = false; 1690 int alpha; 1691 SkXfermode::Mode mode; 1692 int generatedVerticesCount = 0; 1693 int verticesCount = count; 1694 if (count > 4) { 1695 // Polyline: account for extra vertices needed for continuous tri-strip 1696 verticesCount += (count - 4); 1697 } 1698 1699 if (isHairLine || isAA) { 1700 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 1701 // the line on the screen should always be one pixel wide regardless of scale. For 1702 // AA lines, we only want one pixel of translucent boundary around the quad. 1703 if (!mSnapshot->transform->isPureTranslate()) { 1704 Matrix4 *mat = mSnapshot->transform; 1705 float m00 = mat->data[Matrix4::kScaleX]; 1706 float m01 = mat->data[Matrix4::kSkewY]; 1707 float m02 = mat->data[2]; 1708 float m10 = mat->data[Matrix4::kSkewX]; 1709 float m11 = mat->data[Matrix4::kScaleX]; 1710 float m12 = mat->data[6]; 1711 float scaleX = sqrt(m00*m00 + m01*m01); 1712 float scaleY = sqrt(m10*m10 + m11*m11); 1713 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1714 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1715 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 1716 scaled = true; 1717 } 1718 } 1719 } 1720 1721 getAlphaAndMode(paint, &alpha, &mode); 1722 setupDraw(); 1723 if (isAA) { 1724 setupDrawAALine(); 1725 } 1726 setupDrawColor(paint->getColor(), alpha); 1727 setupDrawColorFilter(); 1728 setupDrawShader(); 1729 if (isAA) { 1730 setupDrawBlending(true, mode); 1731 } else { 1732 setupDrawBlending(mode); 1733 } 1734 setupDrawProgram(); 1735 setupDrawModelViewIdentity(true); 1736 setupDrawColorUniforms(); 1737 setupDrawColorFilterUniforms(); 1738 setupDrawShaderIdentityUniforms(); 1739 1740 if (isHairLine) { 1741 // Set a real stroke width to be used in quad construction 1742 halfStrokeWidth = isAA? 1 : .5; 1743 } else if (isAA && !scaled) { 1744 // Expand boundary to enable AA calculations on the quad border 1745 halfStrokeWidth += .5f; 1746 } 1747 Vertex lines[verticesCount]; 1748 Vertex* vertices = &lines[0]; 1749 AAVertex wLines[verticesCount]; 1750 AAVertex* aaVertices = &wLines[0]; 1751 if (!isAA) { 1752 setupDrawVertices(vertices); 1753 } else { 1754 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1755 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1756 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 1757 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1758 // This value is used in the fragment shader to determine how to fill fragments. 1759 // We will need to calculate the actual width proportion on each segment for 1760 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 1761 float boundaryWidthProportion = 1 / (2 * halfStrokeWidth); 1762 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1763 } 1764 1765 AAVertex* prevAAVertex = NULL; 1766 Vertex* prevVertex = NULL; 1767 1768 int boundaryLengthSlot = -1; 1769 int inverseBoundaryLengthSlot = -1; 1770 int boundaryWidthSlot = -1; 1771 int inverseBoundaryWidthSlot = -1; 1772 for (int i = 0; i < count; i += 4) { 1773 // a = start point, b = end point 1774 vec2 a(points[i], points[i + 1]); 1775 vec2 b(points[i + 2], points[i + 3]); 1776 float length = 0; 1777 float boundaryLengthProportion = 0; 1778 float boundaryWidthProportion = 0; 1779 1780 // Find the normal to the line 1781 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 1782 if (isHairLine) { 1783 if (isAA) { 1784 float wideningFactor; 1785 if (fabs(n.x) >= fabs(n.y)) { 1786 wideningFactor = fabs(1.0f / n.x); 1787 } else { 1788 wideningFactor = fabs(1.0f / n.y); 1789 } 1790 n *= wideningFactor; 1791 } 1792 if (scaled) { 1793 n.x *= inverseScaleX; 1794 n.y *= inverseScaleY; 1795 } 1796 } else if (scaled) { 1797 // Extend n by .5 pixel on each side, post-transform 1798 vec2 extendedN = n.copyNormalized(); 1799 extendedN /= 2; 1800 extendedN.x *= inverseScaleX; 1801 extendedN.y *= inverseScaleY; 1802 float extendedNLength = extendedN.length(); 1803 // We need to set this value on the shader prior to drawing 1804 boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength); 1805 n += extendedN; 1806 } 1807 float x = n.x; 1808 n.x = -n.y; 1809 n.y = x; 1810 1811 // aa lines expand the endpoint vertices to encompass the AA boundary 1812 if (isAA) { 1813 vec2 abVector = (b - a); 1814 length = abVector.length(); 1815 abVector.normalize(); 1816 if (scaled) { 1817 abVector.x *= inverseScaleX; 1818 abVector.y *= inverseScaleY; 1819 float abLength = abVector.length(); 1820 boundaryLengthProportion = abLength / (length + abLength); 1821 } else { 1822 boundaryLengthProportion = .5 / (length + 1); 1823 } 1824 abVector /= 2; 1825 a -= abVector; 1826 b += abVector; 1827 } 1828 1829 // Four corners of the rectangle defining a thick line 1830 vec2 p1 = a - n; 1831 vec2 p2 = a + n; 1832 vec2 p3 = b + n; 1833 vec2 p4 = b - n; 1834 1835 1836 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1837 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1838 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1839 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1840 1841 if (!quickReject(left, top, right, bottom)) { 1842 if (!isAA) { 1843 if (prevVertex != NULL) { 1844 // Issue two repeat vertices to create degenerate triangles to bridge 1845 // between the previous line and the new one. This is necessary because 1846 // we are creating a single triangle_strip which will contain 1847 // potentially discontinuous line segments. 1848 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 1849 Vertex::set(vertices++, p1.x, p1.y); 1850 generatedVerticesCount += 2; 1851 } 1852 Vertex::set(vertices++, p1.x, p1.y); 1853 Vertex::set(vertices++, p2.x, p2.y); 1854 Vertex::set(vertices++, p4.x, p4.y); 1855 Vertex::set(vertices++, p3.x, p3.y); 1856 prevVertex = vertices - 1; 1857 generatedVerticesCount += 4; 1858 } else { 1859 if (!isHairLine && scaled) { 1860 // Must set width proportions per-segment for scaled non-hairlines to use the 1861 // correct AA boundary dimensions 1862 if (boundaryWidthSlot < 0) { 1863 boundaryWidthSlot = 1864 mCaches.currentProgram->getUniform("boundaryWidth"); 1865 inverseBoundaryWidthSlot = 1866 mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1867 } 1868 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1869 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1870 } 1871 if (boundaryLengthSlot < 0) { 1872 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1873 inverseBoundaryLengthSlot = 1874 mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1875 } 1876 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 1877 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion)); 1878 1879 if (prevAAVertex != NULL) { 1880 // Issue two repeat vertices to create degenerate triangles to bridge 1881 // between the previous line and the new one. This is necessary because 1882 // we are creating a single triangle_strip which will contain 1883 // potentially discontinuous line segments. 1884 AAVertex::set(aaVertices++,prevAAVertex->position[0], 1885 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 1886 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1887 generatedVerticesCount += 2; 1888 } 1889 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1890 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 1891 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 1892 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 1893 prevAAVertex = aaVertices - 1; 1894 generatedVerticesCount += 4; 1895 } 1896 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 1897 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 1898 *mSnapshot->transform); 1899 } 1900 } 1901 if (generatedVerticesCount > 0) { 1902 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 1903 } 1904 } 1905 1906 void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 1907 if (mSnapshot->isIgnored()) return; 1908 1909 // TODO: The paint's cap style defines whether the points are square or circular 1910 // TODO: Handle AA for round points 1911 1912 // A stroke width of 0 has a special meaning in Skia: 1913 // it draws an unscaled 1px point 1914 float strokeWidth = paint->getStrokeWidth(); 1915 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1916 if (isHairLine) { 1917 // Now that we know it's hairline, we can set the effective width, to be used later 1918 strokeWidth = 1.0f; 1919 } 1920 const float halfWidth = strokeWidth / 2; 1921 int alpha; 1922 SkXfermode::Mode mode; 1923 getAlphaAndMode(paint, &alpha, &mode); 1924 1925 int verticesCount = count >> 1; 1926 int generatedVerticesCount = 0; 1927 1928 TextureVertex pointsData[verticesCount]; 1929 TextureVertex* vertex = &pointsData[0]; 1930 1931 setupDraw(); 1932 setupDrawPoint(strokeWidth); 1933 setupDrawColor(paint->getColor(), alpha); 1934 setupDrawColorFilter(); 1935 setupDrawShader(); 1936 setupDrawBlending(mode); 1937 setupDrawProgram(); 1938 setupDrawModelViewIdentity(true); 1939 setupDrawColorUniforms(); 1940 setupDrawColorFilterUniforms(); 1941 setupDrawPointUniforms(); 1942 setupDrawShaderIdentityUniforms(); 1943 setupDrawMesh(vertex); 1944 1945 for (int i = 0; i < count; i += 2) { 1946 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1947 generatedVerticesCount++; 1948 float left = points[i] - halfWidth; 1949 float right = points[i] + halfWidth; 1950 float top = points[i + 1] - halfWidth; 1951 float bottom = points [i + 1] + halfWidth; 1952 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1953 } 1954 1955 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 1956 } 1957 1958 void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1959 // No need to check against the clip, we fill the clip region 1960 if (mSnapshot->isIgnored()) return; 1961 1962 Rect& clip(*mSnapshot->clipRect); 1963 clip.snapToPixelBoundaries(); 1964 1965 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1966 } 1967 1968 void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 1969 if (!texture) return; 1970 const AutoTexture autoCleanup(texture); 1971 1972 const float x = left + texture->left - texture->offset; 1973 const float y = top + texture->top - texture->offset; 1974 1975 drawPathTexture(texture, x, y, paint); 1976 } 1977 1978 void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1979 float rx, float ry, SkPaint* paint) { 1980 if (mSnapshot->isIgnored()) return; 1981 1982 glActiveTexture(gTextureUnits[0]); 1983 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 1984 right - left, bottom - top, rx, ry, paint); 1985 drawShape(left, top, texture, paint); 1986 } 1987 1988 void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 1989 if (mSnapshot->isIgnored()) return; 1990 1991 glActiveTexture(gTextureUnits[0]); 1992 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 1993 drawShape(x - radius, y - radius, texture, paint); 1994 } 1995 1996 void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 1997 if (mSnapshot->isIgnored()) return; 1998 1999 glActiveTexture(gTextureUnits[0]); 2000 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 2001 drawShape(left, top, texture, paint); 2002 } 2003 2004 void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2005 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 2006 if (mSnapshot->isIgnored()) return; 2007 2008 if (fabs(sweepAngle) >= 360.0f) { 2009 drawOval(left, top, right, bottom, paint); 2010 return; 2011 } 2012 2013 glActiveTexture(gTextureUnits[0]); 2014 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2015 startAngle, sweepAngle, useCenter, paint); 2016 drawShape(left, top, texture, paint); 2017 } 2018 2019 void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 2020 SkPaint* paint) { 2021 if (mSnapshot->isIgnored()) return; 2022 2023 glActiveTexture(gTextureUnits[0]); 2024 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 2025 drawShape(left, top, texture, paint); 2026 } 2027 2028 void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2029 if (p->getStyle() != SkPaint::kFill_Style) { 2030 drawRectAsShape(left, top, right, bottom, p); 2031 return; 2032 } 2033 2034 if (quickReject(left, top, right, bottom)) { 2035 return; 2036 } 2037 2038 SkXfermode::Mode mode; 2039 if (!mCaches.extensions.hasFramebufferFetch()) { 2040 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 2041 if (!isMode) { 2042 // Assume SRC_OVER 2043 mode = SkXfermode::kSrcOver_Mode; 2044 } 2045 } else { 2046 mode = getXfermode(p->getXfermode()); 2047 } 2048 2049 int color = p->getColor(); 2050 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2051 drawAARect(left, top, right, bottom, color, mode); 2052 } else { 2053 drawColorRect(left, top, right, bottom, color, mode); 2054 } 2055 } 2056 2057 void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2058 float x, float y, SkPaint* paint) { 2059 if (text == NULL || count == 0) { 2060 return; 2061 } 2062 if (mSnapshot->isIgnored()) return; 2063 2064 // TODO: We should probably make a copy of the paint instead of modifying 2065 // it; modifying the paint will change its generationID the first 2066 // time, which might impact caches. More investigation needed to 2067 // see if it matters. 2068 // If we make a copy, then drawTextDecorations() should *not* make 2069 // its own copy as it does right now. 2070 paint->setAntiAlias(true); 2071 #if RENDER_TEXT_AS_GLYPHS 2072 paint->setTextEncoding(SkPaint::kGlyphID_TextEncoding); 2073 #endif 2074 2075 float length = -1.0f; 2076 switch (paint->getTextAlign()) { 2077 case SkPaint::kCenter_Align: 2078 length = paint->measureText(text, bytesCount); 2079 x -= length / 2.0f; 2080 break; 2081 case SkPaint::kRight_Align: 2082 length = paint->measureText(text, bytesCount); 2083 x -= length; 2084 break; 2085 default: 2086 break; 2087 } 2088 2089 const float oldX = x; 2090 const float oldY = y; 2091 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2092 if (pureTranslate) { 2093 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2094 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2095 } 2096 2097 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2098 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2099 paint->getTextSize()); 2100 2101 int alpha; 2102 SkXfermode::Mode mode; 2103 getAlphaAndMode(paint, &alpha, &mode); 2104 2105 if (mHasShadow) { 2106 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2107 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2108 paint, text, bytesCount, count, mShadowRadius); 2109 const AutoTexture autoCleanup(shadow); 2110 2111 const float sx = oldX - shadow->left + mShadowDx; 2112 const float sy = oldY - shadow->top + mShadowDy; 2113 2114 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 2115 int shadowColor = mShadowColor; 2116 if (mShader) { 2117 shadowColor = 0xffffffff; 2118 } 2119 2120 glActiveTexture(gTextureUnits[0]); 2121 setupDraw(); 2122 setupDrawWithTexture(true); 2123 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2124 setupDrawColorFilter(); 2125 setupDrawShader(); 2126 setupDrawBlending(true, mode); 2127 setupDrawProgram(); 2128 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2129 setupDrawTexture(shadow->id); 2130 setupDrawPureColorUniforms(); 2131 setupDrawColorFilterUniforms(); 2132 setupDrawShaderUniforms(); 2133 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2134 2135 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2136 2137 finishDrawTexture(); 2138 } 2139 2140 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 2141 return; 2142 } 2143 2144 // Pick the appropriate texture filtering 2145 bool linearFilter = mSnapshot->transform->changesBounds(); 2146 if (pureTranslate && !linearFilter) { 2147 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2148 } 2149 2150 glActiveTexture(gTextureUnits[0]); 2151 setupDraw(); 2152 setupDrawDirtyRegionsDisabled(); 2153 setupDrawWithTexture(true); 2154 setupDrawAlpha8Color(paint->getColor(), alpha); 2155 setupDrawColorFilter(); 2156 setupDrawShader(); 2157 setupDrawBlending(true, mode); 2158 setupDrawProgram(); 2159 setupDrawModelView(x, y, x, y, pureTranslate, true); 2160 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2161 setupDrawPureColorUniforms(); 2162 setupDrawColorFilterUniforms(); 2163 setupDrawShaderUniforms(pureTranslate); 2164 2165 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2166 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2167 2168 #if RENDER_LAYERS_AS_REGIONS 2169 bool hasActiveLayer = hasLayer(); 2170 #else 2171 bool hasActiveLayer = false; 2172 #endif 2173 mCaches.unbindMeshBuffer(); 2174 2175 // Tell font renderer the locations of position and texture coord 2176 // attributes so it can bind its data properly 2177 int positionSlot = mCaches.currentProgram->position; 2178 fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot); 2179 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 2180 hasActiveLayer ? &bounds : NULL)) { 2181 #if RENDER_LAYERS_AS_REGIONS 2182 if (hasActiveLayer) { 2183 if (!pureTranslate) { 2184 mSnapshot->transform->mapRect(bounds); 2185 } 2186 dirtyLayerUnchecked(bounds, getRegion()); 2187 } 2188 #endif 2189 } 2190 2191 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 2192 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 2193 2194 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2195 } 2196 2197 void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2198 if (mSnapshot->isIgnored()) return; 2199 2200 glActiveTexture(gTextureUnits[0]); 2201 2202 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2203 if (!texture) return; 2204 const AutoTexture autoCleanup(texture); 2205 2206 const float x = texture->left - texture->offset; 2207 const float y = texture->top - texture->offset; 2208 2209 drawPathTexture(texture, x, y, paint); 2210 } 2211 2212 void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2213 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 2214 return; 2215 } 2216 2217 glActiveTexture(gTextureUnits[0]); 2218 2219 int alpha; 2220 SkXfermode::Mode mode; 2221 getAlphaAndMode(paint, &alpha, &mode); 2222 2223 layer->setAlpha(alpha, mode); 2224 2225 #if RENDER_LAYERS_AS_REGIONS 2226 if (!layer->region.isEmpty()) { 2227 if (layer->region.isRect()) { 2228 composeLayerRect(layer, layer->regionRect); 2229 } else if (layer->mesh) { 2230 const float a = alpha / 255.0f; 2231 const Rect& rect = layer->layer; 2232 2233 setupDraw(); 2234 setupDrawWithTexture(); 2235 setupDrawColor(a, a, a, a); 2236 setupDrawColorFilter(); 2237 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2238 setupDrawProgram(); 2239 setupDrawPureColorUniforms(); 2240 setupDrawColorFilterUniforms(); 2241 setupDrawTexture(layer->getTexture()); 2242 if (mSnapshot->transform->isPureTranslate()) { 2243 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2244 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2245 2246 layer->setFilter(GL_NEAREST, GL_NEAREST); 2247 setupDrawModelViewTranslate(x, y, 2248 x + layer->layer.getWidth(), y + layer->layer.getHeight(), true); 2249 } else { 2250 layer->setFilter(GL_LINEAR, GL_LINEAR); 2251 setupDrawModelViewTranslate(x, y, 2252 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2253 } 2254 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2255 2256 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2257 GL_UNSIGNED_SHORT, layer->meshIndices); 2258 2259 finishDrawTexture(); 2260 2261 #if DEBUG_LAYERS_AS_REGIONS 2262 drawRegionRects(layer->region); 2263 #endif 2264 } 2265 } 2266 #else 2267 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2268 composeLayerRect(layer, r); 2269 #endif 2270 } 2271 2272 /////////////////////////////////////////////////////////////////////////////// 2273 // Shaders 2274 /////////////////////////////////////////////////////////////////////////////// 2275 2276 void OpenGLRenderer::resetShader() { 2277 mShader = NULL; 2278 } 2279 2280 void OpenGLRenderer::setupShader(SkiaShader* shader) { 2281 mShader = shader; 2282 if (mShader) { 2283 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2284 } 2285 } 2286 2287 /////////////////////////////////////////////////////////////////////////////// 2288 // Color filters 2289 /////////////////////////////////////////////////////////////////////////////// 2290 2291 void OpenGLRenderer::resetColorFilter() { 2292 mColorFilter = NULL; 2293 } 2294 2295 void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2296 mColorFilter = filter; 2297 } 2298 2299 /////////////////////////////////////////////////////////////////////////////// 2300 // Drop shadow 2301 /////////////////////////////////////////////////////////////////////////////// 2302 2303 void OpenGLRenderer::resetShadow() { 2304 mHasShadow = false; 2305 } 2306 2307 void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2308 mHasShadow = true; 2309 mShadowRadius = radius; 2310 mShadowDx = dx; 2311 mShadowDy = dy; 2312 mShadowColor = color; 2313 } 2314 2315 /////////////////////////////////////////////////////////////////////////////// 2316 // Drawing implementation 2317 /////////////////////////////////////////////////////////////////////////////// 2318 2319 void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2320 float x, float y, SkPaint* paint) { 2321 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2322 return; 2323 } 2324 2325 int alpha; 2326 SkXfermode::Mode mode; 2327 getAlphaAndMode(paint, &alpha, &mode); 2328 2329 setupDraw(); 2330 setupDrawWithTexture(true); 2331 setupDrawAlpha8Color(paint->getColor(), alpha); 2332 setupDrawColorFilter(); 2333 setupDrawShader(); 2334 setupDrawBlending(true, mode); 2335 setupDrawProgram(); 2336 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2337 setupDrawTexture(texture->id); 2338 setupDrawPureColorUniforms(); 2339 setupDrawColorFilterUniforms(); 2340 setupDrawShaderUniforms(); 2341 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2342 2343 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2344 2345 finishDrawTexture(); 2346 } 2347 2348 // Same values used by Skia 2349 #define kStdStrikeThru_Offset (-6.0f / 21.0f) 2350 #define kStdUnderline_Offset (1.0f / 9.0f) 2351 #define kStdUnderline_Thickness (1.0f / 18.0f) 2352 2353 void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2354 float x, float y, SkPaint* paint) { 2355 // Handle underline and strike-through 2356 uint32_t flags = paint->getFlags(); 2357 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2358 SkPaint paintCopy(*paint); 2359 float underlineWidth = length; 2360 // If length is > 0.0f, we already measured the text for the text alignment 2361 if (length <= 0.0f) { 2362 underlineWidth = paintCopy.measureText(text, bytesCount); 2363 } 2364 2365 float offsetX = 0; 2366 switch (paintCopy.getTextAlign()) { 2367 case SkPaint::kCenter_Align: 2368 offsetX = underlineWidth * 0.5f; 2369 break; 2370 case SkPaint::kRight_Align: 2371 offsetX = underlineWidth; 2372 break; 2373 default: 2374 break; 2375 } 2376 2377 if (underlineWidth > 0.0f) { 2378 const float textSize = paintCopy.getTextSize(); 2379 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2380 2381 const float left = x - offsetX; 2382 float top = 0.0f; 2383 2384 int linesCount = 0; 2385 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2386 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2387 2388 const int pointsCount = 4 * linesCount; 2389 float points[pointsCount]; 2390 int currentPoint = 0; 2391 2392 if (flags & SkPaint::kUnderlineText_Flag) { 2393 top = y + textSize * kStdUnderline_Offset; 2394 points[currentPoint++] = left; 2395 points[currentPoint++] = top; 2396 points[currentPoint++] = left + underlineWidth; 2397 points[currentPoint++] = top; 2398 } 2399 2400 if (flags & SkPaint::kStrikeThruText_Flag) { 2401 top = y + textSize * kStdStrikeThru_Offset; 2402 points[currentPoint++] = left; 2403 points[currentPoint++] = top; 2404 points[currentPoint++] = left + underlineWidth; 2405 points[currentPoint++] = top; 2406 } 2407 2408 paintCopy.setStrokeWidth(strokeWidth); 2409 2410 drawLines(&points[0], pointsCount, &paintCopy); 2411 } 2412 } 2413 } 2414 2415 void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2416 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2417 // If a shader is set, preserve only the alpha 2418 if (mShader) { 2419 color |= 0x00ffffff; 2420 } 2421 2422 setupDraw(); 2423 setupDrawColor(color); 2424 setupDrawShader(); 2425 setupDrawColorFilter(); 2426 setupDrawBlending(mode); 2427 setupDrawProgram(); 2428 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2429 setupDrawColorUniforms(); 2430 setupDrawShaderUniforms(ignoreTransform); 2431 setupDrawColorFilterUniforms(); 2432 setupDrawSimpleMesh(); 2433 2434 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2435 } 2436 2437 void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2438 Texture* texture, SkPaint* paint) { 2439 int alpha; 2440 SkXfermode::Mode mode; 2441 getAlphaAndMode(paint, &alpha, &mode); 2442 2443 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); 2444 2445 if (mSnapshot->transform->isPureTranslate()) { 2446 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2447 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2448 2449 texture->setFilter(GL_NEAREST, GL_NEAREST, true); 2450 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2451 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2452 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2453 } else { 2454 texture->setFilter(GL_LINEAR, GL_LINEAR, true); 2455 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2456 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2457 GL_TRIANGLE_STRIP, gMeshCount); 2458 } 2459 } 2460 2461 void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2462 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2463 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2464 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2465 } 2466 2467 void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2468 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2469 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2470 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2471 2472 setupDraw(); 2473 setupDrawWithTexture(); 2474 setupDrawColor(alpha, alpha, alpha, alpha); 2475 setupDrawColorFilter(); 2476 setupDrawBlending(blend, mode, swapSrcDst); 2477 setupDrawProgram(); 2478 if (!dirty) { 2479 setupDrawDirtyRegionsDisabled(); 2480 } 2481 if (!ignoreScale) { 2482 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2483 } else { 2484 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2485 } 2486 setupDrawPureColorUniforms(); 2487 setupDrawColorFilterUniforms(); 2488 setupDrawTexture(texture); 2489 setupDrawMesh(vertices, texCoords, vbo); 2490 2491 glDrawArrays(drawMode, 0, elementsCount); 2492 2493 finishDrawTexture(); 2494 } 2495 2496 void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2497 ProgramDescription& description, bool swapSrcDst) { 2498 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2499 if (blend) { 2500 if (mode <= SkXfermode::kScreen_Mode) { 2501 if (!mCaches.blend) { 2502 glEnable(GL_BLEND); 2503 } 2504 2505 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2506 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2507 2508 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2509 glBlendFunc(sourceMode, destMode); 2510 mCaches.lastSrcMode = sourceMode; 2511 mCaches.lastDstMode = destMode; 2512 } 2513 } else { 2514 // These blend modes are not supported by OpenGL directly and have 2515 // to be implemented using shaders. Since the shader will perform 2516 // the blending, turn blending off here 2517 if (mCaches.extensions.hasFramebufferFetch()) { 2518 description.framebufferMode = mode; 2519 description.swapSrcDst = swapSrcDst; 2520 } 2521 2522 if (mCaches.blend) { 2523 glDisable(GL_BLEND); 2524 } 2525 blend = false; 2526 } 2527 } else if (mCaches.blend) { 2528 glDisable(GL_BLEND); 2529 } 2530 mCaches.blend = blend; 2531 } 2532 2533 bool OpenGLRenderer::useProgram(Program* program) { 2534 if (!program->isInUse()) { 2535 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2536 program->use(); 2537 mCaches.currentProgram = program; 2538 return false; 2539 } 2540 return true; 2541 } 2542 2543 void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2544 TextureVertex* v = &mMeshVertices[0]; 2545 TextureVertex::setUV(v++, u1, v1); 2546 TextureVertex::setUV(v++, u2, v1); 2547 TextureVertex::setUV(v++, u1, v2); 2548 TextureVertex::setUV(v++, u2, v2); 2549 } 2550 2551 void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2552 if (paint) { 2553 *mode = getXfermode(paint->getXfermode()); 2554 2555 // Skia draws using the color's alpha channel if < 255 2556 // Otherwise, it uses the paint's alpha 2557 int color = paint->getColor(); 2558 *alpha = (color >> 24) & 0xFF; 2559 if (*alpha == 255) { 2560 *alpha = paint->getAlpha(); 2561 } 2562 } else { 2563 *mode = SkXfermode::kSrcOver_Mode; 2564 *alpha = 255; 2565 } 2566 } 2567 2568 SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2569 SkXfermode::Mode resultMode; 2570 if (!SkXfermode::AsMode(mode, &resultMode)) { 2571 resultMode = SkXfermode::kSrcOver_Mode; 2572 } 2573 return resultMode; 2574 } 2575 2576 }; // namespace uirenderer 2577 }; // namespace android 2578