1 /*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 * http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17 #define LOG_TAG "OpenGLRenderer"
18
19 #include <stdlib.h>
20 #include <stdint.h>
21 #include <sys/types.h>
22
23 #include <SkCanvas.h>
24 #include <SkPathMeasure.h>
25 #include <SkTypeface.h>
26
27 #include <utils/Log.h>
28 #include <utils/StopWatch.h>
29
30 #include <private/hwui/DrawGlInfo.h>
31
32 #include <ui/Rect.h>
33
34 #include "OpenGLRenderer.h"
35 #include "DeferredDisplayList.h"
36 #include "DisplayListRenderer.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 // Constructors/destructor
111 ///////////////////////////////////////////////////////////////////////////////
112
OpenGLRenderer()113 OpenGLRenderer::OpenGLRenderer():
114 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) {
115 // *set* draw modifiers to be 0
116 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
117 mDrawModifiers.mOverrideLayerAlpha = 1.0f;
118
119 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
120
121 mFirstSnapshot = new Snapshot;
122 mFrameStarted = false;
123
124 mScissorOptimizationDisabled = false;
125 }
126
~OpenGLRenderer()127 OpenGLRenderer::~OpenGLRenderer() {
128 // The context has already been destroyed at this point, do not call
129 // GL APIs. All GL state should be kept in Caches.h
130 }
131
initProperties()132 void OpenGLRenderer::initProperties() {
133 char property[PROPERTY_VALUE_MAX];
134 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
135 mScissorOptimizationDisabled = !strcasecmp(property, "true");
136 INIT_LOGD(" Scissor optimization %s",
137 mScissorOptimizationDisabled ? "disabled" : "enabled");
138 } else {
139 INIT_LOGD(" Scissor optimization enabled");
140 }
141 }
142
143 ///////////////////////////////////////////////////////////////////////////////
144 // Setup
145 ///////////////////////////////////////////////////////////////////////////////
146
setName(const char * name)147 void OpenGLRenderer::setName(const char* name) {
148 if (name) {
149 mName.setTo(name);
150 } else {
151 mName.clear();
152 }
153 }
154
getName() const155 const char* OpenGLRenderer::getName() const {
156 return mName.string();
157 }
158
isDeferred()159 bool OpenGLRenderer::isDeferred() {
160 return false;
161 }
162
setViewport(int width,int height)163 void OpenGLRenderer::setViewport(int width, int height) {
164 initViewport(width, height);
165
166 glDisable(GL_DITHER);
167 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
168
169 glEnableVertexAttribArray(Program::kBindingPosition);
170 }
171
initViewport(int width,int height)172 void OpenGLRenderer::initViewport(int width, int height) {
173 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
174
175 mWidth = width;
176 mHeight = height;
177
178 mFirstSnapshot->height = height;
179 mFirstSnapshot->viewport.set(0, 0, width, height);
180 }
181
setupFrameState(float left,float top,float right,float bottom,bool opaque)182 void OpenGLRenderer::setupFrameState(float left, float top,
183 float right, float bottom, bool opaque) {
184 mCaches.clearGarbage();
185
186 mOpaque = opaque;
187 mSnapshot = new Snapshot(mFirstSnapshot,
188 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
189 mSnapshot->fbo = getTargetFbo();
190 mSaveCount = 1;
191
192 mSnapshot->setClip(left, top, right, bottom);
193 mTilingClip.set(left, top, right, bottom);
194 }
195
startFrame()196 status_t OpenGLRenderer::startFrame() {
197 if (mFrameStarted) return DrawGlInfo::kStatusDone;
198 mFrameStarted = true;
199
200 mDirtyClip = true;
201
202 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
203
204 glViewport(0, 0, mWidth, mHeight);
205
206 // Functors break the tiling extension in pretty spectacular ways
207 // This ensures we don't use tiling when a functor is going to be
208 // invoked during the frame
209 mSuppressTiling = mCaches.hasRegisteredFunctors();
210
211 startTiling(mSnapshot, true);
212
213 debugOverdraw(true, true);
214
215 return clear(mTilingClip.left, mTilingClip.top,
216 mTilingClip.right, mTilingClip.bottom, mOpaque);
217 }
218
prepare(bool opaque)219 status_t OpenGLRenderer::prepare(bool opaque) {
220 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
221 }
222
prepareDirty(float left,float top,float right,float bottom,bool opaque)223 status_t OpenGLRenderer::prepareDirty(float left, float top,
224 float right, float bottom, bool opaque) {
225 setupFrameState(left, top, right, bottom, opaque);
226
227 // Layer renderers will start the frame immediately
228 // The framebuffer renderer will first defer the display list
229 // for each layer and wait until the first drawing command
230 // to start the frame
231 if (mSnapshot->fbo == 0) {
232 syncState();
233 updateLayers();
234 } else {
235 return startFrame();
236 }
237
238 return DrawGlInfo::kStatusDone;
239 }
240
discardFramebuffer(float left,float top,float right,float bottom)241 void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
242 // If we know that we are going to redraw the entire framebuffer,
243 // perform a discard to let the driver know we don't need to preserve
244 // the back buffer for this frame.
245 if (mExtensions.hasDiscardFramebuffer() &&
246 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
247 const bool isFbo = getTargetFbo() == 0;
248 const GLenum attachments[] = {
249 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
250 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
251 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
252 }
253 }
254
clear(float left,float top,float right,float bottom,bool opaque)255 status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
256 if (!opaque) {
257 mCaches.enableScissor();
258 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
259 glClear(GL_COLOR_BUFFER_BIT);
260 return DrawGlInfo::kStatusDrew;
261 }
262
263 mCaches.resetScissor();
264 return DrawGlInfo::kStatusDone;
265 }
266
syncState()267 void OpenGLRenderer::syncState() {
268 if (mCaches.blend) {
269 glEnable(GL_BLEND);
270 } else {
271 glDisable(GL_BLEND);
272 }
273 }
274
startTiling(const sp<Snapshot> & s,bool opaque)275 void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
276 if (!mSuppressTiling) {
277 Rect* clip = &mTilingClip;
278 if (s->flags & Snapshot::kFlagFboTarget) {
279 clip = &(s->layer->clipRect);
280 }
281
282 startTiling(*clip, s->height, opaque);
283 }
284 }
285
startTiling(const Rect & clip,int windowHeight,bool opaque)286 void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
287 if (!mSuppressTiling) {
288 mCaches.startTiling(clip.left, windowHeight - clip.bottom,
289 clip.right - clip.left, clip.bottom - clip.top, opaque);
290 }
291 }
292
endTiling()293 void OpenGLRenderer::endTiling() {
294 if (!mSuppressTiling) mCaches.endTiling();
295 }
296
finish()297 void OpenGLRenderer::finish() {
298 renderOverdraw();
299 endTiling();
300
301 // When finish() is invoked on FBO 0 we've reached the end
302 // of the current frame
303 if (getTargetFbo() == 0) {
304 mCaches.pathCache.trim();
305 }
306
307 if (!suppressErrorChecks()) {
308 #if DEBUG_OPENGL
309 GLenum status = GL_NO_ERROR;
310 while ((status = glGetError()) != GL_NO_ERROR) {
311 ALOGD("GL error from OpenGLRenderer: 0x%x", status);
312 switch (status) {
313 case GL_INVALID_ENUM:
314 ALOGE(" GL_INVALID_ENUM");
315 break;
316 case GL_INVALID_VALUE:
317 ALOGE(" GL_INVALID_VALUE");
318 break;
319 case GL_INVALID_OPERATION:
320 ALOGE(" GL_INVALID_OPERATION");
321 break;
322 case GL_OUT_OF_MEMORY:
323 ALOGE(" Out of memory!");
324 break;
325 }
326 }
327 #endif
328
329 #if DEBUG_MEMORY_USAGE
330 mCaches.dumpMemoryUsage();
331 #else
332 if (mCaches.getDebugLevel() & kDebugMemory) {
333 mCaches.dumpMemoryUsage();
334 }
335 #endif
336 }
337
338 mFrameStarted = false;
339 }
340
interrupt()341 void OpenGLRenderer::interrupt() {
342 if (mCaches.currentProgram) {
343 if (mCaches.currentProgram->isInUse()) {
344 mCaches.currentProgram->remove();
345 mCaches.currentProgram = NULL;
346 }
347 }
348 mCaches.unbindMeshBuffer();
349 mCaches.unbindIndicesBuffer();
350 mCaches.resetVertexPointers();
351 mCaches.disableTexCoordsVertexArray();
352 debugOverdraw(false, false);
353 }
354
resume()355 void OpenGLRenderer::resume() {
356 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
357 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
358 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
359 debugOverdraw(true, false);
360
361 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
362
363 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
364 mCaches.enableScissor();
365 mCaches.resetScissor();
366 dirtyClip();
367
368 mCaches.activeTexture(0);
369
370 mCaches.blend = true;
371 glEnable(GL_BLEND);
372 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
373 glBlendEquation(GL_FUNC_ADD);
374 }
375
resumeAfterLayer()376 void OpenGLRenderer::resumeAfterLayer() {
377 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
378 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
379 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
380 debugOverdraw(true, false);
381
382 mCaches.resetScissor();
383 dirtyClip();
384 }
385
detachFunctor(Functor * functor)386 void OpenGLRenderer::detachFunctor(Functor* functor) {
387 mFunctors.remove(functor);
388 }
389
attachFunctor(Functor * functor)390 void OpenGLRenderer::attachFunctor(Functor* functor) {
391 mFunctors.add(functor);
392 }
393
invokeFunctors(Rect & dirty)394 status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
395 status_t result = DrawGlInfo::kStatusDone;
396 size_t count = mFunctors.size();
397
398 if (count > 0) {
399 interrupt();
400 SortedVector<Functor*> functors(mFunctors);
401 mFunctors.clear();
402
403 DrawGlInfo info;
404 info.clipLeft = 0;
405 info.clipTop = 0;
406 info.clipRight = 0;
407 info.clipBottom = 0;
408 info.isLayer = false;
409 info.width = 0;
410 info.height = 0;
411 memset(info.transform, 0, sizeof(float) * 16);
412
413 for (size_t i = 0; i < count; i++) {
414 Functor* f = functors.itemAt(i);
415 result |= (*f)(DrawGlInfo::kModeProcess, &info);
416
417 if (result & DrawGlInfo::kStatusDraw) {
418 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
419 dirty.unionWith(localDirty);
420 }
421
422 if (result & DrawGlInfo::kStatusInvoke) {
423 mFunctors.add(f);
424 }
425 }
426 resume();
427 }
428
429 return result;
430 }
431
callDrawGLFunction(Functor * functor,Rect & dirty)432 status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
433 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
434
435 interrupt();
436 detachFunctor(functor);
437
438 mCaches.enableScissor();
439 if (mDirtyClip) {
440 setScissorFromClip();
441 }
442
443 Rect clip(*mSnapshot->clipRect);
444 clip.snapToPixelBoundaries();
445
446 // Since we don't know what the functor will draw, let's dirty
447 // tne entire clip region
448 if (hasLayer()) {
449 dirtyLayerUnchecked(clip, getRegion());
450 }
451
452 DrawGlInfo info;
453 info.clipLeft = clip.left;
454 info.clipTop = clip.top;
455 info.clipRight = clip.right;
456 info.clipBottom = clip.bottom;
457 info.isLayer = hasLayer();
458 info.width = getSnapshot()->viewport.getWidth();
459 info.height = getSnapshot()->height;
460 getSnapshot()->transform->copyTo(&info.transform[0]);
461
462 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew;
463
464 if (result != DrawGlInfo::kStatusDone) {
465 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
466 dirty.unionWith(localDirty);
467
468 if (result & DrawGlInfo::kStatusInvoke) {
469 mFunctors.add(functor);
470 }
471 }
472
473 resume();
474 return result;
475 }
476
477 ///////////////////////////////////////////////////////////////////////////////
478 // Debug
479 ///////////////////////////////////////////////////////////////////////////////
480
eventMark(const char * name) const481 void OpenGLRenderer::eventMark(const char* name) const {
482 mCaches.eventMark(0, name);
483 }
484
startMark(const char * name) const485 void OpenGLRenderer::startMark(const char* name) const {
486 mCaches.startMark(0, name);
487 }
488
endMark() const489 void OpenGLRenderer::endMark() const {
490 mCaches.endMark();
491 }
492
debugOverdraw(bool enable,bool clear)493 void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
494 if (mCaches.debugOverdraw && getTargetFbo() == 0) {
495 if (clear) {
496 mCaches.disableScissor();
497 mCaches.stencil.clear();
498 }
499 if (enable) {
500 mCaches.stencil.enableDebugWrite();
501 } else {
502 mCaches.stencil.disable();
503 }
504 }
505 }
506
renderOverdraw()507 void OpenGLRenderer::renderOverdraw() {
508 if (mCaches.debugOverdraw && getTargetFbo() == 0) {
509 const Rect* clip = &mTilingClip;
510
511 mCaches.enableScissor();
512 mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom,
513 clip->right - clip->left, clip->bottom - clip->top);
514
515 mCaches.stencil.enableDebugTest(2);
516 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode);
517 mCaches.stencil.enableDebugTest(3);
518 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode);
519 mCaches.stencil.enableDebugTest(4);
520 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode);
521 mCaches.stencil.enableDebugTest(4, true);
522 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode);
523 mCaches.stencil.disable();
524 }
525 }
526
527 ///////////////////////////////////////////////////////////////////////////////
528 // Layers
529 ///////////////////////////////////////////////////////////////////////////////
530
updateLayer(Layer * layer,bool inFrame)531 bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
532 if (layer->deferredUpdateScheduled && layer->renderer &&
533 layer->displayList && layer->displayList->isRenderable()) {
534 Rect& dirty = layer->dirtyRect;
535
536 if (inFrame) {
537 endTiling();
538 debugOverdraw(false, false);
539 }
540
541 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
542 layer->render();
543 } else {
544 layer->defer();
545 }
546
547 if (inFrame) {
548 resumeAfterLayer();
549 startTiling(mSnapshot);
550 }
551
552 layer->debugDrawUpdate = mCaches.debugLayersUpdates;
553 layer->hasDrawnSinceUpdate = false;
554
555 return true;
556 }
557
558 return false;
559 }
560
updateLayers()561 void OpenGLRenderer::updateLayers() {
562 // If draw deferring is enabled this method will simply defer
563 // the display list of each individual layer. The layers remain
564 // in the layer updates list which will be cleared by flushLayers().
565 int count = mLayerUpdates.size();
566 if (count > 0) {
567 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
568 startMark("Layer Updates");
569 } else {
570 startMark("Defer Layer Updates");
571 }
572
573 // Note: it is very important to update the layers in order
574 for (int i = 0; i < count; i++) {
575 Layer* layer = mLayerUpdates.itemAt(i);
576 updateLayer(layer, false);
577 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
578 mCaches.resourceCache.decrementRefcount(layer);
579 }
580 }
581
582 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
583 mLayerUpdates.clear();
584 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
585 }
586 endMark();
587 }
588 }
589
flushLayers()590 void OpenGLRenderer::flushLayers() {
591 int count = mLayerUpdates.size();
592 if (count > 0) {
593 startMark("Apply Layer Updates");
594 char layerName[12];
595
596 // Note: it is very important to update the layers in order
597 for (int i = 0; i < count; i++) {
598 sprintf(layerName, "Layer #%d", i);
599 startMark(layerName);
600
601 Layer* layer = mLayerUpdates.itemAt(i);
602 layer->flush();
603 mCaches.resourceCache.decrementRefcount(layer);
604
605 endMark();
606 }
607
608 mLayerUpdates.clear();
609 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
610
611 endMark();
612 }
613 }
614
pushLayerUpdate(Layer * layer)615 void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
616 if (layer) {
617 // Make sure we don't introduce duplicates.
618 // SortedVector would do this automatically but we need to respect
619 // the insertion order. The linear search is not an issue since
620 // this list is usually very short (typically one item, at most a few)
621 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
622 if (mLayerUpdates.itemAt(i) == layer) {
623 return;
624 }
625 }
626 mLayerUpdates.push_back(layer);
627 mCaches.resourceCache.incrementRefcount(layer);
628 }
629 }
630
clearLayerUpdates()631 void OpenGLRenderer::clearLayerUpdates() {
632 size_t count = mLayerUpdates.size();
633 if (count > 0) {
634 mCaches.resourceCache.lock();
635 for (size_t i = 0; i < count; i++) {
636 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
637 }
638 mCaches.resourceCache.unlock();
639 mLayerUpdates.clear();
640 }
641 }
642
643 ///////////////////////////////////////////////////////////////////////////////
644 // State management
645 ///////////////////////////////////////////////////////////////////////////////
646
getSaveCount() const647 int OpenGLRenderer::getSaveCount() const {
648 return mSaveCount;
649 }
650
save(int flags)651 int OpenGLRenderer::save(int flags) {
652 return saveSnapshot(flags);
653 }
654
restore()655 void OpenGLRenderer::restore() {
656 if (mSaveCount > 1) {
657 restoreSnapshot();
658 }
659 }
660
restoreToCount(int saveCount)661 void OpenGLRenderer::restoreToCount(int saveCount) {
662 if (saveCount < 1) saveCount = 1;
663
664 while (mSaveCount > saveCount) {
665 restoreSnapshot();
666 }
667 }
668
saveSnapshot(int flags)669 int OpenGLRenderer::saveSnapshot(int flags) {
670 mSnapshot = new Snapshot(mSnapshot, flags);
671 return mSaveCount++;
672 }
673
restoreSnapshot()674 bool OpenGLRenderer::restoreSnapshot() {
675 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
676 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
677 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
678
679 sp<Snapshot> current = mSnapshot;
680 sp<Snapshot> previous = mSnapshot->previous;
681
682 if (restoreOrtho) {
683 Rect& r = previous->viewport;
684 glViewport(r.left, r.top, r.right, r.bottom);
685 mOrthoMatrix.load(current->orthoMatrix);
686 }
687
688 mSaveCount--;
689 mSnapshot = previous;
690
691 if (restoreClip) {
692 dirtyClip();
693 }
694
695 if (restoreLayer) {
696 endMark(); // Savelayer
697 startMark("ComposeLayer");
698 composeLayer(current, previous);
699 endMark();
700 }
701
702 return restoreClip;
703 }
704
705 ///////////////////////////////////////////////////////////////////////////////
706 // Layers
707 ///////////////////////////////////////////////////////////////////////////////
708
saveLayer(float left,float top,float right,float bottom,int alpha,SkXfermode::Mode mode,int flags)709 int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
710 int alpha, SkXfermode::Mode mode, int flags) {
711 const GLuint previousFbo = mSnapshot->fbo;
712 const int count = saveSnapshot(flags);
713
714 if (!mSnapshot->isIgnored()) {
715 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
716 }
717
718 return count;
719 }
720
calculateLayerBoundsAndClip(Rect & bounds,Rect & clip,bool fboLayer)721 void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
722 const Rect untransformedBounds(bounds);
723
724 currentTransform().mapRect(bounds);
725
726 // Layers only make sense if they are in the framebuffer's bounds
727 if (bounds.intersect(*mSnapshot->clipRect)) {
728 // We cannot work with sub-pixels in this case
729 bounds.snapToPixelBoundaries();
730
731 // When the layer is not an FBO, we may use glCopyTexImage so we
732 // need to make sure the layer does not extend outside the bounds
733 // of the framebuffer
734 if (!bounds.intersect(mSnapshot->previous->viewport)) {
735 bounds.setEmpty();
736 } else if (fboLayer) {
737 clip.set(bounds);
738 mat4 inverse;
739 inverse.loadInverse(currentTransform());
740 inverse.mapRect(clip);
741 clip.snapToPixelBoundaries();
742 if (clip.intersect(untransformedBounds)) {
743 clip.translate(-untransformedBounds.left, -untransformedBounds.top);
744 bounds.set(untransformedBounds);
745 } else {
746 clip.setEmpty();
747 }
748 }
749 } else {
750 bounds.setEmpty();
751 }
752 }
753
updateSnapshotIgnoreForLayer(const Rect & bounds,const Rect & clip,bool fboLayer,int alpha)754 void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
755 bool fboLayer, int alpha) {
756 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
757 bounds.getHeight() > mCaches.maxTextureSize ||
758 (fboLayer && clip.isEmpty())) {
759 mSnapshot->empty = fboLayer;
760 } else {
761 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
762 }
763 }
764
saveLayerDeferred(float left,float top,float right,float bottom,int alpha,SkXfermode::Mode mode,int flags)765 int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
766 int alpha, SkXfermode::Mode mode, int flags) {
767 const GLuint previousFbo = mSnapshot->fbo;
768 const int count = saveSnapshot(flags);
769
770 if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
771 // initialize the snapshot as though it almost represents an FBO layer so deferred draw
772 // operations will be able to store and restore the current clip and transform info, and
773 // quick rejection will be correct (for display lists)
774
775 Rect bounds(left, top, right, bottom);
776 Rect clip;
777 calculateLayerBoundsAndClip(bounds, clip, true);
778 updateSnapshotIgnoreForLayer(bounds, clip, true, alpha);
779
780 if (!mSnapshot->isIgnored()) {
781 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
782 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
783 }
784 }
785
786 return count;
787 }
788
789
790 /**
791 * Layers are viewed by Skia are slightly different than layers in image editing
792 * programs (for instance.) When a layer is created, previously created layers
793 * and the frame buffer still receive every drawing command. For instance, if a
794 * layer is created and a shape intersecting the bounds of the layers and the
795 * framebuffer is draw, the shape will be drawn on both (unless the layer was
796 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
797 *
798 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
799 * texture. Unfortunately, this is inefficient as it requires every primitive to
800 * be drawn n + 1 times, where n is the number of active layers. In practice this
801 * means, for every primitive:
802 * - Switch active frame buffer
803 * - Change viewport, clip and projection matrix
804 * - Issue the drawing
805 *
806 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
807 * To avoid this, layers are implemented in a different way here, at least in the
808 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
809 * is set. When this flag is set we can redirect all drawing operations into a
810 * single FBO.
811 *
812 * This implementation relies on the frame buffer being at least RGBA 8888. When
813 * a layer is created, only a texture is created, not an FBO. The content of the
814 * frame buffer contained within the layer's bounds is copied into this texture
815 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
816 * buffer and drawing continues as normal. This technique therefore treats the
817 * frame buffer as a scratch buffer for the layers.
818 *
819 * To compose the layers back onto the frame buffer, each layer texture
820 * (containing the original frame buffer data) is drawn as a simple quad over
821 * the frame buffer. The trick is that the quad is set as the composition
822 * destination in the blending equation, and the frame buffer becomes the source
823 * of the composition.
824 *
825 * Drawing layers with an alpha value requires an extra step before composition.
826 * An empty quad is drawn over the layer's region in the frame buffer. This quad
827 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
828 * quad is used to multiply the colors in the frame buffer. This is achieved by
829 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
830 * GL_ZERO, GL_SRC_ALPHA.
831 *
832 * Because glCopyTexImage2D() can be slow, an alternative implementation might
833 * be use to draw a single clipped layer. The implementation described above
834 * is correct in every case.
835 *
836 * (1) The frame buffer is actually not cleared right away. To allow the GPU
837 * to potentially optimize series of calls to glCopyTexImage2D, the frame
838 * buffer is left untouched until the first drawing operation. Only when
839 * something actually gets drawn are the layers regions cleared.
840 */
createLayer(float left,float top,float right,float bottom,int alpha,SkXfermode::Mode mode,int flags,GLuint previousFbo)841 bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
842 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) {
843 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
844 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
845
846 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
847
848 // Window coordinates of the layer
849 Rect clip;
850 Rect bounds(left, top, right, bottom);
851 calculateLayerBoundsAndClip(bounds, clip, fboLayer);
852 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha);
853
854 // Bail out if we won't draw in this snapshot
855 if (mSnapshot->isIgnored()) {
856 return false;
857 }
858
859 mCaches.activeTexture(0);
860 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
861 if (!layer) {
862 return false;
863 }
864
865 layer->setAlpha(alpha, mode);
866 layer->layer.set(bounds);
867 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
868 bounds.getWidth() / float(layer->getWidth()), 0.0f);
869 layer->setColorFilter(mDrawModifiers.mColorFilter);
870 layer->setBlend(true);
871 layer->setDirty(false);
872
873 // Save the layer in the snapshot
874 mSnapshot->flags |= Snapshot::kFlagIsLayer;
875 mSnapshot->layer = layer;
876
877 startMark("SaveLayer");
878 if (fboLayer) {
879 return createFboLayer(layer, bounds, clip, previousFbo);
880 } else {
881 // Copy the framebuffer into the layer
882 layer->bindTexture();
883 if (!bounds.isEmpty()) {
884 if (layer->isEmpty()) {
885 // Workaround for some GL drivers. When reading pixels lying outside
886 // of the window we should get undefined values for those pixels.
887 // Unfortunately some drivers will turn the entire target texture black
888 // when reading outside of the window.
889 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
890 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
891 layer->setEmpty(false);
892 }
893
894 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
895 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
896
897 // Enqueue the buffer coordinates to clear the corresponding region later
898 mLayers.push(new Rect(bounds));
899 }
900 }
901
902 return true;
903 }
904
createFboLayer(Layer * layer,Rect & bounds,Rect & clip,GLuint previousFbo)905 bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
906 layer->clipRect.set(clip);
907 layer->setFbo(mCaches.fboCache.get());
908
909 mSnapshot->region = &mSnapshot->layer->region;
910 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
911 Snapshot::kFlagDirtyOrtho;
912 mSnapshot->fbo = layer->getFbo();
913 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
914 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
915 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
916 mSnapshot->height = bounds.getHeight();
917 mSnapshot->orthoMatrix.load(mOrthoMatrix);
918
919 endTiling();
920 debugOverdraw(false, false);
921 // Bind texture to FBO
922 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
923 layer->bindTexture();
924
925 // Initialize the texture if needed
926 if (layer->isEmpty()) {
927 layer->allocateTexture();
928 layer->setEmpty(false);
929 }
930
931 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
932 layer->getTexture(), 0);
933
934 startTiling(mSnapshot, true);
935
936 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
937 mCaches.enableScissor();
938 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
939 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
940 glClear(GL_COLOR_BUFFER_BIT);
941
942 dirtyClip();
943
944 // Change the ortho projection
945 glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
946 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
947
948 return true;
949 }
950
951 /**
952 * Read the documentation of createLayer() before doing anything in this method.
953 */
composeLayer(sp<Snapshot> current,sp<Snapshot> previous)954 void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
955 if (!current->layer) {
956 ALOGE("Attempting to compose a layer that does not exist");
957 return;
958 }
959
960 Layer* layer = current->layer;
961 const Rect& rect = layer->layer;
962 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
963
964 if (fboLayer) {
965 endTiling();
966
967 // Detach the texture from the FBO
968 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
969
970 layer->removeFbo(false);
971
972 // Unbind current FBO and restore previous one
973 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
974 debugOverdraw(true, false);
975
976 startTiling(previous);
977 }
978
979 if (!fboLayer && layer->getAlpha() < 255) {
980 drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
981 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
982 // Required below, composeLayerRect() will divide by 255
983 layer->setAlpha(255);
984 }
985
986 mCaches.unbindMeshBuffer();
987
988 mCaches.activeTexture(0);
989
990 // When the layer is stored in an FBO, we can save a bit of fillrate by
991 // drawing only the dirty region
992 if (fboLayer) {
993 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
994 if (layer->getColorFilter()) {
995 setupColorFilter(layer->getColorFilter());
996 }
997 composeLayerRegion(layer, rect);
998 if (layer->getColorFilter()) {
999 resetColorFilter();
1000 }
1001 } else if (!rect.isEmpty()) {
1002 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
1003 composeLayerRect(layer, rect, true);
1004 }
1005
1006 dirtyClip();
1007
1008 // Failing to add the layer to the cache should happen only if the layer is too large
1009 if (!mCaches.layerCache.put(layer)) {
1010 LAYER_LOGD("Deleting layer");
1011 Caches::getInstance().resourceCache.decrementRefcount(layer);
1012 }
1013 }
1014
drawTextureLayer(Layer * layer,const Rect & rect)1015 void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
1016 float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha;
1017
1018 setupDraw();
1019 if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1020 setupDrawWithTexture();
1021 } else {
1022 setupDrawWithExternalTexture();
1023 }
1024 setupDrawTextureTransform();
1025 setupDrawColor(alpha, alpha, alpha, alpha);
1026 setupDrawColorFilter();
1027 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
1028 setupDrawProgram();
1029 setupDrawPureColorUniforms();
1030 setupDrawColorFilterUniforms();
1031 if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1032 setupDrawTexture(layer->getTexture());
1033 } else {
1034 setupDrawExternalTexture(layer->getTexture());
1035 }
1036 if (currentTransform().isPureTranslate() &&
1037 layer->getWidth() == (uint32_t) rect.getWidth() &&
1038 layer->getHeight() == (uint32_t) rect.getHeight()) {
1039 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1040 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1041
1042 layer->setFilter(GL_NEAREST);
1043 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1044 } else {
1045 layer->setFilter(GL_LINEAR);
1046 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
1047 }
1048 setupDrawTextureTransformUniforms(layer->getTexTransform());
1049 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
1050
1051 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1052
1053 finishDrawTexture();
1054 }
1055
composeLayerRect(Layer * layer,const Rect & rect,bool swap)1056 void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1057 if (!layer->isTextureLayer()) {
1058 const Rect& texCoords = layer->texCoords;
1059 resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1060 texCoords.right, texCoords.bottom);
1061
1062 float x = rect.left;
1063 float y = rect.top;
1064 bool simpleTransform = currentTransform().isPureTranslate() &&
1065 layer->getWidth() == (uint32_t) rect.getWidth() &&
1066 layer->getHeight() == (uint32_t) rect.getHeight();
1067
1068 if (simpleTransform) {
1069 // When we're swapping, the layer is already in screen coordinates
1070 if (!swap) {
1071 x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1072 y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1073 }
1074
1075 layer->setFilter(GL_NEAREST, true);
1076 } else {
1077 layer->setFilter(GL_LINEAR, true);
1078 }
1079
1080 float alpha = getLayerAlpha(layer);
1081 bool blend = layer->isBlend() || alpha < 1.0f;
1082 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1083 layer->getTexture(), alpha, layer->getMode(), blend,
1084 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1085 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1086
1087 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1088 } else {
1089 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1090 drawTextureLayer(layer, rect);
1091 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1092 }
1093 }
1094
1095 /**
1096 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1097 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1098 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1099 * by saveLayer's restore
1100 */
1101 #define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \
1102 DRAW_COMMAND; \
1103 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1104 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \
1105 DRAW_COMMAND; \
1106 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \
1107 } \
1108 }
1109
1110 #define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1111
composeLayerRegion(Layer * layer,const Rect & rect)1112 void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1113 if (layer->region.isRect()) {
1114 layer->setRegionAsRect();
1115
1116 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1117
1118 layer->region.clear();
1119 return;
1120 }
1121
1122 // TODO: See LayerRenderer.cpp::generateMesh() for important
1123 // information about this implementation
1124 if (CC_LIKELY(!layer->region.isEmpty())) {
1125 size_t count;
1126 const android::Rect* rects;
1127 Region safeRegion;
1128 if (CC_LIKELY(hasRectToRectTransform())) {
1129 rects = layer->region.getArray(&count);
1130 } else {
1131 safeRegion = Region::createTJunctionFreeRegion(layer->region);
1132 rects = safeRegion.getArray(&count);
1133 }
1134
1135 const float alpha = getLayerAlpha(layer);
1136 const float texX = 1.0f / float(layer->getWidth());
1137 const float texY = 1.0f / float(layer->getHeight());
1138 const float height = rect.getHeight();
1139
1140 setupDraw();
1141
1142 // We must get (and therefore bind) the region mesh buffer
1143 // after we setup drawing in case we need to mess with the
1144 // stencil buffer in setupDraw()
1145 TextureVertex* mesh = mCaches.getRegionMesh();
1146 GLsizei numQuads = 0;
1147
1148 setupDrawWithTexture();
1149 setupDrawColor(alpha, alpha, alpha, alpha);
1150 setupDrawColorFilter();
1151 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1152 setupDrawProgram();
1153 setupDrawDirtyRegionsDisabled();
1154 setupDrawPureColorUniforms();
1155 setupDrawColorFilterUniforms();
1156 setupDrawTexture(layer->getTexture());
1157 if (currentTransform().isPureTranslate()) {
1158 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1159 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1160
1161 layer->setFilter(GL_NEAREST);
1162 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1163 } else {
1164 layer->setFilter(GL_LINEAR);
1165 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1166 }
1167 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1168
1169 for (size_t i = 0; i < count; i++) {
1170 const android::Rect* r = &rects[i];
1171
1172 const float u1 = r->left * texX;
1173 const float v1 = (height - r->top) * texY;
1174 const float u2 = r->right * texX;
1175 const float v2 = (height - r->bottom) * texY;
1176
1177 // TODO: Reject quads outside of the clip
1178 TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1179 TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1180 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1181 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1182
1183 numQuads++;
1184
1185 if (numQuads >= REGION_MESH_QUAD_COUNT) {
1186 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1187 GL_UNSIGNED_SHORT, NULL));
1188 numQuads = 0;
1189 mesh = mCaches.getRegionMesh();
1190 }
1191 }
1192
1193 if (numQuads > 0) {
1194 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1195 GL_UNSIGNED_SHORT, NULL));
1196 }
1197
1198 finishDrawTexture();
1199
1200 #if DEBUG_LAYERS_AS_REGIONS
1201 drawRegionRects(layer->region);
1202 #endif
1203
1204 layer->region.clear();
1205 }
1206 }
1207
drawRegionRects(const Region & region)1208 void OpenGLRenderer::drawRegionRects(const Region& region) {
1209 #if DEBUG_LAYERS_AS_REGIONS
1210 size_t count;
1211 const android::Rect* rects = region.getArray(&count);
1212
1213 uint32_t colors[] = {
1214 0x7fff0000, 0x7f00ff00,
1215 0x7f0000ff, 0x7fff00ff,
1216 };
1217
1218 int offset = 0;
1219 int32_t top = rects[0].top;
1220
1221 for (size_t i = 0; i < count; i++) {
1222 if (top != rects[i].top) {
1223 offset ^= 0x2;
1224 top = rects[i].top;
1225 }
1226
1227 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1228 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1229 SkXfermode::kSrcOver_Mode);
1230 }
1231 #endif
1232 }
1233
drawRegionRects(const SkRegion & region,int color,SkXfermode::Mode mode,bool dirty)1234 void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1235 SkXfermode::Mode mode, bool dirty) {
1236 int count = 0;
1237 Vector<float> rects;
1238
1239 SkRegion::Iterator it(region);
1240 while (!it.done()) {
1241 const SkIRect& r = it.rect();
1242 rects.push(r.fLeft);
1243 rects.push(r.fTop);
1244 rects.push(r.fRight);
1245 rects.push(r.fBottom);
1246 count += 4;
1247 it.next();
1248 }
1249
1250 drawColorRects(rects.array(), count, color, mode, true, dirty, false);
1251 }
1252
dirtyLayer(const float left,const float top,const float right,const float bottom,const mat4 transform)1253 void OpenGLRenderer::dirtyLayer(const float left, const float top,
1254 const float right, const float bottom, const mat4 transform) {
1255 if (hasLayer()) {
1256 Rect bounds(left, top, right, bottom);
1257 transform.mapRect(bounds);
1258 dirtyLayerUnchecked(bounds, getRegion());
1259 }
1260 }
1261
dirtyLayer(const float left,const float top,const float right,const float bottom)1262 void OpenGLRenderer::dirtyLayer(const float left, const float top,
1263 const float right, const float bottom) {
1264 if (hasLayer()) {
1265 Rect bounds(left, top, right, bottom);
1266 dirtyLayerUnchecked(bounds, getRegion());
1267 }
1268 }
1269
dirtyLayerUnchecked(Rect & bounds,Region * region)1270 void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1271 if (bounds.intersect(*mSnapshot->clipRect)) {
1272 bounds.snapToPixelBoundaries();
1273 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1274 if (!dirty.isEmpty()) {
1275 region->orSelf(dirty);
1276 }
1277 }
1278 }
1279
clearLayerRegions()1280 void OpenGLRenderer::clearLayerRegions() {
1281 const size_t count = mLayers.size();
1282 if (count == 0) return;
1283
1284 if (!mSnapshot->isIgnored()) {
1285 // Doing several glScissor/glClear here can negatively impact
1286 // GPUs with a tiler architecture, instead we draw quads with
1287 // the Clear blending mode
1288
1289 // The list contains bounds that have already been clipped
1290 // against their initial clip rect, and the current clip
1291 // is likely different so we need to disable clipping here
1292 bool scissorChanged = mCaches.disableScissor();
1293
1294 Vertex mesh[count * 6];
1295 Vertex* vertex = mesh;
1296
1297 for (uint32_t i = 0; i < count; i++) {
1298 Rect* bounds = mLayers.itemAt(i);
1299
1300 Vertex::set(vertex++, bounds->left, bounds->bottom);
1301 Vertex::set(vertex++, bounds->left, bounds->top);
1302 Vertex::set(vertex++, bounds->right, bounds->top);
1303 Vertex::set(vertex++, bounds->left, bounds->bottom);
1304 Vertex::set(vertex++, bounds->right, bounds->top);
1305 Vertex::set(vertex++, bounds->right, bounds->bottom);
1306
1307 delete bounds;
1308 }
1309 // We must clear the list of dirty rects before we
1310 // call setupDraw() to prevent stencil setup to do
1311 // the same thing again
1312 mLayers.clear();
1313
1314 setupDraw(false);
1315 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1316 setupDrawBlending(true, SkXfermode::kClear_Mode);
1317 setupDrawProgram();
1318 setupDrawPureColorUniforms();
1319 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1320 setupDrawVertices(&mesh[0].position[0]);
1321
1322 glDrawArrays(GL_TRIANGLES, 0, count * 6);
1323
1324 if (scissorChanged) mCaches.enableScissor();
1325 } else {
1326 for (uint32_t i = 0; i < count; i++) {
1327 delete mLayers.itemAt(i);
1328 }
1329 mLayers.clear();
1330 }
1331 }
1332
1333 ///////////////////////////////////////////////////////////////////////////////
1334 // State Deferral
1335 ///////////////////////////////////////////////////////////////////////////////
1336
storeDisplayState(DeferredDisplayState & state,int stateDeferFlags)1337 bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1338 const Rect& currentClip = *(mSnapshot->clipRect);
1339 const mat4& currentMatrix = *(mSnapshot->transform);
1340
1341 if (stateDeferFlags & kStateDeferFlag_Draw) {
1342 // state has bounds initialized in local coordinates
1343 if (!state.mBounds.isEmpty()) {
1344 currentMatrix.mapRect(state.mBounds);
1345 if (!state.mBounds.intersect(currentClip)) {
1346 // quick rejected
1347 return true;
1348 }
1349 } else {
1350 state.mBounds.set(currentClip);
1351 }
1352 }
1353
1354 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1355 if (state.mClipValid) {
1356 state.mClip.set(currentClip);
1357 }
1358
1359 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1360 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1361 state.mMatrix.load(currentMatrix);
1362 state.mDrawModifiers = mDrawModifiers;
1363 state.mAlpha = mSnapshot->alpha;
1364 return false;
1365 }
1366
restoreDisplayState(const DeferredDisplayState & state,bool skipClipRestore)1367 void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1368 currentTransform().load(state.mMatrix);
1369 mDrawModifiers = state.mDrawModifiers;
1370 mSnapshot->alpha = state.mAlpha;
1371
1372 if (state.mClipValid && !skipClipRestore) {
1373 mSnapshot->setClip(state.mClip.left, state.mClip.top, state.mClip.right, state.mClip.bottom);
1374 dirtyClip();
1375 }
1376 }
1377
setFullScreenClip()1378 void OpenGLRenderer::setFullScreenClip() {
1379 mSnapshot->setClip(0, 0, mWidth, mHeight);
1380 dirtyClip();
1381 }
1382
1383 ///////////////////////////////////////////////////////////////////////////////
1384 // Transforms
1385 ///////////////////////////////////////////////////////////////////////////////
1386
translate(float dx,float dy)1387 void OpenGLRenderer::translate(float dx, float dy) {
1388 currentTransform().translate(dx, dy, 0.0f);
1389 }
1390
rotate(float degrees)1391 void OpenGLRenderer::rotate(float degrees) {
1392 currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f);
1393 }
1394
scale(float sx,float sy)1395 void OpenGLRenderer::scale(float sx, float sy) {
1396 currentTransform().scale(sx, sy, 1.0f);
1397 }
1398
skew(float sx,float sy)1399 void OpenGLRenderer::skew(float sx, float sy) {
1400 currentTransform().skew(sx, sy);
1401 }
1402
setMatrix(SkMatrix * matrix)1403 void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1404 if (matrix) {
1405 currentTransform().load(*matrix);
1406 } else {
1407 currentTransform().loadIdentity();
1408 }
1409 }
1410
hasRectToRectTransform()1411 bool OpenGLRenderer::hasRectToRectTransform() {
1412 return CC_LIKELY(currentTransform().rectToRect());
1413 }
1414
getMatrix(SkMatrix * matrix)1415 void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1416 currentTransform().copyTo(*matrix);
1417 }
1418
concatMatrix(SkMatrix * matrix)1419 void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1420 SkMatrix transform;
1421 currentTransform().copyTo(transform);
1422 transform.preConcat(*matrix);
1423 currentTransform().load(transform);
1424 }
1425
1426 ///////////////////////////////////////////////////////////////////////////////
1427 // Clipping
1428 ///////////////////////////////////////////////////////////////////////////////
1429
setScissorFromClip()1430 void OpenGLRenderer::setScissorFromClip() {
1431 Rect clip(*mSnapshot->clipRect);
1432 clip.snapToPixelBoundaries();
1433
1434 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1435 clip.getWidth(), clip.getHeight())) {
1436 mDirtyClip = false;
1437 }
1438 }
1439
ensureStencilBuffer()1440 void OpenGLRenderer::ensureStencilBuffer() {
1441 // Thanks to the mismatch between EGL and OpenGL ES FBO we
1442 // cannot attach a stencil buffer to fbo0 dynamically. Let's
1443 // just hope we have one when hasLayer() returns false.
1444 if (hasLayer()) {
1445 attachStencilBufferToLayer(mSnapshot->layer);
1446 }
1447 }
1448
attachStencilBufferToLayer(Layer * layer)1449 void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1450 // The layer's FBO is already bound when we reach this stage
1451 if (!layer->getStencilRenderBuffer()) {
1452 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1453 // is attached after we initiated tiling. We must turn it off,
1454 // attach the new render buffer then turn tiling back on
1455 endTiling();
1456
1457 RenderBuffer* buffer = mCaches.renderBufferCache.get(
1458 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1459 layer->setStencilRenderBuffer(buffer);
1460
1461 startTiling(layer->clipRect, layer->layer.getHeight());
1462 }
1463 }
1464
setStencilFromClip()1465 void OpenGLRenderer::setStencilFromClip() {
1466 if (!mCaches.debugOverdraw) {
1467 if (!mSnapshot->clipRegion->isEmpty()) {
1468 // NOTE: The order here is important, we must set dirtyClip to false
1469 // before any draw call to avoid calling back into this method
1470 mDirtyClip = false;
1471
1472 ensureStencilBuffer();
1473
1474 mCaches.stencil.enableWrite();
1475
1476 // Clear the stencil but first make sure we restrict drawing
1477 // to the region's bounds
1478 bool resetScissor = mCaches.enableScissor();
1479 if (resetScissor) {
1480 // The scissor was not set so we now need to update it
1481 setScissorFromClip();
1482 }
1483 mCaches.stencil.clear();
1484 if (resetScissor) mCaches.disableScissor();
1485
1486 // NOTE: We could use the region contour path to generate a smaller mesh
1487 // Since we are using the stencil we could use the red book path
1488 // drawing technique. It might increase bandwidth usage though.
1489
1490 // The last parameter is important: we are not drawing in the color buffer
1491 // so we don't want to dirty the current layer, if any
1492 drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1493
1494 mCaches.stencil.enableTest();
1495
1496 // Draw the region used to generate the stencil if the appropriate debug
1497 // mode is enabled
1498 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1499 drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode);
1500 }
1501 } else {
1502 mCaches.stencil.disable();
1503 }
1504 }
1505 }
1506
getClipBounds()1507 const Rect& OpenGLRenderer::getClipBounds() {
1508 return mSnapshot->getLocalClip();
1509 }
1510
quickRejectNoScissor(float left,float top,float right,float bottom)1511 bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) {
1512 if (mSnapshot->isIgnored()) {
1513 return true;
1514 }
1515
1516 Rect r(left, top, right, bottom);
1517 currentTransform().mapRect(r);
1518 r.snapToPixelBoundaries();
1519
1520 Rect clipRect(*mSnapshot->clipRect);
1521 clipRect.snapToPixelBoundaries();
1522
1523 return !clipRect.intersects(r);
1524 }
1525
quickRejectNoScissor(float left,float top,float right,float bottom,Rect & transformed,Rect & clip)1526 bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1527 Rect& transformed, Rect& clip) {
1528 if (mSnapshot->isIgnored()) {
1529 return true;
1530 }
1531
1532 transformed.set(left, top, right, bottom);
1533 currentTransform().mapRect(transformed);
1534 transformed.snapToPixelBoundaries();
1535
1536 clip.set(*mSnapshot->clipRect);
1537 clip.snapToPixelBoundaries();
1538
1539 return !clip.intersects(transformed);
1540 }
1541
quickRejectPreStroke(float left,float top,float right,float bottom,SkPaint * paint)1542 bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1543 SkPaint* paint) {
1544 if (paint->getStyle() != SkPaint::kFill_Style) {
1545 float outset = paint->getStrokeWidth() * 0.5f;
1546 return quickReject(left - outset, top - outset, right + outset, bottom + outset);
1547 } else {
1548 return quickReject(left, top, right, bottom);
1549 }
1550 }
1551
quickReject(float left,float top,float right,float bottom)1552 bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1553 if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1554 return true;
1555 }
1556
1557 Rect r(left, top, right, bottom);
1558 currentTransform().mapRect(r);
1559 r.snapToPixelBoundaries();
1560
1561 Rect clipRect(*mSnapshot->clipRect);
1562 clipRect.snapToPixelBoundaries();
1563
1564 bool rejected = !clipRect.intersects(r);
1565 if (!isDeferred() && !rejected) {
1566 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r));
1567 }
1568
1569 return rejected;
1570 }
1571
debugClip()1572 void OpenGLRenderer::debugClip() {
1573 #if DEBUG_CLIP_REGIONS
1574 if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1575 drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1576 }
1577 #endif
1578 }
1579
clipRect(float left,float top,float right,float bottom,SkRegion::Op op)1580 bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1581 if (CC_LIKELY(currentTransform().rectToRect())) {
1582 bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1583 if (clipped) {
1584 dirtyClip();
1585 }
1586 return !mSnapshot->clipRect->isEmpty();
1587 }
1588
1589 SkPath path;
1590 path.addRect(left, top, right, bottom);
1591
1592 return clipPath(&path, op);
1593 }
1594
clipPath(SkPath * path,SkRegion::Op op)1595 bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1596 SkMatrix transform;
1597 currentTransform().copyTo(transform);
1598
1599 SkPath transformed;
1600 path->transform(transform, &transformed);
1601
1602 SkRegion clip;
1603 if (!mSnapshot->clipRegion->isEmpty()) {
1604 clip.setRegion(*mSnapshot->clipRegion);
1605 } else {
1606 Rect* bounds = mSnapshot->clipRect;
1607 clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1608 }
1609
1610 SkRegion region;
1611 region.setPath(transformed, clip);
1612
1613 bool clipped = mSnapshot->clipRegionTransformed(region, op);
1614 if (clipped) {
1615 dirtyClip();
1616 }
1617 return !mSnapshot->clipRect->isEmpty();
1618 }
1619
clipRegion(SkRegion * region,SkRegion::Op op)1620 bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1621 bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1622 if (clipped) {
1623 dirtyClip();
1624 }
1625 return !mSnapshot->clipRect->isEmpty();
1626 }
1627
getClipRect()1628 Rect* OpenGLRenderer::getClipRect() {
1629 return mSnapshot->clipRect;
1630 }
1631
1632 ///////////////////////////////////////////////////////////////////////////////
1633 // Drawing commands
1634 ///////////////////////////////////////////////////////////////////////////////
1635
setupDraw(bool clear)1636 void OpenGLRenderer::setupDraw(bool clear) {
1637 // TODO: It would be best if we could do this before quickReject()
1638 // changes the scissor test state
1639 if (clear) clearLayerRegions();
1640 // Make sure setScissor & setStencil happen at the beginning of
1641 // this method
1642 if (mDirtyClip) {
1643 if (mCaches.scissorEnabled) {
1644 setScissorFromClip();
1645 }
1646 setStencilFromClip();
1647 }
1648
1649 mDescription.reset();
1650
1651 mSetShaderColor = false;
1652 mColorSet = false;
1653 mColorA = mColorR = mColorG = mColorB = 0.0f;
1654 mTextureUnit = 0;
1655 mTrackDirtyRegions = true;
1656
1657 // Enable debug highlight when what we're about to draw is tested against
1658 // the stencil buffer and if stencil highlight debugging is on
1659 mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1660 mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1661 mCaches.stencil.isTestEnabled();
1662 }
1663
setupDrawWithTexture(bool isAlpha8)1664 void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1665 mDescription.hasTexture = true;
1666 mDescription.hasAlpha8Texture = isAlpha8;
1667 }
1668
setupDrawWithTextureAndColor(bool isAlpha8)1669 void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1670 mDescription.hasTexture = true;
1671 mDescription.hasColors = true;
1672 mDescription.hasAlpha8Texture = isAlpha8;
1673 }
1674
setupDrawWithExternalTexture()1675 void OpenGLRenderer::setupDrawWithExternalTexture() {
1676 mDescription.hasExternalTexture = true;
1677 }
1678
setupDrawNoTexture()1679 void OpenGLRenderer::setupDrawNoTexture() {
1680 mCaches.disableTexCoordsVertexArray();
1681 }
1682
setupDrawAA()1683 void OpenGLRenderer::setupDrawAA() {
1684 mDescription.isAA = true;
1685 }
1686
setupDrawPoint(float pointSize)1687 void OpenGLRenderer::setupDrawPoint(float pointSize) {
1688 mDescription.isPoint = true;
1689 mDescription.pointSize = pointSize;
1690 }
1691
setupDrawColor(int color,int alpha)1692 void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1693 mColorA = alpha / 255.0f;
1694 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1695 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f;
1696 mColorB = mColorA * ((color ) & 0xFF) / 255.0f;
1697 mColorSet = true;
1698 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1699 }
1700
setupDrawAlpha8Color(int color,int alpha)1701 void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1702 mColorA = alpha / 255.0f;
1703 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1704 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f;
1705 mColorB = mColorA * ((color ) & 0xFF) / 255.0f;
1706 mColorSet = true;
1707 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1708 }
1709
setupDrawTextGamma(const SkPaint * paint)1710 void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1711 mCaches.fontRenderer->describe(mDescription, paint);
1712 }
1713
setupDrawColor(float r,float g,float b,float a)1714 void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1715 mColorA = a;
1716 mColorR = r;
1717 mColorG = g;
1718 mColorB = b;
1719 mColorSet = true;
1720 mSetShaderColor = mDescription.setColor(r, g, b, a);
1721 }
1722
setupDrawShader()1723 void OpenGLRenderer::setupDrawShader() {
1724 if (mDrawModifiers.mShader) {
1725 mDrawModifiers.mShader->describe(mDescription, mExtensions);
1726 }
1727 }
1728
setupDrawColorFilter()1729 void OpenGLRenderer::setupDrawColorFilter() {
1730 if (mDrawModifiers.mColorFilter) {
1731 mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1732 }
1733 }
1734
accountForClear(SkXfermode::Mode mode)1735 void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1736 if (mColorSet && mode == SkXfermode::kClear_Mode) {
1737 mColorA = 1.0f;
1738 mColorR = mColorG = mColorB = 0.0f;
1739 mSetShaderColor = mDescription.modulate = true;
1740 }
1741 }
1742
setupDrawBlending(SkXfermode::Mode mode,bool swapSrcDst)1743 void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1744 // When the blending mode is kClear_Mode, we need to use a modulate color
1745 // argb=1,0,0,0
1746 accountForClear(mode);
1747 bool blend = (mColorSet && mColorA < 1.0f) ||
1748 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1749 chooseBlending(blend, mode, mDescription, swapSrcDst);
1750 }
1751
setupDrawBlending(bool blend,SkXfermode::Mode mode,bool swapSrcDst)1752 void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1753 // When the blending mode is kClear_Mode, we need to use a modulate color
1754 // argb=1,0,0,0
1755 accountForClear(mode);
1756 blend |= (mColorSet && mColorA < 1.0f) ||
1757 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1758 (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1759 chooseBlending(blend, mode, mDescription, swapSrcDst);
1760 }
1761
setupDrawProgram()1762 void OpenGLRenderer::setupDrawProgram() {
1763 useProgram(mCaches.programCache.get(mDescription));
1764 }
1765
setupDrawDirtyRegionsDisabled()1766 void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1767 mTrackDirtyRegions = false;
1768 }
1769
setupDrawModelViewTranslate(float left,float top,float right,float bottom,bool ignoreTransform)1770 void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1771 bool ignoreTransform) {
1772 mModelView.loadTranslate(left, top, 0.0f);
1773 if (!ignoreTransform) {
1774 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1775 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform());
1776 } else {
1777 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1778 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1779 }
1780 }
1781
setupDrawModelViewIdentity(bool offset)1782 void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1783 mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset);
1784 }
1785
setupDrawModelView(float left,float top,float right,float bottom,bool ignoreTransform,bool ignoreModelView)1786 void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1787 bool ignoreTransform, bool ignoreModelView) {
1788 if (!ignoreModelView) {
1789 mModelView.loadTranslate(left, top, 0.0f);
1790 mModelView.scale(right - left, bottom - top, 1.0f);
1791 } else {
1792 mModelView.loadIdentity();
1793 }
1794 bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1795 if (!ignoreTransform) {
1796 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1797 if (mTrackDirtyRegions && dirty) {
1798 dirtyLayer(left, top, right, bottom, currentTransform());
1799 }
1800 } else {
1801 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1802 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1803 }
1804 }
1805
setupDrawPointUniforms()1806 void OpenGLRenderer::setupDrawPointUniforms() {
1807 int slot = mCaches.currentProgram->getUniform("pointSize");
1808 glUniform1f(slot, mDescription.pointSize);
1809 }
1810
setupDrawColorUniforms()1811 void OpenGLRenderer::setupDrawColorUniforms() {
1812 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1813 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1814 }
1815 }
1816
setupDrawPureColorUniforms()1817 void OpenGLRenderer::setupDrawPureColorUniforms() {
1818 if (mSetShaderColor) {
1819 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1820 }
1821 }
1822
setupDrawShaderUniforms(bool ignoreTransform)1823 void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1824 if (mDrawModifiers.mShader) {
1825 if (ignoreTransform) {
1826 mModelView.loadInverse(currentTransform());
1827 }
1828 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1829 mModelView, *mSnapshot, &mTextureUnit);
1830 }
1831 }
1832
setupDrawShaderIdentityUniforms()1833 void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1834 if (mDrawModifiers.mShader) {
1835 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1836 mat4::identity(), *mSnapshot, &mTextureUnit);
1837 }
1838 }
1839
setupDrawColorFilterUniforms()1840 void OpenGLRenderer::setupDrawColorFilterUniforms() {
1841 if (mDrawModifiers.mColorFilter) {
1842 mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1843 }
1844 }
1845
setupDrawTextGammaUniforms()1846 void OpenGLRenderer::setupDrawTextGammaUniforms() {
1847 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1848 }
1849
setupDrawSimpleMesh()1850 void OpenGLRenderer::setupDrawSimpleMesh() {
1851 bool force = mCaches.bindMeshBuffer();
1852 mCaches.bindPositionVertexPointer(force, 0);
1853 mCaches.unbindIndicesBuffer();
1854 }
1855
setupDrawTexture(GLuint texture)1856 void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1857 if (texture) bindTexture(texture);
1858 mTextureUnit++;
1859 mCaches.enableTexCoordsVertexArray();
1860 }
1861
setupDrawExternalTexture(GLuint texture)1862 void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1863 bindExternalTexture(texture);
1864 mTextureUnit++;
1865 mCaches.enableTexCoordsVertexArray();
1866 }
1867
setupDrawTextureTransform()1868 void OpenGLRenderer::setupDrawTextureTransform() {
1869 mDescription.hasTextureTransform = true;
1870 }
1871
setupDrawTextureTransformUniforms(mat4 & transform)1872 void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1873 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1874 GL_FALSE, &transform.data[0]);
1875 }
1876
setupDrawMesh(GLvoid * vertices,GLvoid * texCoords,GLuint vbo)1877 void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1878 bool force = false;
1879 if (!vertices) {
1880 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1881 } else {
1882 force = mCaches.unbindMeshBuffer();
1883 }
1884
1885 mCaches.bindPositionVertexPointer(force, vertices);
1886 if (mCaches.currentProgram->texCoords >= 0) {
1887 mCaches.bindTexCoordsVertexPointer(force, texCoords);
1888 }
1889
1890 mCaches.unbindIndicesBuffer();
1891 }
1892
setupDrawMesh(GLvoid * vertices,GLvoid * texCoords,GLvoid * colors)1893 void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
1894 bool force = mCaches.unbindMeshBuffer();
1895 GLsizei stride = sizeof(ColorTextureVertex);
1896
1897 mCaches.bindPositionVertexPointer(force, vertices, stride);
1898 if (mCaches.currentProgram->texCoords >= 0) {
1899 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1900 }
1901 int slot = mCaches.currentProgram->getAttrib("colors");
1902 if (slot >= 0) {
1903 glEnableVertexAttribArray(slot);
1904 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1905 }
1906
1907 mCaches.unbindIndicesBuffer();
1908 }
1909
setupDrawMeshIndices(GLvoid * vertices,GLvoid * texCoords)1910 void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1911 bool force = mCaches.unbindMeshBuffer();
1912 mCaches.bindPositionVertexPointer(force, vertices);
1913 if (mCaches.currentProgram->texCoords >= 0) {
1914 mCaches.bindTexCoordsVertexPointer(force, texCoords);
1915 }
1916 }
1917
setupDrawVertices(GLvoid * vertices)1918 void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1919 bool force = mCaches.unbindMeshBuffer();
1920 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1921 mCaches.unbindIndicesBuffer();
1922 }
1923
finishDrawTexture()1924 void OpenGLRenderer::finishDrawTexture() {
1925 }
1926
1927 ///////////////////////////////////////////////////////////////////////////////
1928 // Drawing
1929 ///////////////////////////////////////////////////////////////////////////////
1930
drawDisplayList(DisplayList * displayList,Rect & dirty,int32_t replayFlags)1931 status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
1932 int32_t replayFlags) {
1933 status_t status;
1934 // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1935 // will be performed by the display list itself
1936 if (displayList && displayList->isRenderable()) {
1937 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1938 status = startFrame();
1939 ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1940 displayList->replay(replayStruct, 0);
1941 return status | replayStruct.mDrawGlStatus;
1942 }
1943
1944 DeferredDisplayList deferredList;
1945 DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1946 displayList->defer(deferStruct, 0);
1947
1948 flushLayers();
1949 status = startFrame();
1950
1951 return status | deferredList.flush(*this, dirty);
1952 }
1953
1954 return DrawGlInfo::kStatusDone;
1955 }
1956
outputDisplayList(DisplayList * displayList)1957 void OpenGLRenderer::outputDisplayList(DisplayList* displayList) {
1958 if (displayList) {
1959 displayList->output(1);
1960 }
1961 }
1962
drawAlphaBitmap(Texture * texture,float left,float top,SkPaint * paint)1963 void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1964 int alpha;
1965 SkXfermode::Mode mode;
1966 getAlphaAndMode(paint, &alpha, &mode);
1967
1968 int color = paint != NULL ? paint->getColor() : 0;
1969
1970 float x = left;
1971 float y = top;
1972
1973 texture->setWrap(GL_CLAMP_TO_EDGE, true);
1974
1975 bool ignoreTransform = false;
1976 if (currentTransform().isPureTranslate()) {
1977 x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
1978 y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
1979 ignoreTransform = true;
1980
1981 texture->setFilter(GL_NEAREST, true);
1982 } else {
1983 texture->setFilter(FILTER(paint), true);
1984 }
1985
1986 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1987 paint != NULL, color, alpha, mode, (GLvoid*) NULL,
1988 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1989 }
1990
drawBitmaps(SkBitmap * bitmap,int bitmapCount,TextureVertex * vertices,const Rect & bounds,SkPaint * paint)1991 status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, int bitmapCount, TextureVertex* vertices,
1992 const Rect& bounds, SkPaint* paint) {
1993
1994 // merged draw operations don't need scissor, but clip should still be valid
1995 mCaches.setScissorEnabled(mScissorOptimizationDisabled);
1996
1997 mCaches.activeTexture(0);
1998 Texture* texture = mCaches.textureCache.get(bitmap);
1999 if (!texture) return DrawGlInfo::kStatusDone;
2000 const AutoTexture autoCleanup(texture);
2001
2002 int alpha;
2003 SkXfermode::Mode mode;
2004 getAlphaAndMode(paint, &alpha, &mode);
2005
2006 texture->setWrap(GL_CLAMP_TO_EDGE, true);
2007 texture->setFilter(GL_NEAREST, true); // merged ops are always pure-translation for now
2008
2009 const float x = (int) floorf(bounds.left + 0.5f);
2010 const float y = (int) floorf(bounds.top + 0.5f);
2011 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2012 int color = paint != NULL ? paint->getColor() : 0;
2013 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2014 texture->id, paint != NULL, color, alpha, mode,
2015 &vertices[0].position[0], &vertices[0].texture[0],
2016 GL_TRIANGLES, bitmapCount * 6, true, true);
2017 } else {
2018 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2019 texture->id, alpha / 255.0f, mode, texture->blend,
2020 &vertices[0].position[0], &vertices[0].texture[0],
2021 GL_TRIANGLES, bitmapCount * 6, false, true, 0, true);
2022 }
2023
2024 return DrawGlInfo::kStatusDrew;
2025 }
2026
drawBitmap(SkBitmap * bitmap,float left,float top,SkPaint * paint)2027 status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2028 const float right = left + bitmap->width();
2029 const float bottom = top + bitmap->height();
2030
2031 if (quickReject(left, top, right, bottom)) {
2032 return DrawGlInfo::kStatusDone;
2033 }
2034
2035 mCaches.activeTexture(0);
2036 Texture* texture = mCaches.textureCache.get(bitmap);
2037 if (!texture) return DrawGlInfo::kStatusDone;
2038 const AutoTexture autoCleanup(texture);
2039
2040 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2041 drawAlphaBitmap(texture, left, top, paint);
2042 } else {
2043 drawTextureRect(left, top, right, bottom, texture, paint);
2044 }
2045
2046 return DrawGlInfo::kStatusDrew;
2047 }
2048
drawBitmap(SkBitmap * bitmap,SkMatrix * matrix,SkPaint * paint)2049 status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
2050 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
2051 const mat4 transform(*matrix);
2052 transform.mapRect(r);
2053
2054 if (quickReject(r.left, r.top, r.right, r.bottom)) {
2055 return DrawGlInfo::kStatusDone;
2056 }
2057
2058 mCaches.activeTexture(0);
2059 Texture* texture = mCaches.textureCache.get(bitmap);
2060 if (!texture) return DrawGlInfo::kStatusDone;
2061 const AutoTexture autoCleanup(texture);
2062
2063 // This could be done in a cheaper way, all we need is pass the matrix
2064 // to the vertex shader. The save/restore is a bit overkill.
2065 save(SkCanvas::kMatrix_SaveFlag);
2066 concatMatrix(matrix);
2067 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2068 drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
2069 } else {
2070 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
2071 }
2072 restore();
2073
2074 return DrawGlInfo::kStatusDrew;
2075 }
2076
drawBitmapData(SkBitmap * bitmap,float left,float top,SkPaint * paint)2077 status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2078 const float right = left + bitmap->width();
2079 const float bottom = top + bitmap->height();
2080
2081 if (quickReject(left, top, right, bottom)) {
2082 return DrawGlInfo::kStatusDone;
2083 }
2084
2085 mCaches.activeTexture(0);
2086 Texture* texture = mCaches.textureCache.getTransient(bitmap);
2087 const AutoTexture autoCleanup(texture);
2088
2089 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2090 drawAlphaBitmap(texture, left, top, paint);
2091 } else {
2092 drawTextureRect(left, top, right, bottom, texture, paint);
2093 }
2094
2095 return DrawGlInfo::kStatusDrew;
2096 }
2097
drawBitmapMesh(SkBitmap * bitmap,int meshWidth,int meshHeight,float * vertices,int * colors,SkPaint * paint)2098 status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
2099 float* vertices, int* colors, SkPaint* paint) {
2100 if (!vertices || mSnapshot->isIgnored()) {
2101 return DrawGlInfo::kStatusDone;
2102 }
2103
2104 float left = FLT_MAX;
2105 float top = FLT_MAX;
2106 float right = FLT_MIN;
2107 float bottom = FLT_MIN;
2108
2109 const uint32_t count = meshWidth * meshHeight * 6;
2110
2111 ColorTextureVertex mesh[count];
2112 ColorTextureVertex* vertex = mesh;
2113
2114 bool cleanupColors = false;
2115 if (!colors) {
2116 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2117 colors = new int[colorsCount];
2118 memset(colors, 0xff, colorsCount * sizeof(int));
2119 cleanupColors = true;
2120 }
2121
2122 for (int32_t y = 0; y < meshHeight; y++) {
2123 for (int32_t x = 0; x < meshWidth; x++) {
2124 uint32_t i = (y * (meshWidth + 1) + x) * 2;
2125
2126 float u1 = float(x) / meshWidth;
2127 float u2 = float(x + 1) / meshWidth;
2128 float v1 = float(y) / meshHeight;
2129 float v2 = float(y + 1) / meshHeight;
2130
2131 int ax = i + (meshWidth + 1) * 2;
2132 int ay = ax + 1;
2133 int bx = i;
2134 int by = bx + 1;
2135 int cx = i + 2;
2136 int cy = cx + 1;
2137 int dx = i + (meshWidth + 1) * 2 + 2;
2138 int dy = dx + 1;
2139
2140 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2141 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2142 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2143
2144 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2145 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2146 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2147
2148 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2149 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2150 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2151 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2152 }
2153 }
2154
2155 if (quickReject(left, top, right, bottom)) {
2156 if (cleanupColors) delete[] colors;
2157 return DrawGlInfo::kStatusDone;
2158 }
2159
2160 mCaches.activeTexture(0);
2161 Texture* texture = mCaches.textureCache.get(bitmap);
2162 if (!texture) {
2163 if (cleanupColors) delete[] colors;
2164 return DrawGlInfo::kStatusDone;
2165 }
2166 const AutoTexture autoCleanup(texture);
2167
2168 texture->setWrap(GL_CLAMP_TO_EDGE, true);
2169 texture->setFilter(FILTER(paint), true);
2170
2171 int alpha;
2172 SkXfermode::Mode mode;
2173 getAlphaAndMode(paint, &alpha, &mode);
2174
2175 float a = alpha / 255.0f;
2176
2177 if (hasLayer()) {
2178 dirtyLayer(left, top, right, bottom, currentTransform());
2179 }
2180
2181 setupDraw();
2182 setupDrawWithTextureAndColor();
2183 setupDrawColor(a, a, a, a);
2184 setupDrawColorFilter();
2185 setupDrawBlending(true, mode, false);
2186 setupDrawProgram();
2187 setupDrawDirtyRegionsDisabled();
2188 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false);
2189 setupDrawTexture(texture->id);
2190 setupDrawPureColorUniforms();
2191 setupDrawColorFilterUniforms();
2192 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]);
2193
2194 glDrawArrays(GL_TRIANGLES, 0, count);
2195
2196 finishDrawTexture();
2197
2198 int slot = mCaches.currentProgram->getAttrib("colors");
2199 if (slot >= 0) {
2200 glDisableVertexAttribArray(slot);
2201 }
2202
2203 if (cleanupColors) delete[] colors;
2204
2205 return DrawGlInfo::kStatusDrew;
2206 }
2207
drawBitmap(SkBitmap * bitmap,float srcLeft,float srcTop,float srcRight,float srcBottom,float dstLeft,float dstTop,float dstRight,float dstBottom,SkPaint * paint)2208 status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2209 float srcLeft, float srcTop, float srcRight, float srcBottom,
2210 float dstLeft, float dstTop, float dstRight, float dstBottom,
2211 SkPaint* paint) {
2212 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
2213 return DrawGlInfo::kStatusDone;
2214 }
2215
2216 mCaches.activeTexture(0);
2217 Texture* texture = mCaches.textureCache.get(bitmap);
2218 if (!texture) return DrawGlInfo::kStatusDone;
2219 const AutoTexture autoCleanup(texture);
2220
2221 const float width = texture->width;
2222 const float height = texture->height;
2223
2224 const float u1 = fmax(0.0f, srcLeft / width);
2225 const float v1 = fmax(0.0f, srcTop / height);
2226 const float u2 = fmin(1.0f, srcRight / width);
2227 const float v2 = fmin(1.0f, srcBottom / height);
2228
2229 mCaches.unbindMeshBuffer();
2230 resetDrawTextureTexCoords(u1, v1, u2, v2);
2231
2232 int alpha;
2233 SkXfermode::Mode mode;
2234 getAlphaAndMode(paint, &alpha, &mode);
2235
2236 texture->setWrap(GL_CLAMP_TO_EDGE, true);
2237
2238 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2239 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2240
2241 bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2242 // Apply a scale transform on the canvas only when a shader is in use
2243 // Skia handles the ratio between the dst and src rects as a scale factor
2244 // when a shader is set
2245 bool useScaleTransform = mDrawModifiers.mShader && scaled;
2246 bool ignoreTransform = false;
2247
2248 if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) {
2249 float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f);
2250 float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f);
2251
2252 dstRight = x + (dstRight - dstLeft);
2253 dstBottom = y + (dstBottom - dstTop);
2254
2255 dstLeft = x;
2256 dstTop = y;
2257
2258 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2259 ignoreTransform = true;
2260 } else {
2261 texture->setFilter(FILTER(paint), true);
2262 }
2263
2264 if (CC_UNLIKELY(useScaleTransform)) {
2265 save(SkCanvas::kMatrix_SaveFlag);
2266 translate(dstLeft, dstTop);
2267 scale(scaleX, scaleY);
2268
2269 dstLeft = 0.0f;
2270 dstTop = 0.0f;
2271
2272 dstRight = srcRight - srcLeft;
2273 dstBottom = srcBottom - srcTop;
2274 }
2275
2276 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2277 int color = paint ? paint->getColor() : 0;
2278 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2279 texture->id, paint != NULL, color, alpha, mode,
2280 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2281 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2282 } else {
2283 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2284 texture->id, alpha / 255.0f, mode, texture->blend,
2285 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2286 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2287 }
2288
2289 if (CC_UNLIKELY(useScaleTransform)) {
2290 restore();
2291 }
2292
2293 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2294
2295 return DrawGlInfo::kStatusDrew;
2296 }
2297
drawPatch(SkBitmap * bitmap,const int32_t * xDivs,const int32_t * yDivs,const uint32_t * colors,uint32_t width,uint32_t height,int8_t numColors,float left,float top,float right,float bottom,SkPaint * paint)2298 status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2299 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2300 float left, float top, float right, float bottom, SkPaint* paint) {
2301 int alpha;
2302 SkXfermode::Mode mode;
2303 getAlphaAndMode(paint, &alpha, &mode);
2304
2305 return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors,
2306 left, top, right, bottom, alpha, mode);
2307 }
2308
drawPatch(SkBitmap * bitmap,const int32_t * xDivs,const int32_t * yDivs,const uint32_t * colors,uint32_t width,uint32_t height,int8_t numColors,float left,float top,float right,float bottom,int alpha,SkXfermode::Mode mode)2309 status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2310 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2311 float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) {
2312 if (quickReject(left, top, right, bottom)) {
2313 return DrawGlInfo::kStatusDone;
2314 }
2315
2316 alpha *= mSnapshot->alpha;
2317
2318 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
2319 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
2320
2321 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2322 mCaches.activeTexture(0);
2323 Texture* texture = mCaches.textureCache.get(bitmap);
2324 if (!texture) return DrawGlInfo::kStatusDone;
2325 const AutoTexture autoCleanup(texture);
2326 texture->setWrap(GL_CLAMP_TO_EDGE, true);
2327 texture->setFilter(GL_LINEAR, true);
2328
2329 const bool pureTranslate = currentTransform().isPureTranslate();
2330 // Mark the current layer dirty where we are going to draw the patch
2331 if (hasLayer() && mesh->hasEmptyQuads) {
2332 const float offsetX = left + currentTransform().getTranslateX();
2333 const float offsetY = top + currentTransform().getTranslateY();
2334 const size_t count = mesh->quads.size();
2335 for (size_t i = 0; i < count; i++) {
2336 const Rect& bounds = mesh->quads.itemAt(i);
2337 if (CC_LIKELY(pureTranslate)) {
2338 const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2339 const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2340 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2341 } else {
2342 dirtyLayer(left + bounds.left, top + bounds.top,
2343 left + bounds.right, top + bounds.bottom, currentTransform());
2344 }
2345 }
2346 }
2347
2348 if (CC_LIKELY(pureTranslate)) {
2349 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2350 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2351
2352 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
2353 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2354 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
2355 true, !mesh->hasEmptyQuads);
2356 } else {
2357 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2358 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2359 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
2360 true, !mesh->hasEmptyQuads);
2361 }
2362 }
2363
2364 return DrawGlInfo::kStatusDrew;
2365 }
2366
drawVertexBuffer(const VertexBuffer & vertexBuffer,SkPaint * paint,bool useOffset)2367 status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2368 bool useOffset) {
2369 if (!vertexBuffer.getSize()) {
2370 // no vertices to draw
2371 return DrawGlInfo::kStatusDone;
2372 }
2373
2374 int color = paint->getColor();
2375 SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2376 bool isAA = paint->isAntiAlias();
2377
2378 setupDraw();
2379 setupDrawNoTexture();
2380 if (isAA) setupDrawAA();
2381 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2382 setupDrawColorFilter();
2383 setupDrawShader();
2384 setupDrawBlending(isAA, mode);
2385 setupDrawProgram();
2386 setupDrawModelViewIdentity(useOffset);
2387 setupDrawColorUniforms();
2388 setupDrawColorFilterUniforms();
2389 setupDrawShaderIdentityUniforms();
2390
2391 void* vertices = vertexBuffer.getBuffer();
2392 bool force = mCaches.unbindMeshBuffer();
2393 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2394 mCaches.resetTexCoordsVertexPointer();
2395 mCaches.unbindIndicesBuffer();
2396
2397 int alphaSlot = -1;
2398 if (isAA) {
2399 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2400 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2401
2402 // TODO: avoid enable/disable in back to back uses of the alpha attribute
2403 glEnableVertexAttribArray(alphaSlot);
2404 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2405 }
2406
2407 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize());
2408
2409 if (isAA) {
2410 glDisableVertexAttribArray(alphaSlot);
2411 }
2412
2413 return DrawGlInfo::kStatusDrew;
2414 }
2415
2416 /**
2417 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2418 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in
2419 * screen space in all directions. However, instead of using a fragment shader to compute the
2420 * translucency of the color from its position, we simply use a varying parameter to define how far
2421 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2422 *
2423 * Doesn't yet support joins, caps, or path effects.
2424 */
drawConvexPath(const SkPath & path,SkPaint * paint)2425 status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2426 VertexBuffer vertexBuffer;
2427 // TODO: try clipping large paths to viewport
2428 PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
2429
2430 if (hasLayer()) {
2431 SkRect bounds = path.getBounds();
2432 PathTessellator::expandBoundsForStroke(bounds, paint, false);
2433 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2434 }
2435
2436 return drawVertexBuffer(vertexBuffer, paint);
2437 }
2438
2439 /**
2440 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2441 * and additional geometry for defining an alpha slope perimeter.
2442 *
2443 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2444 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2445 * in-shader alpha region, but found it to be taxing on some GPUs.
2446 *
2447 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2448 * memory transfer by removing need for degenerate vertices.
2449 */
drawLines(float * points,int count,SkPaint * paint)2450 status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2451 if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2452
2453 count &= ~0x3; // round down to nearest four
2454
2455 VertexBuffer buffer;
2456 SkRect bounds;
2457 PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
2458
2459 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2460 return DrawGlInfo::kStatusDone;
2461 }
2462
2463 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2464
2465 bool useOffset = !paint->isAntiAlias();
2466 return drawVertexBuffer(buffer, paint, useOffset);
2467 }
2468
drawPoints(float * points,int count,SkPaint * paint)2469 status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2470 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2471
2472 // TODO: The paint's cap style defines whether the points are square or circular
2473 // TODO: Handle AA for round points
2474
2475 // A stroke width of 0 has a special meaning in Skia:
2476 // it draws an unscaled 1px point
2477 float strokeWidth = paint->getStrokeWidth();
2478 const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2479 if (isHairLine) {
2480 // Now that we know it's hairline, we can set the effective width, to be used later
2481 strokeWidth = 1.0f;
2482 }
2483 const float halfWidth = strokeWidth / 2;
2484
2485 int alpha;
2486 SkXfermode::Mode mode;
2487 getAlphaAndMode(paint, &alpha, &mode);
2488
2489 int verticesCount = count >> 1;
2490 int generatedVerticesCount = 0;
2491
2492 TextureVertex pointsData[verticesCount];
2493 TextureVertex* vertex = &pointsData[0];
2494
2495 // TODO: We should optimize this method to not generate vertices for points
2496 // that lie outside of the clip.
2497 mCaches.enableScissor();
2498
2499 setupDraw();
2500 setupDrawNoTexture();
2501 setupDrawPoint(strokeWidth);
2502 setupDrawColor(paint->getColor(), alpha);
2503 setupDrawColorFilter();
2504 setupDrawShader();
2505 setupDrawBlending(mode);
2506 setupDrawProgram();
2507 setupDrawModelViewIdentity(true);
2508 setupDrawColorUniforms();
2509 setupDrawColorFilterUniforms();
2510 setupDrawPointUniforms();
2511 setupDrawShaderIdentityUniforms();
2512 setupDrawMesh(vertex);
2513
2514 for (int i = 0; i < count; i += 2) {
2515 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2516 generatedVerticesCount++;
2517
2518 float left = points[i] - halfWidth;
2519 float right = points[i] + halfWidth;
2520 float top = points[i + 1] - halfWidth;
2521 float bottom = points [i + 1] + halfWidth;
2522
2523 dirtyLayer(left, top, right, bottom, currentTransform());
2524 }
2525
2526 glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2527
2528 return DrawGlInfo::kStatusDrew;
2529 }
2530
drawColor(int color,SkXfermode::Mode mode)2531 status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2532 // No need to check against the clip, we fill the clip region
2533 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2534
2535 Rect& clip(*mSnapshot->clipRect);
2536 clip.snapToPixelBoundaries();
2537
2538 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2539
2540 return DrawGlInfo::kStatusDrew;
2541 }
2542
drawShape(float left,float top,const PathTexture * texture,SkPaint * paint)2543 status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2544 SkPaint* paint) {
2545 if (!texture) return DrawGlInfo::kStatusDone;
2546 const AutoTexture autoCleanup(texture);
2547
2548 const float x = left + texture->left - texture->offset;
2549 const float y = top + texture->top - texture->offset;
2550
2551 drawPathTexture(texture, x, y, paint);
2552
2553 return DrawGlInfo::kStatusDrew;
2554 }
2555
drawRoundRect(float left,float top,float right,float bottom,float rx,float ry,SkPaint * p)2556 status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2557 float rx, float ry, SkPaint* p) {
2558 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2559 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2560 return DrawGlInfo::kStatusDone;
2561 }
2562
2563 if (p->getPathEffect() != 0) {
2564 mCaches.activeTexture(0);
2565 const PathTexture* texture = mCaches.pathCache.getRoundRect(
2566 right - left, bottom - top, rx, ry, p);
2567 return drawShape(left, top, texture, p);
2568 }
2569
2570 SkPath path;
2571 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2572 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2573 float outset = p->getStrokeWidth() / 2;
2574 rect.outset(outset, outset);
2575 rx += outset;
2576 ry += outset;
2577 }
2578 path.addRoundRect(rect, rx, ry);
2579 return drawConvexPath(path, p);
2580 }
2581
drawCircle(float x,float y,float radius,SkPaint * p)2582 status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2583 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2584 x + radius, y + radius, p) ||
2585 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2586 return DrawGlInfo::kStatusDone;
2587 }
2588 if (p->getPathEffect() != 0) {
2589 mCaches.activeTexture(0);
2590 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2591 return drawShape(x - radius, y - radius, texture, p);
2592 }
2593
2594 SkPath path;
2595 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2596 path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2597 } else {
2598 path.addCircle(x, y, radius);
2599 }
2600 return drawConvexPath(path, p);
2601 }
2602
drawOval(float left,float top,float right,float bottom,SkPaint * p)2603 status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2604 SkPaint* p) {
2605 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2606 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2607 return DrawGlInfo::kStatusDone;
2608 }
2609
2610 if (p->getPathEffect() != 0) {
2611 mCaches.activeTexture(0);
2612 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2613 return drawShape(left, top, texture, p);
2614 }
2615
2616 SkPath path;
2617 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2618 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2619 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2620 }
2621 path.addOval(rect);
2622 return drawConvexPath(path, p);
2623 }
2624
drawArc(float left,float top,float right,float bottom,float startAngle,float sweepAngle,bool useCenter,SkPaint * p)2625 status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2626 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2627 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2628 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2629 return DrawGlInfo::kStatusDone;
2630 }
2631
2632 if (fabs(sweepAngle) >= 360.0f) {
2633 return drawOval(left, top, right, bottom, p);
2634 }
2635
2636 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2637 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2638 mCaches.activeTexture(0);
2639 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2640 startAngle, sweepAngle, useCenter, p);
2641 return drawShape(left, top, texture, p);
2642 }
2643
2644 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2645 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2646 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2647 }
2648
2649 SkPath path;
2650 if (useCenter) {
2651 path.moveTo(rect.centerX(), rect.centerY());
2652 }
2653 path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2654 if (useCenter) {
2655 path.close();
2656 }
2657 return drawConvexPath(path, p);
2658 }
2659
2660 // See SkPaintDefaults.h
2661 #define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2662
drawRect(float left,float top,float right,float bottom,SkPaint * p)2663 status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2664 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2665 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2666 return DrawGlInfo::kStatusDone;
2667 }
2668
2669 if (p->getStyle() != SkPaint::kFill_Style) {
2670 // only fill style is supported by drawConvexPath, since others have to handle joins
2671 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2672 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2673 mCaches.activeTexture(0);
2674 const PathTexture* texture =
2675 mCaches.pathCache.getRect(right - left, bottom - top, p);
2676 return drawShape(left, top, texture, p);
2677 }
2678
2679 SkPath path;
2680 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2681 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2682 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2683 }
2684 path.addRect(rect);
2685 return drawConvexPath(path, p);
2686 }
2687
2688 if (p->isAntiAlias() && !currentTransform().isSimple()) {
2689 SkPath path;
2690 path.addRect(left, top, right, bottom);
2691 return drawConvexPath(path, p);
2692 } else {
2693 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2694 return DrawGlInfo::kStatusDrew;
2695 }
2696 }
2697
drawTextShadow(SkPaint * paint,const char * text,int bytesCount,int count,const float * positions,FontRenderer & fontRenderer,int alpha,SkXfermode::Mode mode,float x,float y)2698 void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2699 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2700 float x, float y) {
2701 mCaches.activeTexture(0);
2702
2703 // NOTE: The drop shadow will not perform gamma correction
2704 // if shader-based correction is enabled
2705 mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2706 const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2707 paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2708 // If the drop shadow exceeds the max texture size or couldn't be
2709 // allocated, skip drawing
2710 if (!shadow) return;
2711 const AutoTexture autoCleanup(shadow);
2712
2713 const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2714 const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2715
2716 const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2717 int shadowColor = mDrawModifiers.mShadowColor;
2718 if (mDrawModifiers.mShader) {
2719 shadowColor = 0xffffffff;
2720 }
2721
2722 setupDraw();
2723 setupDrawWithTexture(true);
2724 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2725 setupDrawColorFilter();
2726 setupDrawShader();
2727 setupDrawBlending(true, mode);
2728 setupDrawProgram();
2729 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2730 setupDrawTexture(shadow->id);
2731 setupDrawPureColorUniforms();
2732 setupDrawColorFilterUniforms();
2733 setupDrawShaderUniforms();
2734 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2735
2736 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2737 }
2738
canSkipText(const SkPaint * paint) const2739 bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2740 float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2741 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2742 }
2743
2744 class TextSetupFunctor: public Functor {
2745 public:
TextSetupFunctor(OpenGLRenderer & renderer,float x,float y,bool pureTranslate,int alpha,SkXfermode::Mode mode,SkPaint * paint)2746 TextSetupFunctor(OpenGLRenderer& renderer, float x, float y, bool pureTranslate,
2747 int alpha, SkXfermode::Mode mode, SkPaint* paint): Functor(),
2748 renderer(renderer), x(x), y(y), pureTranslate(pureTranslate),
2749 alpha(alpha), mode(mode), paint(paint) {
2750 }
~TextSetupFunctor()2751 ~TextSetupFunctor() { }
2752
operator ()(int what,void * data)2753 status_t operator ()(int what, void* data) {
2754 renderer.setupDraw();
2755 renderer.setupDrawTextGamma(paint);
2756 renderer.setupDrawDirtyRegionsDisabled();
2757 renderer.setupDrawWithTexture(true);
2758 renderer.setupDrawAlpha8Color(paint->getColor(), alpha);
2759 renderer.setupDrawColorFilter();
2760 renderer.setupDrawShader();
2761 renderer.setupDrawBlending(true, mode);
2762 renderer.setupDrawProgram();
2763 renderer.setupDrawModelView(x, y, x, y, pureTranslate, true);
2764 // Calling setupDrawTexture with the name 0 will enable the
2765 // uv attributes and increase the texture unit count
2766 // texture binding will be performed by the font renderer as
2767 // needed
2768 renderer.setupDrawTexture(0);
2769 renderer.setupDrawPureColorUniforms();
2770 renderer.setupDrawColorFilterUniforms();
2771 renderer.setupDrawShaderUniforms(pureTranslate);
2772 renderer.setupDrawTextGammaUniforms();
2773
2774 return NO_ERROR;
2775 }
2776
2777 OpenGLRenderer& renderer;
2778 float x;
2779 float y;
2780 bool pureTranslate;
2781 int alpha;
2782 SkXfermode::Mode mode;
2783 SkPaint* paint;
2784 };
2785
drawPosText(const char * text,int bytesCount,int count,const float * positions,SkPaint * paint)2786 status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2787 const float* positions, SkPaint* paint) {
2788 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2789 return DrawGlInfo::kStatusDone;
2790 }
2791
2792 // NOTE: Skia does not support perspective transform on drawPosText yet
2793 if (!currentTransform().isSimple()) {
2794 return DrawGlInfo::kStatusDone;
2795 }
2796
2797 float x = 0.0f;
2798 float y = 0.0f;
2799 const bool pureTranslate = currentTransform().isPureTranslate();
2800 if (pureTranslate) {
2801 x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2802 y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2803 }
2804
2805 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2806 fontRenderer.setFont(paint, mat4::identity());
2807
2808 int alpha;
2809 SkXfermode::Mode mode;
2810 getAlphaAndMode(paint, &alpha, &mode);
2811
2812 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2813 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2814 alpha, mode, 0.0f, 0.0f);
2815 }
2816
2817 // Pick the appropriate texture filtering
2818 bool linearFilter = currentTransform().changesBounds();
2819 if (pureTranslate && !linearFilter) {
2820 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2821 }
2822 fontRenderer.setTextureFiltering(linearFilter);
2823
2824 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2825 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2826
2827 const bool hasActiveLayer = hasLayer();
2828
2829 TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint);
2830 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2831 positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2832 if (hasActiveLayer) {
2833 if (!pureTranslate) {
2834 currentTransform().mapRect(bounds);
2835 }
2836 dirtyLayerUnchecked(bounds, getRegion());
2837 }
2838 }
2839
2840 return DrawGlInfo::kStatusDrew;
2841 }
2842
findBestFontTransform(const mat4 & transform) const2843 mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2844 mat4 fontTransform;
2845 if (CC_LIKELY(transform.isPureTranslate())) {
2846 fontTransform = mat4::identity();
2847 } else {
2848 if (CC_UNLIKELY(transform.isPerspective())) {
2849 fontTransform = mat4::identity();
2850 } else {
2851 float sx, sy;
2852 currentTransform().decomposeScale(sx, sy);
2853 fontTransform.loadScale(sx, sy, 1.0f);
2854 }
2855 }
2856 return fontTransform;
2857 }
2858
drawText(const char * text,int bytesCount,int count,float x,float y,const float * positions,SkPaint * paint,float length,DrawOpMode drawOpMode)2859 status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2860 float x, float y, const float* positions, SkPaint* paint, float length,
2861 DrawOpMode drawOpMode) {
2862
2863 if (drawOpMode == kDrawOpMode_Immediate &&
2864 (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint))) {
2865 return DrawGlInfo::kStatusDone;
2866 }
2867
2868 if (length < 0.0f) length = paint->measureText(text, bytesCount);
2869 switch (paint->getTextAlign()) {
2870 case SkPaint::kCenter_Align:
2871 x -= length / 2.0f;
2872 break;
2873 case SkPaint::kRight_Align:
2874 x -= length;
2875 break;
2876 default:
2877 break;
2878 }
2879
2880 SkPaint::FontMetrics metrics;
2881 paint->getFontMetrics(&metrics, 0.0f);
2882 if (drawOpMode == kDrawOpMode_Immediate) {
2883 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2884 return DrawGlInfo::kStatusDone;
2885 }
2886 } else {
2887 // merged draw operations don't need scissor, but clip should still be valid
2888 mCaches.setScissorEnabled(mScissorOptimizationDisabled);
2889 }
2890
2891 const float oldX = x;
2892 const float oldY = y;
2893
2894 const mat4& transform = currentTransform();
2895 const bool pureTranslate = transform.isPureTranslate();
2896
2897 if (CC_LIKELY(pureTranslate)) {
2898 x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2899 y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2900 }
2901
2902 int alpha;
2903 SkXfermode::Mode mode;
2904 getAlphaAndMode(paint, &alpha, &mode);
2905
2906 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2907
2908 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2909 fontRenderer.setFont(paint, mat4::identity());
2910 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2911 alpha, mode, oldX, oldY);
2912 }
2913
2914 const bool hasActiveLayer = hasLayer();
2915
2916 // We only pass a partial transform to the font renderer. That partial
2917 // matrix defines how glyphs are rasterized. Typically we want glyphs
2918 // to be rasterized at their final size on screen, which means the partial
2919 // matrix needs to take the scale factor into account.
2920 // When a partial matrix is used to transform glyphs during rasterization,
2921 // the mesh is generated with the inverse transform (in the case of scale,
2922 // the mesh is generated at 1.0 / scale for instance.) This allows us to
2923 // apply the full transform matrix at draw time in the vertex shader.
2924 // Applying the full matrix in the shader is the easiest way to handle
2925 // rotation and perspective and allows us to always generated quads in the
2926 // font renderer which greatly simplifies the code, clipping in particular.
2927 mat4 fontTransform = findBestFontTransform(transform);
2928 fontRenderer.setFont(paint, fontTransform);
2929
2930 // Pick the appropriate texture filtering
2931 bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2932 fontRenderer.setTextureFiltering(linearFilter);
2933
2934 // TODO: Implement better clipping for scaled/rotated text
2935 const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect;
2936 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2937
2938 bool status;
2939 TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint);
2940
2941 // don't call issuedrawcommand, do it at end of batch
2942 bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2943 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2944 SkPaint paintCopy(*paint);
2945 paintCopy.setTextAlign(SkPaint::kLeft_Align);
2946 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2947 positions, hasActiveLayer ? &bounds : NULL, &functor, forceFinish);
2948 } else {
2949 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2950 positions, hasActiveLayer ? &bounds : NULL, &functor, forceFinish);
2951 }
2952
2953 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2954 if (!pureTranslate) {
2955 transform.mapRect(bounds);
2956 }
2957 dirtyLayerUnchecked(bounds, getRegion());
2958 }
2959
2960 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2961
2962 return DrawGlInfo::kStatusDrew;
2963 }
2964
drawTextOnPath(const char * text,int bytesCount,int count,SkPath * path,float hOffset,float vOffset,SkPaint * paint)2965 status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2966 float hOffset, float vOffset, SkPaint* paint) {
2967 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2968 return DrawGlInfo::kStatusDone;
2969 }
2970
2971 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2972 fontRenderer.setFont(paint, mat4::identity());
2973 fontRenderer.setTextureFiltering(true);
2974
2975 int alpha;
2976 SkXfermode::Mode mode;
2977 getAlphaAndMode(paint, &alpha, &mode);
2978
2979 setupDraw();
2980 setupDrawTextGamma(paint);
2981 setupDrawDirtyRegionsDisabled();
2982 setupDrawWithTexture(true);
2983 setupDrawAlpha8Color(paint->getColor(), alpha);
2984 setupDrawColorFilter();
2985 setupDrawShader();
2986 setupDrawBlending(true, mode);
2987 setupDrawProgram();
2988 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2989 // Calling setupDrawTexture with the name 0 will enable the
2990 // uv attributes and increase the texture unit count
2991 // texture binding will be performed by the font renderer as
2992 // needed
2993 setupDrawTexture(0);
2994 setupDrawPureColorUniforms();
2995 setupDrawColorFilterUniforms();
2996 setupDrawShaderUniforms(false);
2997 setupDrawTextGammaUniforms();
2998
2999 const Rect* clip = &mSnapshot->getLocalClip();
3000 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
3001
3002 const bool hasActiveLayer = hasLayer();
3003
3004 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
3005 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
3006 if (hasActiveLayer) {
3007 currentTransform().mapRect(bounds);
3008 dirtyLayerUnchecked(bounds, getRegion());
3009 }
3010 }
3011
3012 return DrawGlInfo::kStatusDrew;
3013 }
3014
drawPath(SkPath * path,SkPaint * paint)3015 status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
3016 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
3017
3018 mCaches.activeTexture(0);
3019
3020 const PathTexture* texture = mCaches.pathCache.get(path, paint);
3021 if (!texture) return DrawGlInfo::kStatusDone;
3022 const AutoTexture autoCleanup(texture);
3023
3024 const float x = texture->left - texture->offset;
3025 const float y = texture->top - texture->offset;
3026
3027 drawPathTexture(texture, x, y, paint);
3028
3029 return DrawGlInfo::kStatusDrew;
3030 }
3031
drawLayer(Layer * layer,float x,float y)3032 status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
3033 if (!layer) {
3034 return DrawGlInfo::kStatusDone;
3035 }
3036
3037 mat4* transform = NULL;
3038 if (layer->isTextureLayer()) {
3039 transform = &layer->getTransform();
3040 if (!transform->isIdentity()) {
3041 save(0);
3042 currentTransform().multiply(*transform);
3043 }
3044 }
3045
3046 Rect transformed;
3047 Rect clip;
3048 const bool rejected = quickRejectNoScissor(x, y,
3049 x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip);
3050
3051 if (rejected) {
3052 if (transform && !transform->isIdentity()) {
3053 restore();
3054 }
3055 return DrawGlInfo::kStatusDone;
3056 }
3057
3058 updateLayer(layer, true);
3059
3060 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed));
3061 mCaches.activeTexture(0);
3062
3063 if (CC_LIKELY(!layer->region.isEmpty())) {
3064 SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
3065 mDrawModifiers.mColorFilter = layer->getColorFilter();
3066
3067 if (layer->region.isRect()) {
3068 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3069 composeLayerRect(layer, layer->regionRect));
3070 } else if (layer->mesh) {
3071 const float a = getLayerAlpha(layer);
3072 setupDraw();
3073 setupDrawWithTexture();
3074 setupDrawColor(a, a, a, a);
3075 setupDrawColorFilter();
3076 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
3077 setupDrawProgram();
3078 setupDrawPureColorUniforms();
3079 setupDrawColorFilterUniforms();
3080 setupDrawTexture(layer->getTexture());
3081 if (CC_LIKELY(currentTransform().isPureTranslate())) {
3082 int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
3083 int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
3084
3085 layer->setFilter(GL_NEAREST);
3086 setupDrawModelViewTranslate(tx, ty,
3087 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3088 } else {
3089 layer->setFilter(GL_LINEAR);
3090 setupDrawModelViewTranslate(x, y,
3091 x + layer->layer.getWidth(), y + layer->layer.getHeight());
3092 }
3093 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
3094
3095 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3096 glDrawElements(GL_TRIANGLES, layer->meshElementCount,
3097 GL_UNSIGNED_SHORT, layer->meshIndices));
3098
3099 finishDrawTexture();
3100
3101 #if DEBUG_LAYERS_AS_REGIONS
3102 drawRegionRects(layer->region);
3103 #endif
3104 }
3105
3106 mDrawModifiers.mColorFilter = oldFilter;
3107
3108 if (layer->debugDrawUpdate) {
3109 layer->debugDrawUpdate = false;
3110 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
3111 0x7f00ff00, SkXfermode::kSrcOver_Mode);
3112 }
3113 }
3114 layer->hasDrawnSinceUpdate = true;
3115
3116 if (transform && !transform->isIdentity()) {
3117 restore();
3118 }
3119
3120 return DrawGlInfo::kStatusDrew;
3121 }
3122
3123 ///////////////////////////////////////////////////////////////////////////////
3124 // Shaders
3125 ///////////////////////////////////////////////////////////////////////////////
3126
resetShader()3127 void OpenGLRenderer::resetShader() {
3128 mDrawModifiers.mShader = NULL;
3129 }
3130
setupShader(SkiaShader * shader)3131 void OpenGLRenderer::setupShader(SkiaShader* shader) {
3132 mDrawModifiers.mShader = shader;
3133 if (mDrawModifiers.mShader) {
3134 mDrawModifiers.mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
3135 }
3136 }
3137
3138 ///////////////////////////////////////////////////////////////////////////////
3139 // Color filters
3140 ///////////////////////////////////////////////////////////////////////////////
3141
resetColorFilter()3142 void OpenGLRenderer::resetColorFilter() {
3143 mDrawModifiers.mColorFilter = NULL;
3144 }
3145
setupColorFilter(SkiaColorFilter * filter)3146 void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
3147 mDrawModifiers.mColorFilter = filter;
3148 }
3149
3150 ///////////////////////////////////////////////////////////////////////////////
3151 // Drop shadow
3152 ///////////////////////////////////////////////////////////////////////////////
3153
resetShadow()3154 void OpenGLRenderer::resetShadow() {
3155 mDrawModifiers.mHasShadow = false;
3156 }
3157
setupShadow(float radius,float dx,float dy,int color)3158 void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
3159 mDrawModifiers.mHasShadow = true;
3160 mDrawModifiers.mShadowRadius = radius;
3161 mDrawModifiers.mShadowDx = dx;
3162 mDrawModifiers.mShadowDy = dy;
3163 mDrawModifiers.mShadowColor = color;
3164 }
3165
3166 ///////////////////////////////////////////////////////////////////////////////
3167 // Draw filters
3168 ///////////////////////////////////////////////////////////////////////////////
3169
resetPaintFilter()3170 void OpenGLRenderer::resetPaintFilter() {
3171 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3172 // comparison, see MergingDrawBatch::canMergeWith
3173 mDrawModifiers.mHasDrawFilter = false;
3174 mDrawModifiers.mPaintFilterClearBits = 0;
3175 mDrawModifiers.mPaintFilterSetBits = 0;
3176 }
3177
setupPaintFilter(int clearBits,int setBits)3178 void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3179 mDrawModifiers.mHasDrawFilter = true;
3180 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3181 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3182 }
3183
filterPaint(SkPaint * paint)3184 SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
3185 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3186 return paint;
3187 }
3188
3189 uint32_t flags = paint->getFlags();
3190
3191 mFilteredPaint = *paint;
3192 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3193 mDrawModifiers.mPaintFilterSetBits);
3194
3195 return &mFilteredPaint;
3196 }
3197
3198 ///////////////////////////////////////////////////////////////////////////////
3199 // Drawing implementation
3200 ///////////////////////////////////////////////////////////////////////////////
3201
drawPathTexture(const PathTexture * texture,float x,float y,SkPaint * paint)3202 void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3203 float x, float y, SkPaint* paint) {
3204 if (quickReject(x, y, x + texture->width, y + texture->height)) {
3205 return;
3206 }
3207
3208 int alpha;
3209 SkXfermode::Mode mode;
3210 getAlphaAndMode(paint, &alpha, &mode);
3211
3212 setupDraw();
3213 setupDrawWithTexture(true);
3214 setupDrawAlpha8Color(paint->getColor(), alpha);
3215 setupDrawColorFilter();
3216 setupDrawShader();
3217 setupDrawBlending(true, mode);
3218 setupDrawProgram();
3219 setupDrawModelView(x, y, x + texture->width, y + texture->height);
3220 setupDrawTexture(texture->id);
3221 setupDrawPureColorUniforms();
3222 setupDrawColorFilterUniforms();
3223 setupDrawShaderUniforms();
3224 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3225
3226 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3227
3228 finishDrawTexture();
3229 }
3230
3231 // Same values used by Skia
3232 #define kStdStrikeThru_Offset (-6.0f / 21.0f)
3233 #define kStdUnderline_Offset (1.0f / 9.0f)
3234 #define kStdUnderline_Thickness (1.0f / 18.0f)
3235
drawTextDecorations(const char * text,int bytesCount,float length,float x,float y,SkPaint * paint)3236 void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
3237 float x, float y, SkPaint* paint) {
3238 // Handle underline and strike-through
3239 uint32_t flags = paint->getFlags();
3240 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3241 SkPaint paintCopy(*paint);
3242 float underlineWidth = length;
3243 // If length is > 0.0f, we already measured the text for the text alignment
3244 if (length <= 0.0f) {
3245 underlineWidth = paintCopy.measureText(text, bytesCount);
3246 }
3247
3248 if (CC_LIKELY(underlineWidth > 0.0f)) {
3249 const float textSize = paintCopy.getTextSize();
3250 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3251
3252 const float left = x;
3253 float top = 0.0f;
3254
3255 int linesCount = 0;
3256 if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3257 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3258
3259 const int pointsCount = 4 * linesCount;
3260 float points[pointsCount];
3261 int currentPoint = 0;
3262
3263 if (flags & SkPaint::kUnderlineText_Flag) {
3264 top = y + textSize * kStdUnderline_Offset;
3265 points[currentPoint++] = left;
3266 points[currentPoint++] = top;
3267 points[currentPoint++] = left + underlineWidth;
3268 points[currentPoint++] = top;
3269 }
3270
3271 if (flags & SkPaint::kStrikeThruText_Flag) {
3272 top = y + textSize * kStdStrikeThru_Offset;
3273 points[currentPoint++] = left;
3274 points[currentPoint++] = top;
3275 points[currentPoint++] = left + underlineWidth;
3276 points[currentPoint++] = top;
3277 }
3278
3279 paintCopy.setStrokeWidth(strokeWidth);
3280
3281 drawLines(&points[0], pointsCount, &paintCopy);
3282 }
3283 }
3284 }
3285
drawRects(const float * rects,int count,SkPaint * paint)3286 status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3287 if (mSnapshot->isIgnored()) {
3288 return DrawGlInfo::kStatusDone;
3289 }
3290
3291 int color = paint->getColor();
3292 // If a shader is set, preserve only the alpha
3293 if (mDrawModifiers.mShader) {
3294 color |= 0x00ffffff;
3295 }
3296 SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3297
3298 return drawColorRects(rects, count, color, mode);
3299 }
3300
drawColorRects(const float * rects,int count,int color,SkXfermode::Mode mode,bool ignoreTransform,bool dirty,bool clip)3301 status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3302 SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3303 if (count == 0) {
3304 return DrawGlInfo::kStatusDone;
3305 }
3306
3307 float left = FLT_MAX;
3308 float top = FLT_MAX;
3309 float right = FLT_MIN;
3310 float bottom = FLT_MIN;
3311
3312 int vertexCount = 0;
3313 Vertex mesh[count * 6];
3314 Vertex* vertex = mesh;
3315
3316 for (int index = 0; index < count; index += 4) {
3317 float l = rects[index + 0];
3318 float t = rects[index + 1];
3319 float r = rects[index + 2];
3320 float b = rects[index + 3];
3321
3322 Vertex::set(vertex++, l, b);
3323 Vertex::set(vertex++, l, t);
3324 Vertex::set(vertex++, r, t);
3325 Vertex::set(vertex++, l, b);
3326 Vertex::set(vertex++, r, t);
3327 Vertex::set(vertex++, r, b);
3328
3329 vertexCount += 6;
3330
3331 left = fminf(left, l);
3332 top = fminf(top, t);
3333 right = fmaxf(right, r);
3334 bottom = fmaxf(bottom, b);
3335 }
3336
3337 if (clip && quickReject(left, top, right, bottom)) {
3338 return DrawGlInfo::kStatusDone;
3339 }
3340
3341 setupDraw();
3342 setupDrawNoTexture();
3343 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3344 setupDrawShader();
3345 setupDrawColorFilter();
3346 setupDrawBlending(mode);
3347 setupDrawProgram();
3348 setupDrawDirtyRegionsDisabled();
3349 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true);
3350 setupDrawColorUniforms();
3351 setupDrawShaderUniforms();
3352 setupDrawColorFilterUniforms();
3353 setupDrawVertices((GLvoid*) &mesh[0].position[0]);
3354
3355 if (dirty && hasLayer()) {
3356 dirtyLayer(left, top, right, bottom, currentTransform());
3357 }
3358
3359 glDrawArrays(GL_TRIANGLES, 0, vertexCount);
3360
3361 return DrawGlInfo::kStatusDrew;
3362 }
3363
drawColorRect(float left,float top,float right,float bottom,int color,SkXfermode::Mode mode,bool ignoreTransform)3364 void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3365 int color, SkXfermode::Mode mode, bool ignoreTransform) {
3366 // If a shader is set, preserve only the alpha
3367 if (mDrawModifiers.mShader) {
3368 color |= 0x00ffffff;
3369 }
3370
3371 setupDraw();
3372 setupDrawNoTexture();
3373 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3374 setupDrawShader();
3375 setupDrawColorFilter();
3376 setupDrawBlending(mode);
3377 setupDrawProgram();
3378 setupDrawModelView(left, top, right, bottom, ignoreTransform);
3379 setupDrawColorUniforms();
3380 setupDrawShaderUniforms(ignoreTransform);
3381 setupDrawColorFilterUniforms();
3382 setupDrawSimpleMesh();
3383
3384 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3385 }
3386
drawTextureRect(float left,float top,float right,float bottom,Texture * texture,SkPaint * paint)3387 void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3388 Texture* texture, SkPaint* paint) {
3389 int alpha;
3390 SkXfermode::Mode mode;
3391 getAlphaAndMode(paint, &alpha, &mode);
3392
3393 texture->setWrap(GL_CLAMP_TO_EDGE, true);
3394
3395 if (CC_LIKELY(currentTransform().isPureTranslate())) {
3396 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
3397 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
3398
3399 texture->setFilter(GL_NEAREST, true);
3400 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3401 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
3402 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
3403 } else {
3404 texture->setFilter(FILTER(paint), true);
3405 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3406 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
3407 GL_TRIANGLE_STRIP, gMeshCount);
3408 }
3409 }
3410
drawTextureRect(float left,float top,float right,float bottom,GLuint texture,float alpha,SkXfermode::Mode mode,bool blend)3411 void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3412 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3413 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3414 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3415 }
3416
drawTextureMesh(float left,float top,float right,float bottom,GLuint texture,float alpha,SkXfermode::Mode mode,bool blend,GLvoid * vertices,GLvoid * texCoords,GLenum drawMode,GLsizei elementsCount,bool swapSrcDst,bool ignoreTransform,GLuint vbo,bool ignoreScale,bool dirty)3417 void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3418 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3419 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3420 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3421
3422 setupDraw();
3423 setupDrawWithTexture();
3424 setupDrawColor(alpha, alpha, alpha, alpha);
3425 setupDrawColorFilter();
3426 setupDrawBlending(blend, mode, swapSrcDst);
3427 setupDrawProgram();
3428 if (!dirty) setupDrawDirtyRegionsDisabled();
3429 if (!ignoreScale) {
3430 setupDrawModelView(left, top, right, bottom, ignoreTransform);
3431 } else {
3432 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3433 }
3434 setupDrawTexture(texture);
3435 setupDrawPureColorUniforms();
3436 setupDrawColorFilterUniforms();
3437 setupDrawMesh(vertices, texCoords, vbo);
3438
3439 glDrawArrays(drawMode, 0, elementsCount);
3440
3441 finishDrawTexture();
3442 }
3443
drawAlpha8TextureMesh(float left,float top,float right,float bottom,GLuint texture,bool hasColor,int color,int alpha,SkXfermode::Mode mode,GLvoid * vertices,GLvoid * texCoords,GLenum drawMode,GLsizei elementsCount,bool ignoreTransform,bool ignoreScale,bool dirty)3444 void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3445 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3446 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3447 bool ignoreTransform, bool ignoreScale, bool dirty) {
3448
3449 setupDraw();
3450 setupDrawWithTexture(true);
3451 if (hasColor) {
3452 setupDrawAlpha8Color(color, alpha);
3453 }
3454 setupDrawColorFilter();
3455 setupDrawShader();
3456 setupDrawBlending(true, mode);
3457 setupDrawProgram();
3458 if (!dirty) setupDrawDirtyRegionsDisabled();
3459 if (!ignoreScale) {
3460 setupDrawModelView(left, top, right, bottom, ignoreTransform);
3461 } else {
3462 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3463 }
3464 setupDrawTexture(texture);
3465 setupDrawPureColorUniforms();
3466 setupDrawColorFilterUniforms();
3467 setupDrawShaderUniforms();
3468 setupDrawMesh(vertices, texCoords);
3469
3470 glDrawArrays(drawMode, 0, elementsCount);
3471
3472 finishDrawTexture();
3473 }
3474
chooseBlending(bool blend,SkXfermode::Mode mode,ProgramDescription & description,bool swapSrcDst)3475 void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3476 ProgramDescription& description, bool swapSrcDst) {
3477 blend = blend || mode != SkXfermode::kSrcOver_Mode;
3478
3479 if (blend) {
3480 // These blend modes are not supported by OpenGL directly and have
3481 // to be implemented using shaders. Since the shader will perform
3482 // the blending, turn blending off here
3483 // If the blend mode cannot be implemented using shaders, fall
3484 // back to the default SrcOver blend mode instead
3485 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3486 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3487 description.framebufferMode = mode;
3488 description.swapSrcDst = swapSrcDst;
3489
3490 if (mCaches.blend) {
3491 glDisable(GL_BLEND);
3492 mCaches.blend = false;
3493 }
3494
3495 return;
3496 } else {
3497 mode = SkXfermode::kSrcOver_Mode;
3498 }
3499 }
3500
3501 if (!mCaches.blend) {
3502 glEnable(GL_BLEND);
3503 }
3504
3505 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3506 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3507
3508 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3509 glBlendFunc(sourceMode, destMode);
3510 mCaches.lastSrcMode = sourceMode;
3511 mCaches.lastDstMode = destMode;
3512 }
3513 } else if (mCaches.blend) {
3514 glDisable(GL_BLEND);
3515 }
3516 mCaches.blend = blend;
3517 }
3518
useProgram(Program * program)3519 bool OpenGLRenderer::useProgram(Program* program) {
3520 if (!program->isInUse()) {
3521 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3522 program->use();
3523 mCaches.currentProgram = program;
3524 return false;
3525 }
3526 return true;
3527 }
3528
resetDrawTextureTexCoords(float u1,float v1,float u2,float v2)3529 void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3530 TextureVertex* v = &mMeshVertices[0];
3531 TextureVertex::setUV(v++, u1, v1);
3532 TextureVertex::setUV(v++, u2, v1);
3533 TextureVertex::setUV(v++, u1, v2);
3534 TextureVertex::setUV(v++, u2, v2);
3535 }
3536
getAlphaAndMode(SkPaint * paint,int * alpha,SkXfermode::Mode * mode) const3537 void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3538 getAlphaAndModeDirect(paint, alpha, mode);
3539 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3540 // if drawing a layer, ignore the paint's alpha
3541 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3542 }
3543 *alpha *= mSnapshot->alpha;
3544 }
3545
getLayerAlpha(Layer * layer) const3546 float OpenGLRenderer::getLayerAlpha(Layer* layer) const {
3547 float alpha;
3548 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3549 alpha = mDrawModifiers.mOverrideLayerAlpha;
3550 } else {
3551 alpha = layer->getAlpha() / 255.0f;
3552 }
3553 return alpha * mSnapshot->alpha;
3554 }
3555
3556 }; // namespace uirenderer
3557 }; // namespace android
3558