1 /* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17 #define LOG_TAG "OpenGLRenderer" 18 19 #include <stdlib.h> 20 #include <stdint.h> 21 #include <sys/types.h> 22 23 #include <SkCanvas.h> 24 #include <SkTypeface.h> 25 26 #include <utils/Log.h> 27 #include <utils/StopWatch.h> 28 29 #include <private/hwui/DrawGlInfo.h> 30 31 #include <ui/Rect.h> 32 33 #include "OpenGLRenderer.h" 34 #include "DeferredDisplayList.h" 35 #include "DisplayListRenderer.h" 36 #include "Fence.h" 37 #include "PathTessellator.h" 38 #include "Properties.h" 39 #include "Vector.h" 40 41 namespace android { 42 namespace uirenderer { 43 44 /////////////////////////////////////////////////////////////////////////////// 45 // Defines 46 /////////////////////////////////////////////////////////////////////////////// 47 48 #define RAD_TO_DEG (180.0f / 3.14159265f) 49 #define MIN_ANGLE 0.001f 50 51 #define ALPHA_THRESHOLD 0 52 53 #define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 54 55 /////////////////////////////////////////////////////////////////////////////// 56 // Globals 57 /////////////////////////////////////////////////////////////////////////////// 58 59 /** 60 * Structure mapping Skia xfermodes to OpenGL blending factors. 61 */ 62 struct Blender { 63 SkXfermode::Mode mode; 64 GLenum src; 65 GLenum dst; 66 }; // struct Blender 67 68 // In this array, the index of each Blender equals the value of the first 69 // entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 70 static const Blender gBlends[] = { 71 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 73 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 74 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 76 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 77 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 78 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 79 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 82 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 83 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 84 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 85 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 86 }; 87 88 // This array contains the swapped version of each SkXfermode. For instance 89 // this array's SrcOver blending mode is actually DstOver. You can refer to 90 // createLayer() for more information on the purpose of this array. 91 static const Blender gBlendsSwap[] = { 92 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 94 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 95 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 96 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 97 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 98 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 100 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 102 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 104 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 105 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 106 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 107 }; 108 109 /////////////////////////////////////////////////////////////////////////////// 110 // Functions 111 /////////////////////////////////////////////////////////////////////////////// 112 113 template<typename T> 114 static inline T min(T a, T b) { 115 return a < b ? a : b; 116 } 117 118 /////////////////////////////////////////////////////////////////////////////// 119 // Constructors/destructor 120 /////////////////////////////////////////////////////////////////////////////// 121 122 OpenGLRenderer::OpenGLRenderer(): 123 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { 124 // *set* draw modifiers to be 0 125 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 126 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 127 128 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 129 130 mFirstSnapshot = new Snapshot; 131 mFrameStarted = false; 132 mCountOverdraw = false; 133 134 mScissorOptimizationDisabled = false; 135 } 136 137 OpenGLRenderer::~OpenGLRenderer() { 138 // The context has already been destroyed at this point, do not call 139 // GL APIs. All GL state should be kept in Caches.h 140 } 141 142 void OpenGLRenderer::initProperties() { 143 char property[PROPERTY_VALUE_MAX]; 144 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 145 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 146 INIT_LOGD(" Scissor optimization %s", 147 mScissorOptimizationDisabled ? "disabled" : "enabled"); 148 } else { 149 INIT_LOGD(" Scissor optimization enabled"); 150 } 151 } 152 153 /////////////////////////////////////////////////////////////////////////////// 154 // Setup 155 /////////////////////////////////////////////////////////////////////////////// 156 157 void OpenGLRenderer::setName(const char* name) { 158 if (name) { 159 mName.setTo(name); 160 } else { 161 mName.clear(); 162 } 163 } 164 165 const char* OpenGLRenderer::getName() const { 166 return mName.string(); 167 } 168 169 bool OpenGLRenderer::isDeferred() { 170 return false; 171 } 172 173 void OpenGLRenderer::setViewport(int width, int height) { 174 initViewport(width, height); 175 176 glDisable(GL_DITHER); 177 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 178 179 glEnableVertexAttribArray(Program::kBindingPosition); 180 } 181 182 void OpenGLRenderer::initViewport(int width, int height) { 183 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 184 185 mWidth = width; 186 mHeight = height; 187 188 mFirstSnapshot->height = height; 189 mFirstSnapshot->viewport.set(0, 0, width, height); 190 } 191 192 void OpenGLRenderer::setupFrameState(float left, float top, 193 float right, float bottom, bool opaque) { 194 mCaches.clearGarbage(); 195 196 mOpaque = opaque; 197 mSnapshot = new Snapshot(mFirstSnapshot, 198 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 199 mSnapshot->fbo = getTargetFbo(); 200 mSaveCount = 1; 201 202 mSnapshot->setClip(left, top, right, bottom); 203 mTilingClip.set(left, top, right, bottom); 204 } 205 206 status_t OpenGLRenderer::startFrame() { 207 if (mFrameStarted) return DrawGlInfo::kStatusDone; 208 mFrameStarted = true; 209 210 mDirtyClip = true; 211 212 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 213 214 glViewport(0, 0, mWidth, mHeight); 215 216 // Functors break the tiling extension in pretty spectacular ways 217 // This ensures we don't use tiling when a functor is going to be 218 // invoked during the frame 219 mSuppressTiling = mCaches.hasRegisteredFunctors(); 220 221 startTiling(mSnapshot, true); 222 223 debugOverdraw(true, true); 224 225 return clear(mTilingClip.left, mTilingClip.top, 226 mTilingClip.right, mTilingClip.bottom, mOpaque); 227 } 228 229 status_t OpenGLRenderer::prepare(bool opaque) { 230 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 231 } 232 233 status_t OpenGLRenderer::prepareDirty(float left, float top, 234 float right, float bottom, bool opaque) { 235 236 setupFrameState(left, top, right, bottom, opaque); 237 238 // Layer renderers will start the frame immediately 239 // The framebuffer renderer will first defer the display list 240 // for each layer and wait until the first drawing command 241 // to start the frame 242 if (mSnapshot->fbo == 0) { 243 syncState(); 244 updateLayers(); 245 } else { 246 return startFrame(); 247 } 248 249 return DrawGlInfo::kStatusDone; 250 } 251 252 void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 253 // If we know that we are going to redraw the entire framebuffer, 254 // perform a discard to let the driver know we don't need to preserve 255 // the back buffer for this frame. 256 if (mExtensions.hasDiscardFramebuffer() && 257 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 258 const bool isFbo = getTargetFbo() == 0; 259 const GLenum attachments[] = { 260 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 261 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 262 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 263 } 264 } 265 266 status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 267 if (!opaque || mCountOverdraw) { 268 mCaches.enableScissor(); 269 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 270 glClear(GL_COLOR_BUFFER_BIT); 271 return DrawGlInfo::kStatusDrew; 272 } 273 274 mCaches.resetScissor(); 275 return DrawGlInfo::kStatusDone; 276 } 277 278 void OpenGLRenderer::syncState() { 279 if (mCaches.blend) { 280 glEnable(GL_BLEND); 281 } else { 282 glDisable(GL_BLEND); 283 } 284 } 285 286 void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 287 if (!mSuppressTiling) { 288 Rect* clip = &mTilingClip; 289 if (s->flags & Snapshot::kFlagFboTarget) { 290 clip = &(s->layer->clipRect); 291 } 292 293 startTiling(*clip, s->height, opaque); 294 } 295 } 296 297 void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 298 if (!mSuppressTiling) { 299 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 300 clip.right - clip.left, clip.bottom - clip.top, opaque); 301 } 302 } 303 304 void OpenGLRenderer::endTiling() { 305 if (!mSuppressTiling) mCaches.endTiling(); 306 } 307 308 void OpenGLRenderer::finish() { 309 renderOverdraw(); 310 endTiling(); 311 312 // When finish() is invoked on FBO 0 we've reached the end 313 // of the current frame 314 if (getTargetFbo() == 0) { 315 mCaches.pathCache.trim(); 316 } 317 318 if (!suppressErrorChecks()) { 319 #if DEBUG_OPENGL 320 GLenum status = GL_NO_ERROR; 321 while ((status = glGetError()) != GL_NO_ERROR) { 322 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 323 switch (status) { 324 case GL_INVALID_ENUM: 325 ALOGE(" GL_INVALID_ENUM"); 326 break; 327 case GL_INVALID_VALUE: 328 ALOGE(" GL_INVALID_VALUE"); 329 break; 330 case GL_INVALID_OPERATION: 331 ALOGE(" GL_INVALID_OPERATION"); 332 break; 333 case GL_OUT_OF_MEMORY: 334 ALOGE(" Out of memory!"); 335 break; 336 } 337 } 338 #endif 339 340 #if DEBUG_MEMORY_USAGE 341 mCaches.dumpMemoryUsage(); 342 #else 343 if (mCaches.getDebugLevel() & kDebugMemory) { 344 mCaches.dumpMemoryUsage(); 345 } 346 #endif 347 } 348 349 if (mCountOverdraw) { 350 countOverdraw(); 351 } 352 353 mFrameStarted = false; 354 } 355 356 void OpenGLRenderer::interrupt() { 357 if (mCaches.currentProgram) { 358 if (mCaches.currentProgram->isInUse()) { 359 mCaches.currentProgram->remove(); 360 mCaches.currentProgram = NULL; 361 } 362 } 363 mCaches.resetActiveTexture(); 364 mCaches.unbindMeshBuffer(); 365 mCaches.unbindIndicesBuffer(); 366 mCaches.resetVertexPointers(); 367 mCaches.disableTexCoordsVertexArray(); 368 debugOverdraw(false, false); 369 } 370 371 void OpenGLRenderer::resume() { 372 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 373 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 374 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 375 debugOverdraw(true, false); 376 377 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 378 379 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 380 mCaches.enableScissor(); 381 mCaches.resetScissor(); 382 dirtyClip(); 383 384 mCaches.activeTexture(0); 385 mCaches.resetBoundTextures(); 386 387 mCaches.blend = true; 388 glEnable(GL_BLEND); 389 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 390 glBlendEquation(GL_FUNC_ADD); 391 } 392 393 void OpenGLRenderer::resumeAfterLayer() { 394 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 395 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 396 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 397 debugOverdraw(true, false); 398 399 mCaches.resetScissor(); 400 dirtyClip(); 401 } 402 403 void OpenGLRenderer::detachFunctor(Functor* functor) { 404 mFunctors.remove(functor); 405 } 406 407 void OpenGLRenderer::attachFunctor(Functor* functor) { 408 mFunctors.add(functor); 409 } 410 411 status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 412 status_t result = DrawGlInfo::kStatusDone; 413 size_t count = mFunctors.size(); 414 415 if (count > 0) { 416 interrupt(); 417 SortedVector<Functor*> functors(mFunctors); 418 mFunctors.clear(); 419 420 DrawGlInfo info; 421 info.clipLeft = 0; 422 info.clipTop = 0; 423 info.clipRight = 0; 424 info.clipBottom = 0; 425 info.isLayer = false; 426 info.width = 0; 427 info.height = 0; 428 memset(info.transform, 0, sizeof(float) * 16); 429 430 for (size_t i = 0; i < count; i++) { 431 Functor* f = functors.itemAt(i); 432 result |= (*f)(DrawGlInfo::kModeProcess, &info); 433 434 if (result & DrawGlInfo::kStatusDraw) { 435 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 436 dirty.unionWith(localDirty); 437 } 438 439 if (result & DrawGlInfo::kStatusInvoke) { 440 mFunctors.add(f); 441 } 442 } 443 resume(); 444 } 445 446 return result; 447 } 448 449 status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 450 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 451 452 detachFunctor(functor); 453 454 455 Rect clip(*mSnapshot->clipRect); 456 clip.snapToPixelBoundaries(); 457 458 // Since we don't know what the functor will draw, let's dirty 459 // tne entire clip region 460 if (hasLayer()) { 461 dirtyLayerUnchecked(clip, getRegion()); 462 } 463 464 DrawGlInfo info; 465 info.clipLeft = clip.left; 466 info.clipTop = clip.top; 467 info.clipRight = clip.right; 468 info.clipBottom = clip.bottom; 469 info.isLayer = hasLayer(); 470 info.width = getSnapshot()->viewport.getWidth(); 471 info.height = getSnapshot()->height; 472 getSnapshot()->transform->copyTo(&info.transform[0]); 473 474 bool dirtyClip = mDirtyClip; 475 // setup GL state for functor 476 if (mDirtyClip) { 477 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 478 } 479 if (mCaches.enableScissor() || dirtyClip) { 480 setScissorFromClip(); 481 } 482 interrupt(); 483 484 // call functor immediately after GL state setup 485 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info); 486 487 if (result != DrawGlInfo::kStatusDone) { 488 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 489 dirty.unionWith(localDirty); 490 491 if (result & DrawGlInfo::kStatusInvoke) { 492 mFunctors.add(functor); 493 } 494 } 495 496 resume(); 497 return result | DrawGlInfo::kStatusDrew; 498 } 499 500 /////////////////////////////////////////////////////////////////////////////// 501 // Debug 502 /////////////////////////////////////////////////////////////////////////////// 503 504 void OpenGLRenderer::eventMark(const char* name) const { 505 mCaches.eventMark(0, name); 506 } 507 508 void OpenGLRenderer::startMark(const char* name) const { 509 mCaches.startMark(0, name); 510 } 511 512 void OpenGLRenderer::endMark() const { 513 mCaches.endMark(); 514 } 515 516 void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 517 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 518 if (clear) { 519 mCaches.disableScissor(); 520 mCaches.stencil.clear(); 521 } 522 if (enable) { 523 mCaches.stencil.enableDebugWrite(); 524 } else { 525 mCaches.stencil.disable(); 526 } 527 } 528 } 529 530 void OpenGLRenderer::renderOverdraw() { 531 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 532 const Rect* clip = &mTilingClip; 533 534 mCaches.enableScissor(); 535 mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom, 536 clip->right - clip->left, clip->bottom - clip->top); 537 538 // 1x overdraw 539 mCaches.stencil.enableDebugTest(2); 540 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 541 542 // 2x overdraw 543 mCaches.stencil.enableDebugTest(3); 544 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 545 546 // 3x overdraw 547 mCaches.stencil.enableDebugTest(4); 548 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 549 550 // 4x overdraw and higher 551 mCaches.stencil.enableDebugTest(4, true); 552 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 553 554 mCaches.stencil.disable(); 555 } 556 } 557 558 void OpenGLRenderer::countOverdraw() { 559 size_t count = mWidth * mHeight; 560 uint32_t* buffer = new uint32_t[count]; 561 glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]); 562 563 size_t total = 0; 564 for (size_t i = 0; i < count; i++) { 565 total += buffer[i] & 0xff; 566 } 567 568 mOverdraw = total / float(count); 569 570 delete[] buffer; 571 } 572 573 /////////////////////////////////////////////////////////////////////////////// 574 // Layers 575 /////////////////////////////////////////////////////////////////////////////// 576 577 bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 578 if (layer->deferredUpdateScheduled && layer->renderer && 579 layer->displayList && layer->displayList->isRenderable()) { 580 ATRACE_CALL(); 581 582 Rect& dirty = layer->dirtyRect; 583 584 if (inFrame) { 585 endTiling(); 586 debugOverdraw(false, false); 587 } 588 589 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 590 layer->render(); 591 } else { 592 layer->defer(); 593 } 594 595 if (inFrame) { 596 resumeAfterLayer(); 597 startTiling(mSnapshot); 598 } 599 600 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 601 layer->hasDrawnSinceUpdate = false; 602 603 return true; 604 } 605 606 return false; 607 } 608 609 void OpenGLRenderer::updateLayers() { 610 // If draw deferring is enabled this method will simply defer 611 // the display list of each individual layer. The layers remain 612 // in the layer updates list which will be cleared by flushLayers(). 613 int count = mLayerUpdates.size(); 614 if (count > 0) { 615 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 616 startMark("Layer Updates"); 617 } else { 618 startMark("Defer Layer Updates"); 619 } 620 621 // Note: it is very important to update the layers in order 622 for (int i = 0; i < count; i++) { 623 Layer* layer = mLayerUpdates.itemAt(i); 624 updateLayer(layer, false); 625 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 626 mCaches.resourceCache.decrementRefcount(layer); 627 } 628 } 629 630 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 631 mLayerUpdates.clear(); 632 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 633 } 634 endMark(); 635 } 636 } 637 638 void OpenGLRenderer::flushLayers() { 639 int count = mLayerUpdates.size(); 640 if (count > 0) { 641 startMark("Apply Layer Updates"); 642 char layerName[12]; 643 644 // Note: it is very important to update the layers in order 645 for (int i = 0; i < count; i++) { 646 sprintf(layerName, "Layer #%d", i); 647 startMark(layerName); 648 649 ATRACE_BEGIN("flushLayer"); 650 Layer* layer = mLayerUpdates.itemAt(i); 651 layer->flush(); 652 ATRACE_END(); 653 654 mCaches.resourceCache.decrementRefcount(layer); 655 656 endMark(); 657 } 658 659 mLayerUpdates.clear(); 660 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 661 662 endMark(); 663 } 664 } 665 666 void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 667 if (layer) { 668 // Make sure we don't introduce duplicates. 669 // SortedVector would do this automatically but we need to respect 670 // the insertion order. The linear search is not an issue since 671 // this list is usually very short (typically one item, at most a few) 672 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 673 if (mLayerUpdates.itemAt(i) == layer) { 674 return; 675 } 676 } 677 mLayerUpdates.push_back(layer); 678 mCaches.resourceCache.incrementRefcount(layer); 679 } 680 } 681 682 void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 683 if (layer) { 684 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 685 if (mLayerUpdates.itemAt(i) == layer) { 686 mLayerUpdates.removeAt(i); 687 mCaches.resourceCache.decrementRefcount(layer); 688 break; 689 } 690 } 691 } 692 } 693 694 void OpenGLRenderer::clearLayerUpdates() { 695 size_t count = mLayerUpdates.size(); 696 if (count > 0) { 697 mCaches.resourceCache.lock(); 698 for (size_t i = 0; i < count; i++) { 699 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 700 } 701 mCaches.resourceCache.unlock(); 702 mLayerUpdates.clear(); 703 } 704 } 705 706 void OpenGLRenderer::flushLayerUpdates() { 707 syncState(); 708 updateLayers(); 709 flushLayers(); 710 // Wait for all the layer updates to be executed 711 AutoFence fence; 712 } 713 714 /////////////////////////////////////////////////////////////////////////////// 715 // State management 716 /////////////////////////////////////////////////////////////////////////////// 717 718 int OpenGLRenderer::getSaveCount() const { 719 return mSaveCount; 720 } 721 722 int OpenGLRenderer::save(int flags) { 723 return saveSnapshot(flags); 724 } 725 726 void OpenGLRenderer::restore() { 727 if (mSaveCount > 1) { 728 restoreSnapshot(); 729 } 730 } 731 732 void OpenGLRenderer::restoreToCount(int saveCount) { 733 if (saveCount < 1) saveCount = 1; 734 735 while (mSaveCount > saveCount) { 736 restoreSnapshot(); 737 } 738 } 739 740 int OpenGLRenderer::saveSnapshot(int flags) { 741 mSnapshot = new Snapshot(mSnapshot, flags); 742 return mSaveCount++; 743 } 744 745 bool OpenGLRenderer::restoreSnapshot() { 746 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 747 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 748 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 749 750 sp<Snapshot> current = mSnapshot; 751 sp<Snapshot> previous = mSnapshot->previous; 752 753 if (restoreOrtho) { 754 Rect& r = previous->viewport; 755 glViewport(r.left, r.top, r.right, r.bottom); 756 mOrthoMatrix.load(current->orthoMatrix); 757 } 758 759 mSaveCount--; 760 mSnapshot = previous; 761 762 if (restoreClip) { 763 dirtyClip(); 764 } 765 766 if (restoreLayer) { 767 endMark(); // Savelayer 768 startMark("ComposeLayer"); 769 composeLayer(current, previous); 770 endMark(); 771 } 772 773 return restoreClip; 774 } 775 776 /////////////////////////////////////////////////////////////////////////////// 777 // Layers 778 /////////////////////////////////////////////////////////////////////////////// 779 780 int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 781 int alpha, SkXfermode::Mode mode, int flags) { 782 const GLuint previousFbo = mSnapshot->fbo; 783 const int count = saveSnapshot(flags); 784 785 if (!mSnapshot->isIgnored()) { 786 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 787 } 788 789 return count; 790 } 791 792 void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 793 const Rect untransformedBounds(bounds); 794 795 currentTransform().mapRect(bounds); 796 797 // Layers only make sense if they are in the framebuffer's bounds 798 if (bounds.intersect(*mSnapshot->clipRect)) { 799 // We cannot work with sub-pixels in this case 800 bounds.snapToPixelBoundaries(); 801 802 // When the layer is not an FBO, we may use glCopyTexImage so we 803 // need to make sure the layer does not extend outside the bounds 804 // of the framebuffer 805 if (!bounds.intersect(mSnapshot->previous->viewport)) { 806 bounds.setEmpty(); 807 } else if (fboLayer) { 808 clip.set(bounds); 809 mat4 inverse; 810 inverse.loadInverse(currentTransform()); 811 inverse.mapRect(clip); 812 clip.snapToPixelBoundaries(); 813 if (clip.intersect(untransformedBounds)) { 814 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 815 bounds.set(untransformedBounds); 816 } else { 817 clip.setEmpty(); 818 } 819 } 820 } else { 821 bounds.setEmpty(); 822 } 823 } 824 825 void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 826 bool fboLayer, int alpha) { 827 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 828 bounds.getHeight() > mCaches.maxTextureSize || 829 (fboLayer && clip.isEmpty())) { 830 mSnapshot->empty = fboLayer; 831 } else { 832 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 833 } 834 } 835 836 int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 837 int alpha, SkXfermode::Mode mode, int flags) { 838 const GLuint previousFbo = mSnapshot->fbo; 839 const int count = saveSnapshot(flags); 840 841 if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 842 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 843 // operations will be able to store and restore the current clip and transform info, and 844 // quick rejection will be correct (for display lists) 845 846 Rect bounds(left, top, right, bottom); 847 Rect clip; 848 calculateLayerBoundsAndClip(bounds, clip, true); 849 updateSnapshotIgnoreForLayer(bounds, clip, true, alpha); 850 851 if (!mSnapshot->isIgnored()) { 852 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 853 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 854 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 855 } 856 } 857 858 return count; 859 } 860 861 862 /** 863 * Layers are viewed by Skia are slightly different than layers in image editing 864 * programs (for instance.) When a layer is created, previously created layers 865 * and the frame buffer still receive every drawing command. For instance, if a 866 * layer is created and a shape intersecting the bounds of the layers and the 867 * framebuffer is draw, the shape will be drawn on both (unless the layer was 868 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 869 * 870 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 871 * texture. Unfortunately, this is inefficient as it requires every primitive to 872 * be drawn n + 1 times, where n is the number of active layers. In practice this 873 * means, for every primitive: 874 * - Switch active frame buffer 875 * - Change viewport, clip and projection matrix 876 * - Issue the drawing 877 * 878 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 879 * To avoid this, layers are implemented in a different way here, at least in the 880 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 881 * is set. When this flag is set we can redirect all drawing operations into a 882 * single FBO. 883 * 884 * This implementation relies on the frame buffer being at least RGBA 8888. When 885 * a layer is created, only a texture is created, not an FBO. The content of the 886 * frame buffer contained within the layer's bounds is copied into this texture 887 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 888 * buffer and drawing continues as normal. This technique therefore treats the 889 * frame buffer as a scratch buffer for the layers. 890 * 891 * To compose the layers back onto the frame buffer, each layer texture 892 * (containing the original frame buffer data) is drawn as a simple quad over 893 * the frame buffer. The trick is that the quad is set as the composition 894 * destination in the blending equation, and the frame buffer becomes the source 895 * of the composition. 896 * 897 * Drawing layers with an alpha value requires an extra step before composition. 898 * An empty quad is drawn over the layer's region in the frame buffer. This quad 899 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 900 * quad is used to multiply the colors in the frame buffer. This is achieved by 901 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 902 * GL_ZERO, GL_SRC_ALPHA. 903 * 904 * Because glCopyTexImage2D() can be slow, an alternative implementation might 905 * be use to draw a single clipped layer. The implementation described above 906 * is correct in every case. 907 * 908 * (1) The frame buffer is actually not cleared right away. To allow the GPU 909 * to potentially optimize series of calls to glCopyTexImage2D, the frame 910 * buffer is left untouched until the first drawing operation. Only when 911 * something actually gets drawn are the layers regions cleared. 912 */ 913 bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 914 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 915 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 916 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 917 918 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 919 920 // Window coordinates of the layer 921 Rect clip; 922 Rect bounds(left, top, right, bottom); 923 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 924 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha); 925 926 // Bail out if we won't draw in this snapshot 927 if (mSnapshot->isIgnored()) { 928 return false; 929 } 930 931 mCaches.activeTexture(0); 932 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 933 if (!layer) { 934 return false; 935 } 936 937 layer->setAlpha(alpha, mode); 938 layer->layer.set(bounds); 939 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 940 bounds.getWidth() / float(layer->getWidth()), 0.0f); 941 layer->setColorFilter(mDrawModifiers.mColorFilter); 942 layer->setBlend(true); 943 layer->setDirty(false); 944 945 // Save the layer in the snapshot 946 mSnapshot->flags |= Snapshot::kFlagIsLayer; 947 mSnapshot->layer = layer; 948 949 startMark("SaveLayer"); 950 if (fboLayer) { 951 return createFboLayer(layer, bounds, clip, previousFbo); 952 } else { 953 // Copy the framebuffer into the layer 954 layer->bindTexture(); 955 if (!bounds.isEmpty()) { 956 if (layer->isEmpty()) { 957 // Workaround for some GL drivers. When reading pixels lying outside 958 // of the window we should get undefined values for those pixels. 959 // Unfortunately some drivers will turn the entire target texture black 960 // when reading outside of the window. 961 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 962 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 963 layer->setEmpty(false); 964 } 965 966 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 967 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 968 969 // Enqueue the buffer coordinates to clear the corresponding region later 970 mLayers.push(new Rect(bounds)); 971 } 972 } 973 974 return true; 975 } 976 977 bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 978 layer->clipRect.set(clip); 979 layer->setFbo(mCaches.fboCache.get()); 980 981 mSnapshot->region = &mSnapshot->layer->region; 982 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 983 Snapshot::kFlagDirtyOrtho; 984 mSnapshot->fbo = layer->getFbo(); 985 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 986 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 987 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 988 mSnapshot->height = bounds.getHeight(); 989 mSnapshot->orthoMatrix.load(mOrthoMatrix); 990 991 endTiling(); 992 debugOverdraw(false, false); 993 // Bind texture to FBO 994 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 995 layer->bindTexture(); 996 997 // Initialize the texture if needed 998 if (layer->isEmpty()) { 999 layer->allocateTexture(); 1000 layer->setEmpty(false); 1001 } 1002 1003 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 1004 layer->getTexture(), 0); 1005 1006 startTiling(mSnapshot, true); 1007 1008 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 1009 mCaches.enableScissor(); 1010 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 1011 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 1012 glClear(GL_COLOR_BUFFER_BIT); 1013 1014 dirtyClip(); 1015 1016 // Change the ortho projection 1017 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 1018 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 1019 1020 return true; 1021 } 1022 1023 /** 1024 * Read the documentation of createLayer() before doing anything in this method. 1025 */ 1026 void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 1027 if (!current->layer) { 1028 ALOGE("Attempting to compose a layer that does not exist"); 1029 return; 1030 } 1031 1032 Layer* layer = current->layer; 1033 const Rect& rect = layer->layer; 1034 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 1035 1036 bool clipRequired = false; 1037 quickRejectNoScissor(rect, &clipRequired); // safely ignore return, should never be rejected 1038 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1039 1040 if (fboLayer) { 1041 endTiling(); 1042 1043 // Detach the texture from the FBO 1044 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 1045 1046 layer->removeFbo(false); 1047 1048 // Unbind current FBO and restore previous one 1049 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 1050 debugOverdraw(true, false); 1051 1052 startTiling(previous); 1053 } 1054 1055 if (!fboLayer && layer->getAlpha() < 255) { 1056 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 1057 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 1058 // Required below, composeLayerRect() will divide by 255 1059 layer->setAlpha(255); 1060 } 1061 1062 mCaches.unbindMeshBuffer(); 1063 1064 mCaches.activeTexture(0); 1065 1066 // When the layer is stored in an FBO, we can save a bit of fillrate by 1067 // drawing only the dirty region 1068 if (fboLayer) { 1069 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 1070 if (layer->getColorFilter()) { 1071 setupColorFilter(layer->getColorFilter()); 1072 } 1073 composeLayerRegion(layer, rect); 1074 if (layer->getColorFilter()) { 1075 resetColorFilter(); 1076 } 1077 } else if (!rect.isEmpty()) { 1078 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 1079 composeLayerRect(layer, rect, true); 1080 } 1081 1082 dirtyClip(); 1083 1084 // Failing to add the layer to the cache should happen only if the layer is too large 1085 if (!mCaches.layerCache.put(layer)) { 1086 LAYER_LOGD("Deleting layer"); 1087 Caches::getInstance().resourceCache.decrementRefcount(layer); 1088 } 1089 } 1090 1091 void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 1092 float alpha = getLayerAlpha(layer); 1093 1094 setupDraw(); 1095 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1096 setupDrawWithTexture(); 1097 } else { 1098 setupDrawWithExternalTexture(); 1099 } 1100 setupDrawTextureTransform(); 1101 setupDrawColor(alpha, alpha, alpha, alpha); 1102 setupDrawColorFilter(); 1103 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 1104 setupDrawProgram(); 1105 setupDrawPureColorUniforms(); 1106 setupDrawColorFilterUniforms(); 1107 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1108 setupDrawTexture(layer->getTexture()); 1109 } else { 1110 setupDrawExternalTexture(layer->getTexture()); 1111 } 1112 if (currentTransform().isPureTranslate() && 1113 layer->getWidth() == (uint32_t) rect.getWidth() && 1114 layer->getHeight() == (uint32_t) rect.getHeight()) { 1115 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1116 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1117 1118 layer->setFilter(GL_NEAREST); 1119 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1120 } else { 1121 layer->setFilter(GL_LINEAR); 1122 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 1123 } 1124 setupDrawTextureTransformUniforms(layer->getTexTransform()); 1125 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 1126 1127 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1128 } 1129 1130 void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 1131 if (!layer->isTextureLayer()) { 1132 const Rect& texCoords = layer->texCoords; 1133 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1134 texCoords.right, texCoords.bottom); 1135 1136 float x = rect.left; 1137 float y = rect.top; 1138 bool simpleTransform = currentTransform().isPureTranslate() && 1139 layer->getWidth() == (uint32_t) rect.getWidth() && 1140 layer->getHeight() == (uint32_t) rect.getHeight(); 1141 1142 if (simpleTransform) { 1143 // When we're swapping, the layer is already in screen coordinates 1144 if (!swap) { 1145 x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1146 y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1147 } 1148 1149 layer->setFilter(GL_NEAREST, true); 1150 } else { 1151 layer->setFilter(GL_LINEAR, true); 1152 } 1153 1154 float alpha = getLayerAlpha(layer); 1155 bool blend = layer->isBlend() || alpha < 1.0f; 1156 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1157 layer->getTexture(), alpha, layer->getMode(), blend, 1158 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1159 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1160 1161 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1162 } else { 1163 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1164 drawTextureLayer(layer, rect); 1165 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1166 } 1167 } 1168 1169 /** 1170 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1171 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1172 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1173 * by saveLayer's restore 1174 */ 1175 #define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1176 DRAW_COMMAND; \ 1177 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1178 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1179 DRAW_COMMAND; \ 1180 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1181 } \ 1182 } 1183 1184 #define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1185 1186 void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1187 if (layer->region.isRect()) { 1188 layer->setRegionAsRect(); 1189 1190 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1191 1192 layer->region.clear(); 1193 return; 1194 } 1195 1196 if (CC_LIKELY(!layer->region.isEmpty())) { 1197 size_t count; 1198 const android::Rect* rects; 1199 Region safeRegion; 1200 if (CC_LIKELY(hasRectToRectTransform())) { 1201 rects = layer->region.getArray(&count); 1202 } else { 1203 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1204 rects = safeRegion.getArray(&count); 1205 } 1206 1207 const float alpha = getLayerAlpha(layer); 1208 const float texX = 1.0f / float(layer->getWidth()); 1209 const float texY = 1.0f / float(layer->getHeight()); 1210 const float height = rect.getHeight(); 1211 1212 setupDraw(); 1213 1214 // We must get (and therefore bind) the region mesh buffer 1215 // after we setup drawing in case we need to mess with the 1216 // stencil buffer in setupDraw() 1217 TextureVertex* mesh = mCaches.getRegionMesh(); 1218 uint32_t numQuads = 0; 1219 1220 setupDrawWithTexture(); 1221 setupDrawColor(alpha, alpha, alpha, alpha); 1222 setupDrawColorFilter(); 1223 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1224 setupDrawProgram(); 1225 setupDrawDirtyRegionsDisabled(); 1226 setupDrawPureColorUniforms(); 1227 setupDrawColorFilterUniforms(); 1228 setupDrawTexture(layer->getTexture()); 1229 if (currentTransform().isPureTranslate()) { 1230 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1231 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1232 1233 layer->setFilter(GL_NEAREST); 1234 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1235 } else { 1236 layer->setFilter(GL_LINEAR); 1237 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1238 } 1239 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1240 1241 for (size_t i = 0; i < count; i++) { 1242 const android::Rect* r = &rects[i]; 1243 1244 const float u1 = r->left * texX; 1245 const float v1 = (height - r->top) * texY; 1246 const float u2 = r->right * texX; 1247 const float v2 = (height - r->bottom) * texY; 1248 1249 // TODO: Reject quads outside of the clip 1250 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1251 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1252 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1253 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1254 1255 numQuads++; 1256 1257 if (numQuads >= gMaxNumberOfQuads) { 1258 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1259 GL_UNSIGNED_SHORT, NULL)); 1260 numQuads = 0; 1261 mesh = mCaches.getRegionMesh(); 1262 } 1263 } 1264 1265 if (numQuads > 0) { 1266 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1267 GL_UNSIGNED_SHORT, NULL)); 1268 } 1269 1270 #if DEBUG_LAYERS_AS_REGIONS 1271 drawRegionRects(layer->region); 1272 #endif 1273 1274 layer->region.clear(); 1275 } 1276 } 1277 1278 void OpenGLRenderer::drawRegionRects(const Region& region) { 1279 #if DEBUG_LAYERS_AS_REGIONS 1280 size_t count; 1281 const android::Rect* rects = region.getArray(&count); 1282 1283 uint32_t colors[] = { 1284 0x7fff0000, 0x7f00ff00, 1285 0x7f0000ff, 0x7fff00ff, 1286 }; 1287 1288 int offset = 0; 1289 int32_t top = rects[0].top; 1290 1291 for (size_t i = 0; i < count; i++) { 1292 if (top != rects[i].top) { 1293 offset ^= 0x2; 1294 top = rects[i].top; 1295 } 1296 1297 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1298 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1299 SkXfermode::kSrcOver_Mode); 1300 } 1301 #endif 1302 } 1303 1304 void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color, 1305 SkXfermode::Mode mode, bool dirty) { 1306 Vector<float> rects; 1307 1308 SkRegion::Iterator it(region); 1309 while (!it.done()) { 1310 const SkIRect& r = it.rect(); 1311 rects.push(r.fLeft); 1312 rects.push(r.fTop); 1313 rects.push(r.fRight); 1314 rects.push(r.fBottom); 1315 it.next(); 1316 } 1317 1318 drawColorRects(rects.array(), rects.size(), color, mode, true, dirty, false); 1319 } 1320 1321 void OpenGLRenderer::dirtyLayer(const float left, const float top, 1322 const float right, const float bottom, const mat4 transform) { 1323 if (hasLayer()) { 1324 Rect bounds(left, top, right, bottom); 1325 transform.mapRect(bounds); 1326 dirtyLayerUnchecked(bounds, getRegion()); 1327 } 1328 } 1329 1330 void OpenGLRenderer::dirtyLayer(const float left, const float top, 1331 const float right, const float bottom) { 1332 if (hasLayer()) { 1333 Rect bounds(left, top, right, bottom); 1334 dirtyLayerUnchecked(bounds, getRegion()); 1335 } 1336 } 1337 1338 void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1339 if (bounds.intersect(*mSnapshot->clipRect)) { 1340 bounds.snapToPixelBoundaries(); 1341 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1342 if (!dirty.isEmpty()) { 1343 region->orSelf(dirty); 1344 } 1345 } 1346 } 1347 1348 void OpenGLRenderer::drawIndexedQuads(Vertex* mesh, GLsizei quadsCount) { 1349 GLsizei elementsCount = quadsCount * 6; 1350 while (elementsCount > 0) { 1351 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1352 1353 setupDrawIndexedVertices(&mesh[0].position[0]); 1354 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL); 1355 1356 elementsCount -= drawCount; 1357 // Though there are 4 vertices in a quad, we use 6 indices per 1358 // quad to draw with GL_TRIANGLES 1359 mesh += (drawCount / 6) * 4; 1360 } 1361 } 1362 1363 void OpenGLRenderer::clearLayerRegions() { 1364 const size_t count = mLayers.size(); 1365 if (count == 0) return; 1366 1367 if (!mSnapshot->isIgnored()) { 1368 // Doing several glScissor/glClear here can negatively impact 1369 // GPUs with a tiler architecture, instead we draw quads with 1370 // the Clear blending mode 1371 1372 // The list contains bounds that have already been clipped 1373 // against their initial clip rect, and the current clip 1374 // is likely different so we need to disable clipping here 1375 bool scissorChanged = mCaches.disableScissor(); 1376 1377 Vertex mesh[count * 4]; 1378 Vertex* vertex = mesh; 1379 1380 for (uint32_t i = 0; i < count; i++) { 1381 Rect* bounds = mLayers.itemAt(i); 1382 1383 Vertex::set(vertex++, bounds->left, bounds->top); 1384 Vertex::set(vertex++, bounds->right, bounds->top); 1385 Vertex::set(vertex++, bounds->left, bounds->bottom); 1386 Vertex::set(vertex++, bounds->right, bounds->bottom); 1387 1388 delete bounds; 1389 } 1390 // We must clear the list of dirty rects before we 1391 // call setupDraw() to prevent stencil setup to do 1392 // the same thing again 1393 mLayers.clear(); 1394 1395 setupDraw(false); 1396 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1397 setupDrawBlending(true, SkXfermode::kClear_Mode); 1398 setupDrawProgram(); 1399 setupDrawPureColorUniforms(); 1400 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1401 1402 drawIndexedQuads(&mesh[0], count); 1403 1404 if (scissorChanged) mCaches.enableScissor(); 1405 } else { 1406 for (uint32_t i = 0; i < count; i++) { 1407 delete mLayers.itemAt(i); 1408 } 1409 mLayers.clear(); 1410 } 1411 } 1412 1413 /////////////////////////////////////////////////////////////////////////////// 1414 // State Deferral 1415 /////////////////////////////////////////////////////////////////////////////// 1416 1417 bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1418 const Rect& currentClip = *(mSnapshot->clipRect); 1419 const mat4& currentMatrix = *(mSnapshot->transform); 1420 1421 if (stateDeferFlags & kStateDeferFlag_Draw) { 1422 // state has bounds initialized in local coordinates 1423 if (!state.mBounds.isEmpty()) { 1424 currentMatrix.mapRect(state.mBounds); 1425 Rect clippedBounds(state.mBounds); 1426 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1427 // is used, it should more closely duplicate the quickReject logic (in how it uses 1428 // snapToPixelBoundaries) 1429 1430 if(!clippedBounds.intersect(currentClip)) { 1431 // quick rejected 1432 return true; 1433 } 1434 1435 state.mClipSideFlags = kClipSide_None; 1436 if (!currentClip.contains(state.mBounds)) { 1437 int& flags = state.mClipSideFlags; 1438 // op partially clipped, so record which sides are clipped for clip-aware merging 1439 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1440 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1441 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1442 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1443 } 1444 state.mBounds.set(clippedBounds); 1445 } else { 1446 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1447 // overdraw avoidance (since we don't know what it overlaps) 1448 state.mClipSideFlags = kClipSide_ConservativeFull; 1449 state.mBounds.set(currentClip); 1450 } 1451 } 1452 1453 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1454 if (state.mClipValid) { 1455 state.mClip.set(currentClip); 1456 } 1457 1458 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1459 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1460 state.mMatrix.load(currentMatrix); 1461 state.mDrawModifiers = mDrawModifiers; 1462 state.mAlpha = mSnapshot->alpha; 1463 return false; 1464 } 1465 1466 void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1467 currentTransform().load(state.mMatrix); 1468 mDrawModifiers = state.mDrawModifiers; 1469 mSnapshot->alpha = state.mAlpha; 1470 1471 if (state.mClipValid && !skipClipRestore) { 1472 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1473 state.mClip.right, state.mClip.bottom); 1474 dirtyClip(); 1475 } 1476 } 1477 1478 /** 1479 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1480 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1481 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1482 * 1483 * This method should be called when restoreDisplayState() won't be restoring the clip 1484 */ 1485 void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1486 if (clipRect != NULL) { 1487 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1488 } else { 1489 mSnapshot->setClip(0, 0, mWidth, mHeight); 1490 } 1491 dirtyClip(); 1492 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1493 } 1494 1495 /////////////////////////////////////////////////////////////////////////////// 1496 // Transforms 1497 /////////////////////////////////////////////////////////////////////////////// 1498 1499 void OpenGLRenderer::translate(float dx, float dy) { 1500 currentTransform().translate(dx, dy); 1501 } 1502 1503 void OpenGLRenderer::rotate(float degrees) { 1504 currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f); 1505 } 1506 1507 void OpenGLRenderer::scale(float sx, float sy) { 1508 currentTransform().scale(sx, sy, 1.0f); 1509 } 1510 1511 void OpenGLRenderer::skew(float sx, float sy) { 1512 currentTransform().skew(sx, sy); 1513 } 1514 1515 void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1516 if (matrix) { 1517 currentTransform().load(*matrix); 1518 } else { 1519 currentTransform().loadIdentity(); 1520 } 1521 } 1522 1523 bool OpenGLRenderer::hasRectToRectTransform() { 1524 return CC_LIKELY(currentTransform().rectToRect()); 1525 } 1526 1527 void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1528 currentTransform().copyTo(*matrix); 1529 } 1530 1531 void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1532 SkMatrix transform; 1533 currentTransform().copyTo(transform); 1534 transform.preConcat(*matrix); 1535 currentTransform().load(transform); 1536 } 1537 1538 /////////////////////////////////////////////////////////////////////////////// 1539 // Clipping 1540 /////////////////////////////////////////////////////////////////////////////// 1541 1542 void OpenGLRenderer::setScissorFromClip() { 1543 Rect clip(*mSnapshot->clipRect); 1544 clip.snapToPixelBoundaries(); 1545 1546 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1547 clip.getWidth(), clip.getHeight())) { 1548 mDirtyClip = false; 1549 } 1550 } 1551 1552 void OpenGLRenderer::ensureStencilBuffer() { 1553 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1554 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1555 // just hope we have one when hasLayer() returns false. 1556 if (hasLayer()) { 1557 attachStencilBufferToLayer(mSnapshot->layer); 1558 } 1559 } 1560 1561 void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1562 // The layer's FBO is already bound when we reach this stage 1563 if (!layer->getStencilRenderBuffer()) { 1564 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1565 // is attached after we initiated tiling. We must turn it off, 1566 // attach the new render buffer then turn tiling back on 1567 endTiling(); 1568 1569 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1570 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1571 layer->setStencilRenderBuffer(buffer); 1572 1573 startTiling(layer->clipRect, layer->layer.getHeight()); 1574 } 1575 } 1576 1577 void OpenGLRenderer::setStencilFromClip() { 1578 if (!mCaches.debugOverdraw) { 1579 if (!mSnapshot->clipRegion->isEmpty()) { 1580 // NOTE: The order here is important, we must set dirtyClip to false 1581 // before any draw call to avoid calling back into this method 1582 mDirtyClip = false; 1583 1584 ensureStencilBuffer(); 1585 1586 mCaches.stencil.enableWrite(); 1587 1588 // Clear the stencil but first make sure we restrict drawing 1589 // to the region's bounds 1590 bool resetScissor = mCaches.enableScissor(); 1591 if (resetScissor) { 1592 // The scissor was not set so we now need to update it 1593 setScissorFromClip(); 1594 } 1595 mCaches.stencil.clear(); 1596 if (resetScissor) mCaches.disableScissor(); 1597 1598 // NOTE: We could use the region contour path to generate a smaller mesh 1599 // Since we are using the stencil we could use the red book path 1600 // drawing technique. It might increase bandwidth usage though. 1601 1602 // The last parameter is important: we are not drawing in the color buffer 1603 // so we don't want to dirty the current layer, if any 1604 drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false); 1605 1606 mCaches.stencil.enableTest(); 1607 1608 // Draw the region used to generate the stencil if the appropriate debug 1609 // mode is enabled 1610 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1611 drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode); 1612 } 1613 } else { 1614 mCaches.stencil.disable(); 1615 } 1616 } 1617 } 1618 1619 const Rect& OpenGLRenderer::getClipBounds() { 1620 return mSnapshot->getLocalClip(); 1621 } 1622 1623 bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1624 bool snapOut, bool* clipRequired) { 1625 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1626 return true; 1627 } 1628 1629 Rect r(left, top, right, bottom); 1630 currentTransform().mapRect(r); 1631 r.snapGeometryToPixelBoundaries(snapOut); 1632 1633 Rect clipRect(*mSnapshot->clipRect); 1634 clipRect.snapToPixelBoundaries(); 1635 1636 if (!clipRect.intersects(r)) return true; 1637 1638 if (clipRequired) *clipRequired = !clipRect.contains(r); 1639 return false; 1640 } 1641 1642 bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, 1643 SkPaint* paint) { 1644 // AA geometry will likely have a ramp around it (not accounted for in local bounds). Snap out 1645 // the final mapped rect to ensure correct clipping behavior for the ramp. 1646 bool snapOut = paint->isAntiAlias(); 1647 1648 if (paint->getStyle() != SkPaint::kFill_Style) { 1649 float outset = paint->getStrokeWidth() * 0.5f; 1650 return quickReject(left - outset, top - outset, right + outset, bottom + outset, snapOut); 1651 } else { 1652 return quickReject(left, top, right, bottom, snapOut); 1653 } 1654 } 1655 1656 bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom, bool snapOut) { 1657 bool clipRequired = false; 1658 if (quickRejectNoScissor(left, top, right, bottom, snapOut, &clipRequired)) { 1659 return true; 1660 } 1661 1662 if (!isDeferred()) { 1663 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1664 } 1665 return false; 1666 } 1667 1668 void OpenGLRenderer::debugClip() { 1669 #if DEBUG_CLIP_REGIONS 1670 if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) { 1671 drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode); 1672 } 1673 #endif 1674 } 1675 1676 bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1677 if (CC_LIKELY(currentTransform().rectToRect())) { 1678 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1679 if (clipped) { 1680 dirtyClip(); 1681 } 1682 return !mSnapshot->clipRect->isEmpty(); 1683 } 1684 1685 SkPath path; 1686 path.addRect(left, top, right, bottom); 1687 1688 return OpenGLRenderer::clipPath(&path, op); 1689 } 1690 1691 bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) { 1692 SkMatrix transform; 1693 currentTransform().copyTo(transform); 1694 1695 SkPath transformed; 1696 path->transform(transform, &transformed); 1697 1698 SkRegion clip; 1699 if (!mSnapshot->previous->clipRegion->isEmpty()) { 1700 clip.setRegion(*mSnapshot->previous->clipRegion); 1701 } else { 1702 if (mSnapshot->previous == mFirstSnapshot) { 1703 clip.setRect(0, 0, mWidth, mHeight); 1704 } else { 1705 Rect* bounds = mSnapshot->previous->clipRect; 1706 clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom); 1707 } 1708 } 1709 1710 SkRegion region; 1711 region.setPath(transformed, clip); 1712 1713 bool clipped = mSnapshot->clipRegionTransformed(region, op); 1714 if (clipped) { 1715 dirtyClip(); 1716 } 1717 return !mSnapshot->clipRect->isEmpty(); 1718 } 1719 1720 bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) { 1721 bool clipped = mSnapshot->clipRegionTransformed(*region, op); 1722 if (clipped) { 1723 dirtyClip(); 1724 } 1725 return !mSnapshot->clipRect->isEmpty(); 1726 } 1727 1728 Rect* OpenGLRenderer::getClipRect() { 1729 return mSnapshot->clipRect; 1730 } 1731 1732 /////////////////////////////////////////////////////////////////////////////// 1733 // Drawing commands 1734 /////////////////////////////////////////////////////////////////////////////// 1735 1736 void OpenGLRenderer::setupDraw(bool clear) { 1737 // TODO: It would be best if we could do this before quickReject() 1738 // changes the scissor test state 1739 if (clear) clearLayerRegions(); 1740 // Make sure setScissor & setStencil happen at the beginning of 1741 // this method 1742 if (mDirtyClip) { 1743 if (mCaches.scissorEnabled) { 1744 setScissorFromClip(); 1745 } 1746 setStencilFromClip(); 1747 } 1748 1749 mDescription.reset(); 1750 1751 mSetShaderColor = false; 1752 mColorSet = false; 1753 mColorA = mColorR = mColorG = mColorB = 0.0f; 1754 mTextureUnit = 0; 1755 mTrackDirtyRegions = true; 1756 1757 // Enable debug highlight when what we're about to draw is tested against 1758 // the stencil buffer and if stencil highlight debugging is on 1759 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1760 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1761 mCaches.stencil.isTestEnabled(); 1762 1763 mDescription.emulateStencil = mCountOverdraw; 1764 } 1765 1766 void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1767 mDescription.hasTexture = true; 1768 mDescription.hasAlpha8Texture = isAlpha8; 1769 } 1770 1771 void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1772 mDescription.hasTexture = true; 1773 mDescription.hasColors = true; 1774 mDescription.hasAlpha8Texture = isAlpha8; 1775 } 1776 1777 void OpenGLRenderer::setupDrawWithExternalTexture() { 1778 mDescription.hasExternalTexture = true; 1779 } 1780 1781 void OpenGLRenderer::setupDrawNoTexture() { 1782 mCaches.disableTexCoordsVertexArray(); 1783 } 1784 1785 void OpenGLRenderer::setupDrawAA() { 1786 mDescription.isAA = true; 1787 } 1788 1789 void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1790 mColorA = alpha / 255.0f; 1791 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1792 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1793 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1794 mColorSet = true; 1795 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1796 } 1797 1798 void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1799 mColorA = alpha / 255.0f; 1800 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1801 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1802 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1803 mColorSet = true; 1804 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1805 } 1806 1807 void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1808 mCaches.fontRenderer->describe(mDescription, paint); 1809 } 1810 1811 void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1812 mColorA = a; 1813 mColorR = r; 1814 mColorG = g; 1815 mColorB = b; 1816 mColorSet = true; 1817 mSetShaderColor = mDescription.setColor(r, g, b, a); 1818 } 1819 1820 void OpenGLRenderer::setupDrawShader() { 1821 if (mDrawModifiers.mShader) { 1822 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1823 } 1824 } 1825 1826 void OpenGLRenderer::setupDrawColorFilter() { 1827 if (mDrawModifiers.mColorFilter) { 1828 mDrawModifiers.mColorFilter->describe(mDescription, mExtensions); 1829 } 1830 } 1831 1832 void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1833 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1834 mColorA = 1.0f; 1835 mColorR = mColorG = mColorB = 0.0f; 1836 mSetShaderColor = mDescription.modulate = true; 1837 } 1838 } 1839 1840 void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1841 // When the blending mode is kClear_Mode, we need to use a modulate color 1842 // argb=1,0,0,0 1843 accountForClear(mode); 1844 bool blend = (mColorSet && mColorA < 1.0f) || 1845 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()); 1846 chooseBlending(blend, mode, mDescription, swapSrcDst); 1847 } 1848 1849 void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1850 // When the blending mode is kClear_Mode, we need to use a modulate color 1851 // argb=1,0,0,0 1852 accountForClear(mode); 1853 blend |= (mColorSet && mColorA < 1.0f) || 1854 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1855 (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend()); 1856 chooseBlending(blend, mode, mDescription, swapSrcDst); 1857 } 1858 1859 void OpenGLRenderer::setupDrawProgram() { 1860 useProgram(mCaches.programCache.get(mDescription)); 1861 } 1862 1863 void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1864 mTrackDirtyRegions = false; 1865 } 1866 1867 void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1868 bool ignoreTransform) { 1869 mModelView.loadTranslate(left, top, 0.0f); 1870 if (!ignoreTransform) { 1871 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1872 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform()); 1873 } else { 1874 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1875 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1876 } 1877 } 1878 1879 void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1880 mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset); 1881 } 1882 1883 void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1884 bool ignoreTransform, bool ignoreModelView) { 1885 if (!ignoreModelView) { 1886 mModelView.loadTranslate(left, top, 0.0f); 1887 mModelView.scale(right - left, bottom - top, 1.0f); 1888 } else { 1889 mModelView.loadIdentity(); 1890 } 1891 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1892 if (!ignoreTransform) { 1893 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1894 if (mTrackDirtyRegions && dirty) { 1895 dirtyLayer(left, top, right, bottom, currentTransform()); 1896 } 1897 } else { 1898 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1899 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1900 } 1901 } 1902 1903 void OpenGLRenderer::setupDrawColorUniforms() { 1904 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1905 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1906 } 1907 } 1908 1909 void OpenGLRenderer::setupDrawPureColorUniforms() { 1910 if (mSetShaderColor) { 1911 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1912 } 1913 } 1914 1915 void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1916 if (mDrawModifiers.mShader) { 1917 if (ignoreTransform) { 1918 mModelView.loadInverse(currentTransform()); 1919 } 1920 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1921 mModelView, *mSnapshot, &mTextureUnit); 1922 } 1923 } 1924 1925 void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1926 if (mDrawModifiers.mShader) { 1927 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1928 mat4::identity(), *mSnapshot, &mTextureUnit); 1929 } 1930 } 1931 1932 void OpenGLRenderer::setupDrawColorFilterUniforms() { 1933 if (mDrawModifiers.mColorFilter) { 1934 mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram); 1935 } 1936 } 1937 1938 void OpenGLRenderer::setupDrawTextGammaUniforms() { 1939 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1940 } 1941 1942 void OpenGLRenderer::setupDrawSimpleMesh() { 1943 bool force = mCaches.bindMeshBuffer(); 1944 mCaches.bindPositionVertexPointer(force, 0); 1945 mCaches.unbindIndicesBuffer(); 1946 } 1947 1948 void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1949 if (texture) bindTexture(texture); 1950 mTextureUnit++; 1951 mCaches.enableTexCoordsVertexArray(); 1952 } 1953 1954 void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1955 bindExternalTexture(texture); 1956 mTextureUnit++; 1957 mCaches.enableTexCoordsVertexArray(); 1958 } 1959 1960 void OpenGLRenderer::setupDrawTextureTransform() { 1961 mDescription.hasTextureTransform = true; 1962 } 1963 1964 void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1965 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1966 GL_FALSE, &transform.data[0]); 1967 } 1968 1969 void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1970 bool force = false; 1971 if (!vertices || vbo) { 1972 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1973 } else { 1974 force = mCaches.unbindMeshBuffer(); 1975 } 1976 1977 mCaches.bindPositionVertexPointer(force, vertices); 1978 if (mCaches.currentProgram->texCoords >= 0) { 1979 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1980 } 1981 1982 mCaches.unbindIndicesBuffer(); 1983 } 1984 1985 void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) { 1986 bool force = mCaches.unbindMeshBuffer(); 1987 GLsizei stride = sizeof(ColorTextureVertex); 1988 1989 mCaches.bindPositionVertexPointer(force, vertices, stride); 1990 if (mCaches.currentProgram->texCoords >= 0) { 1991 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1992 } 1993 int slot = mCaches.currentProgram->getAttrib("colors"); 1994 if (slot >= 0) { 1995 glEnableVertexAttribArray(slot); 1996 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1997 } 1998 1999 mCaches.unbindIndicesBuffer(); 2000 } 2001 2002 void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 2003 bool force = false; 2004 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 2005 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 2006 // use the default VBO found in Caches 2007 if (!vertices || vbo) { 2008 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 2009 } else { 2010 force = mCaches.unbindMeshBuffer(); 2011 } 2012 mCaches.bindIndicesBuffer(); 2013 2014 mCaches.bindPositionVertexPointer(force, vertices); 2015 if (mCaches.currentProgram->texCoords >= 0) { 2016 mCaches.bindTexCoordsVertexPointer(force, texCoords); 2017 } 2018 } 2019 2020 void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 2021 bool force = mCaches.unbindMeshBuffer(); 2022 mCaches.bindIndicesBuffer(); 2023 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 2024 } 2025 2026 /////////////////////////////////////////////////////////////////////////////// 2027 // Drawing 2028 /////////////////////////////////////////////////////////////////////////////// 2029 2030 status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, 2031 int32_t replayFlags) { 2032 status_t status; 2033 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 2034 // will be performed by the display list itself 2035 if (displayList && displayList->isRenderable()) { 2036 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 2037 status = startFrame(); 2038 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 2039 displayList->replay(replayStruct, 0); 2040 return status | replayStruct.mDrawGlStatus; 2041 } 2042 2043 bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs! 2044 DeferredDisplayList deferredList(*(mSnapshot->clipRect), avoidOverdraw); 2045 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 2046 displayList->defer(deferStruct, 0); 2047 2048 flushLayers(); 2049 status = startFrame(); 2050 2051 return status | deferredList.flush(*this, dirty); 2052 } 2053 2054 return DrawGlInfo::kStatusDone; 2055 } 2056 2057 void OpenGLRenderer::outputDisplayList(DisplayList* displayList) { 2058 if (displayList) { 2059 displayList->output(1); 2060 } 2061 } 2062 2063 void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 2064 int alpha; 2065 SkXfermode::Mode mode; 2066 getAlphaAndMode(paint, &alpha, &mode); 2067 2068 int color = paint != NULL ? paint->getColor() : 0; 2069 2070 float x = left; 2071 float y = top; 2072 2073 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2074 2075 bool ignoreTransform = false; 2076 if (currentTransform().isPureTranslate()) { 2077 x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2078 y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2079 ignoreTransform = true; 2080 2081 texture->setFilter(GL_NEAREST, true); 2082 } else { 2083 texture->setFilter(FILTER(paint), true); 2084 } 2085 2086 // No need to check for a UV mapper on the texture object, only ARGB_8888 2087 // bitmaps get packed in the atlas 2088 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2089 paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2090 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2091 } 2092 2093 /** 2094 * Important note: this method is intended to draw batches of bitmaps and 2095 * will not set the scissor enable or dirty the current layer, if any. 2096 * The caller is responsible for properly dirtying the current layer. 2097 */ 2098 status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount, 2099 TextureVertex* vertices, bool pureTranslate, const Rect& bounds, SkPaint* paint) { 2100 mCaches.activeTexture(0); 2101 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2102 if (!texture) return DrawGlInfo::kStatusDone; 2103 2104 const AutoTexture autoCleanup(texture); 2105 2106 int alpha; 2107 SkXfermode::Mode mode; 2108 getAlphaAndMode(paint, &alpha, &mode); 2109 2110 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2111 texture->setFilter(pureTranslate ? GL_NEAREST : FILTER(paint), true); 2112 2113 const float x = (int) floorf(bounds.left + 0.5f); 2114 const float y = (int) floorf(bounds.top + 0.5f); 2115 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2116 int color = paint != NULL ? paint->getColor() : 0; 2117 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2118 texture->id, paint != NULL, color, alpha, mode, 2119 &vertices[0].position[0], &vertices[0].texture[0], 2120 GL_TRIANGLES, bitmapCount * 6, true, true, false); 2121 } else { 2122 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2123 texture->id, alpha / 255.0f, mode, texture->blend, 2124 &vertices[0].position[0], &vertices[0].texture[0], 2125 GL_TRIANGLES, bitmapCount * 6, false, true, 0, true, false); 2126 } 2127 2128 return DrawGlInfo::kStatusDrew; 2129 } 2130 2131 status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2132 const float right = left + bitmap->width(); 2133 const float bottom = top + bitmap->height(); 2134 2135 if (quickReject(left, top, right, bottom)) { 2136 return DrawGlInfo::kStatusDone; 2137 } 2138 2139 mCaches.activeTexture(0); 2140 Texture* texture = getTexture(bitmap); 2141 if (!texture) return DrawGlInfo::kStatusDone; 2142 const AutoTexture autoCleanup(texture); 2143 2144 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2145 drawAlphaBitmap(texture, left, top, paint); 2146 } else { 2147 drawTextureRect(left, top, right, bottom, texture, paint); 2148 } 2149 2150 return DrawGlInfo::kStatusDrew; 2151 } 2152 2153 status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 2154 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 2155 const mat4 transform(*matrix); 2156 transform.mapRect(r); 2157 2158 if (quickReject(r.left, r.top, r.right, r.bottom)) { 2159 return DrawGlInfo::kStatusDone; 2160 } 2161 2162 mCaches.activeTexture(0); 2163 Texture* texture = getTexture(bitmap); 2164 if (!texture) return DrawGlInfo::kStatusDone; 2165 const AutoTexture autoCleanup(texture); 2166 2167 // This could be done in a cheaper way, all we need is pass the matrix 2168 // to the vertex shader. The save/restore is a bit overkill. 2169 save(SkCanvas::kMatrix_SaveFlag); 2170 concatMatrix(matrix); 2171 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2172 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 2173 } else { 2174 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 2175 } 2176 restore(); 2177 2178 return DrawGlInfo::kStatusDrew; 2179 } 2180 2181 status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2182 const float right = left + bitmap->width(); 2183 const float bottom = top + bitmap->height(); 2184 2185 if (quickReject(left, top, right, bottom)) { 2186 return DrawGlInfo::kStatusDone; 2187 } 2188 2189 mCaches.activeTexture(0); 2190 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2191 const AutoTexture autoCleanup(texture); 2192 2193 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2194 drawAlphaBitmap(texture, left, top, paint); 2195 } else { 2196 drawTextureRect(left, top, right, bottom, texture, paint); 2197 } 2198 2199 return DrawGlInfo::kStatusDrew; 2200 } 2201 2202 status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 2203 float* vertices, int* colors, SkPaint* paint) { 2204 if (!vertices || mSnapshot->isIgnored()) { 2205 return DrawGlInfo::kStatusDone; 2206 } 2207 2208 // TODO: use quickReject on bounds from vertices 2209 mCaches.enableScissor(); 2210 2211 float left = FLT_MAX; 2212 float top = FLT_MAX; 2213 float right = FLT_MIN; 2214 float bottom = FLT_MIN; 2215 2216 const uint32_t count = meshWidth * meshHeight * 6; 2217 2218 ColorTextureVertex mesh[count]; 2219 ColorTextureVertex* vertex = mesh; 2220 2221 bool cleanupColors = false; 2222 if (!colors) { 2223 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2224 colors = new int[colorsCount]; 2225 memset(colors, 0xff, colorsCount * sizeof(int)); 2226 cleanupColors = true; 2227 } 2228 2229 mCaches.activeTexture(0); 2230 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2231 const UvMapper& mapper(getMapper(texture)); 2232 2233 for (int32_t y = 0; y < meshHeight; y++) { 2234 for (int32_t x = 0; x < meshWidth; x++) { 2235 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2236 2237 float u1 = float(x) / meshWidth; 2238 float u2 = float(x + 1) / meshWidth; 2239 float v1 = float(y) / meshHeight; 2240 float v2 = float(y + 1) / meshHeight; 2241 2242 mapper.map(u1, v1, u2, v2); 2243 2244 int ax = i + (meshWidth + 1) * 2; 2245 int ay = ax + 1; 2246 int bx = i; 2247 int by = bx + 1; 2248 int cx = i + 2; 2249 int cy = cx + 1; 2250 int dx = i + (meshWidth + 1) * 2 + 2; 2251 int dy = dx + 1; 2252 2253 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2254 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2255 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2256 2257 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2258 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2259 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2260 2261 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2262 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2263 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2264 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2265 } 2266 } 2267 2268 if (quickReject(left, top, right, bottom)) { 2269 if (cleanupColors) delete[] colors; 2270 return DrawGlInfo::kStatusDone; 2271 } 2272 2273 if (!texture) { 2274 texture = mCaches.textureCache.get(bitmap); 2275 if (!texture) { 2276 if (cleanupColors) delete[] colors; 2277 return DrawGlInfo::kStatusDone; 2278 } 2279 } 2280 const AutoTexture autoCleanup(texture); 2281 2282 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2283 texture->setFilter(FILTER(paint), true); 2284 2285 int alpha; 2286 SkXfermode::Mode mode; 2287 getAlphaAndMode(paint, &alpha, &mode); 2288 2289 float a = alpha / 255.0f; 2290 2291 if (hasLayer()) { 2292 dirtyLayer(left, top, right, bottom, currentTransform()); 2293 } 2294 2295 setupDraw(); 2296 setupDrawWithTextureAndColor(); 2297 setupDrawColor(a, a, a, a); 2298 setupDrawColorFilter(); 2299 setupDrawBlending(true, mode, false); 2300 setupDrawProgram(); 2301 setupDrawDirtyRegionsDisabled(); 2302 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false); 2303 setupDrawTexture(texture->id); 2304 setupDrawPureColorUniforms(); 2305 setupDrawColorFilterUniforms(); 2306 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]); 2307 2308 glDrawArrays(GL_TRIANGLES, 0, count); 2309 2310 int slot = mCaches.currentProgram->getAttrib("colors"); 2311 if (slot >= 0) { 2312 glDisableVertexAttribArray(slot); 2313 } 2314 2315 if (cleanupColors) delete[] colors; 2316 2317 return DrawGlInfo::kStatusDrew; 2318 } 2319 2320 status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 2321 float srcLeft, float srcTop, float srcRight, float srcBottom, 2322 float dstLeft, float dstTop, float dstRight, float dstBottom, 2323 SkPaint* paint) { 2324 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 2325 return DrawGlInfo::kStatusDone; 2326 } 2327 2328 mCaches.activeTexture(0); 2329 Texture* texture = getTexture(bitmap); 2330 if (!texture) return DrawGlInfo::kStatusDone; 2331 const AutoTexture autoCleanup(texture); 2332 2333 const float width = texture->width; 2334 const float height = texture->height; 2335 2336 float u1 = fmax(0.0f, srcLeft / width); 2337 float v1 = fmax(0.0f, srcTop / height); 2338 float u2 = fmin(1.0f, srcRight / width); 2339 float v2 = fmin(1.0f, srcBottom / height); 2340 2341 getMapper(texture).map(u1, v1, u2, v2); 2342 2343 mCaches.unbindMeshBuffer(); 2344 resetDrawTextureTexCoords(u1, v1, u2, v2); 2345 2346 int alpha; 2347 SkXfermode::Mode mode; 2348 getAlphaAndMode(paint, &alpha, &mode); 2349 2350 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2351 2352 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2353 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2354 2355 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2356 // Apply a scale transform on the canvas only when a shader is in use 2357 // Skia handles the ratio between the dst and src rects as a scale factor 2358 // when a shader is set 2359 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2360 bool ignoreTransform = false; 2361 2362 if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) { 2363 float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f); 2364 float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f); 2365 2366 dstRight = x + (dstRight - dstLeft); 2367 dstBottom = y + (dstBottom - dstTop); 2368 2369 dstLeft = x; 2370 dstTop = y; 2371 2372 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); 2373 ignoreTransform = true; 2374 } else { 2375 texture->setFilter(FILTER(paint), true); 2376 } 2377 2378 if (CC_UNLIKELY(useScaleTransform)) { 2379 save(SkCanvas::kMatrix_SaveFlag); 2380 translate(dstLeft, dstTop); 2381 scale(scaleX, scaleY); 2382 2383 dstLeft = 0.0f; 2384 dstTop = 0.0f; 2385 2386 dstRight = srcRight - srcLeft; 2387 dstBottom = srcBottom - srcTop; 2388 } 2389 2390 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2391 int color = paint ? paint->getColor() : 0; 2392 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2393 texture->id, paint != NULL, color, alpha, mode, 2394 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2395 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2396 } else { 2397 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2398 texture->id, alpha / 255.0f, mode, texture->blend, 2399 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2400 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2401 } 2402 2403 if (CC_UNLIKELY(useScaleTransform)) { 2404 restore(); 2405 } 2406 2407 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2408 2409 return DrawGlInfo::kStatusDrew; 2410 } 2411 2412 status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, 2413 float left, float top, float right, float bottom, SkPaint* paint) { 2414 if (quickReject(left, top, right, bottom)) { 2415 return DrawGlInfo::kStatusDone; 2416 } 2417 2418 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2419 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2420 right - left, bottom - top, patch); 2421 2422 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2423 } 2424 2425 status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry, 2426 float left, float top, float right, float bottom, SkPaint* paint) { 2427 if (quickReject(left, top, right, bottom)) { 2428 return DrawGlInfo::kStatusDone; 2429 } 2430 2431 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2432 mCaches.activeTexture(0); 2433 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2434 if (!texture) return DrawGlInfo::kStatusDone; 2435 const AutoTexture autoCleanup(texture); 2436 2437 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2438 texture->setFilter(GL_LINEAR, true); 2439 2440 int alpha; 2441 SkXfermode::Mode mode; 2442 getAlphaAndMode(paint, &alpha, &mode); 2443 2444 const bool pureTranslate = currentTransform().isPureTranslate(); 2445 // Mark the current layer dirty where we are going to draw the patch 2446 if (hasLayer() && mesh->hasEmptyQuads) { 2447 const float offsetX = left + currentTransform().getTranslateX(); 2448 const float offsetY = top + currentTransform().getTranslateY(); 2449 const size_t count = mesh->quads.size(); 2450 for (size_t i = 0; i < count; i++) { 2451 const Rect& bounds = mesh->quads.itemAt(i); 2452 if (CC_LIKELY(pureTranslate)) { 2453 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2454 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2455 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2456 } else { 2457 dirtyLayer(left + bounds.left, top + bounds.top, 2458 left + bounds.right, top + bounds.bottom, currentTransform()); 2459 } 2460 } 2461 } 2462 2463 if (CC_LIKELY(pureTranslate)) { 2464 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2465 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2466 2467 right = x + right - left; 2468 bottom = y + bottom - top; 2469 drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f, 2470 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2471 GL_TRIANGLES, mesh->indexCount, false, true, 2472 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2473 } else { 2474 drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 2475 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2476 GL_TRIANGLES, mesh->indexCount, false, false, 2477 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2478 } 2479 } 2480 2481 return DrawGlInfo::kStatusDrew; 2482 } 2483 2484 /** 2485 * Important note: this method is intended to draw batches of 9-patch objects and 2486 * will not set the scissor enable or dirty the current layer, if any. 2487 * The caller is responsible for properly dirtying the current layer. 2488 */ 2489 status_t OpenGLRenderer::drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry, 2490 TextureVertex* vertices, uint32_t indexCount, SkPaint* paint) { 2491 mCaches.activeTexture(0); 2492 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2493 if (!texture) return DrawGlInfo::kStatusDone; 2494 const AutoTexture autoCleanup(texture); 2495 2496 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2497 texture->setFilter(GL_LINEAR, true); 2498 2499 int alpha; 2500 SkXfermode::Mode mode; 2501 getAlphaAndMode(paint, &alpha, &mode); 2502 2503 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 2504 mode, texture->blend, &vertices[0].position[0], &vertices[0].texture[0], 2505 GL_TRIANGLES, indexCount, false, true, 0, true, false); 2506 2507 return DrawGlInfo::kStatusDrew; 2508 } 2509 2510 status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint, 2511 bool useOffset) { 2512 if (!vertexBuffer.getVertexCount()) { 2513 // no vertices to draw 2514 return DrawGlInfo::kStatusDone; 2515 } 2516 2517 int color = paint->getColor(); 2518 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2519 bool isAA = paint->isAntiAlias(); 2520 2521 setupDraw(); 2522 setupDrawNoTexture(); 2523 if (isAA) setupDrawAA(); 2524 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2525 setupDrawColorFilter(); 2526 setupDrawShader(); 2527 setupDrawBlending(isAA, mode); 2528 setupDrawProgram(); 2529 setupDrawModelViewIdentity(useOffset); 2530 setupDrawColorUniforms(); 2531 setupDrawColorFilterUniforms(); 2532 setupDrawShaderIdentityUniforms(); 2533 2534 void* vertices = vertexBuffer.getBuffer(); 2535 bool force = mCaches.unbindMeshBuffer(); 2536 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2537 mCaches.resetTexCoordsVertexPointer(); 2538 mCaches.unbindIndicesBuffer(); 2539 2540 int alphaSlot = -1; 2541 if (isAA) { 2542 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2543 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2544 2545 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2546 glEnableVertexAttribArray(alphaSlot); 2547 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2548 } 2549 2550 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2551 2552 if (isAA) { 2553 glDisableVertexAttribArray(alphaSlot); 2554 } 2555 2556 return DrawGlInfo::kStatusDrew; 2557 } 2558 2559 /** 2560 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2561 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2562 * screen space in all directions. However, instead of using a fragment shader to compute the 2563 * translucency of the color from its position, we simply use a varying parameter to define how far 2564 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2565 * 2566 * Doesn't yet support joins, caps, or path effects. 2567 */ 2568 status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 2569 VertexBuffer vertexBuffer; 2570 // TODO: try clipping large paths to viewport 2571 PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer); 2572 2573 if (hasLayer()) { 2574 SkRect bounds = path.getBounds(); 2575 PathTessellator::expandBoundsForStroke(bounds, paint, false); 2576 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2577 } 2578 2579 return drawVertexBuffer(vertexBuffer, paint); 2580 } 2581 2582 /** 2583 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2584 * and additional geometry for defining an alpha slope perimeter. 2585 * 2586 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2587 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2588 * in-shader alpha region, but found it to be taxing on some GPUs. 2589 * 2590 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2591 * memory transfer by removing need for degenerate vertices. 2592 */ 2593 status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2594 if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2595 2596 count &= ~0x3; // round down to nearest four 2597 2598 VertexBuffer buffer; 2599 SkRect bounds; 2600 PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer); 2601 2602 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2603 return DrawGlInfo::kStatusDone; 2604 } 2605 2606 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2607 2608 bool useOffset = !paint->isAntiAlias(); 2609 return drawVertexBuffer(buffer, paint, useOffset); 2610 } 2611 2612 status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2613 if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2614 2615 count &= ~0x1; // round down to nearest two 2616 2617 VertexBuffer buffer; 2618 SkRect bounds; 2619 PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer); 2620 2621 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2622 return DrawGlInfo::kStatusDone; 2623 } 2624 2625 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2626 2627 bool useOffset = !paint->isAntiAlias(); 2628 return drawVertexBuffer(buffer, paint, useOffset); 2629 } 2630 2631 status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2632 // No need to check against the clip, we fill the clip region 2633 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2634 2635 Rect& clip(*mSnapshot->clipRect); 2636 clip.snapToPixelBoundaries(); 2637 2638 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2639 2640 return DrawGlInfo::kStatusDrew; 2641 } 2642 2643 status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2644 SkPaint* paint) { 2645 if (!texture) return DrawGlInfo::kStatusDone; 2646 const AutoTexture autoCleanup(texture); 2647 2648 const float x = left + texture->left - texture->offset; 2649 const float y = top + texture->top - texture->offset; 2650 2651 drawPathTexture(texture, x, y, paint); 2652 2653 return DrawGlInfo::kStatusDrew; 2654 } 2655 2656 status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2657 float rx, float ry, SkPaint* p) { 2658 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2659 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2660 return DrawGlInfo::kStatusDone; 2661 } 2662 2663 if (p->getPathEffect() != 0) { 2664 mCaches.activeTexture(0); 2665 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2666 right - left, bottom - top, rx, ry, p); 2667 return drawShape(left, top, texture, p); 2668 } 2669 2670 SkPath path; 2671 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2672 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2673 float outset = p->getStrokeWidth() / 2; 2674 rect.outset(outset, outset); 2675 rx += outset; 2676 ry += outset; 2677 } 2678 path.addRoundRect(rect, rx, ry); 2679 return drawConvexPath(path, p); 2680 } 2681 2682 status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2683 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2684 x + radius, y + radius, p) || 2685 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2686 return DrawGlInfo::kStatusDone; 2687 } 2688 if (p->getPathEffect() != 0) { 2689 mCaches.activeTexture(0); 2690 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2691 return drawShape(x - radius, y - radius, texture, p); 2692 } 2693 2694 SkPath path; 2695 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2696 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2697 } else { 2698 path.addCircle(x, y, radius); 2699 } 2700 return drawConvexPath(path, p); 2701 } 2702 2703 status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2704 SkPaint* p) { 2705 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2706 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2707 return DrawGlInfo::kStatusDone; 2708 } 2709 2710 if (p->getPathEffect() != 0) { 2711 mCaches.activeTexture(0); 2712 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2713 return drawShape(left, top, texture, p); 2714 } 2715 2716 SkPath path; 2717 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2718 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2719 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2720 } 2721 path.addOval(rect); 2722 return drawConvexPath(path, p); 2723 } 2724 2725 status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2726 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2727 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2728 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2729 return DrawGlInfo::kStatusDone; 2730 } 2731 2732 if (fabs(sweepAngle) >= 360.0f) { 2733 return drawOval(left, top, right, bottom, p); 2734 } 2735 2736 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2737 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2738 mCaches.activeTexture(0); 2739 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2740 startAngle, sweepAngle, useCenter, p); 2741 return drawShape(left, top, texture, p); 2742 } 2743 2744 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2745 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2746 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2747 } 2748 2749 SkPath path; 2750 if (useCenter) { 2751 path.moveTo(rect.centerX(), rect.centerY()); 2752 } 2753 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2754 if (useCenter) { 2755 path.close(); 2756 } 2757 return drawConvexPath(path, p); 2758 } 2759 2760 // See SkPaintDefaults.h 2761 #define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2762 2763 status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2764 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2765 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2766 return DrawGlInfo::kStatusDone; 2767 } 2768 2769 if (p->getStyle() != SkPaint::kFill_Style) { 2770 // only fill style is supported by drawConvexPath, since others have to handle joins 2771 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2772 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2773 mCaches.activeTexture(0); 2774 const PathTexture* texture = 2775 mCaches.pathCache.getRect(right - left, bottom - top, p); 2776 return drawShape(left, top, texture, p); 2777 } 2778 2779 SkPath path; 2780 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2781 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2782 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2783 } 2784 path.addRect(rect); 2785 return drawConvexPath(path, p); 2786 } 2787 2788 if (p->isAntiAlias() && !currentTransform().isSimple()) { 2789 SkPath path; 2790 path.addRect(left, top, right, bottom); 2791 return drawConvexPath(path, p); 2792 } else { 2793 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2794 return DrawGlInfo::kStatusDrew; 2795 } 2796 } 2797 2798 void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2799 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2800 float x, float y) { 2801 mCaches.activeTexture(0); 2802 2803 // NOTE: The drop shadow will not perform gamma correction 2804 // if shader-based correction is enabled 2805 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2806 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2807 paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions); 2808 // If the drop shadow exceeds the max texture size or couldn't be 2809 // allocated, skip drawing 2810 if (!shadow) return; 2811 const AutoTexture autoCleanup(shadow); 2812 2813 const float sx = x - shadow->left + mDrawModifiers.mShadowDx; 2814 const float sy = y - shadow->top + mDrawModifiers.mShadowDy; 2815 2816 const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2817 int shadowColor = mDrawModifiers.mShadowColor; 2818 if (mDrawModifiers.mShader) { 2819 shadowColor = 0xffffffff; 2820 } 2821 2822 setupDraw(); 2823 setupDrawWithTexture(true); 2824 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2825 setupDrawColorFilter(); 2826 setupDrawShader(); 2827 setupDrawBlending(true, mode); 2828 setupDrawProgram(); 2829 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2830 setupDrawTexture(shadow->id); 2831 setupDrawPureColorUniforms(); 2832 setupDrawColorFilterUniforms(); 2833 setupDrawShaderUniforms(); 2834 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2835 2836 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2837 } 2838 2839 bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2840 float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2841 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2842 } 2843 2844 status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2845 const float* positions, SkPaint* paint) { 2846 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2847 return DrawGlInfo::kStatusDone; 2848 } 2849 2850 // NOTE: Skia does not support perspective transform on drawPosText yet 2851 if (!currentTransform().isSimple()) { 2852 return DrawGlInfo::kStatusDone; 2853 } 2854 2855 mCaches.enableScissor(); 2856 2857 float x = 0.0f; 2858 float y = 0.0f; 2859 const bool pureTranslate = currentTransform().isPureTranslate(); 2860 if (pureTranslate) { 2861 x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 2862 y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 2863 } 2864 2865 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2866 fontRenderer.setFont(paint, mat4::identity()); 2867 2868 int alpha; 2869 SkXfermode::Mode mode; 2870 getAlphaAndMode(paint, &alpha, &mode); 2871 2872 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2873 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2874 alpha, mode, 0.0f, 0.0f); 2875 } 2876 2877 // Pick the appropriate texture filtering 2878 bool linearFilter = currentTransform().changesBounds(); 2879 if (pureTranslate && !linearFilter) { 2880 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2881 } 2882 fontRenderer.setTextureFiltering(linearFilter); 2883 2884 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2885 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2886 2887 const bool hasActiveLayer = hasLayer(); 2888 2889 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2890 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2891 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2892 if (hasActiveLayer) { 2893 if (!pureTranslate) { 2894 currentTransform().mapRect(bounds); 2895 } 2896 dirtyLayerUnchecked(bounds, getRegion()); 2897 } 2898 } 2899 2900 return DrawGlInfo::kStatusDrew; 2901 } 2902 2903 mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const { 2904 mat4 fontTransform; 2905 if (CC_LIKELY(transform.isPureTranslate())) { 2906 fontTransform = mat4::identity(); 2907 } else { 2908 if (CC_UNLIKELY(transform.isPerspective())) { 2909 fontTransform = mat4::identity(); 2910 } else { 2911 float sx, sy; 2912 currentTransform().decomposeScale(sx, sy); 2913 fontTransform.loadScale(sx, sy, 1.0f); 2914 } 2915 } 2916 return fontTransform; 2917 } 2918 2919 status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2920 const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds, 2921 DrawOpMode drawOpMode) { 2922 2923 if (drawOpMode == kDrawOpMode_Immediate) { 2924 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2925 // drawing as ops from DeferredDisplayList are already filtered for these 2926 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint) || 2927 quickReject(bounds)) { 2928 return DrawGlInfo::kStatusDone; 2929 } 2930 } 2931 2932 const float oldX = x; 2933 const float oldY = y; 2934 2935 const mat4& transform = currentTransform(); 2936 const bool pureTranslate = transform.isPureTranslate(); 2937 2938 if (CC_LIKELY(pureTranslate)) { 2939 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2940 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2941 } 2942 2943 int alpha; 2944 SkXfermode::Mode mode; 2945 getAlphaAndMode(paint, &alpha, &mode); 2946 2947 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2948 2949 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2950 fontRenderer.setFont(paint, mat4::identity()); 2951 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2952 alpha, mode, oldX, oldY); 2953 } 2954 2955 const bool hasActiveLayer = hasLayer(); 2956 2957 // We only pass a partial transform to the font renderer. That partial 2958 // matrix defines how glyphs are rasterized. Typically we want glyphs 2959 // to be rasterized at their final size on screen, which means the partial 2960 // matrix needs to take the scale factor into account. 2961 // When a partial matrix is used to transform glyphs during rasterization, 2962 // the mesh is generated with the inverse transform (in the case of scale, 2963 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2964 // apply the full transform matrix at draw time in the vertex shader. 2965 // Applying the full matrix in the shader is the easiest way to handle 2966 // rotation and perspective and allows us to always generated quads in the 2967 // font renderer which greatly simplifies the code, clipping in particular. 2968 mat4 fontTransform = findBestFontTransform(transform); 2969 fontRenderer.setFont(paint, fontTransform); 2970 2971 // Pick the appropriate texture filtering 2972 bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2973 fontRenderer.setTextureFiltering(linearFilter); 2974 2975 // TODO: Implement better clipping for scaled/rotated text 2976 const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect; 2977 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2978 2979 bool status; 2980 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2981 2982 // don't call issuedrawcommand, do it at end of batch 2983 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2984 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2985 SkPaint paintCopy(*paint); 2986 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2987 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2988 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2989 } else { 2990 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2991 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2992 } 2993 2994 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2995 if (!pureTranslate) { 2996 transform.mapRect(layerBounds); 2997 } 2998 dirtyLayerUnchecked(layerBounds, getRegion()); 2999 } 3000 3001 drawTextDecorations(text, bytesCount, totalAdvance, oldX, oldY, paint); 3002 3003 return DrawGlInfo::kStatusDrew; 3004 } 3005 3006 status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 3007 float hOffset, float vOffset, SkPaint* paint) { 3008 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 3009 return DrawGlInfo::kStatusDone; 3010 } 3011 3012 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 3013 mCaches.enableScissor(); 3014 3015 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 3016 fontRenderer.setFont(paint, mat4::identity()); 3017 fontRenderer.setTextureFiltering(true); 3018 3019 int alpha; 3020 SkXfermode::Mode mode; 3021 getAlphaAndMode(paint, &alpha, &mode); 3022 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 3023 3024 const Rect* clip = &mSnapshot->getLocalClip(); 3025 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 3026 3027 const bool hasActiveLayer = hasLayer(); 3028 3029 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 3030 hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) { 3031 if (hasActiveLayer) { 3032 currentTransform().mapRect(bounds); 3033 dirtyLayerUnchecked(bounds, getRegion()); 3034 } 3035 } 3036 3037 return DrawGlInfo::kStatusDrew; 3038 } 3039 3040 status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 3041 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 3042 3043 mCaches.activeTexture(0); 3044 3045 const PathTexture* texture = mCaches.pathCache.get(path, paint); 3046 if (!texture) return DrawGlInfo::kStatusDone; 3047 const AutoTexture autoCleanup(texture); 3048 3049 const float x = texture->left - texture->offset; 3050 const float y = texture->top - texture->offset; 3051 3052 drawPathTexture(texture, x, y, paint); 3053 3054 return DrawGlInfo::kStatusDrew; 3055 } 3056 3057 status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 3058 if (!layer) { 3059 return DrawGlInfo::kStatusDone; 3060 } 3061 3062 mat4* transform = NULL; 3063 if (layer->isTextureLayer()) { 3064 transform = &layer->getTransform(); 3065 if (!transform->isIdentity()) { 3066 save(0); 3067 currentTransform().multiply(*transform); 3068 } 3069 } 3070 3071 bool clipRequired = false; 3072 const bool rejected = quickRejectNoScissor(x, y, 3073 x + layer->layer.getWidth(), y + layer->layer.getHeight(), false, &clipRequired); 3074 3075 if (rejected) { 3076 if (transform && !transform->isIdentity()) { 3077 restore(); 3078 } 3079 return DrawGlInfo::kStatusDone; 3080 } 3081 3082 updateLayer(layer, true); 3083 3084 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 3085 mCaches.activeTexture(0); 3086 3087 if (CC_LIKELY(!layer->region.isEmpty())) { 3088 SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter; 3089 mDrawModifiers.mColorFilter = layer->getColorFilter(); 3090 3091 if (layer->region.isRect()) { 3092 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3093 composeLayerRect(layer, layer->regionRect)); 3094 } else if (layer->mesh) { 3095 const float a = getLayerAlpha(layer); 3096 setupDraw(); 3097 setupDrawWithTexture(); 3098 setupDrawColor(a, a, a, a); 3099 setupDrawColorFilter(); 3100 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 3101 setupDrawProgram(); 3102 setupDrawPureColorUniforms(); 3103 setupDrawColorFilterUniforms(); 3104 setupDrawTexture(layer->getTexture()); 3105 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3106 int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 3107 int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 3108 3109 layer->setFilter(GL_NEAREST); 3110 setupDrawModelViewTranslate(tx, ty, 3111 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3112 } else { 3113 layer->setFilter(GL_LINEAR); 3114 setupDrawModelViewTranslate(x, y, 3115 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3116 } 3117 3118 TextureVertex* mesh = &layer->mesh[0]; 3119 GLsizei elementsCount = layer->meshElementCount; 3120 3121 while (elementsCount > 0) { 3122 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 3123 3124 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 3125 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3126 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL)); 3127 3128 elementsCount -= drawCount; 3129 // Though there are 4 vertices in a quad, we use 6 indices per 3130 // quad to draw with GL_TRIANGLES 3131 mesh += (drawCount / 6) * 4; 3132 } 3133 3134 #if DEBUG_LAYERS_AS_REGIONS 3135 drawRegionRects(layer->region); 3136 #endif 3137 } 3138 3139 mDrawModifiers.mColorFilter = oldFilter; 3140 3141 if (layer->debugDrawUpdate) { 3142 layer->debugDrawUpdate = false; 3143 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 3144 0x7f00ff00, SkXfermode::kSrcOver_Mode); 3145 } 3146 } 3147 layer->hasDrawnSinceUpdate = true; 3148 3149 if (transform && !transform->isIdentity()) { 3150 restore(); 3151 } 3152 3153 return DrawGlInfo::kStatusDrew; 3154 } 3155 3156 /////////////////////////////////////////////////////////////////////////////// 3157 // Shaders 3158 /////////////////////////////////////////////////////////////////////////////// 3159 3160 void OpenGLRenderer::resetShader() { 3161 mDrawModifiers.mShader = NULL; 3162 } 3163 3164 void OpenGLRenderer::setupShader(SkiaShader* shader) { 3165 mDrawModifiers.mShader = shader; 3166 if (mDrawModifiers.mShader) { 3167 mDrawModifiers.mShader->setCaches(mCaches); 3168 } 3169 } 3170 3171 /////////////////////////////////////////////////////////////////////////////// 3172 // Color filters 3173 /////////////////////////////////////////////////////////////////////////////// 3174 3175 void OpenGLRenderer::resetColorFilter() { 3176 mDrawModifiers.mColorFilter = NULL; 3177 } 3178 3179 void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 3180 mDrawModifiers.mColorFilter = filter; 3181 } 3182 3183 /////////////////////////////////////////////////////////////////////////////// 3184 // Drop shadow 3185 /////////////////////////////////////////////////////////////////////////////// 3186 3187 void OpenGLRenderer::resetShadow() { 3188 mDrawModifiers.mHasShadow = false; 3189 } 3190 3191 void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 3192 mDrawModifiers.mHasShadow = true; 3193 mDrawModifiers.mShadowRadius = radius; 3194 mDrawModifiers.mShadowDx = dx; 3195 mDrawModifiers.mShadowDy = dy; 3196 mDrawModifiers.mShadowColor = color; 3197 } 3198 3199 /////////////////////////////////////////////////////////////////////////////// 3200 // Draw filters 3201 /////////////////////////////////////////////////////////////////////////////// 3202 3203 void OpenGLRenderer::resetPaintFilter() { 3204 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3205 // comparison, see MergingDrawBatch::canMergeWith 3206 mDrawModifiers.mHasDrawFilter = false; 3207 mDrawModifiers.mPaintFilterClearBits = 0; 3208 mDrawModifiers.mPaintFilterSetBits = 0; 3209 } 3210 3211 void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3212 mDrawModifiers.mHasDrawFilter = true; 3213 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3214 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3215 } 3216 3217 SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 3218 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3219 return paint; 3220 } 3221 3222 uint32_t flags = paint->getFlags(); 3223 3224 mFilteredPaint = *paint; 3225 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 3226 mDrawModifiers.mPaintFilterSetBits); 3227 3228 return &mFilteredPaint; 3229 } 3230 3231 /////////////////////////////////////////////////////////////////////////////// 3232 // Drawing implementation 3233 /////////////////////////////////////////////////////////////////////////////// 3234 3235 Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) { 3236 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3237 if (!texture) { 3238 return mCaches.textureCache.get(bitmap); 3239 } 3240 return texture; 3241 } 3242 3243 void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3244 float x, float y, SkPaint* paint) { 3245 if (quickReject(x, y, x + texture->width, y + texture->height)) { 3246 return; 3247 } 3248 3249 int alpha; 3250 SkXfermode::Mode mode; 3251 getAlphaAndMode(paint, &alpha, &mode); 3252 3253 setupDraw(); 3254 setupDrawWithTexture(true); 3255 setupDrawAlpha8Color(paint->getColor(), alpha); 3256 setupDrawColorFilter(); 3257 setupDrawShader(); 3258 setupDrawBlending(true, mode); 3259 setupDrawProgram(); 3260 setupDrawModelView(x, y, x + texture->width, y + texture->height); 3261 setupDrawTexture(texture->id); 3262 setupDrawPureColorUniforms(); 3263 setupDrawColorFilterUniforms(); 3264 setupDrawShaderUniforms(); 3265 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3266 3267 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3268 } 3269 3270 // Same values used by Skia 3271 #define kStdStrikeThru_Offset (-6.0f / 21.0f) 3272 #define kStdUnderline_Offset (1.0f / 9.0f) 3273 #define kStdUnderline_Thickness (1.0f / 18.0f) 3274 3275 void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float underlineWidth, 3276 float x, float y, SkPaint* paint) { 3277 // Handle underline and strike-through 3278 uint32_t flags = paint->getFlags(); 3279 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3280 SkPaint paintCopy(*paint); 3281 3282 if (CC_LIKELY(underlineWidth > 0.0f)) { 3283 const float textSize = paintCopy.getTextSize(); 3284 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3285 3286 const float left = x; 3287 float top = 0.0f; 3288 3289 int linesCount = 0; 3290 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3291 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3292 3293 const int pointsCount = 4 * linesCount; 3294 float points[pointsCount]; 3295 int currentPoint = 0; 3296 3297 if (flags & SkPaint::kUnderlineText_Flag) { 3298 top = y + textSize * kStdUnderline_Offset; 3299 points[currentPoint++] = left; 3300 points[currentPoint++] = top; 3301 points[currentPoint++] = left + underlineWidth; 3302 points[currentPoint++] = top; 3303 } 3304 3305 if (flags & SkPaint::kStrikeThruText_Flag) { 3306 top = y + textSize * kStdStrikeThru_Offset; 3307 points[currentPoint++] = left; 3308 points[currentPoint++] = top; 3309 points[currentPoint++] = left + underlineWidth; 3310 points[currentPoint++] = top; 3311 } 3312 3313 paintCopy.setStrokeWidth(strokeWidth); 3314 3315 drawLines(&points[0], pointsCount, &paintCopy); 3316 } 3317 } 3318 } 3319 3320 status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { 3321 if (mSnapshot->isIgnored()) { 3322 return DrawGlInfo::kStatusDone; 3323 } 3324 3325 int color = paint->getColor(); 3326 // If a shader is set, preserve only the alpha 3327 if (mDrawModifiers.mShader) { 3328 color |= 0x00ffffff; 3329 } 3330 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 3331 3332 return drawColorRects(rects, count, color, mode); 3333 } 3334 3335 status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, 3336 SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) { 3337 if (count == 0) { 3338 return DrawGlInfo::kStatusDone; 3339 } 3340 3341 float left = FLT_MAX; 3342 float top = FLT_MAX; 3343 float right = FLT_MIN; 3344 float bottom = FLT_MIN; 3345 3346 Vertex mesh[count]; 3347 Vertex* vertex = mesh; 3348 3349 for (int index = 0; index < count; index += 4) { 3350 float l = rects[index + 0]; 3351 float t = rects[index + 1]; 3352 float r = rects[index + 2]; 3353 float b = rects[index + 3]; 3354 3355 Vertex::set(vertex++, l, t); 3356 Vertex::set(vertex++, r, t); 3357 Vertex::set(vertex++, l, b); 3358 Vertex::set(vertex++, r, b); 3359 3360 left = fminf(left, l); 3361 top = fminf(top, t); 3362 right = fmaxf(right, r); 3363 bottom = fmaxf(bottom, b); 3364 } 3365 3366 if (clip && quickReject(left, top, right, bottom)) { 3367 return DrawGlInfo::kStatusDone; 3368 } 3369 3370 setupDraw(); 3371 setupDrawNoTexture(); 3372 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3373 setupDrawShader(); 3374 setupDrawColorFilter(); 3375 setupDrawBlending(mode); 3376 setupDrawProgram(); 3377 setupDrawDirtyRegionsDisabled(); 3378 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true); 3379 setupDrawColorUniforms(); 3380 setupDrawShaderUniforms(); 3381 setupDrawColorFilterUniforms(); 3382 3383 if (dirty && hasLayer()) { 3384 dirtyLayer(left, top, right, bottom, currentTransform()); 3385 } 3386 3387 drawIndexedQuads(&mesh[0], count / 4); 3388 3389 return DrawGlInfo::kStatusDrew; 3390 } 3391 3392 void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3393 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3394 // If a shader is set, preserve only the alpha 3395 if (mDrawModifiers.mShader) { 3396 color |= 0x00ffffff; 3397 } 3398 3399 setupDraw(); 3400 setupDrawNoTexture(); 3401 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3402 setupDrawShader(); 3403 setupDrawColorFilter(); 3404 setupDrawBlending(mode); 3405 setupDrawProgram(); 3406 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3407 setupDrawColorUniforms(); 3408 setupDrawShaderUniforms(ignoreTransform); 3409 setupDrawColorFilterUniforms(); 3410 setupDrawSimpleMesh(); 3411 3412 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3413 } 3414 3415 void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3416 Texture* texture, SkPaint* paint) { 3417 int alpha; 3418 SkXfermode::Mode mode; 3419 getAlphaAndMode(paint, &alpha, &mode); 3420 3421 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3422 3423 GLvoid* vertices = (GLvoid*) NULL; 3424 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3425 3426 if (texture->uvMapper) { 3427 vertices = &mMeshVertices[0].position[0]; 3428 texCoords = &mMeshVertices[0].texture[0]; 3429 3430 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3431 texture->uvMapper->map(uvs); 3432 3433 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3434 } 3435 3436 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3437 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 3438 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 3439 3440 texture->setFilter(GL_NEAREST, true); 3441 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3442 alpha / 255.0f, mode, texture->blend, vertices, texCoords, 3443 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3444 } else { 3445 texture->setFilter(FILTER(paint), true); 3446 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3447 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3448 } 3449 3450 if (texture->uvMapper) { 3451 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3452 } 3453 } 3454 3455 void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3456 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3457 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3458 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3459 } 3460 3461 void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3462 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3463 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3464 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3465 3466 setupDraw(); 3467 setupDrawWithTexture(); 3468 setupDrawColor(alpha, alpha, alpha, alpha); 3469 setupDrawColorFilter(); 3470 setupDrawBlending(blend, mode, swapSrcDst); 3471 setupDrawProgram(); 3472 if (!dirty) setupDrawDirtyRegionsDisabled(); 3473 if (!ignoreScale) { 3474 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3475 } else { 3476 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3477 } 3478 setupDrawTexture(texture); 3479 setupDrawPureColorUniforms(); 3480 setupDrawColorFilterUniforms(); 3481 setupDrawMesh(vertices, texCoords, vbo); 3482 3483 glDrawArrays(drawMode, 0, elementsCount); 3484 } 3485 3486 void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3487 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3488 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3489 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3490 3491 setupDraw(); 3492 setupDrawWithTexture(); 3493 setupDrawColor(alpha, alpha, alpha, alpha); 3494 setupDrawColorFilter(); 3495 setupDrawBlending(blend, mode, swapSrcDst); 3496 setupDrawProgram(); 3497 if (!dirty) setupDrawDirtyRegionsDisabled(); 3498 if (!ignoreScale) { 3499 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3500 } else { 3501 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3502 } 3503 setupDrawTexture(texture); 3504 setupDrawPureColorUniforms(); 3505 setupDrawColorFilterUniforms(); 3506 setupDrawMeshIndices(vertices, texCoords, vbo); 3507 3508 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3509 } 3510 3511 void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3512 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, 3513 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3514 bool ignoreTransform, bool ignoreScale, bool dirty) { 3515 3516 setupDraw(); 3517 setupDrawWithTexture(true); 3518 if (hasColor) { 3519 setupDrawAlpha8Color(color, alpha); 3520 } 3521 setupDrawColorFilter(); 3522 setupDrawShader(); 3523 setupDrawBlending(true, mode); 3524 setupDrawProgram(); 3525 if (!dirty) setupDrawDirtyRegionsDisabled(); 3526 if (!ignoreScale) { 3527 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3528 } else { 3529 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3530 } 3531 setupDrawTexture(texture); 3532 setupDrawPureColorUniforms(); 3533 setupDrawColorFilterUniforms(); 3534 setupDrawShaderUniforms(); 3535 setupDrawMesh(vertices, texCoords); 3536 3537 glDrawArrays(drawMode, 0, elementsCount); 3538 } 3539 3540 void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3541 ProgramDescription& description, bool swapSrcDst) { 3542 if (mCountOverdraw) { 3543 if (!mCaches.blend) glEnable(GL_BLEND); 3544 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { 3545 glBlendFunc(GL_ONE, GL_ONE); 3546 } 3547 3548 mCaches.blend = true; 3549 mCaches.lastSrcMode = GL_ONE; 3550 mCaches.lastDstMode = GL_ONE; 3551 3552 return; 3553 } 3554 3555 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3556 3557 if (blend) { 3558 // These blend modes are not supported by OpenGL directly and have 3559 // to be implemented using shaders. Since the shader will perform 3560 // the blending, turn blending off here 3561 // If the blend mode cannot be implemented using shaders, fall 3562 // back to the default SrcOver blend mode instead 3563 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3564 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3565 description.framebufferMode = mode; 3566 description.swapSrcDst = swapSrcDst; 3567 3568 if (mCaches.blend) { 3569 glDisable(GL_BLEND); 3570 mCaches.blend = false; 3571 } 3572 3573 return; 3574 } else { 3575 mode = SkXfermode::kSrcOver_Mode; 3576 } 3577 } 3578 3579 if (!mCaches.blend) { 3580 glEnable(GL_BLEND); 3581 } 3582 3583 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3584 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3585 3586 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3587 glBlendFunc(sourceMode, destMode); 3588 mCaches.lastSrcMode = sourceMode; 3589 mCaches.lastDstMode = destMode; 3590 } 3591 } else if (mCaches.blend) { 3592 glDisable(GL_BLEND); 3593 } 3594 mCaches.blend = blend; 3595 } 3596 3597 bool OpenGLRenderer::useProgram(Program* program) { 3598 if (!program->isInUse()) { 3599 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3600 program->use(); 3601 mCaches.currentProgram = program; 3602 return false; 3603 } 3604 return true; 3605 } 3606 3607 void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3608 TextureVertex* v = &mMeshVertices[0]; 3609 TextureVertex::setUV(v++, u1, v1); 3610 TextureVertex::setUV(v++, u2, v1); 3611 TextureVertex::setUV(v++, u1, v2); 3612 TextureVertex::setUV(v++, u2, v2); 3613 } 3614 3615 void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3616 getAlphaAndModeDirect(paint, alpha, mode); 3617 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3618 // if drawing a layer, ignore the paint's alpha 3619 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3620 } 3621 *alpha *= mSnapshot->alpha; 3622 } 3623 3624 float OpenGLRenderer::getLayerAlpha(Layer* layer) const { 3625 float alpha; 3626 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3627 alpha = mDrawModifiers.mOverrideLayerAlpha; 3628 } else { 3629 alpha = layer->getAlpha() / 255.0f; 3630 } 3631 return alpha * mSnapshot->alpha; 3632 } 3633 3634 }; // namespace uirenderer 3635 }; // namespace android 3636