1 /* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17 #define LOG_TAG "OpenGLRenderer" 18 19 #include <stdlib.h> 20 #include <stdint.h> 21 #include <sys/types.h> 22 23 #include <SkCanvas.h> 24 #include <SkPathMeasure.h> 25 #include <SkTypeface.h> 26 27 #include <utils/Log.h> 28 #include <utils/StopWatch.h> 29 30 #include <private/hwui/DrawGlInfo.h> 31 32 #include <ui/Rect.h> 33 34 #include "OpenGLRenderer.h" 35 #include "DisplayListRenderer.h" 36 #include "PathRenderer.h" 37 #include "Properties.h" 38 #include "Vector.h" 39 40 namespace android { 41 namespace uirenderer { 42 43 /////////////////////////////////////////////////////////////////////////////// 44 // Defines 45 /////////////////////////////////////////////////////////////////////////////// 46 47 #define RAD_TO_DEG (180.0f / 3.14159265f) 48 #define MIN_ANGLE 0.001f 49 50 #define ALPHA_THRESHOLD 0 51 52 #define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 53 54 /////////////////////////////////////////////////////////////////////////////// 55 // Globals 56 /////////////////////////////////////////////////////////////////////////////// 57 58 /** 59 * Structure mapping Skia xfermodes to OpenGL blending factors. 60 */ 61 struct Blender { 62 SkXfermode::Mode mode; 63 GLenum src; 64 GLenum dst; 65 }; // struct Blender 66 67 // In this array, the index of each Blender equals the value of the first 68 // entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 69 static const Blender gBlends[] = { 70 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 71 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 72 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 73 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 74 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 75 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 76 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 77 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 78 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 79 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 81 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 82 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 83 { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, 84 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 85 }; 86 87 // This array contains the swapped version of each SkXfermode. For instance 88 // this array's SrcOver blending mode is actually DstOver. You can refer to 89 // createLayer() for more information on the purpose of this array. 90 static const Blender gBlendsSwap[] = { 91 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 92 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 93 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 94 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 95 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 96 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 97 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 98 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 99 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 100 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 101 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 104 { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, 105 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 106 }; 107 108 /////////////////////////////////////////////////////////////////////////////// 109 // Constructors/destructor 110 /////////////////////////////////////////////////////////////////////////////// 111 112 OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 113 mShader = NULL; 114 mColorFilter = NULL; 115 mHasShadow = false; 116 mHasDrawFilter = false; 117 118 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 119 120 mFirstSnapshot = new Snapshot; 121 122 mScissorOptimizationDisabled = false; 123 } 124 125 OpenGLRenderer::~OpenGLRenderer() { 126 // The context has already been destroyed at this point, do not call 127 // GL APIs. All GL state should be kept in Caches.h 128 } 129 130 void OpenGLRenderer::initProperties() { 131 char property[PROPERTY_VALUE_MAX]; 132 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 133 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 134 INIT_LOGD(" Scissor optimization %s", 135 mScissorOptimizationDisabled ? "disabled" : "enabled"); 136 } else { 137 INIT_LOGD(" Scissor optimization enabled"); 138 } 139 } 140 141 /////////////////////////////////////////////////////////////////////////////// 142 // Setup 143 /////////////////////////////////////////////////////////////////////////////// 144 145 bool OpenGLRenderer::isDeferred() { 146 return false; 147 } 148 149 void OpenGLRenderer::setViewport(int width, int height) { 150 initViewport(width, height); 151 152 glDisable(GL_DITHER); 153 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 154 155 glEnableVertexAttribArray(Program::kBindingPosition); 156 } 157 158 void OpenGLRenderer::initViewport(int width, int height) { 159 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 160 161 mWidth = width; 162 mHeight = height; 163 164 mFirstSnapshot->height = height; 165 mFirstSnapshot->viewport.set(0, 0, width, height); 166 } 167 168 status_t OpenGLRenderer::prepare(bool opaque) { 169 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 170 } 171 172 status_t OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, 173 bool opaque) { 174 mCaches.clearGarbage(); 175 176 mSnapshot = new Snapshot(mFirstSnapshot, 177 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 178 mSnapshot->fbo = getTargetFbo(); 179 mSaveCount = 1; 180 181 mSnapshot->setClip(left, top, right, bottom); 182 mDirtyClip = true; 183 184 updateLayers(); 185 186 // If we know that we are going to redraw the entire framebuffer, 187 // perform a discard to let the driver know we don't need to preserve 188 // the back buffer for this frame. 189 if (mCaches.extensions.hasDiscardFramebuffer() && 190 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 191 const GLenum attachments[] = { getTargetFbo() == 0 ? GL_COLOR_EXT : GL_COLOR_ATTACHMENT0 }; 192 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 193 } 194 195 syncState(); 196 197 // Functors break the tiling extension in pretty spectacular ways 198 // This ensures we don't use tiling when a functor is going to be 199 // invoked during the frame 200 mSuppressTiling = mCaches.hasRegisteredFunctors(); 201 202 mTilingSnapshot = mSnapshot; 203 startTiling(mTilingSnapshot, true); 204 205 debugOverdraw(true, true); 206 207 return clear(left, top, right, bottom, opaque); 208 } 209 210 status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 211 if (!opaque) { 212 mCaches.enableScissor(); 213 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 214 glClear(GL_COLOR_BUFFER_BIT); 215 return DrawGlInfo::kStatusDrew; 216 } 217 218 mCaches.resetScissor(); 219 return DrawGlInfo::kStatusDone; 220 } 221 222 void OpenGLRenderer::syncState() { 223 glViewport(0, 0, mWidth, mHeight); 224 225 if (mCaches.blend) { 226 glEnable(GL_BLEND); 227 } else { 228 glDisable(GL_BLEND); 229 } 230 } 231 232 void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 233 if (!mSuppressTiling) { 234 Rect* clip = mTilingSnapshot->clipRect; 235 if (s->flags & Snapshot::kFlagIsFboLayer) { 236 clip = s->clipRect; 237 } 238 239 mCaches.startTiling(clip->left, s->height - clip->bottom, 240 clip->right - clip->left, clip->bottom - clip->top, opaque); 241 } 242 } 243 244 void OpenGLRenderer::endTiling() { 245 if (!mSuppressTiling) mCaches.endTiling(); 246 } 247 248 void OpenGLRenderer::finish() { 249 renderOverdraw(); 250 endTiling(); 251 252 if (!suppressErrorChecks()) { 253 #if DEBUG_OPENGL 254 GLenum status = GL_NO_ERROR; 255 while ((status = glGetError()) != GL_NO_ERROR) { 256 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 257 switch (status) { 258 case GL_INVALID_ENUM: 259 ALOGE(" GL_INVALID_ENUM"); 260 break; 261 case GL_INVALID_VALUE: 262 ALOGE(" GL_INVALID_VALUE"); 263 break; 264 case GL_INVALID_OPERATION: 265 ALOGE(" GL_INVALID_OPERATION"); 266 break; 267 case GL_OUT_OF_MEMORY: 268 ALOGE(" Out of memory!"); 269 break; 270 } 271 } 272 #endif 273 274 #if DEBUG_MEMORY_USAGE 275 mCaches.dumpMemoryUsage(); 276 #else 277 if (mCaches.getDebugLevel() & kDebugMemory) { 278 mCaches.dumpMemoryUsage(); 279 } 280 #endif 281 } 282 } 283 284 void OpenGLRenderer::interrupt() { 285 if (mCaches.currentProgram) { 286 if (mCaches.currentProgram->isInUse()) { 287 mCaches.currentProgram->remove(); 288 mCaches.currentProgram = NULL; 289 } 290 } 291 mCaches.unbindMeshBuffer(); 292 mCaches.unbindIndicesBuffer(); 293 mCaches.resetVertexPointers(); 294 mCaches.disbaleTexCoordsVertexArray(); 295 debugOverdraw(false, false); 296 } 297 298 void OpenGLRenderer::resume() { 299 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 300 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 301 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 302 debugOverdraw(true, false); 303 304 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 305 306 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 307 mCaches.enableScissor(); 308 mCaches.resetScissor(); 309 dirtyClip(); 310 311 mCaches.activeTexture(0); 312 313 mCaches.blend = true; 314 glEnable(GL_BLEND); 315 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 316 glBlendEquation(GL_FUNC_ADD); 317 } 318 319 void OpenGLRenderer::resumeAfterLayer() { 320 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 321 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 322 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 323 debugOverdraw(true, false); 324 325 mCaches.resetScissor(); 326 dirtyClip(); 327 } 328 329 void OpenGLRenderer::detachFunctor(Functor* functor) { 330 mFunctors.remove(functor); 331 } 332 333 void OpenGLRenderer::attachFunctor(Functor* functor) { 334 mFunctors.add(functor); 335 } 336 337 status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 338 status_t result = DrawGlInfo::kStatusDone; 339 size_t count = mFunctors.size(); 340 341 if (count > 0) { 342 SortedVector<Functor*> functors(mFunctors); 343 mFunctors.clear(); 344 345 DrawGlInfo info; 346 info.clipLeft = 0; 347 info.clipTop = 0; 348 info.clipRight = 0; 349 info.clipBottom = 0; 350 info.isLayer = false; 351 info.width = 0; 352 info.height = 0; 353 memset(info.transform, 0, sizeof(float) * 16); 354 355 for (size_t i = 0; i < count; i++) { 356 Functor* f = functors.itemAt(i); 357 result |= (*f)(DrawGlInfo::kModeProcess, &info); 358 359 if (result & DrawGlInfo::kStatusDraw) { 360 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 361 dirty.unionWith(localDirty); 362 } 363 364 if (result & DrawGlInfo::kStatusInvoke) { 365 mFunctors.add(f); 366 } 367 } 368 // protect against functors binding to other buffers 369 mCaches.unbindMeshBuffer(); 370 mCaches.unbindIndicesBuffer(); 371 mCaches.activeTexture(0); 372 } 373 374 return result; 375 } 376 377 status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 378 interrupt(); 379 detachFunctor(functor); 380 381 mCaches.enableScissor(); 382 if (mDirtyClip) { 383 setScissorFromClip(); 384 } 385 386 Rect clip(*mSnapshot->clipRect); 387 clip.snapToPixelBoundaries(); 388 389 // Since we don't know what the functor will draw, let's dirty 390 // tne entire clip region 391 if (hasLayer()) { 392 dirtyLayerUnchecked(clip, getRegion()); 393 } 394 395 DrawGlInfo info; 396 info.clipLeft = clip.left; 397 info.clipTop = clip.top; 398 info.clipRight = clip.right; 399 info.clipBottom = clip.bottom; 400 info.isLayer = hasLayer(); 401 info.width = getSnapshot()->viewport.getWidth(); 402 info.height = getSnapshot()->height; 403 getSnapshot()->transform->copyTo(&info.transform[0]); 404 405 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew; 406 407 if (result != DrawGlInfo::kStatusDone) { 408 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 409 dirty.unionWith(localDirty); 410 411 if (result & DrawGlInfo::kStatusInvoke) { 412 mFunctors.add(functor); 413 } 414 } 415 416 resume(); 417 return result; 418 } 419 420 /////////////////////////////////////////////////////////////////////////////// 421 // Debug 422 /////////////////////////////////////////////////////////////////////////////// 423 424 void OpenGLRenderer::startMark(const char* name) const { 425 mCaches.startMark(0, name); 426 } 427 428 void OpenGLRenderer::endMark() const { 429 mCaches.endMark(); 430 } 431 432 void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 433 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 434 if (clear) { 435 mCaches.disableScissor(); 436 mCaches.stencil.clear(); 437 } 438 if (enable) { 439 mCaches.stencil.enableDebugWrite(); 440 } else { 441 mCaches.stencil.disable(); 442 } 443 } 444 } 445 446 void OpenGLRenderer::renderOverdraw() { 447 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 448 const Rect* clip = mTilingSnapshot->clipRect; 449 450 mCaches.enableScissor(); 451 mCaches.setScissor(clip->left, mTilingSnapshot->height - clip->bottom, 452 clip->right - clip->left, clip->bottom - clip->top); 453 454 mCaches.stencil.enableDebugTest(2); 455 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 456 mCaches.stencil.enableDebugTest(3); 457 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 458 mCaches.stencil.enableDebugTest(4); 459 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 460 mCaches.stencil.enableDebugTest(4, true); 461 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 462 mCaches.stencil.disable(); 463 } 464 } 465 466 /////////////////////////////////////////////////////////////////////////////// 467 // Layers 468 /////////////////////////////////////////////////////////////////////////////// 469 470 bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 471 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 472 OpenGLRenderer* renderer = layer->renderer; 473 Rect& dirty = layer->dirtyRect; 474 475 if (inFrame) { 476 endTiling(); 477 debugOverdraw(false, false); 478 } 479 480 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 481 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 482 renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren); 483 renderer->finish(); 484 485 if (inFrame) { 486 resumeAfterLayer(); 487 startTiling(mSnapshot); 488 } 489 490 dirty.setEmpty(); 491 layer->deferredUpdateScheduled = false; 492 layer->renderer = NULL; 493 layer->displayList = NULL; 494 495 return true; 496 } 497 498 return false; 499 } 500 501 void OpenGLRenderer::updateLayers() { 502 int count = mLayerUpdates.size(); 503 if (count > 0) { 504 startMark("Layer Updates"); 505 506 // Note: it is very important to update the layers in reverse order 507 for (int i = count - 1; i >= 0; i--) { 508 Layer* layer = mLayerUpdates.itemAt(i); 509 updateLayer(layer, false); 510 mCaches.resourceCache.decrementRefcount(layer); 511 } 512 mLayerUpdates.clear(); 513 514 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 515 endMark(); 516 } 517 } 518 519 void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 520 if (layer) { 521 mLayerUpdates.push_back(layer); 522 mCaches.resourceCache.incrementRefcount(layer); 523 } 524 } 525 526 void OpenGLRenderer::clearLayerUpdates() { 527 size_t count = mLayerUpdates.size(); 528 if (count > 0) { 529 mCaches.resourceCache.lock(); 530 for (size_t i = 0; i < count; i++) { 531 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 532 } 533 mCaches.resourceCache.unlock(); 534 mLayerUpdates.clear(); 535 } 536 } 537 538 /////////////////////////////////////////////////////////////////////////////// 539 // State management 540 /////////////////////////////////////////////////////////////////////////////// 541 542 int OpenGLRenderer::getSaveCount() const { 543 return mSaveCount; 544 } 545 546 int OpenGLRenderer::save(int flags) { 547 return saveSnapshot(flags); 548 } 549 550 void OpenGLRenderer::restore() { 551 if (mSaveCount > 1) { 552 restoreSnapshot(); 553 } 554 } 555 556 void OpenGLRenderer::restoreToCount(int saveCount) { 557 if (saveCount < 1) saveCount = 1; 558 559 while (mSaveCount > saveCount) { 560 restoreSnapshot(); 561 } 562 } 563 564 int OpenGLRenderer::saveSnapshot(int flags) { 565 mSnapshot = new Snapshot(mSnapshot, flags); 566 return mSaveCount++; 567 } 568 569 bool OpenGLRenderer::restoreSnapshot() { 570 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 571 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 572 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 573 574 sp<Snapshot> current = mSnapshot; 575 sp<Snapshot> previous = mSnapshot->previous; 576 577 if (restoreOrtho) { 578 Rect& r = previous->viewport; 579 glViewport(r.left, r.top, r.right, r.bottom); 580 mOrthoMatrix.load(current->orthoMatrix); 581 } 582 583 mSaveCount--; 584 mSnapshot = previous; 585 586 if (restoreClip) { 587 dirtyClip(); 588 } 589 590 if (restoreLayer) { 591 composeLayer(current, previous); 592 } 593 594 return restoreClip; 595 } 596 597 /////////////////////////////////////////////////////////////////////////////// 598 // Layers 599 /////////////////////////////////////////////////////////////////////////////// 600 601 int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 602 SkPaint* p, int flags) { 603 const GLuint previousFbo = mSnapshot->fbo; 604 const int count = saveSnapshot(flags); 605 606 if (!mSnapshot->isIgnored()) { 607 int alpha = 255; 608 SkXfermode::Mode mode; 609 610 if (p) { 611 alpha = p->getAlpha(); 612 mode = getXfermode(p->getXfermode()); 613 } else { 614 mode = SkXfermode::kSrcOver_Mode; 615 } 616 617 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 618 } 619 620 return count; 621 } 622 623 int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 624 int alpha, int flags) { 625 if (alpha >= 255) { 626 return saveLayer(left, top, right, bottom, NULL, flags); 627 } else { 628 SkPaint paint; 629 paint.setAlpha(alpha); 630 return saveLayer(left, top, right, bottom, &paint, flags); 631 } 632 } 633 634 /** 635 * Layers are viewed by Skia are slightly different than layers in image editing 636 * programs (for instance.) When a layer is created, previously created layers 637 * and the frame buffer still receive every drawing command. For instance, if a 638 * layer is created and a shape intersecting the bounds of the layers and the 639 * framebuffer is draw, the shape will be drawn on both (unless the layer was 640 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 641 * 642 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 643 * texture. Unfortunately, this is inefficient as it requires every primitive to 644 * be drawn n + 1 times, where n is the number of active layers. In practice this 645 * means, for every primitive: 646 * - Switch active frame buffer 647 * - Change viewport, clip and projection matrix 648 * - Issue the drawing 649 * 650 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 651 * To avoid this, layers are implemented in a different way here, at least in the 652 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 653 * is set. When this flag is set we can redirect all drawing operations into a 654 * single FBO. 655 * 656 * This implementation relies on the frame buffer being at least RGBA 8888. When 657 * a layer is created, only a texture is created, not an FBO. The content of the 658 * frame buffer contained within the layer's bounds is copied into this texture 659 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 660 * buffer and drawing continues as normal. This technique therefore treats the 661 * frame buffer as a scratch buffer for the layers. 662 * 663 * To compose the layers back onto the frame buffer, each layer texture 664 * (containing the original frame buffer data) is drawn as a simple quad over 665 * the frame buffer. The trick is that the quad is set as the composition 666 * destination in the blending equation, and the frame buffer becomes the source 667 * of the composition. 668 * 669 * Drawing layers with an alpha value requires an extra step before composition. 670 * An empty quad is drawn over the layer's region in the frame buffer. This quad 671 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 672 * quad is used to multiply the colors in the frame buffer. This is achieved by 673 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 674 * GL_ZERO, GL_SRC_ALPHA. 675 * 676 * Because glCopyTexImage2D() can be slow, an alternative implementation might 677 * be use to draw a single clipped layer. The implementation described above 678 * is correct in every case. 679 * 680 * (1) The frame buffer is actually not cleared right away. To allow the GPU 681 * to potentially optimize series of calls to glCopyTexImage2D, the frame 682 * buffer is left untouched until the first drawing operation. Only when 683 * something actually gets drawn are the layers regions cleared. 684 */ 685 bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 686 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 687 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 688 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 689 690 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 691 692 // Window coordinates of the layer 693 Rect clip; 694 Rect bounds(left, top, right, bottom); 695 Rect untransformedBounds(bounds); 696 mSnapshot->transform->mapRect(bounds); 697 698 // Layers only make sense if they are in the framebuffer's bounds 699 if (bounds.intersect(*mSnapshot->clipRect)) { 700 // We cannot work with sub-pixels in this case 701 bounds.snapToPixelBoundaries(); 702 703 // When the layer is not an FBO, we may use glCopyTexImage so we 704 // need to make sure the layer does not extend outside the bounds 705 // of the framebuffer 706 if (!bounds.intersect(mSnapshot->previous->viewport)) { 707 bounds.setEmpty(); 708 } else if (fboLayer) { 709 clip.set(bounds); 710 mat4 inverse; 711 inverse.loadInverse(*mSnapshot->transform); 712 inverse.mapRect(clip); 713 clip.snapToPixelBoundaries(); 714 if (clip.intersect(untransformedBounds)) { 715 clip.translate(-left, -top); 716 bounds.set(untransformedBounds); 717 } else { 718 clip.setEmpty(); 719 } 720 } 721 } else { 722 bounds.setEmpty(); 723 } 724 725 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 726 bounds.getHeight() > mCaches.maxTextureSize || 727 (fboLayer && clip.isEmpty())) { 728 mSnapshot->empty = fboLayer; 729 } else { 730 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 731 } 732 733 // Bail out if we won't draw in this snapshot 734 if (mSnapshot->invisible || mSnapshot->empty) { 735 return false; 736 } 737 738 mCaches.activeTexture(0); 739 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 740 if (!layer) { 741 return false; 742 } 743 744 layer->setAlpha(alpha, mode); 745 layer->layer.set(bounds); 746 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 747 bounds.getWidth() / float(layer->getWidth()), 0.0f); 748 layer->setColorFilter(mColorFilter); 749 layer->setBlend(true); 750 layer->setDirty(false); 751 752 // Save the layer in the snapshot 753 mSnapshot->flags |= Snapshot::kFlagIsLayer; 754 mSnapshot->layer = layer; 755 756 if (fboLayer) { 757 return createFboLayer(layer, bounds, clip, previousFbo); 758 } else { 759 // Copy the framebuffer into the layer 760 layer->bindTexture(); 761 if (!bounds.isEmpty()) { 762 if (layer->isEmpty()) { 763 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 764 bounds.left, mSnapshot->height - bounds.bottom, 765 layer->getWidth(), layer->getHeight(), 0); 766 layer->setEmpty(false); 767 } else { 768 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 769 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 770 } 771 772 // Enqueue the buffer coordinates to clear the corresponding region later 773 mLayers.push(new Rect(bounds)); 774 } 775 } 776 777 return true; 778 } 779 780 bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 781 layer->setFbo(mCaches.fboCache.get()); 782 783 mSnapshot->region = &mSnapshot->layer->region; 784 mSnapshot->flags |= Snapshot::kFlagFboTarget; 785 786 mSnapshot->flags |= Snapshot::kFlagIsFboLayer; 787 mSnapshot->fbo = layer->getFbo(); 788 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 789 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 790 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 791 mSnapshot->height = bounds.getHeight(); 792 mSnapshot->flags |= Snapshot::kFlagDirtyOrtho; 793 mSnapshot->orthoMatrix.load(mOrthoMatrix); 794 795 endTiling(); 796 debugOverdraw(false, false); 797 // Bind texture to FBO 798 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 799 layer->bindTexture(); 800 801 // Initialize the texture if needed 802 if (layer->isEmpty()) { 803 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 804 layer->setEmpty(false); 805 } 806 807 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 808 layer->getTexture(), 0); 809 810 startTiling(mSnapshot); 811 812 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 813 mCaches.enableScissor(); 814 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 815 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 816 glClear(GL_COLOR_BUFFER_BIT); 817 818 dirtyClip(); 819 820 // Change the ortho projection 821 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 822 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 823 824 return true; 825 } 826 827 /** 828 * Read the documentation of createLayer() before doing anything in this method. 829 */ 830 void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 831 if (!current->layer) { 832 ALOGE("Attempting to compose a layer that does not exist"); 833 return; 834 } 835 836 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 837 838 if (fboLayer) { 839 endTiling(); 840 841 // Detach the texture from the FBO 842 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 843 // Unbind current FBO and restore previous one 844 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 845 debugOverdraw(true, false); 846 847 startTiling(previous); 848 } 849 850 Layer* layer = current->layer; 851 const Rect& rect = layer->layer; 852 853 if (!fboLayer && layer->getAlpha() < 255) { 854 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 855 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 856 // Required below, composeLayerRect() will divide by 255 857 layer->setAlpha(255); 858 } 859 860 mCaches.unbindMeshBuffer(); 861 862 mCaches.activeTexture(0); 863 864 // When the layer is stored in an FBO, we can save a bit of fillrate by 865 // drawing only the dirty region 866 if (fboLayer) { 867 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 868 if (layer->getColorFilter()) { 869 setupColorFilter(layer->getColorFilter()); 870 } 871 composeLayerRegion(layer, rect); 872 if (layer->getColorFilter()) { 873 resetColorFilter(); 874 } 875 } else if (!rect.isEmpty()) { 876 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 877 composeLayerRect(layer, rect, true); 878 } 879 880 if (fboLayer) { 881 // Note: No need to use glDiscardFramebufferEXT() since we never 882 // create/compose layers that are not on screen with this 883 // code path 884 // See LayerRenderer::destroyLayer(Layer*) 885 886 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 887 mCaches.fboCache.put(current->fbo); 888 layer->setFbo(0); 889 } 890 891 dirtyClip(); 892 893 // Failing to add the layer to the cache should happen only if the layer is too large 894 if (!mCaches.layerCache.put(layer)) { 895 LAYER_LOGD("Deleting layer"); 896 Caches::getInstance().resourceCache.decrementRefcount(layer); 897 } 898 } 899 900 void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 901 float alpha = layer->getAlpha() / 255.0f; 902 903 setupDraw(); 904 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 905 setupDrawWithTexture(); 906 } else { 907 setupDrawWithExternalTexture(); 908 } 909 setupDrawTextureTransform(); 910 setupDrawColor(alpha, alpha, alpha, alpha); 911 setupDrawColorFilter(); 912 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 913 setupDrawProgram(); 914 setupDrawPureColorUniforms(); 915 setupDrawColorFilterUniforms(); 916 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 917 setupDrawTexture(layer->getTexture()); 918 } else { 919 setupDrawExternalTexture(layer->getTexture()); 920 } 921 if (mSnapshot->transform->isPureTranslate() && 922 layer->getWidth() == (uint32_t) rect.getWidth() && 923 layer->getHeight() == (uint32_t) rect.getHeight()) { 924 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 925 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 926 927 layer->setFilter(GL_NEAREST); 928 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 929 } else { 930 layer->setFilter(GL_LINEAR); 931 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 932 } 933 setupDrawTextureTransformUniforms(layer->getTexTransform()); 934 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 935 936 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 937 938 finishDrawTexture(); 939 } 940 941 void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 942 if (!layer->isTextureLayer()) { 943 const Rect& texCoords = layer->texCoords; 944 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 945 texCoords.right, texCoords.bottom); 946 947 float x = rect.left; 948 float y = rect.top; 949 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 950 layer->getWidth() == (uint32_t) rect.getWidth() && 951 layer->getHeight() == (uint32_t) rect.getHeight(); 952 953 if (simpleTransform) { 954 // When we're swapping, the layer is already in screen coordinates 955 if (!swap) { 956 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 957 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 958 } 959 960 layer->setFilter(GL_NEAREST, true); 961 } else { 962 layer->setFilter(GL_LINEAR, true); 963 } 964 965 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 966 layer->getTexture(), layer->getAlpha() / 255.0f, 967 layer->getMode(), layer->isBlend(), 968 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 969 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 970 971 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 972 } else { 973 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 974 drawTextureLayer(layer, rect); 975 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 976 } 977 } 978 979 void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 980 if (layer->region.isRect()) { 981 layer->setRegionAsRect(); 982 983 composeLayerRect(layer, layer->regionRect); 984 985 layer->region.clear(); 986 return; 987 } 988 989 // TODO: See LayerRenderer.cpp::generateMesh() for important 990 // information about this implementation 991 if (CC_LIKELY(!layer->region.isEmpty())) { 992 size_t count; 993 const android::Rect* rects = layer->region.getArray(&count); 994 995 const float alpha = layer->getAlpha() / 255.0f; 996 const float texX = 1.0f / float(layer->getWidth()); 997 const float texY = 1.0f / float(layer->getHeight()); 998 const float height = rect.getHeight(); 999 1000 TextureVertex* mesh = mCaches.getRegionMesh(); 1001 GLsizei numQuads = 0; 1002 1003 setupDraw(); 1004 setupDrawWithTexture(); 1005 setupDrawColor(alpha, alpha, alpha, alpha); 1006 setupDrawColorFilter(); 1007 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1008 setupDrawProgram(); 1009 setupDrawDirtyRegionsDisabled(); 1010 setupDrawPureColorUniforms(); 1011 setupDrawColorFilterUniforms(); 1012 setupDrawTexture(layer->getTexture()); 1013 if (mSnapshot->transform->isPureTranslate()) { 1014 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 1015 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 1016 1017 layer->setFilter(GL_NEAREST); 1018 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1019 } else { 1020 layer->setFilter(GL_LINEAR); 1021 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1022 } 1023 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1024 1025 for (size_t i = 0; i < count; i++) { 1026 const android::Rect* r = &rects[i]; 1027 1028 const float u1 = r->left * texX; 1029 const float v1 = (height - r->top) * texY; 1030 const float u2 = r->right * texX; 1031 const float v2 = (height - r->bottom) * texY; 1032 1033 // TODO: Reject quads outside of the clip 1034 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1035 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1036 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1037 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1038 1039 numQuads++; 1040 1041 if (numQuads >= REGION_MESH_QUAD_COUNT) { 1042 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1043 numQuads = 0; 1044 mesh = mCaches.getRegionMesh(); 1045 } 1046 } 1047 1048 if (numQuads > 0) { 1049 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1050 } 1051 1052 finishDrawTexture(); 1053 1054 #if DEBUG_LAYERS_AS_REGIONS 1055 drawRegionRects(layer->region); 1056 #endif 1057 1058 layer->region.clear(); 1059 } 1060 } 1061 1062 void OpenGLRenderer::drawRegionRects(const Region& region) { 1063 #if DEBUG_LAYERS_AS_REGIONS 1064 size_t count; 1065 const android::Rect* rects = region.getArray(&count); 1066 1067 uint32_t colors[] = { 1068 0x7fff0000, 0x7f00ff00, 1069 0x7f0000ff, 0x7fff00ff, 1070 }; 1071 1072 int offset = 0; 1073 int32_t top = rects[0].top; 1074 1075 for (size_t i = 0; i < count; i++) { 1076 if (top != rects[i].top) { 1077 offset ^= 0x2; 1078 top = rects[i].top; 1079 } 1080 1081 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1082 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1083 SkXfermode::kSrcOver_Mode); 1084 } 1085 #endif 1086 } 1087 1088 void OpenGLRenderer::dirtyLayer(const float left, const float top, 1089 const float right, const float bottom, const mat4 transform) { 1090 if (hasLayer()) { 1091 Rect bounds(left, top, right, bottom); 1092 transform.mapRect(bounds); 1093 dirtyLayerUnchecked(bounds, getRegion()); 1094 } 1095 } 1096 1097 void OpenGLRenderer::dirtyLayer(const float left, const float top, 1098 const float right, const float bottom) { 1099 if (hasLayer()) { 1100 Rect bounds(left, top, right, bottom); 1101 dirtyLayerUnchecked(bounds, getRegion()); 1102 } 1103 } 1104 1105 void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1106 if (bounds.intersect(*mSnapshot->clipRect)) { 1107 bounds.snapToPixelBoundaries(); 1108 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1109 if (!dirty.isEmpty()) { 1110 region->orSelf(dirty); 1111 } 1112 } 1113 } 1114 1115 void OpenGLRenderer::clearLayerRegions() { 1116 const size_t count = mLayers.size(); 1117 if (count == 0) return; 1118 1119 if (!mSnapshot->isIgnored()) { 1120 // Doing several glScissor/glClear here can negatively impact 1121 // GPUs with a tiler architecture, instead we draw quads with 1122 // the Clear blending mode 1123 1124 // The list contains bounds that have already been clipped 1125 // against their initial clip rect, and the current clip 1126 // is likely different so we need to disable clipping here 1127 bool scissorChanged = mCaches.disableScissor(); 1128 1129 Vertex mesh[count * 6]; 1130 Vertex* vertex = mesh; 1131 1132 for (uint32_t i = 0; i < count; i++) { 1133 Rect* bounds = mLayers.itemAt(i); 1134 1135 Vertex::set(vertex++, bounds->left, bounds->bottom); 1136 Vertex::set(vertex++, bounds->left, bounds->top); 1137 Vertex::set(vertex++, bounds->right, bounds->top); 1138 Vertex::set(vertex++, bounds->left, bounds->bottom); 1139 Vertex::set(vertex++, bounds->right, bounds->top); 1140 Vertex::set(vertex++, bounds->right, bounds->bottom); 1141 1142 delete bounds; 1143 } 1144 1145 setupDraw(false); 1146 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1147 setupDrawBlending(true, SkXfermode::kClear_Mode); 1148 setupDrawProgram(); 1149 setupDrawPureColorUniforms(); 1150 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1151 setupDrawVertices(&mesh[0].position[0]); 1152 1153 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1154 1155 if (scissorChanged) mCaches.enableScissor(); 1156 } else { 1157 for (uint32_t i = 0; i < count; i++) { 1158 delete mLayers.itemAt(i); 1159 } 1160 } 1161 1162 mLayers.clear(); 1163 } 1164 1165 /////////////////////////////////////////////////////////////////////////////// 1166 // Transforms 1167 /////////////////////////////////////////////////////////////////////////////// 1168 1169 void OpenGLRenderer::translate(float dx, float dy) { 1170 mSnapshot->transform->translate(dx, dy, 0.0f); 1171 } 1172 1173 void OpenGLRenderer::rotate(float degrees) { 1174 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 1175 } 1176 1177 void OpenGLRenderer::scale(float sx, float sy) { 1178 mSnapshot->transform->scale(sx, sy, 1.0f); 1179 } 1180 1181 void OpenGLRenderer::skew(float sx, float sy) { 1182 mSnapshot->transform->skew(sx, sy); 1183 } 1184 1185 void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1186 if (matrix) { 1187 mSnapshot->transform->load(*matrix); 1188 } else { 1189 mSnapshot->transform->loadIdentity(); 1190 } 1191 } 1192 1193 void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1194 mSnapshot->transform->copyTo(*matrix); 1195 } 1196 1197 void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1198 SkMatrix transform; 1199 mSnapshot->transform->copyTo(transform); 1200 transform.preConcat(*matrix); 1201 mSnapshot->transform->load(transform); 1202 } 1203 1204 /////////////////////////////////////////////////////////////////////////////// 1205 // Clipping 1206 /////////////////////////////////////////////////////////////////////////////// 1207 1208 void OpenGLRenderer::setScissorFromClip() { 1209 Rect clip(*mSnapshot->clipRect); 1210 clip.snapToPixelBoundaries(); 1211 1212 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1213 clip.getWidth(), clip.getHeight())) { 1214 mDirtyClip = false; 1215 } 1216 } 1217 1218 const Rect& OpenGLRenderer::getClipBounds() { 1219 return mSnapshot->getLocalClip(); 1220 } 1221 1222 bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) { 1223 if (mSnapshot->isIgnored()) { 1224 return true; 1225 } 1226 1227 Rect r(left, top, right, bottom); 1228 mSnapshot->transform->mapRect(r); 1229 r.snapToPixelBoundaries(); 1230 1231 Rect clipRect(*mSnapshot->clipRect); 1232 clipRect.snapToPixelBoundaries(); 1233 1234 return !clipRect.intersects(r); 1235 } 1236 1237 bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1238 Rect& transformed, Rect& clip) { 1239 if (mSnapshot->isIgnored()) { 1240 return true; 1241 } 1242 1243 transformed.set(left, top, right, bottom); 1244 mSnapshot->transform->mapRect(transformed); 1245 transformed.snapToPixelBoundaries(); 1246 1247 clip.set(*mSnapshot->clipRect); 1248 clip.snapToPixelBoundaries(); 1249 1250 return !clip.intersects(transformed); 1251 } 1252 1253 bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, SkPaint* paint) { 1254 if (paint->getStyle() != SkPaint::kFill_Style) { 1255 float outset = paint->getStrokeWidth() * 0.5f; 1256 return quickReject(left - outset, top - outset, right + outset, bottom + outset); 1257 } else { 1258 return quickReject(left, top, right, bottom); 1259 } 1260 } 1261 1262 bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1263 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1264 return true; 1265 } 1266 1267 Rect r(left, top, right, bottom); 1268 mSnapshot->transform->mapRect(r); 1269 r.snapToPixelBoundaries(); 1270 1271 Rect clipRect(*mSnapshot->clipRect); 1272 clipRect.snapToPixelBoundaries(); 1273 1274 bool rejected = !clipRect.intersects(r); 1275 if (!isDeferred() && !rejected) { 1276 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r)); 1277 } 1278 1279 return rejected; 1280 } 1281 1282 bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1283 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1284 if (clipped) { 1285 dirtyClip(); 1286 } 1287 return !mSnapshot->clipRect->isEmpty(); 1288 } 1289 1290 Rect* OpenGLRenderer::getClipRect() { 1291 return mSnapshot->clipRect; 1292 } 1293 1294 /////////////////////////////////////////////////////////////////////////////// 1295 // Drawing commands 1296 /////////////////////////////////////////////////////////////////////////////// 1297 1298 void OpenGLRenderer::setupDraw(bool clear) { 1299 // TODO: It would be best if we could do this before quickReject() 1300 // changes the scissor test state 1301 if (clear) clearLayerRegions(); 1302 if (mDirtyClip) { 1303 setScissorFromClip(); 1304 } 1305 mDescription.reset(); 1306 mSetShaderColor = false; 1307 mColorSet = false; 1308 mColorA = mColorR = mColorG = mColorB = 0.0f; 1309 mTextureUnit = 0; 1310 mTrackDirtyRegions = true; 1311 } 1312 1313 void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1314 mDescription.hasTexture = true; 1315 mDescription.hasAlpha8Texture = isAlpha8; 1316 } 1317 1318 void OpenGLRenderer::setupDrawWithExternalTexture() { 1319 mDescription.hasExternalTexture = true; 1320 } 1321 1322 void OpenGLRenderer::setupDrawNoTexture() { 1323 mCaches.disbaleTexCoordsVertexArray(); 1324 } 1325 1326 void OpenGLRenderer::setupDrawAA() { 1327 mDescription.isAA = true; 1328 } 1329 1330 void OpenGLRenderer::setupDrawVertexShape() { 1331 mDescription.isVertexShape = true; 1332 } 1333 1334 void OpenGLRenderer::setupDrawPoint(float pointSize) { 1335 mDescription.isPoint = true; 1336 mDescription.pointSize = pointSize; 1337 } 1338 1339 void OpenGLRenderer::setupDrawColor(int color) { 1340 setupDrawColor(color, (color >> 24) & 0xFF); 1341 } 1342 1343 void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1344 mColorA = alpha / 255.0f; 1345 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1346 // the rgb values by a instead of also dividing by 255 1347 const float a = mColorA / 255.0f; 1348 mColorR = a * ((color >> 16) & 0xFF); 1349 mColorG = a * ((color >> 8) & 0xFF); 1350 mColorB = a * ((color ) & 0xFF); 1351 mColorSet = true; 1352 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1353 } 1354 1355 void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1356 mColorA = alpha / 255.0f; 1357 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1358 // the rgb values by a instead of also dividing by 255 1359 const float a = mColorA / 255.0f; 1360 mColorR = a * ((color >> 16) & 0xFF); 1361 mColorG = a * ((color >> 8) & 0xFF); 1362 mColorB = a * ((color ) & 0xFF); 1363 mColorSet = true; 1364 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1365 } 1366 1367 void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1368 mCaches.fontRenderer->describe(mDescription, paint); 1369 } 1370 1371 void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1372 mColorA = a; 1373 mColorR = r; 1374 mColorG = g; 1375 mColorB = b; 1376 mColorSet = true; 1377 mSetShaderColor = mDescription.setColor(r, g, b, a); 1378 } 1379 1380 void OpenGLRenderer::setupDrawShader() { 1381 if (mShader) { 1382 mShader->describe(mDescription, mCaches.extensions); 1383 } 1384 } 1385 1386 void OpenGLRenderer::setupDrawColorFilter() { 1387 if (mColorFilter) { 1388 mColorFilter->describe(mDescription, mCaches.extensions); 1389 } 1390 } 1391 1392 void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1393 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1394 mColorA = 1.0f; 1395 mColorR = mColorG = mColorB = 0.0f; 1396 mSetShaderColor = mDescription.modulate = true; 1397 } 1398 } 1399 1400 void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1401 // When the blending mode is kClear_Mode, we need to use a modulate color 1402 // argb=1,0,0,0 1403 accountForClear(mode); 1404 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1405 mDescription, swapSrcDst); 1406 } 1407 1408 void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1409 // When the blending mode is kClear_Mode, we need to use a modulate color 1410 // argb=1,0,0,0 1411 accountForClear(mode); 1412 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()) || 1413 (mColorFilter && mColorFilter->blend()), mode, mDescription, swapSrcDst); 1414 } 1415 1416 void OpenGLRenderer::setupDrawProgram() { 1417 useProgram(mCaches.programCache.get(mDescription)); 1418 } 1419 1420 void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1421 mTrackDirtyRegions = false; 1422 } 1423 1424 void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1425 bool ignoreTransform) { 1426 mModelView.loadTranslate(left, top, 0.0f); 1427 if (!ignoreTransform) { 1428 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1429 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1430 } else { 1431 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1432 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1433 } 1434 } 1435 1436 void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1437 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1438 } 1439 1440 void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1441 bool ignoreTransform, bool ignoreModelView) { 1442 if (!ignoreModelView) { 1443 mModelView.loadTranslate(left, top, 0.0f); 1444 mModelView.scale(right - left, bottom - top, 1.0f); 1445 } else { 1446 mModelView.loadIdentity(); 1447 } 1448 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1449 if (!ignoreTransform) { 1450 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1451 if (mTrackDirtyRegions && dirty) { 1452 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1453 } 1454 } else { 1455 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1456 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1457 } 1458 } 1459 1460 void OpenGLRenderer::setupDrawPointUniforms() { 1461 int slot = mCaches.currentProgram->getUniform("pointSize"); 1462 glUniform1f(slot, mDescription.pointSize); 1463 } 1464 1465 void OpenGLRenderer::setupDrawColorUniforms() { 1466 if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) { 1467 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1468 } 1469 } 1470 1471 void OpenGLRenderer::setupDrawPureColorUniforms() { 1472 if (mSetShaderColor) { 1473 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1474 } 1475 } 1476 1477 void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1478 if (mShader) { 1479 if (ignoreTransform) { 1480 mModelView.loadInverse(*mSnapshot->transform); 1481 } 1482 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1483 } 1484 } 1485 1486 void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1487 if (mShader) { 1488 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1489 } 1490 } 1491 1492 void OpenGLRenderer::setupDrawColorFilterUniforms() { 1493 if (mColorFilter) { 1494 mColorFilter->setupProgram(mCaches.currentProgram); 1495 } 1496 } 1497 1498 void OpenGLRenderer::setupDrawTextGammaUniforms() { 1499 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1500 } 1501 1502 void OpenGLRenderer::setupDrawSimpleMesh() { 1503 bool force = mCaches.bindMeshBuffer(); 1504 mCaches.bindPositionVertexPointer(force, 0); 1505 mCaches.unbindIndicesBuffer(); 1506 } 1507 1508 void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1509 bindTexture(texture); 1510 mTextureUnit++; 1511 mCaches.enableTexCoordsVertexArray(); 1512 } 1513 1514 void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1515 bindExternalTexture(texture); 1516 mTextureUnit++; 1517 mCaches.enableTexCoordsVertexArray(); 1518 } 1519 1520 void OpenGLRenderer::setupDrawTextureTransform() { 1521 mDescription.hasTextureTransform = true; 1522 } 1523 1524 void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1525 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1526 GL_FALSE, &transform.data[0]); 1527 } 1528 1529 void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1530 bool force = false; 1531 if (!vertices) { 1532 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1533 } else { 1534 force = mCaches.unbindMeshBuffer(); 1535 } 1536 1537 mCaches.bindPositionVertexPointer(force, vertices); 1538 if (mCaches.currentProgram->texCoords >= 0) { 1539 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1540 } 1541 1542 mCaches.unbindIndicesBuffer(); 1543 } 1544 1545 void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1546 bool force = mCaches.unbindMeshBuffer(); 1547 mCaches.bindPositionVertexPointer(force, vertices); 1548 if (mCaches.currentProgram->texCoords >= 0) { 1549 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1550 } 1551 } 1552 1553 void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1554 bool force = mCaches.unbindMeshBuffer(); 1555 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1556 mCaches.unbindIndicesBuffer(); 1557 } 1558 1559 /** 1560 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1561 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1562 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1563 * attributes (one per vertex) are values from zero to one that tells the fragment 1564 * shader where the fragment is in relation to the line width/length overall; these values are 1565 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1566 * region of the line. 1567 * Note that we only pass down the width values in this setup function. The length coordinates 1568 * are set up for each individual segment. 1569 */ 1570 void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1571 GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) { 1572 bool force = mCaches.unbindMeshBuffer(); 1573 mCaches.bindPositionVertexPointer(force, vertices, gAAVertexStride); 1574 mCaches.resetTexCoordsVertexPointer(); 1575 mCaches.unbindIndicesBuffer(); 1576 1577 widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1578 glEnableVertexAttribArray(widthSlot); 1579 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1580 1581 lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1582 glEnableVertexAttribArray(lengthSlot); 1583 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1584 1585 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1586 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1587 } 1588 1589 void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) { 1590 glDisableVertexAttribArray(widthSlot); 1591 glDisableVertexAttribArray(lengthSlot); 1592 } 1593 1594 void OpenGLRenderer::finishDrawTexture() { 1595 } 1596 1597 /////////////////////////////////////////////////////////////////////////////// 1598 // Drawing 1599 /////////////////////////////////////////////////////////////////////////////// 1600 1601 status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, 1602 Rect& dirty, int32_t flags, uint32_t level) { 1603 1604 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1605 // will be performed by the display list itself 1606 if (displayList && displayList->isRenderable()) { 1607 return displayList->replay(*this, dirty, flags, level); 1608 } 1609 1610 return DrawGlInfo::kStatusDone; 1611 } 1612 1613 void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1614 if (displayList) { 1615 displayList->output(*this, level); 1616 } 1617 } 1618 1619 void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1620 int alpha; 1621 SkXfermode::Mode mode; 1622 getAlphaAndMode(paint, &alpha, &mode); 1623 1624 float x = left; 1625 float y = top; 1626 1627 GLenum filter = GL_LINEAR; 1628 bool ignoreTransform = false; 1629 if (mSnapshot->transform->isPureTranslate()) { 1630 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1631 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1632 ignoreTransform = true; 1633 filter = GL_NEAREST; 1634 } else { 1635 filter = FILTER(paint); 1636 } 1637 1638 setupDraw(); 1639 setupDrawWithTexture(true); 1640 if (paint) { 1641 setupDrawAlpha8Color(paint->getColor(), alpha); 1642 } 1643 setupDrawColorFilter(); 1644 setupDrawShader(); 1645 setupDrawBlending(true, mode); 1646 setupDrawProgram(); 1647 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1648 1649 setupDrawTexture(texture->id); 1650 texture->setWrap(GL_CLAMP_TO_EDGE); 1651 texture->setFilter(filter); 1652 1653 setupDrawPureColorUniforms(); 1654 setupDrawColorFilterUniforms(); 1655 setupDrawShaderUniforms(); 1656 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1657 1658 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1659 1660 finishDrawTexture(); 1661 } 1662 1663 status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1664 const float right = left + bitmap->width(); 1665 const float bottom = top + bitmap->height(); 1666 1667 if (quickReject(left, top, right, bottom)) { 1668 return DrawGlInfo::kStatusDone; 1669 } 1670 1671 mCaches.activeTexture(0); 1672 Texture* texture = mCaches.textureCache.get(bitmap); 1673 if (!texture) return DrawGlInfo::kStatusDone; 1674 const AutoTexture autoCleanup(texture); 1675 1676 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1677 drawAlphaBitmap(texture, left, top, paint); 1678 } else { 1679 drawTextureRect(left, top, right, bottom, texture, paint); 1680 } 1681 1682 return DrawGlInfo::kStatusDrew; 1683 } 1684 1685 status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1686 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1687 const mat4 transform(*matrix); 1688 transform.mapRect(r); 1689 1690 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1691 return DrawGlInfo::kStatusDone; 1692 } 1693 1694 mCaches.activeTexture(0); 1695 Texture* texture = mCaches.textureCache.get(bitmap); 1696 if (!texture) return DrawGlInfo::kStatusDone; 1697 const AutoTexture autoCleanup(texture); 1698 1699 // This could be done in a cheaper way, all we need is pass the matrix 1700 // to the vertex shader. The save/restore is a bit overkill. 1701 save(SkCanvas::kMatrix_SaveFlag); 1702 concatMatrix(matrix); 1703 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1704 restore(); 1705 1706 return DrawGlInfo::kStatusDrew; 1707 } 1708 1709 status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1710 const float right = left + bitmap->width(); 1711 const float bottom = top + bitmap->height(); 1712 1713 if (quickReject(left, top, right, bottom)) { 1714 return DrawGlInfo::kStatusDone; 1715 } 1716 1717 mCaches.activeTexture(0); 1718 Texture* texture = mCaches.textureCache.getTransient(bitmap); 1719 const AutoTexture autoCleanup(texture); 1720 1721 drawTextureRect(left, top, right, bottom, texture, paint); 1722 1723 return DrawGlInfo::kStatusDrew; 1724 } 1725 1726 status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1727 float* vertices, int* colors, SkPaint* paint) { 1728 if (!vertices || mSnapshot->isIgnored()) { 1729 return DrawGlInfo::kStatusDone; 1730 } 1731 1732 // TODO: We should compute the bounding box when recording the display list 1733 float left = FLT_MAX; 1734 float top = FLT_MAX; 1735 float right = FLT_MIN; 1736 float bottom = FLT_MIN; 1737 1738 const uint32_t count = meshWidth * meshHeight * 6; 1739 1740 // TODO: Support the colors array 1741 TextureVertex mesh[count]; 1742 TextureVertex* vertex = mesh; 1743 1744 for (int32_t y = 0; y < meshHeight; y++) { 1745 for (int32_t x = 0; x < meshWidth; x++) { 1746 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1747 1748 float u1 = float(x) / meshWidth; 1749 float u2 = float(x + 1) / meshWidth; 1750 float v1 = float(y) / meshHeight; 1751 float v2 = float(y + 1) / meshHeight; 1752 1753 int ax = i + (meshWidth + 1) * 2; 1754 int ay = ax + 1; 1755 int bx = i; 1756 int by = bx + 1; 1757 int cx = i + 2; 1758 int cy = cx + 1; 1759 int dx = i + (meshWidth + 1) * 2 + 2; 1760 int dy = dx + 1; 1761 1762 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1763 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1764 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1765 1766 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1767 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1768 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1769 1770 // TODO: This could be optimized to avoid unnecessary ops 1771 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1772 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1773 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1774 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1775 } 1776 } 1777 1778 if (quickReject(left, top, right, bottom)) { 1779 return DrawGlInfo::kStatusDone; 1780 } 1781 1782 mCaches.activeTexture(0); 1783 Texture* texture = mCaches.textureCache.get(bitmap); 1784 if (!texture) return DrawGlInfo::kStatusDone; 1785 const AutoTexture autoCleanup(texture); 1786 1787 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1788 texture->setFilter(FILTER(paint), true); 1789 1790 int alpha; 1791 SkXfermode::Mode mode; 1792 getAlphaAndMode(paint, &alpha, &mode); 1793 1794 if (hasLayer()) { 1795 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1796 } 1797 1798 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1799 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1800 GL_TRIANGLES, count, false, false, 0, false, false); 1801 1802 return DrawGlInfo::kStatusDrew; 1803 } 1804 1805 status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1806 float srcLeft, float srcTop, float srcRight, float srcBottom, 1807 float dstLeft, float dstTop, float dstRight, float dstBottom, 1808 SkPaint* paint) { 1809 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1810 return DrawGlInfo::kStatusDone; 1811 } 1812 1813 mCaches.activeTexture(0); 1814 Texture* texture = mCaches.textureCache.get(bitmap); 1815 if (!texture) return DrawGlInfo::kStatusDone; 1816 const AutoTexture autoCleanup(texture); 1817 1818 const float width = texture->width; 1819 const float height = texture->height; 1820 1821 const float u1 = fmax(0.0f, srcLeft / width); 1822 const float v1 = fmax(0.0f, srcTop / height); 1823 const float u2 = fmin(1.0f, srcRight / width); 1824 const float v2 = fmin(1.0f, srcBottom / height); 1825 1826 mCaches.unbindMeshBuffer(); 1827 resetDrawTextureTexCoords(u1, v1, u2, v2); 1828 1829 int alpha; 1830 SkXfermode::Mode mode; 1831 getAlphaAndMode(paint, &alpha, &mode); 1832 1833 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1834 1835 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 1836 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1837 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1838 1839 GLenum filter = GL_NEAREST; 1840 // Enable linear filtering if the source rectangle is scaled 1841 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1842 filter = FILTER(paint); 1843 } 1844 1845 texture->setFilter(filter, true); 1846 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1847 texture->id, alpha / 255.0f, mode, texture->blend, 1848 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1849 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1850 } else { 1851 texture->setFilter(FILTER(paint), true); 1852 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1853 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1854 GL_TRIANGLE_STRIP, gMeshCount); 1855 } 1856 1857 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1858 1859 return DrawGlInfo::kStatusDrew; 1860 } 1861 1862 status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1863 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1864 float left, float top, float right, float bottom, SkPaint* paint) { 1865 int alpha; 1866 SkXfermode::Mode mode; 1867 getAlphaAndModeDirect(paint, &alpha, &mode); 1868 1869 return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors, 1870 left, top, right, bottom, alpha, mode); 1871 } 1872 1873 status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1874 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1875 float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) { 1876 if (quickReject(left, top, right, bottom)) { 1877 return DrawGlInfo::kStatusDone; 1878 } 1879 1880 alpha *= mSnapshot->alpha; 1881 1882 mCaches.activeTexture(0); 1883 Texture* texture = mCaches.textureCache.get(bitmap); 1884 if (!texture) return DrawGlInfo::kStatusDone; 1885 const AutoTexture autoCleanup(texture); 1886 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1887 texture->setFilter(GL_LINEAR, true); 1888 1889 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1890 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1891 1892 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 1893 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1894 // Mark the current layer dirty where we are going to draw the patch 1895 if (hasLayer() && mesh->hasEmptyQuads) { 1896 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1897 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1898 const size_t count = mesh->quads.size(); 1899 for (size_t i = 0; i < count; i++) { 1900 const Rect& bounds = mesh->quads.itemAt(i); 1901 if (CC_LIKELY(pureTranslate)) { 1902 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1903 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1904 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1905 } else { 1906 dirtyLayer(left + bounds.left, top + bounds.top, 1907 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1908 } 1909 } 1910 } 1911 1912 if (CC_LIKELY(pureTranslate)) { 1913 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1914 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1915 1916 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1917 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1918 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1919 true, !mesh->hasEmptyQuads); 1920 } else { 1921 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1922 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1923 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1924 true, !mesh->hasEmptyQuads); 1925 } 1926 } 1927 1928 return DrawGlInfo::kStatusDrew; 1929 } 1930 1931 /** 1932 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 1933 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 1934 * screen space in all directions. However, instead of using a fragment shader to compute the 1935 * translucency of the color from its position, we simply use a varying parameter to define how far 1936 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 1937 * 1938 * Doesn't yet support joins, caps, or path effects. 1939 */ 1940 void OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 1941 int color = paint->getColor(); 1942 SkPaint::Style style = paint->getStyle(); 1943 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 1944 bool isAA = paint->isAntiAlias(); 1945 1946 VertexBuffer vertexBuffer; 1947 // TODO: try clipping large paths to viewport 1948 PathRenderer::convexPathVertices(path, paint, mSnapshot->transform, vertexBuffer); 1949 1950 if (!vertexBuffer.getSize()) { 1951 // no vertices to draw 1952 return; 1953 } 1954 1955 setupDraw(); 1956 setupDrawNoTexture(); 1957 if (isAA) setupDrawAA(); 1958 setupDrawVertexShape(); 1959 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 1960 setupDrawColorFilter(); 1961 setupDrawShader(); 1962 setupDrawBlending(isAA, mode); 1963 setupDrawProgram(); 1964 setupDrawModelViewIdentity(); 1965 setupDrawColorUniforms(); 1966 setupDrawColorFilterUniforms(); 1967 setupDrawShaderIdentityUniforms(); 1968 1969 void* vertices = vertexBuffer.getBuffer(); 1970 bool force = mCaches.unbindMeshBuffer(); 1971 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 1972 mCaches.resetTexCoordsVertexPointer(); 1973 mCaches.unbindIndicesBuffer(); 1974 1975 int alphaSlot = -1; 1976 if (isAA) { 1977 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 1978 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 1979 1980 // TODO: avoid enable/disable in back to back uses of the alpha attribute 1981 glEnableVertexAttribArray(alphaSlot); 1982 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 1983 } 1984 1985 SkRect bounds = PathRenderer::computePathBounds(path, paint); 1986 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform); 1987 1988 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize()); 1989 1990 if (isAA) { 1991 glDisableVertexAttribArray(alphaSlot); 1992 } 1993 } 1994 1995 /** 1996 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1997 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1998 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1999 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 2000 * of the line. Hairlines are more involved because we need to account for transform scaling 2001 * to end up with a one-pixel-wide line in screen space.. 2002 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 2003 * in combination with values that we calculate and pass down in this method. The basic approach 2004 * is that the quad we create contains both the core line area plus a bounding area in which 2005 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 2006 * proportion of the width and the length of a given segment is represented by the boundary 2007 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 2008 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 2009 * on the inside). This ends up giving the result we want, with pixels that are completely 2010 * 'inside' the line area being filled opaquely and the other pixels being filled according to 2011 * how far into the boundary region they are, which is determined by shader interpolation. 2012 */ 2013 status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2014 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2015 2016 const bool isAA = paint->isAntiAlias(); 2017 // We use half the stroke width here because we're going to position the quad 2018 // corner vertices half of the width away from the line endpoints 2019 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 2020 // A stroke width of 0 has a special meaning in Skia: 2021 // it draws a line 1 px wide regardless of current transform 2022 bool isHairLine = paint->getStrokeWidth() == 0.0f; 2023 2024 float inverseScaleX = 1.0f; 2025 float inverseScaleY = 1.0f; 2026 bool scaled = false; 2027 2028 int alpha; 2029 SkXfermode::Mode mode; 2030 2031 int generatedVerticesCount = 0; 2032 int verticesCount = count; 2033 if (count > 4) { 2034 // Polyline: account for extra vertices needed for continuous tri-strip 2035 verticesCount += (count - 4); 2036 } 2037 2038 if (isHairLine || isAA) { 2039 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 2040 // the line on the screen should always be one pixel wide regardless of scale. For 2041 // AA lines, we only want one pixel of translucent boundary around the quad. 2042 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 2043 Matrix4 *mat = mSnapshot->transform; 2044 float m00 = mat->data[Matrix4::kScaleX]; 2045 float m01 = mat->data[Matrix4::kSkewY]; 2046 float m10 = mat->data[Matrix4::kSkewX]; 2047 float m11 = mat->data[Matrix4::kScaleY]; 2048 2049 float scaleX = sqrtf(m00 * m00 + m01 * m01); 2050 float scaleY = sqrtf(m10 * m10 + m11 * m11); 2051 2052 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 2053 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 2054 2055 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 2056 scaled = true; 2057 } 2058 } 2059 } 2060 2061 getAlphaAndMode(paint, &alpha, &mode); 2062 2063 mCaches.enableScissor(); 2064 2065 setupDraw(); 2066 setupDrawNoTexture(); 2067 if (isAA) { 2068 setupDrawAA(); 2069 } 2070 setupDrawColor(paint->getColor(), alpha); 2071 setupDrawColorFilter(); 2072 setupDrawShader(); 2073 setupDrawBlending(isAA, mode); 2074 setupDrawProgram(); 2075 setupDrawModelViewIdentity(true); 2076 setupDrawColorUniforms(); 2077 setupDrawColorFilterUniforms(); 2078 setupDrawShaderIdentityUniforms(); 2079 2080 if (isHairLine) { 2081 // Set a real stroke width to be used in quad construction 2082 halfStrokeWidth = isAA? 1 : .5; 2083 } else if (isAA && !scaled) { 2084 // Expand boundary to enable AA calculations on the quad border 2085 halfStrokeWidth += .5f; 2086 } 2087 2088 int widthSlot; 2089 int lengthSlot; 2090 2091 Vertex lines[verticesCount]; 2092 Vertex* vertices = &lines[0]; 2093 2094 AAVertex wLines[verticesCount]; 2095 AAVertex* aaVertices = &wLines[0]; 2096 2097 if (CC_UNLIKELY(!isAA)) { 2098 setupDrawVertices(vertices); 2099 } else { 2100 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 2101 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 2102 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 2103 // AA stroke width (the base stroke width expanded by a half pixel on either side). 2104 // This value is used in the fragment shader to determine how to fill fragments. 2105 // We will need to calculate the actual width proportion on each segment for 2106 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 2107 float boundaryWidthProportion = .5 - 1 / (2 * halfStrokeWidth); 2108 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 2109 boundaryWidthProportion, widthSlot, lengthSlot); 2110 } 2111 2112 AAVertex* prevAAVertex = NULL; 2113 Vertex* prevVertex = NULL; 2114 2115 int boundaryLengthSlot = -1; 2116 int boundaryWidthSlot = -1; 2117 2118 for (int i = 0; i < count; i += 4) { 2119 // a = start point, b = end point 2120 vec2 a(points[i], points[i + 1]); 2121 vec2 b(points[i + 2], points[i + 3]); 2122 2123 float length = 0; 2124 float boundaryLengthProportion = 0; 2125 float boundaryWidthProportion = 0; 2126 2127 // Find the normal to the line 2128 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 2129 float x = n.x; 2130 n.x = -n.y; 2131 n.y = x; 2132 2133 if (isHairLine) { 2134 if (isAA) { 2135 float wideningFactor; 2136 if (fabs(n.x) >= fabs(n.y)) { 2137 wideningFactor = fabs(1.0f / n.x); 2138 } else { 2139 wideningFactor = fabs(1.0f / n.y); 2140 } 2141 n *= wideningFactor; 2142 } 2143 2144 if (scaled) { 2145 n.x *= inverseScaleX; 2146 n.y *= inverseScaleY; 2147 } 2148 } else if (scaled) { 2149 // Extend n by .5 pixel on each side, post-transform 2150 vec2 extendedN = n.copyNormalized(); 2151 extendedN /= 2; 2152 extendedN.x *= inverseScaleX; 2153 extendedN.y *= inverseScaleY; 2154 2155 float extendedNLength = extendedN.length(); 2156 // We need to set this value on the shader prior to drawing 2157 boundaryWidthProportion = .5 - extendedNLength / (halfStrokeWidth + extendedNLength); 2158 n += extendedN; 2159 } 2160 2161 // aa lines expand the endpoint vertices to encompass the AA boundary 2162 if (isAA) { 2163 vec2 abVector = (b - a); 2164 length = abVector.length(); 2165 abVector.normalize(); 2166 2167 if (scaled) { 2168 abVector.x *= inverseScaleX; 2169 abVector.y *= inverseScaleY; 2170 float abLength = abVector.length(); 2171 boundaryLengthProportion = .5 - abLength / (length + abLength); 2172 } else { 2173 boundaryLengthProportion = .5 - .5 / (length + 1); 2174 } 2175 2176 abVector /= 2; 2177 a -= abVector; 2178 b += abVector; 2179 } 2180 2181 // Four corners of the rectangle defining a thick line 2182 vec2 p1 = a - n; 2183 vec2 p2 = a + n; 2184 vec2 p3 = b + n; 2185 vec2 p4 = b - n; 2186 2187 2188 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 2189 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 2190 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 2191 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 2192 2193 if (!quickRejectNoScissor(left, top, right, bottom)) { 2194 if (!isAA) { 2195 if (prevVertex != NULL) { 2196 // Issue two repeat vertices to create degenerate triangles to bridge 2197 // between the previous line and the new one. This is necessary because 2198 // we are creating a single triangle_strip which will contain 2199 // potentially discontinuous line segments. 2200 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 2201 Vertex::set(vertices++, p1.x, p1.y); 2202 generatedVerticesCount += 2; 2203 } 2204 2205 Vertex::set(vertices++, p1.x, p1.y); 2206 Vertex::set(vertices++, p2.x, p2.y); 2207 Vertex::set(vertices++, p4.x, p4.y); 2208 Vertex::set(vertices++, p3.x, p3.y); 2209 2210 prevVertex = vertices - 1; 2211 generatedVerticesCount += 4; 2212 } else { 2213 if (!isHairLine && scaled) { 2214 // Must set width proportions per-segment for scaled non-hairlines to use the 2215 // correct AA boundary dimensions 2216 if (boundaryWidthSlot < 0) { 2217 boundaryWidthSlot = 2218 mCaches.currentProgram->getUniform("boundaryWidth"); 2219 } 2220 2221 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 2222 } 2223 2224 if (boundaryLengthSlot < 0) { 2225 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 2226 } 2227 2228 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 2229 2230 if (prevAAVertex != NULL) { 2231 // Issue two repeat vertices to create degenerate triangles to bridge 2232 // between the previous line and the new one. This is necessary because 2233 // we are creating a single triangle_strip which will contain 2234 // potentially discontinuous line segments. 2235 AAVertex::set(aaVertices++,prevAAVertex->position[0], 2236 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 2237 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2238 generatedVerticesCount += 2; 2239 } 2240 2241 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2242 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 2243 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 2244 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 2245 2246 prevAAVertex = aaVertices - 1; 2247 generatedVerticesCount += 4; 2248 } 2249 2250 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 2251 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 2252 *mSnapshot->transform); 2253 } 2254 } 2255 2256 if (generatedVerticesCount > 0) { 2257 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 2258 } 2259 2260 if (isAA) { 2261 finishDrawAALine(widthSlot, lengthSlot); 2262 } 2263 2264 return DrawGlInfo::kStatusDrew; 2265 } 2266 2267 status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2268 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2269 2270 // TODO: The paint's cap style defines whether the points are square or circular 2271 // TODO: Handle AA for round points 2272 2273 // A stroke width of 0 has a special meaning in Skia: 2274 // it draws an unscaled 1px point 2275 float strokeWidth = paint->getStrokeWidth(); 2276 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2277 if (isHairLine) { 2278 // Now that we know it's hairline, we can set the effective width, to be used later 2279 strokeWidth = 1.0f; 2280 } 2281 const float halfWidth = strokeWidth / 2; 2282 int alpha; 2283 SkXfermode::Mode mode; 2284 getAlphaAndMode(paint, &alpha, &mode); 2285 2286 int verticesCount = count >> 1; 2287 int generatedVerticesCount = 0; 2288 2289 TextureVertex pointsData[verticesCount]; 2290 TextureVertex* vertex = &pointsData[0]; 2291 2292 // TODO: We should optimize this method to not generate vertices for points 2293 // that lie outside of the clip. 2294 mCaches.enableScissor(); 2295 2296 setupDraw(); 2297 setupDrawNoTexture(); 2298 setupDrawPoint(strokeWidth); 2299 setupDrawColor(paint->getColor(), alpha); 2300 setupDrawColorFilter(); 2301 setupDrawShader(); 2302 setupDrawBlending(mode); 2303 setupDrawProgram(); 2304 setupDrawModelViewIdentity(true); 2305 setupDrawColorUniforms(); 2306 setupDrawColorFilterUniforms(); 2307 setupDrawPointUniforms(); 2308 setupDrawShaderIdentityUniforms(); 2309 setupDrawMesh(vertex); 2310 2311 for (int i = 0; i < count; i += 2) { 2312 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2313 generatedVerticesCount++; 2314 2315 float left = points[i] - halfWidth; 2316 float right = points[i] + halfWidth; 2317 float top = points[i + 1] - halfWidth; 2318 float bottom = points [i + 1] + halfWidth; 2319 2320 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2321 } 2322 2323 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2324 2325 return DrawGlInfo::kStatusDrew; 2326 } 2327 2328 status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2329 // No need to check against the clip, we fill the clip region 2330 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2331 2332 Rect& clip(*mSnapshot->clipRect); 2333 clip.snapToPixelBoundaries(); 2334 2335 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2336 2337 return DrawGlInfo::kStatusDrew; 2338 } 2339 2340 status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2341 SkPaint* paint) { 2342 if (!texture) return DrawGlInfo::kStatusDone; 2343 const AutoTexture autoCleanup(texture); 2344 2345 const float x = left + texture->left - texture->offset; 2346 const float y = top + texture->top - texture->offset; 2347 2348 drawPathTexture(texture, x, y, paint); 2349 2350 return DrawGlInfo::kStatusDrew; 2351 } 2352 2353 status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2354 float rx, float ry, SkPaint* p) { 2355 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2356 return DrawGlInfo::kStatusDone; 2357 } 2358 2359 if (p->getPathEffect() != 0) { 2360 mCaches.activeTexture(0); 2361 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2362 right - left, bottom - top, rx, ry, p); 2363 return drawShape(left, top, texture, p); 2364 } 2365 2366 SkPath path; 2367 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2368 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2369 float outset = p->getStrokeWidth() / 2; 2370 rect.outset(outset, outset); 2371 rx += outset; 2372 ry += outset; 2373 } 2374 path.addRoundRect(rect, rx, ry); 2375 drawConvexPath(path, p); 2376 2377 return DrawGlInfo::kStatusDrew; 2378 } 2379 2380 status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2381 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2382 x + radius, y + radius, p)) { 2383 return DrawGlInfo::kStatusDone; 2384 } 2385 if (p->getPathEffect() != 0) { 2386 mCaches.activeTexture(0); 2387 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, p); 2388 return drawShape(x - radius, y - radius, texture, p); 2389 } 2390 2391 SkPath path; 2392 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2393 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2394 } else { 2395 path.addCircle(x, y, radius); 2396 } 2397 drawConvexPath(path, p); 2398 2399 return DrawGlInfo::kStatusDrew; 2400 } 2401 2402 status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2403 SkPaint* p) { 2404 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2405 return DrawGlInfo::kStatusDone; 2406 } 2407 2408 if (p->getPathEffect() != 0) { 2409 mCaches.activeTexture(0); 2410 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, p); 2411 return drawShape(left, top, texture, p); 2412 } 2413 2414 SkPath path; 2415 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2416 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2417 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2418 } 2419 path.addOval(rect); 2420 drawConvexPath(path, p); 2421 2422 return DrawGlInfo::kStatusDrew; 2423 } 2424 2425 status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2426 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2427 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2428 return DrawGlInfo::kStatusDone; 2429 } 2430 2431 if (fabs(sweepAngle) >= 360.0f) { 2432 return drawOval(left, top, right, bottom, p); 2433 } 2434 2435 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2436 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || p->getStrokeCap() != SkPaint::kButt_Cap || useCenter) { 2437 mCaches.activeTexture(0); 2438 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2439 startAngle, sweepAngle, useCenter, p); 2440 return drawShape(left, top, texture, p); 2441 } 2442 2443 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2444 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2445 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2446 } 2447 2448 SkPath path; 2449 if (useCenter) { 2450 path.moveTo(rect.centerX(), rect.centerY()); 2451 } 2452 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2453 if (useCenter) { 2454 path.close(); 2455 } 2456 drawConvexPath(path, p); 2457 2458 return DrawGlInfo::kStatusDrew; 2459 } 2460 2461 // See SkPaintDefaults.h 2462 #define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2463 2464 status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2465 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2466 return DrawGlInfo::kStatusDone; 2467 } 2468 2469 if (p->getStyle() != SkPaint::kFill_Style) { 2470 // only fill style is supported by drawConvexPath, since others have to handle joins 2471 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2472 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2473 mCaches.activeTexture(0); 2474 const PathTexture* texture = 2475 mCaches.rectShapeCache.getRect(right - left, bottom - top, p); 2476 return drawShape(left, top, texture, p); 2477 } 2478 2479 SkPath path; 2480 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2481 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2482 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2483 } 2484 path.addRect(rect); 2485 drawConvexPath(path, p); 2486 2487 return DrawGlInfo::kStatusDrew; 2488 } 2489 2490 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2491 SkPath path; 2492 path.addRect(left, top, right, bottom); 2493 drawConvexPath(path, p); 2494 } else { 2495 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2496 } 2497 2498 return DrawGlInfo::kStatusDrew; 2499 } 2500 2501 void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2502 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2503 float x, float y) { 2504 mCaches.activeTexture(0); 2505 2506 // NOTE: The drop shadow will not perform gamma correction 2507 // if shader-based correction is enabled 2508 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2509 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2510 paint, text, bytesCount, count, mShadowRadius, positions); 2511 const AutoTexture autoCleanup(shadow); 2512 2513 const float sx = x - shadow->left + mShadowDx; 2514 const float sy = y - shadow->top + mShadowDy; 2515 2516 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2517 int shadowColor = mShadowColor; 2518 if (mShader) { 2519 shadowColor = 0xffffffff; 2520 } 2521 2522 setupDraw(); 2523 setupDrawWithTexture(true); 2524 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2525 setupDrawColorFilter(); 2526 setupDrawShader(); 2527 setupDrawBlending(true, mode); 2528 setupDrawProgram(); 2529 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2530 setupDrawTexture(shadow->id); 2531 setupDrawPureColorUniforms(); 2532 setupDrawColorFilterUniforms(); 2533 setupDrawShaderUniforms(); 2534 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2535 2536 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2537 } 2538 2539 status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2540 const float* positions, SkPaint* paint) { 2541 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2542 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2543 return DrawGlInfo::kStatusDone; 2544 } 2545 2546 // NOTE: Skia does not support perspective transform on drawPosText yet 2547 if (!mSnapshot->transform->isSimple()) { 2548 return DrawGlInfo::kStatusDone; 2549 } 2550 2551 float x = 0.0f; 2552 float y = 0.0f; 2553 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2554 if (pureTranslate) { 2555 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2556 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2557 } 2558 2559 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2560 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2561 paint->getTextSize()); 2562 2563 int alpha; 2564 SkXfermode::Mode mode; 2565 getAlphaAndMode(paint, &alpha, &mode); 2566 2567 if (CC_UNLIKELY(mHasShadow)) { 2568 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode, 2569 0.0f, 0.0f); 2570 } 2571 2572 // Pick the appropriate texture filtering 2573 bool linearFilter = mSnapshot->transform->changesBounds(); 2574 if (pureTranslate && !linearFilter) { 2575 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2576 } 2577 2578 mCaches.activeTexture(0); 2579 setupDraw(); 2580 setupDrawTextGamma(paint); 2581 setupDrawDirtyRegionsDisabled(); 2582 setupDrawWithTexture(true); 2583 setupDrawAlpha8Color(paint->getColor(), alpha); 2584 setupDrawColorFilter(); 2585 setupDrawShader(); 2586 setupDrawBlending(true, mode); 2587 setupDrawProgram(); 2588 setupDrawModelView(x, y, x, y, pureTranslate, true); 2589 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2590 setupDrawPureColorUniforms(); 2591 setupDrawColorFilterUniforms(); 2592 setupDrawShaderUniforms(pureTranslate); 2593 setupDrawTextGammaUniforms(); 2594 2595 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2596 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2597 2598 const bool hasActiveLayer = hasLayer(); 2599 2600 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2601 positions, hasActiveLayer ? &bounds : NULL)) { 2602 if (hasActiveLayer) { 2603 if (!pureTranslate) { 2604 mSnapshot->transform->mapRect(bounds); 2605 } 2606 dirtyLayerUnchecked(bounds, getRegion()); 2607 } 2608 } 2609 2610 return DrawGlInfo::kStatusDrew; 2611 } 2612 2613 status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2614 float x, float y, const float* positions, SkPaint* paint, float length) { 2615 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2616 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2617 return DrawGlInfo::kStatusDone; 2618 } 2619 2620 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2621 switch (paint->getTextAlign()) { 2622 case SkPaint::kCenter_Align: 2623 x -= length / 2.0f; 2624 break; 2625 case SkPaint::kRight_Align: 2626 x -= length; 2627 break; 2628 default: 2629 break; 2630 } 2631 2632 SkPaint::FontMetrics metrics; 2633 paint->getFontMetrics(&metrics, 0.0f); 2634 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2635 return DrawGlInfo::kStatusDone; 2636 } 2637 2638 const float oldX = x; 2639 const float oldY = y; 2640 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2641 if (CC_LIKELY(pureTranslate)) { 2642 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2643 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2644 } 2645 2646 #if DEBUG_GLYPHS 2647 ALOGD("OpenGLRenderer drawText() with FontID=%d", 2648 SkTypeface::UniqueID(paint->getTypeface())); 2649 #endif 2650 2651 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2652 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2653 paint->getTextSize()); 2654 2655 int alpha; 2656 SkXfermode::Mode mode; 2657 getAlphaAndMode(paint, &alpha, &mode); 2658 2659 if (CC_UNLIKELY(mHasShadow)) { 2660 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode, 2661 oldX, oldY); 2662 } 2663 2664 // Pick the appropriate texture filtering 2665 bool linearFilter = mSnapshot->transform->changesBounds(); 2666 if (pureTranslate && !linearFilter) { 2667 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2668 } 2669 2670 // The font renderer will always use texture unit 0 2671 mCaches.activeTexture(0); 2672 setupDraw(); 2673 setupDrawTextGamma(paint); 2674 setupDrawDirtyRegionsDisabled(); 2675 setupDrawWithTexture(true); 2676 setupDrawAlpha8Color(paint->getColor(), alpha); 2677 setupDrawColorFilter(); 2678 setupDrawShader(); 2679 setupDrawBlending(true, mode); 2680 setupDrawProgram(); 2681 setupDrawModelView(x, y, x, y, pureTranslate, true); 2682 // See comment above; the font renderer must use texture unit 0 2683 // assert(mTextureUnit == 0) 2684 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2685 setupDrawPureColorUniforms(); 2686 setupDrawColorFilterUniforms(); 2687 setupDrawShaderUniforms(pureTranslate); 2688 setupDrawTextGammaUniforms(); 2689 2690 const Rect* clip = pureTranslate ? mSnapshot->clipRect : 2691 (mSnapshot->hasPerspectiveTransform() ? NULL : &mSnapshot->getLocalClip()); 2692 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2693 2694 const bool hasActiveLayer = hasLayer(); 2695 2696 bool status; 2697 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2698 SkPaint paintCopy(*paint); 2699 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2700 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2701 positions, hasActiveLayer ? &bounds : NULL); 2702 } else { 2703 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2704 positions, hasActiveLayer ? &bounds : NULL); 2705 } 2706 2707 if (status && hasActiveLayer) { 2708 if (!pureTranslate) { 2709 mSnapshot->transform->mapRect(bounds); 2710 } 2711 dirtyLayerUnchecked(bounds, getRegion()); 2712 } 2713 2714 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2715 2716 return DrawGlInfo::kStatusDrew; 2717 } 2718 2719 status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2720 float hOffset, float vOffset, SkPaint* paint) { 2721 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2722 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2723 return DrawGlInfo::kStatusDone; 2724 } 2725 2726 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2727 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2728 paint->getTextSize()); 2729 2730 int alpha; 2731 SkXfermode::Mode mode; 2732 getAlphaAndMode(paint, &alpha, &mode); 2733 2734 mCaches.activeTexture(0); 2735 setupDraw(); 2736 setupDrawTextGamma(paint); 2737 setupDrawDirtyRegionsDisabled(); 2738 setupDrawWithTexture(true); 2739 setupDrawAlpha8Color(paint->getColor(), alpha); 2740 setupDrawColorFilter(); 2741 setupDrawShader(); 2742 setupDrawBlending(true, mode); 2743 setupDrawProgram(); 2744 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2745 setupDrawTexture(fontRenderer.getTexture(true)); 2746 setupDrawPureColorUniforms(); 2747 setupDrawColorFilterUniforms(); 2748 setupDrawShaderUniforms(false); 2749 setupDrawTextGammaUniforms(); 2750 2751 const Rect* clip = &mSnapshot->getLocalClip(); 2752 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2753 2754 const bool hasActiveLayer = hasLayer(); 2755 2756 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2757 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2758 if (hasActiveLayer) { 2759 mSnapshot->transform->mapRect(bounds); 2760 dirtyLayerUnchecked(bounds, getRegion()); 2761 } 2762 } 2763 2764 return DrawGlInfo::kStatusDrew; 2765 } 2766 2767 status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2768 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2769 2770 mCaches.activeTexture(0); 2771 2772 // TODO: Perform early clip test before we rasterize the path 2773 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2774 if (!texture) return DrawGlInfo::kStatusDone; 2775 const AutoTexture autoCleanup(texture); 2776 2777 const float x = texture->left - texture->offset; 2778 const float y = texture->top - texture->offset; 2779 2780 drawPathTexture(texture, x, y, paint); 2781 2782 return DrawGlInfo::kStatusDrew; 2783 } 2784 2785 status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2786 if (!layer) { 2787 return DrawGlInfo::kStatusDone; 2788 } 2789 2790 mat4* transform = NULL; 2791 if (layer->isTextureLayer()) { 2792 transform = &layer->getTransform(); 2793 if (!transform->isIdentity()) { 2794 save(0); 2795 mSnapshot->transform->multiply(*transform); 2796 } 2797 } 2798 2799 Rect transformed; 2800 Rect clip; 2801 const bool rejected = quickRejectNoScissor(x, y, 2802 x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip); 2803 2804 if (rejected) { 2805 if (transform && !transform->isIdentity()) { 2806 restore(); 2807 } 2808 return DrawGlInfo::kStatusDone; 2809 } 2810 2811 bool debugLayerUpdate = false; 2812 if (updateLayer(layer, true)) { 2813 debugLayerUpdate = mCaches.debugLayersUpdates; 2814 } 2815 2816 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed)); 2817 mCaches.activeTexture(0); 2818 2819 if (CC_LIKELY(!layer->region.isEmpty())) { 2820 SkiaColorFilter* oldFilter = mColorFilter; 2821 mColorFilter = layer->getColorFilter(); 2822 2823 if (layer->region.isRect()) { 2824 composeLayerRect(layer, layer->regionRect); 2825 } else if (layer->mesh) { 2826 const float a = layer->getAlpha() / 255.0f; 2827 setupDraw(); 2828 setupDrawWithTexture(); 2829 setupDrawColor(a, a, a, a); 2830 setupDrawColorFilter(); 2831 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2832 setupDrawProgram(); 2833 setupDrawPureColorUniforms(); 2834 setupDrawColorFilterUniforms(); 2835 setupDrawTexture(layer->getTexture()); 2836 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2837 int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2838 int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2839 2840 layer->setFilter(GL_NEAREST); 2841 setupDrawModelViewTranslate(tx, ty, 2842 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2843 } else { 2844 layer->setFilter(GL_LINEAR); 2845 setupDrawModelViewTranslate(x, y, 2846 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2847 } 2848 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2849 2850 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2851 GL_UNSIGNED_SHORT, layer->meshIndices); 2852 2853 finishDrawTexture(); 2854 2855 #if DEBUG_LAYERS_AS_REGIONS 2856 drawRegionRects(layer->region); 2857 #endif 2858 } 2859 2860 mColorFilter = oldFilter; 2861 2862 if (debugLayerUpdate) { 2863 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 2864 0x7f00ff00, SkXfermode::kSrcOver_Mode); 2865 } 2866 } 2867 2868 if (transform && !transform->isIdentity()) { 2869 restore(); 2870 } 2871 2872 return DrawGlInfo::kStatusDrew; 2873 } 2874 2875 /////////////////////////////////////////////////////////////////////////////// 2876 // Shaders 2877 /////////////////////////////////////////////////////////////////////////////// 2878 2879 void OpenGLRenderer::resetShader() { 2880 mShader = NULL; 2881 } 2882 2883 void OpenGLRenderer::setupShader(SkiaShader* shader) { 2884 mShader = shader; 2885 if (mShader) { 2886 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2887 } 2888 } 2889 2890 /////////////////////////////////////////////////////////////////////////////// 2891 // Color filters 2892 /////////////////////////////////////////////////////////////////////////////// 2893 2894 void OpenGLRenderer::resetColorFilter() { 2895 mColorFilter = NULL; 2896 } 2897 2898 void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2899 mColorFilter = filter; 2900 } 2901 2902 /////////////////////////////////////////////////////////////////////////////// 2903 // Drop shadow 2904 /////////////////////////////////////////////////////////////////////////////// 2905 2906 void OpenGLRenderer::resetShadow() { 2907 mHasShadow = false; 2908 } 2909 2910 void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2911 mHasShadow = true; 2912 mShadowRadius = radius; 2913 mShadowDx = dx; 2914 mShadowDy = dy; 2915 mShadowColor = color; 2916 } 2917 2918 /////////////////////////////////////////////////////////////////////////////// 2919 // Draw filters 2920 /////////////////////////////////////////////////////////////////////////////// 2921 2922 void OpenGLRenderer::resetPaintFilter() { 2923 mHasDrawFilter = false; 2924 } 2925 2926 void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2927 mHasDrawFilter = true; 2928 mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2929 mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2930 } 2931 2932 SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 2933 if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint; 2934 2935 uint32_t flags = paint->getFlags(); 2936 2937 mFilteredPaint = *paint; 2938 mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits); 2939 2940 return &mFilteredPaint; 2941 } 2942 2943 /////////////////////////////////////////////////////////////////////////////// 2944 // Drawing implementation 2945 /////////////////////////////////////////////////////////////////////////////// 2946 2947 void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2948 float x, float y, SkPaint* paint) { 2949 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2950 return; 2951 } 2952 2953 int alpha; 2954 SkXfermode::Mode mode; 2955 getAlphaAndMode(paint, &alpha, &mode); 2956 2957 setupDraw(); 2958 setupDrawWithTexture(true); 2959 setupDrawAlpha8Color(paint->getColor(), alpha); 2960 setupDrawColorFilter(); 2961 setupDrawShader(); 2962 setupDrawBlending(true, mode); 2963 setupDrawProgram(); 2964 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2965 setupDrawTexture(texture->id); 2966 setupDrawPureColorUniforms(); 2967 setupDrawColorFilterUniforms(); 2968 setupDrawShaderUniforms(); 2969 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2970 2971 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2972 2973 finishDrawTexture(); 2974 } 2975 2976 // Same values used by Skia 2977 #define kStdStrikeThru_Offset (-6.0f / 21.0f) 2978 #define kStdUnderline_Offset (1.0f / 9.0f) 2979 #define kStdUnderline_Thickness (1.0f / 18.0f) 2980 2981 void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2982 float x, float y, SkPaint* paint) { 2983 // Handle underline and strike-through 2984 uint32_t flags = paint->getFlags(); 2985 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2986 SkPaint paintCopy(*paint); 2987 float underlineWidth = length; 2988 // If length is > 0.0f, we already measured the text for the text alignment 2989 if (length <= 0.0f) { 2990 underlineWidth = paintCopy.measureText(text, bytesCount); 2991 } 2992 2993 if (CC_LIKELY(underlineWidth > 0.0f)) { 2994 const float textSize = paintCopy.getTextSize(); 2995 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2996 2997 const float left = x; 2998 float top = 0.0f; 2999 3000 int linesCount = 0; 3001 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3002 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3003 3004 const int pointsCount = 4 * linesCount; 3005 float points[pointsCount]; 3006 int currentPoint = 0; 3007 3008 if (flags & SkPaint::kUnderlineText_Flag) { 3009 top = y + textSize * kStdUnderline_Offset; 3010 points[currentPoint++] = left; 3011 points[currentPoint++] = top; 3012 points[currentPoint++] = left + underlineWidth; 3013 points[currentPoint++] = top; 3014 } 3015 3016 if (flags & SkPaint::kStrikeThruText_Flag) { 3017 top = y + textSize * kStdStrikeThru_Offset; 3018 points[currentPoint++] = left; 3019 points[currentPoint++] = top; 3020 points[currentPoint++] = left + underlineWidth; 3021 points[currentPoint++] = top; 3022 } 3023 3024 paintCopy.setStrokeWidth(strokeWidth); 3025 3026 drawLines(&points[0], pointsCount, &paintCopy); 3027 } 3028 } 3029 } 3030 3031 void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3032 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3033 // If a shader is set, preserve only the alpha 3034 if (mShader) { 3035 color |= 0x00ffffff; 3036 } 3037 3038 setupDraw(); 3039 setupDrawNoTexture(); 3040 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3041 setupDrawShader(); 3042 setupDrawColorFilter(); 3043 setupDrawBlending(mode); 3044 setupDrawProgram(); 3045 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3046 setupDrawColorUniforms(); 3047 setupDrawShaderUniforms(ignoreTransform); 3048 setupDrawColorFilterUniforms(); 3049 setupDrawSimpleMesh(); 3050 3051 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3052 } 3053 3054 void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3055 Texture* texture, SkPaint* paint) { 3056 int alpha; 3057 SkXfermode::Mode mode; 3058 getAlphaAndMode(paint, &alpha, &mode); 3059 3060 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3061 3062 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 3063 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 3064 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 3065 3066 texture->setFilter(GL_NEAREST, true); 3067 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3068 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 3069 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 3070 } else { 3071 texture->setFilter(FILTER(paint), true); 3072 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3073 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 3074 GL_TRIANGLE_STRIP, gMeshCount); 3075 } 3076 } 3077 3078 void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3079 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3080 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3081 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3082 } 3083 3084 void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3085 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3086 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3087 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3088 3089 setupDraw(); 3090 setupDrawWithTexture(); 3091 setupDrawColor(alpha, alpha, alpha, alpha); 3092 setupDrawColorFilter(); 3093 setupDrawBlending(blend, mode, swapSrcDst); 3094 setupDrawProgram(); 3095 if (!dirty) { 3096 setupDrawDirtyRegionsDisabled(); 3097 } 3098 if (!ignoreScale) { 3099 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3100 } else { 3101 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3102 } 3103 setupDrawPureColorUniforms(); 3104 setupDrawColorFilterUniforms(); 3105 setupDrawTexture(texture); 3106 setupDrawMesh(vertices, texCoords, vbo); 3107 3108 glDrawArrays(drawMode, 0, elementsCount); 3109 3110 finishDrawTexture(); 3111 } 3112 3113 void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3114 ProgramDescription& description, bool swapSrcDst) { 3115 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3116 3117 if (blend) { 3118 // These blend modes are not supported by OpenGL directly and have 3119 // to be implemented using shaders. Since the shader will perform 3120 // the blending, turn blending off here 3121 // If the blend mode cannot be implemented using shaders, fall 3122 // back to the default SrcOver blend mode instead 3123 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3124 if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) { 3125 description.framebufferMode = mode; 3126 description.swapSrcDst = swapSrcDst; 3127 3128 if (mCaches.blend) { 3129 glDisable(GL_BLEND); 3130 mCaches.blend = false; 3131 } 3132 3133 return; 3134 } else { 3135 mode = SkXfermode::kSrcOver_Mode; 3136 } 3137 } 3138 3139 if (!mCaches.blend) { 3140 glEnable(GL_BLEND); 3141 } 3142 3143 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3144 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3145 3146 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3147 glBlendFunc(sourceMode, destMode); 3148 mCaches.lastSrcMode = sourceMode; 3149 mCaches.lastDstMode = destMode; 3150 } 3151 } else if (mCaches.blend) { 3152 glDisable(GL_BLEND); 3153 } 3154 mCaches.blend = blend; 3155 } 3156 3157 bool OpenGLRenderer::useProgram(Program* program) { 3158 if (!program->isInUse()) { 3159 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3160 program->use(); 3161 mCaches.currentProgram = program; 3162 return false; 3163 } 3164 return true; 3165 } 3166 3167 void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3168 TextureVertex* v = &mMeshVertices[0]; 3169 TextureVertex::setUV(v++, u1, v1); 3170 TextureVertex::setUV(v++, u2, v1); 3171 TextureVertex::setUV(v++, u1, v2); 3172 TextureVertex::setUV(v++, u2, v2); 3173 } 3174 3175 void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 3176 getAlphaAndModeDirect(paint, alpha, mode); 3177 *alpha *= mSnapshot->alpha; 3178 } 3179 3180 }; // namespace uirenderer 3181 }; // namespace android 3182