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1 /*
2  * Copyright (C) 2010 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 #define LOG_TAG "OpenGLRenderer"
18 
19 #include <stdlib.h>
20 #include <stdint.h>
21 #include <sys/types.h>
22 
23 #include <SkCanvas.h>
24 #include <SkTypeface.h>
25 
26 #include <utils/Log.h>
27 #include <utils/StopWatch.h>
28 
29 #include <private/hwui/DrawGlInfo.h>
30 
31 #include <ui/Rect.h>
32 
33 #include "OpenGLRenderer.h"
34 #include "DeferredDisplayList.h"
35 #include "DisplayListRenderer.h"
36 #include "Fence.h"
37 #include "PathTessellator.h"
38 #include "Properties.h"
39 #include "Vector.h"
40 
41 namespace android {
42 namespace uirenderer {
43 
44 ///////////////////////////////////////////////////////////////////////////////
45 // Defines
46 ///////////////////////////////////////////////////////////////////////////////
47 
48 #define RAD_TO_DEG (180.0f / 3.14159265f)
49 #define MIN_ANGLE 0.001f
50 
51 #define ALPHA_THRESHOLD 0
52 
53 #define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
54 
55 ///////////////////////////////////////////////////////////////////////////////
56 // Globals
57 ///////////////////////////////////////////////////////////////////////////////
58 
59 /**
60  * Structure mapping Skia xfermodes to OpenGL blending factors.
61  */
62 struct Blender {
63     SkXfermode::Mode mode;
64     GLenum src;
65     GLenum dst;
66 }; // struct Blender
67 
68 // In this array, the index of each Blender equals the value of the first
69 // entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
70 static const Blender gBlends[] = {
71     { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
72     { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
73     { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
74     { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
75     { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
76     { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
77     { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
78     { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
79     { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
80     { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
81     { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
82     { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
83     { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
84     { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
85     { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
86 };
87 
88 // This array contains the swapped version of each SkXfermode. For instance
89 // this array's SrcOver blending mode is actually DstOver. You can refer to
90 // createLayer() for more information on the purpose of this array.
91 static const Blender gBlendsSwap[] = {
92     { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
93     { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
94     { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
95     { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
96     { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
97     { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
98     { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
99     { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
100     { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
101     { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
102     { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
103     { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
104     { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
105     { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
106     { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
107 };
108 
109 ///////////////////////////////////////////////////////////////////////////////
110 // Functions
111 ///////////////////////////////////////////////////////////////////////////////
112 
113 template<typename T>
min(T a,T b)114 static inline T min(T a, T b) {
115     return a < b ? a : b;
116 }
117 
118 ///////////////////////////////////////////////////////////////////////////////
119 // Constructors/destructor
120 ///////////////////////////////////////////////////////////////////////////////
121 
OpenGLRenderer()122 OpenGLRenderer::OpenGLRenderer():
123         mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) {
124     // *set* draw modifiers to be 0
125     memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
126     mDrawModifiers.mOverrideLayerAlpha = 1.0f;
127 
128     memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
129 
130     mFirstSnapshot = new Snapshot;
131     mFrameStarted = false;
132     mCountOverdraw = false;
133 
134     mScissorOptimizationDisabled = false;
135 }
136 
~OpenGLRenderer()137 OpenGLRenderer::~OpenGLRenderer() {
138     // The context has already been destroyed at this point, do not call
139     // GL APIs. All GL state should be kept in Caches.h
140 }
141 
initProperties()142 void OpenGLRenderer::initProperties() {
143     char property[PROPERTY_VALUE_MAX];
144     if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
145         mScissorOptimizationDisabled = !strcasecmp(property, "true");
146         INIT_LOGD("  Scissor optimization %s",
147                 mScissorOptimizationDisabled ? "disabled" : "enabled");
148     } else {
149         INIT_LOGD("  Scissor optimization enabled");
150     }
151 }
152 
153 ///////////////////////////////////////////////////////////////////////////////
154 // Setup
155 ///////////////////////////////////////////////////////////////////////////////
156 
setName(const char * name)157 void OpenGLRenderer::setName(const char* name) {
158     if (name) {
159         mName.setTo(name);
160     } else {
161         mName.clear();
162     }
163 }
164 
getName() const165 const char* OpenGLRenderer::getName() const {
166     return mName.string();
167 }
168 
isDeferred()169 bool OpenGLRenderer::isDeferred() {
170     return false;
171 }
172 
setViewport(int width,int height)173 void OpenGLRenderer::setViewport(int width, int height) {
174     initViewport(width, height);
175 
176     glDisable(GL_DITHER);
177     glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
178 
179     glEnableVertexAttribArray(Program::kBindingPosition);
180 }
181 
initViewport(int width,int height)182 void OpenGLRenderer::initViewport(int width, int height) {
183     mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
184 
185     mWidth = width;
186     mHeight = height;
187 
188     mFirstSnapshot->height = height;
189     mFirstSnapshot->viewport.set(0, 0, width, height);
190 }
191 
setupFrameState(float left,float top,float right,float bottom,bool opaque)192 void OpenGLRenderer::setupFrameState(float left, float top,
193         float right, float bottom, bool opaque) {
194     mCaches.clearGarbage();
195 
196     mOpaque = opaque;
197     mSnapshot = new Snapshot(mFirstSnapshot,
198             SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
199     mSnapshot->fbo = getTargetFbo();
200     mSaveCount = 1;
201 
202     mSnapshot->setClip(left, top, right, bottom);
203     mTilingClip.set(left, top, right, bottom);
204 }
205 
startFrame()206 status_t OpenGLRenderer::startFrame() {
207     if (mFrameStarted) return DrawGlInfo::kStatusDone;
208     mFrameStarted = true;
209 
210     mDirtyClip = true;
211 
212     discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
213 
214     glViewport(0, 0, mWidth, mHeight);
215 
216     // Functors break the tiling extension in pretty spectacular ways
217     // This ensures we don't use tiling when a functor is going to be
218     // invoked during the frame
219     mSuppressTiling = mCaches.hasRegisteredFunctors();
220 
221     startTiling(mSnapshot, true);
222 
223     debugOverdraw(true, true);
224 
225     return clear(mTilingClip.left, mTilingClip.top,
226             mTilingClip.right, mTilingClip.bottom, mOpaque);
227 }
228 
prepare(bool opaque)229 status_t OpenGLRenderer::prepare(bool opaque) {
230     return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
231 }
232 
prepareDirty(float left,float top,float right,float bottom,bool opaque)233 status_t OpenGLRenderer::prepareDirty(float left, float top,
234         float right, float bottom, bool opaque) {
235 
236     setupFrameState(left, top, right, bottom, opaque);
237 
238     // Layer renderers will start the frame immediately
239     // The framebuffer renderer will first defer the display list
240     // for each layer and wait until the first drawing command
241     // to start the frame
242     if (mSnapshot->fbo == 0) {
243         syncState();
244         updateLayers();
245     } else {
246         return startFrame();
247     }
248 
249     return DrawGlInfo::kStatusDone;
250 }
251 
discardFramebuffer(float left,float top,float right,float bottom)252 void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
253     // If we know that we are going to redraw the entire framebuffer,
254     // perform a discard to let the driver know we don't need to preserve
255     // the back buffer for this frame.
256     if (mExtensions.hasDiscardFramebuffer() &&
257             left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
258         const bool isFbo = getTargetFbo() == 0;
259         const GLenum attachments[] = {
260                 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
261                 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
262         glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
263     }
264 }
265 
clear(float left,float top,float right,float bottom,bool opaque)266 status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
267     if (!opaque || mCountOverdraw) {
268         mCaches.enableScissor();
269         mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
270         glClear(GL_COLOR_BUFFER_BIT);
271         return DrawGlInfo::kStatusDrew;
272     }
273 
274     mCaches.resetScissor();
275     return DrawGlInfo::kStatusDone;
276 }
277 
syncState()278 void OpenGLRenderer::syncState() {
279     if (mCaches.blend) {
280         glEnable(GL_BLEND);
281     } else {
282         glDisable(GL_BLEND);
283     }
284 }
285 
startTiling(const sp<Snapshot> & s,bool opaque)286 void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
287     if (!mSuppressTiling) {
288         Rect* clip = &mTilingClip;
289         if (s->flags & Snapshot::kFlagFboTarget) {
290             clip = &(s->layer->clipRect);
291         }
292 
293         startTiling(*clip, s->height, opaque);
294     }
295 }
296 
startTiling(const Rect & clip,int windowHeight,bool opaque)297 void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
298     if (!mSuppressTiling) {
299         mCaches.startTiling(clip.left, windowHeight - clip.bottom,
300                 clip.right - clip.left, clip.bottom - clip.top, opaque);
301     }
302 }
303 
endTiling()304 void OpenGLRenderer::endTiling() {
305     if (!mSuppressTiling) mCaches.endTiling();
306 }
307 
finish()308 void OpenGLRenderer::finish() {
309     renderOverdraw();
310     endTiling();
311 
312     // When finish() is invoked on FBO 0 we've reached the end
313     // of the current frame
314     if (getTargetFbo() == 0) {
315         mCaches.pathCache.trim();
316     }
317 
318     if (!suppressErrorChecks()) {
319 #if DEBUG_OPENGL
320         GLenum status = GL_NO_ERROR;
321         while ((status = glGetError()) != GL_NO_ERROR) {
322             ALOGD("GL error from OpenGLRenderer: 0x%x", status);
323             switch (status) {
324                 case GL_INVALID_ENUM:
325                     ALOGE("  GL_INVALID_ENUM");
326                     break;
327                 case GL_INVALID_VALUE:
328                     ALOGE("  GL_INVALID_VALUE");
329                     break;
330                 case GL_INVALID_OPERATION:
331                     ALOGE("  GL_INVALID_OPERATION");
332                     break;
333                 case GL_OUT_OF_MEMORY:
334                     ALOGE("  Out of memory!");
335                     break;
336             }
337         }
338 #endif
339 
340 #if DEBUG_MEMORY_USAGE
341         mCaches.dumpMemoryUsage();
342 #else
343         if (mCaches.getDebugLevel() & kDebugMemory) {
344             mCaches.dumpMemoryUsage();
345         }
346 #endif
347     }
348 
349     if (mCountOverdraw) {
350         countOverdraw();
351     }
352 
353     mFrameStarted = false;
354 }
355 
interrupt()356 void OpenGLRenderer::interrupt() {
357     if (mCaches.currentProgram) {
358         if (mCaches.currentProgram->isInUse()) {
359             mCaches.currentProgram->remove();
360             mCaches.currentProgram = NULL;
361         }
362     }
363     mCaches.resetActiveTexture();
364     mCaches.unbindMeshBuffer();
365     mCaches.unbindIndicesBuffer();
366     mCaches.resetVertexPointers();
367     mCaches.disableTexCoordsVertexArray();
368     debugOverdraw(false, false);
369 }
370 
resume()371 void OpenGLRenderer::resume() {
372     sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
373     glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
374     glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
375     debugOverdraw(true, false);
376 
377     glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
378 
379     mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
380     mCaches.enableScissor();
381     mCaches.resetScissor();
382     dirtyClip();
383 
384     mCaches.activeTexture(0);
385     mCaches.resetBoundTextures();
386 
387     mCaches.blend = true;
388     glEnable(GL_BLEND);
389     glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
390     glBlendEquation(GL_FUNC_ADD);
391 }
392 
resumeAfterLayer()393 void OpenGLRenderer::resumeAfterLayer() {
394     sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
395     glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
396     glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
397     debugOverdraw(true, false);
398 
399     mCaches.resetScissor();
400     dirtyClip();
401 }
402 
detachFunctor(Functor * functor)403 void OpenGLRenderer::detachFunctor(Functor* functor) {
404     mFunctors.remove(functor);
405 }
406 
attachFunctor(Functor * functor)407 void OpenGLRenderer::attachFunctor(Functor* functor) {
408     mFunctors.add(functor);
409 }
410 
invokeFunctors(Rect & dirty)411 status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
412     status_t result = DrawGlInfo::kStatusDone;
413     size_t count = mFunctors.size();
414 
415     if (count > 0) {
416         interrupt();
417         SortedVector<Functor*> functors(mFunctors);
418         mFunctors.clear();
419 
420         DrawGlInfo info;
421         info.clipLeft = 0;
422         info.clipTop = 0;
423         info.clipRight = 0;
424         info.clipBottom = 0;
425         info.isLayer = false;
426         info.width = 0;
427         info.height = 0;
428         memset(info.transform, 0, sizeof(float) * 16);
429 
430         for (size_t i = 0; i < count; i++) {
431             Functor* f = functors.itemAt(i);
432             result |= (*f)(DrawGlInfo::kModeProcess, &info);
433 
434             if (result & DrawGlInfo::kStatusDraw) {
435                 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
436                 dirty.unionWith(localDirty);
437             }
438 
439             if (result & DrawGlInfo::kStatusInvoke) {
440                 mFunctors.add(f);
441             }
442         }
443         resume();
444     }
445 
446     return result;
447 }
448 
callDrawGLFunction(Functor * functor,Rect & dirty)449 status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
450     if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
451 
452     detachFunctor(functor);
453 
454 
455     Rect clip(*mSnapshot->clipRect);
456     clip.snapToPixelBoundaries();
457 
458     // Since we don't know what the functor will draw, let's dirty
459     // tne entire clip region
460     if (hasLayer()) {
461         dirtyLayerUnchecked(clip, getRegion());
462     }
463 
464     DrawGlInfo info;
465     info.clipLeft = clip.left;
466     info.clipTop = clip.top;
467     info.clipRight = clip.right;
468     info.clipBottom = clip.bottom;
469     info.isLayer = hasLayer();
470     info.width = getSnapshot()->viewport.getWidth();
471     info.height = getSnapshot()->height;
472     getSnapshot()->transform->copyTo(&info.transform[0]);
473 
474     bool dirtyClip = mDirtyClip;
475     // setup GL state for functor
476     if (mDirtyClip) {
477         setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
478     }
479     if (mCaches.enableScissor() || dirtyClip) {
480         setScissorFromClip();
481     }
482     interrupt();
483 
484     // call functor immediately after GL state setup
485     status_t result = (*functor)(DrawGlInfo::kModeDraw, &info);
486 
487     if (result != DrawGlInfo::kStatusDone) {
488         Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
489         dirty.unionWith(localDirty);
490 
491         if (result & DrawGlInfo::kStatusInvoke) {
492             mFunctors.add(functor);
493         }
494     }
495 
496     resume();
497     return result | DrawGlInfo::kStatusDrew;
498 }
499 
500 ///////////////////////////////////////////////////////////////////////////////
501 // Debug
502 ///////////////////////////////////////////////////////////////////////////////
503 
eventMark(const char * name) const504 void OpenGLRenderer::eventMark(const char* name) const {
505     mCaches.eventMark(0, name);
506 }
507 
startMark(const char * name) const508 void OpenGLRenderer::startMark(const char* name) const {
509     mCaches.startMark(0, name);
510 }
511 
endMark() const512 void OpenGLRenderer::endMark() const {
513     mCaches.endMark();
514 }
515 
debugOverdraw(bool enable,bool clear)516 void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
517     if (mCaches.debugOverdraw && getTargetFbo() == 0) {
518         if (clear) {
519             mCaches.disableScissor();
520             mCaches.stencil.clear();
521         }
522         if (enable) {
523             mCaches.stencil.enableDebugWrite();
524         } else {
525             mCaches.stencil.disable();
526         }
527     }
528 }
529 
renderOverdraw()530 void OpenGLRenderer::renderOverdraw() {
531     if (mCaches.debugOverdraw && getTargetFbo() == 0) {
532         const Rect* clip = &mTilingClip;
533 
534         mCaches.enableScissor();
535         mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom,
536                 clip->right - clip->left, clip->bottom - clip->top);
537 
538         // 1x overdraw
539         mCaches.stencil.enableDebugTest(2);
540         drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
541 
542         // 2x overdraw
543         mCaches.stencil.enableDebugTest(3);
544         drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
545 
546         // 3x overdraw
547         mCaches.stencil.enableDebugTest(4);
548         drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
549 
550         // 4x overdraw and higher
551         mCaches.stencil.enableDebugTest(4, true);
552         drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
553 
554         mCaches.stencil.disable();
555     }
556 }
557 
countOverdraw()558 void OpenGLRenderer::countOverdraw() {
559     size_t count = mWidth * mHeight;
560     uint32_t* buffer = new uint32_t[count];
561     glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
562 
563     size_t total = 0;
564     for (size_t i = 0; i < count; i++) {
565         total += buffer[i] & 0xff;
566     }
567 
568     mOverdraw = total / float(count);
569 
570     delete[] buffer;
571 }
572 
573 ///////////////////////////////////////////////////////////////////////////////
574 // Layers
575 ///////////////////////////////////////////////////////////////////////////////
576 
updateLayer(Layer * layer,bool inFrame)577 bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
578     if (layer->deferredUpdateScheduled && layer->renderer &&
579             layer->displayList && layer->displayList->isRenderable()) {
580         ATRACE_CALL();
581 
582         Rect& dirty = layer->dirtyRect;
583 
584         if (inFrame) {
585             endTiling();
586             debugOverdraw(false, false);
587         }
588 
589         if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
590             layer->render();
591         } else {
592             layer->defer();
593         }
594 
595         if (inFrame) {
596             resumeAfterLayer();
597             startTiling(mSnapshot);
598         }
599 
600         layer->debugDrawUpdate = mCaches.debugLayersUpdates;
601         layer->hasDrawnSinceUpdate = false;
602 
603         return true;
604     }
605 
606     return false;
607 }
608 
updateLayers()609 void OpenGLRenderer::updateLayers() {
610     // If draw deferring is enabled this method will simply defer
611     // the display list of each individual layer. The layers remain
612     // in the layer updates list which will be cleared by flushLayers().
613     int count = mLayerUpdates.size();
614     if (count > 0) {
615         if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
616             startMark("Layer Updates");
617         } else {
618             startMark("Defer Layer Updates");
619         }
620 
621         // Note: it is very important to update the layers in order
622         for (int i = 0; i < count; i++) {
623             Layer* layer = mLayerUpdates.itemAt(i);
624             updateLayer(layer, false);
625             if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
626                 mCaches.resourceCache.decrementRefcount(layer);
627             }
628         }
629 
630         if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
631             mLayerUpdates.clear();
632             glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
633         }
634         endMark();
635     }
636 }
637 
flushLayers()638 void OpenGLRenderer::flushLayers() {
639     int count = mLayerUpdates.size();
640     if (count > 0) {
641         startMark("Apply Layer Updates");
642         char layerName[12];
643 
644         // Note: it is very important to update the layers in order
645         for (int i = 0; i < count; i++) {
646             sprintf(layerName, "Layer #%d", i);
647             startMark(layerName);
648 
649             ATRACE_BEGIN("flushLayer");
650             Layer* layer = mLayerUpdates.itemAt(i);
651             layer->flush();
652             ATRACE_END();
653 
654             mCaches.resourceCache.decrementRefcount(layer);
655 
656             endMark();
657         }
658 
659         mLayerUpdates.clear();
660         glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
661 
662         endMark();
663     }
664 }
665 
pushLayerUpdate(Layer * layer)666 void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
667     if (layer) {
668         // Make sure we don't introduce duplicates.
669         // SortedVector would do this automatically but we need to respect
670         // the insertion order. The linear search is not an issue since
671         // this list is usually very short (typically one item, at most a few)
672         for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
673             if (mLayerUpdates.itemAt(i) == layer) {
674                 return;
675             }
676         }
677         mLayerUpdates.push_back(layer);
678         mCaches.resourceCache.incrementRefcount(layer);
679     }
680 }
681 
cancelLayerUpdate(Layer * layer)682 void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
683     if (layer) {
684         for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
685             if (mLayerUpdates.itemAt(i) == layer) {
686                 mLayerUpdates.removeAt(i);
687                 mCaches.resourceCache.decrementRefcount(layer);
688                 break;
689             }
690         }
691     }
692 }
693 
clearLayerUpdates()694 void OpenGLRenderer::clearLayerUpdates() {
695     size_t count = mLayerUpdates.size();
696     if (count > 0) {
697         mCaches.resourceCache.lock();
698         for (size_t i = 0; i < count; i++) {
699             mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
700         }
701         mCaches.resourceCache.unlock();
702         mLayerUpdates.clear();
703     }
704 }
705 
flushLayerUpdates()706 void OpenGLRenderer::flushLayerUpdates() {
707     syncState();
708     updateLayers();
709     flushLayers();
710     // Wait for all the layer updates to be executed
711     AutoFence fence;
712 }
713 
714 ///////////////////////////////////////////////////////////////////////////////
715 // State management
716 ///////////////////////////////////////////////////////////////////////////////
717 
getSaveCount() const718 int OpenGLRenderer::getSaveCount() const {
719     return mSaveCount;
720 }
721 
save(int flags)722 int OpenGLRenderer::save(int flags) {
723     return saveSnapshot(flags);
724 }
725 
restore()726 void OpenGLRenderer::restore() {
727     if (mSaveCount > 1) {
728         restoreSnapshot();
729     }
730 }
731 
restoreToCount(int saveCount)732 void OpenGLRenderer::restoreToCount(int saveCount) {
733     if (saveCount < 1) saveCount = 1;
734 
735     while (mSaveCount > saveCount) {
736         restoreSnapshot();
737     }
738 }
739 
saveSnapshot(int flags)740 int OpenGLRenderer::saveSnapshot(int flags) {
741     mSnapshot = new Snapshot(mSnapshot, flags);
742     return mSaveCount++;
743 }
744 
restoreSnapshot()745 bool OpenGLRenderer::restoreSnapshot() {
746     bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
747     bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
748     bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
749 
750     sp<Snapshot> current = mSnapshot;
751     sp<Snapshot> previous = mSnapshot->previous;
752 
753     if (restoreOrtho) {
754         Rect& r = previous->viewport;
755         glViewport(r.left, r.top, r.right, r.bottom);
756         mOrthoMatrix.load(current->orthoMatrix);
757     }
758 
759     mSaveCount--;
760     mSnapshot = previous;
761 
762     if (restoreClip) {
763         dirtyClip();
764     }
765 
766     if (restoreLayer) {
767         endMark(); // Savelayer
768         startMark("ComposeLayer");
769         composeLayer(current, previous);
770         endMark();
771     }
772 
773     return restoreClip;
774 }
775 
776 ///////////////////////////////////////////////////////////////////////////////
777 // Layers
778 ///////////////////////////////////////////////////////////////////////////////
779 
saveLayer(float left,float top,float right,float bottom,int alpha,SkXfermode::Mode mode,int flags)780 int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
781         int alpha, SkXfermode::Mode mode, int flags) {
782     const GLuint previousFbo = mSnapshot->fbo;
783     const int count = saveSnapshot(flags);
784 
785     if (!mSnapshot->isIgnored()) {
786         createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
787     }
788 
789     return count;
790 }
791 
calculateLayerBoundsAndClip(Rect & bounds,Rect & clip,bool fboLayer)792 void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
793     const Rect untransformedBounds(bounds);
794 
795     currentTransform().mapRect(bounds);
796 
797     // Layers only make sense if they are in the framebuffer's bounds
798     if (bounds.intersect(*mSnapshot->clipRect)) {
799         // We cannot work with sub-pixels in this case
800         bounds.snapToPixelBoundaries();
801 
802         // When the layer is not an FBO, we may use glCopyTexImage so we
803         // need to make sure the layer does not extend outside the bounds
804         // of the framebuffer
805         if (!bounds.intersect(mSnapshot->previous->viewport)) {
806             bounds.setEmpty();
807         } else if (fboLayer) {
808             clip.set(bounds);
809             mat4 inverse;
810             inverse.loadInverse(currentTransform());
811             inverse.mapRect(clip);
812             clip.snapToPixelBoundaries();
813             if (clip.intersect(untransformedBounds)) {
814                 clip.translate(-untransformedBounds.left, -untransformedBounds.top);
815                 bounds.set(untransformedBounds);
816             } else {
817                 clip.setEmpty();
818             }
819         }
820     } else {
821         bounds.setEmpty();
822     }
823 }
824 
updateSnapshotIgnoreForLayer(const Rect & bounds,const Rect & clip,bool fboLayer,int alpha)825 void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
826         bool fboLayer, int alpha) {
827     if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
828             bounds.getHeight() > mCaches.maxTextureSize ||
829             (fboLayer && clip.isEmpty())) {
830         mSnapshot->empty = fboLayer;
831     } else {
832         mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
833     }
834 }
835 
saveLayerDeferred(float left,float top,float right,float bottom,int alpha,SkXfermode::Mode mode,int flags)836 int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
837         int alpha, SkXfermode::Mode mode, int flags) {
838     const GLuint previousFbo = mSnapshot->fbo;
839     const int count = saveSnapshot(flags);
840 
841     if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
842         // initialize the snapshot as though it almost represents an FBO layer so deferred draw
843         // operations will be able to store and restore the current clip and transform info, and
844         // quick rejection will be correct (for display lists)
845 
846         Rect bounds(left, top, right, bottom);
847         Rect clip;
848         calculateLayerBoundsAndClip(bounds, clip, true);
849         updateSnapshotIgnoreForLayer(bounds, clip, true, alpha);
850 
851         if (!mSnapshot->isIgnored()) {
852             mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
853             mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
854             mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
855         }
856     }
857 
858     return count;
859 }
860 
861 
862 /**
863  * Layers are viewed by Skia are slightly different than layers in image editing
864  * programs (for instance.) When a layer is created, previously created layers
865  * and the frame buffer still receive every drawing command. For instance, if a
866  * layer is created and a shape intersecting the bounds of the layers and the
867  * framebuffer is draw, the shape will be drawn on both (unless the layer was
868  * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
869  *
870  * A way to implement layers is to create an FBO for each layer, backed by an RGBA
871  * texture. Unfortunately, this is inefficient as it requires every primitive to
872  * be drawn n + 1 times, where n is the number of active layers. In practice this
873  * means, for every primitive:
874  *   - Switch active frame buffer
875  *   - Change viewport, clip and projection matrix
876  *   - Issue the drawing
877  *
878  * Switching rendering target n + 1 times per drawn primitive is extremely costly.
879  * To avoid this, layers are implemented in a different way here, at least in the
880  * general case. FBOs are used, as an optimization, when the "clip to layer" flag
881  * is set. When this flag is set we can redirect all drawing operations into a
882  * single FBO.
883  *
884  * This implementation relies on the frame buffer being at least RGBA 8888. When
885  * a layer is created, only a texture is created, not an FBO. The content of the
886  * frame buffer contained within the layer's bounds is copied into this texture
887  * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
888  * buffer and drawing continues as normal. This technique therefore treats the
889  * frame buffer as a scratch buffer for the layers.
890  *
891  * To compose the layers back onto the frame buffer, each layer texture
892  * (containing the original frame buffer data) is drawn as a simple quad over
893  * the frame buffer. The trick is that the quad is set as the composition
894  * destination in the blending equation, and the frame buffer becomes the source
895  * of the composition.
896  *
897  * Drawing layers with an alpha value requires an extra step before composition.
898  * An empty quad is drawn over the layer's region in the frame buffer. This quad
899  * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
900  * quad is used to multiply the colors in the frame buffer. This is achieved by
901  * changing the GL blend functions for the GL_FUNC_ADD blend equation to
902  * GL_ZERO, GL_SRC_ALPHA.
903  *
904  * Because glCopyTexImage2D() can be slow, an alternative implementation might
905  * be use to draw a single clipped layer. The implementation described above
906  * is correct in every case.
907  *
908  * (1) The frame buffer is actually not cleared right away. To allow the GPU
909  *     to potentially optimize series of calls to glCopyTexImage2D, the frame
910  *     buffer is left untouched until the first drawing operation. Only when
911  *     something actually gets drawn are the layers regions cleared.
912  */
createLayer(float left,float top,float right,float bottom,int alpha,SkXfermode::Mode mode,int flags,GLuint previousFbo)913 bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
914         int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) {
915     LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
916     LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
917 
918     const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
919 
920     // Window coordinates of the layer
921     Rect clip;
922     Rect bounds(left, top, right, bottom);
923     calculateLayerBoundsAndClip(bounds, clip, fboLayer);
924     updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha);
925 
926     // Bail out if we won't draw in this snapshot
927     if (mSnapshot->isIgnored()) {
928         return false;
929     }
930 
931     mCaches.activeTexture(0);
932     Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
933     if (!layer) {
934         return false;
935     }
936 
937     layer->setAlpha(alpha, mode);
938     layer->layer.set(bounds);
939     layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
940             bounds.getWidth() / float(layer->getWidth()), 0.0f);
941     layer->setColorFilter(mDrawModifiers.mColorFilter);
942     layer->setBlend(true);
943     layer->setDirty(false);
944 
945     // Save the layer in the snapshot
946     mSnapshot->flags |= Snapshot::kFlagIsLayer;
947     mSnapshot->layer = layer;
948 
949     startMark("SaveLayer");
950     if (fboLayer) {
951         return createFboLayer(layer, bounds, clip, previousFbo);
952     } else {
953         // Copy the framebuffer into the layer
954         layer->bindTexture();
955         if (!bounds.isEmpty()) {
956             if (layer->isEmpty()) {
957                 // Workaround for some GL drivers. When reading pixels lying outside
958                 // of the window we should get undefined values for those pixels.
959                 // Unfortunately some drivers will turn the entire target texture black
960                 // when reading outside of the window.
961                 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
962                         0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
963                 layer->setEmpty(false);
964             }
965 
966             glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
967                     mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
968 
969             // Enqueue the buffer coordinates to clear the corresponding region later
970             mLayers.push(new Rect(bounds));
971         }
972     }
973 
974     return true;
975 }
976 
createFboLayer(Layer * layer,Rect & bounds,Rect & clip,GLuint previousFbo)977 bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
978     layer->clipRect.set(clip);
979     layer->setFbo(mCaches.fboCache.get());
980 
981     mSnapshot->region = &mSnapshot->layer->region;
982     mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
983             Snapshot::kFlagDirtyOrtho;
984     mSnapshot->fbo = layer->getFbo();
985     mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
986     mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
987     mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
988     mSnapshot->height = bounds.getHeight();
989     mSnapshot->orthoMatrix.load(mOrthoMatrix);
990 
991     endTiling();
992     debugOverdraw(false, false);
993     // Bind texture to FBO
994     glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
995     layer->bindTexture();
996 
997     // Initialize the texture if needed
998     if (layer->isEmpty()) {
999         layer->allocateTexture();
1000         layer->setEmpty(false);
1001     }
1002 
1003     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
1004             layer->getTexture(), 0);
1005 
1006     startTiling(mSnapshot, true);
1007 
1008     // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
1009     mCaches.enableScissor();
1010     mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
1011             clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
1012     glClear(GL_COLOR_BUFFER_BIT);
1013 
1014     dirtyClip();
1015 
1016     // Change the ortho projection
1017     glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
1018     mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
1019 
1020     return true;
1021 }
1022 
1023 /**
1024  * Read the documentation of createLayer() before doing anything in this method.
1025  */
composeLayer(sp<Snapshot> current,sp<Snapshot> previous)1026 void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
1027     if (!current->layer) {
1028         ALOGE("Attempting to compose a layer that does not exist");
1029         return;
1030     }
1031 
1032     Layer* layer = current->layer;
1033     const Rect& rect = layer->layer;
1034     const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
1035 
1036     bool clipRequired = false;
1037     quickRejectNoScissor(rect, &clipRequired); // safely ignore return, should never be rejected
1038     mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1039 
1040     if (fboLayer) {
1041         endTiling();
1042 
1043         // Detach the texture from the FBO
1044         glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
1045 
1046         layer->removeFbo(false);
1047 
1048         // Unbind current FBO and restore previous one
1049         glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
1050         debugOverdraw(true, false);
1051 
1052         startTiling(previous);
1053     }
1054 
1055     if (!fboLayer && layer->getAlpha() < 255) {
1056         drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
1057                 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
1058         // Required below, composeLayerRect() will divide by 255
1059         layer->setAlpha(255);
1060     }
1061 
1062     mCaches.unbindMeshBuffer();
1063 
1064     mCaches.activeTexture(0);
1065 
1066     // When the layer is stored in an FBO, we can save a bit of fillrate by
1067     // drawing only the dirty region
1068     if (fboLayer) {
1069         dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
1070         if (layer->getColorFilter()) {
1071             setupColorFilter(layer->getColorFilter());
1072         }
1073         composeLayerRegion(layer, rect);
1074         if (layer->getColorFilter()) {
1075             resetColorFilter();
1076         }
1077     } else if (!rect.isEmpty()) {
1078         dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
1079         composeLayerRect(layer, rect, true);
1080     }
1081 
1082     dirtyClip();
1083 
1084     // Failing to add the layer to the cache should happen only if the layer is too large
1085     if (!mCaches.layerCache.put(layer)) {
1086         LAYER_LOGD("Deleting layer");
1087         Caches::getInstance().resourceCache.decrementRefcount(layer);
1088     }
1089 }
1090 
drawTextureLayer(Layer * layer,const Rect & rect)1091 void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
1092     float alpha = getLayerAlpha(layer);
1093 
1094     setupDraw();
1095     if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1096         setupDrawWithTexture();
1097     } else {
1098         setupDrawWithExternalTexture();
1099     }
1100     setupDrawTextureTransform();
1101     setupDrawColor(alpha, alpha, alpha, alpha);
1102     setupDrawColorFilter();
1103     setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
1104     setupDrawProgram();
1105     setupDrawPureColorUniforms();
1106     setupDrawColorFilterUniforms();
1107     if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1108         setupDrawTexture(layer->getTexture());
1109     } else {
1110         setupDrawExternalTexture(layer->getTexture());
1111     }
1112     if (currentTransform().isPureTranslate() &&
1113             layer->getWidth() == (uint32_t) rect.getWidth() &&
1114             layer->getHeight() == (uint32_t) rect.getHeight()) {
1115         const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1116         const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1117 
1118         layer->setFilter(GL_NEAREST);
1119         setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1120     } else {
1121         layer->setFilter(GL_LINEAR);
1122         setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
1123     }
1124     setupDrawTextureTransformUniforms(layer->getTexTransform());
1125     setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
1126 
1127     glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1128 }
1129 
composeLayerRect(Layer * layer,const Rect & rect,bool swap)1130 void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1131     if (!layer->isTextureLayer()) {
1132         const Rect& texCoords = layer->texCoords;
1133         resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1134                 texCoords.right, texCoords.bottom);
1135 
1136         float x = rect.left;
1137         float y = rect.top;
1138         bool simpleTransform = currentTransform().isPureTranslate() &&
1139                 layer->getWidth() == (uint32_t) rect.getWidth() &&
1140                 layer->getHeight() == (uint32_t) rect.getHeight();
1141 
1142         if (simpleTransform) {
1143             // When we're swapping, the layer is already in screen coordinates
1144             if (!swap) {
1145                 x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1146                 y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1147             }
1148 
1149             layer->setFilter(GL_NEAREST, true);
1150         } else {
1151             layer->setFilter(GL_LINEAR, true);
1152         }
1153 
1154         float alpha = getLayerAlpha(layer);
1155         bool blend = layer->isBlend() || alpha < 1.0f;
1156         drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1157                 layer->getTexture(), alpha, layer->getMode(), blend,
1158                 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1159                 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1160 
1161         resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1162     } else {
1163         resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1164         drawTextureLayer(layer, rect);
1165         resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1166     }
1167 }
1168 
1169 /**
1170  * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1171  * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1172  * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1173  * by saveLayer's restore
1174  */
1175 #define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1176         DRAW_COMMAND;                                                            \
1177         if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1178             glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1179             DRAW_COMMAND;                                                        \
1180             glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1181         }                                                                        \
1182     }
1183 
1184 #define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1185 
composeLayerRegion(Layer * layer,const Rect & rect)1186 void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1187     if (layer->region.isRect()) {
1188         layer->setRegionAsRect();
1189 
1190         DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1191 
1192         layer->region.clear();
1193         return;
1194     }
1195 
1196     if (CC_LIKELY(!layer->region.isEmpty())) {
1197         size_t count;
1198         const android::Rect* rects;
1199         Region safeRegion;
1200         if (CC_LIKELY(hasRectToRectTransform())) {
1201             rects = layer->region.getArray(&count);
1202         } else {
1203             safeRegion = Region::createTJunctionFreeRegion(layer->region);
1204             rects = safeRegion.getArray(&count);
1205         }
1206 
1207         const float alpha = getLayerAlpha(layer);
1208         const float texX = 1.0f / float(layer->getWidth());
1209         const float texY = 1.0f / float(layer->getHeight());
1210         const float height = rect.getHeight();
1211 
1212         setupDraw();
1213 
1214         // We must get (and therefore bind) the region mesh buffer
1215         // after we setup drawing in case we need to mess with the
1216         // stencil buffer in setupDraw()
1217         TextureVertex* mesh = mCaches.getRegionMesh();
1218         uint32_t numQuads = 0;
1219 
1220         setupDrawWithTexture();
1221         setupDrawColor(alpha, alpha, alpha, alpha);
1222         setupDrawColorFilter();
1223         setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1224         setupDrawProgram();
1225         setupDrawDirtyRegionsDisabled();
1226         setupDrawPureColorUniforms();
1227         setupDrawColorFilterUniforms();
1228         setupDrawTexture(layer->getTexture());
1229         if (currentTransform().isPureTranslate()) {
1230             const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1231             const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1232 
1233             layer->setFilter(GL_NEAREST);
1234             setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1235         } else {
1236             layer->setFilter(GL_LINEAR);
1237             setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1238         }
1239         setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1240 
1241         for (size_t i = 0; i < count; i++) {
1242             const android::Rect* r = &rects[i];
1243 
1244             const float u1 = r->left * texX;
1245             const float v1 = (height - r->top) * texY;
1246             const float u2 = r->right * texX;
1247             const float v2 = (height - r->bottom) * texY;
1248 
1249             // TODO: Reject quads outside of the clip
1250             TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1251             TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1252             TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1253             TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1254 
1255             numQuads++;
1256 
1257             if (numQuads >= gMaxNumberOfQuads) {
1258                 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1259                                 GL_UNSIGNED_SHORT, NULL));
1260                 numQuads = 0;
1261                 mesh = mCaches.getRegionMesh();
1262             }
1263         }
1264 
1265         if (numQuads > 0) {
1266             DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1267                             GL_UNSIGNED_SHORT, NULL));
1268         }
1269 
1270 #if DEBUG_LAYERS_AS_REGIONS
1271         drawRegionRects(layer->region);
1272 #endif
1273 
1274         layer->region.clear();
1275     }
1276 }
1277 
drawRegionRects(const Region & region)1278 void OpenGLRenderer::drawRegionRects(const Region& region) {
1279 #if DEBUG_LAYERS_AS_REGIONS
1280     size_t count;
1281     const android::Rect* rects = region.getArray(&count);
1282 
1283     uint32_t colors[] = {
1284             0x7fff0000, 0x7f00ff00,
1285             0x7f0000ff, 0x7fff00ff,
1286     };
1287 
1288     int offset = 0;
1289     int32_t top = rects[0].top;
1290 
1291     for (size_t i = 0; i < count; i++) {
1292         if (top != rects[i].top) {
1293             offset ^= 0x2;
1294             top = rects[i].top;
1295         }
1296 
1297         Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1298         drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1299                 SkXfermode::kSrcOver_Mode);
1300     }
1301 #endif
1302 }
1303 
drawRegionRects(const SkRegion & region,int color,SkXfermode::Mode mode,bool dirty)1304 void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1305         SkXfermode::Mode mode, bool dirty) {
1306     Vector<float> rects;
1307 
1308     SkRegion::Iterator it(region);
1309     while (!it.done()) {
1310         const SkIRect& r = it.rect();
1311         rects.push(r.fLeft);
1312         rects.push(r.fTop);
1313         rects.push(r.fRight);
1314         rects.push(r.fBottom);
1315         it.next();
1316     }
1317 
1318     drawColorRects(rects.array(), rects.size(), color, mode, true, dirty, false);
1319 }
1320 
dirtyLayer(const float left,const float top,const float right,const float bottom,const mat4 transform)1321 void OpenGLRenderer::dirtyLayer(const float left, const float top,
1322         const float right, const float bottom, const mat4 transform) {
1323     if (hasLayer()) {
1324         Rect bounds(left, top, right, bottom);
1325         transform.mapRect(bounds);
1326         dirtyLayerUnchecked(bounds, getRegion());
1327     }
1328 }
1329 
dirtyLayer(const float left,const float top,const float right,const float bottom)1330 void OpenGLRenderer::dirtyLayer(const float left, const float top,
1331         const float right, const float bottom) {
1332     if (hasLayer()) {
1333         Rect bounds(left, top, right, bottom);
1334         dirtyLayerUnchecked(bounds, getRegion());
1335     }
1336 }
1337 
dirtyLayerUnchecked(Rect & bounds,Region * region)1338 void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1339     if (bounds.intersect(*mSnapshot->clipRect)) {
1340         bounds.snapToPixelBoundaries();
1341         android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1342         if (!dirty.isEmpty()) {
1343             region->orSelf(dirty);
1344         }
1345     }
1346 }
1347 
drawIndexedQuads(Vertex * mesh,GLsizei quadsCount)1348 void OpenGLRenderer::drawIndexedQuads(Vertex* mesh, GLsizei quadsCount) {
1349     GLsizei elementsCount = quadsCount * 6;
1350     while (elementsCount > 0) {
1351         GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1352 
1353         setupDrawIndexedVertices(&mesh[0].position[0]);
1354         glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1355 
1356         elementsCount -= drawCount;
1357         // Though there are 4 vertices in a quad, we use 6 indices per
1358         // quad to draw with GL_TRIANGLES
1359         mesh += (drawCount / 6) * 4;
1360     }
1361 }
1362 
clearLayerRegions()1363 void OpenGLRenderer::clearLayerRegions() {
1364     const size_t count = mLayers.size();
1365     if (count == 0) return;
1366 
1367     if (!mSnapshot->isIgnored()) {
1368         // Doing several glScissor/glClear here can negatively impact
1369         // GPUs with a tiler architecture, instead we draw quads with
1370         // the Clear blending mode
1371 
1372         // The list contains bounds that have already been clipped
1373         // against their initial clip rect, and the current clip
1374         // is likely different so we need to disable clipping here
1375         bool scissorChanged = mCaches.disableScissor();
1376 
1377         Vertex mesh[count * 4];
1378         Vertex* vertex = mesh;
1379 
1380         for (uint32_t i = 0; i < count; i++) {
1381             Rect* bounds = mLayers.itemAt(i);
1382 
1383             Vertex::set(vertex++, bounds->left, bounds->top);
1384             Vertex::set(vertex++, bounds->right, bounds->top);
1385             Vertex::set(vertex++, bounds->left, bounds->bottom);
1386             Vertex::set(vertex++, bounds->right, bounds->bottom);
1387 
1388             delete bounds;
1389         }
1390         // We must clear the list of dirty rects before we
1391         // call setupDraw() to prevent stencil setup to do
1392         // the same thing again
1393         mLayers.clear();
1394 
1395         setupDraw(false);
1396         setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1397         setupDrawBlending(true, SkXfermode::kClear_Mode);
1398         setupDrawProgram();
1399         setupDrawPureColorUniforms();
1400         setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1401 
1402         drawIndexedQuads(&mesh[0], count);
1403 
1404         if (scissorChanged) mCaches.enableScissor();
1405     } else {
1406         for (uint32_t i = 0; i < count; i++) {
1407             delete mLayers.itemAt(i);
1408         }
1409         mLayers.clear();
1410     }
1411 }
1412 
1413 ///////////////////////////////////////////////////////////////////////////////
1414 // State Deferral
1415 ///////////////////////////////////////////////////////////////////////////////
1416 
storeDisplayState(DeferredDisplayState & state,int stateDeferFlags)1417 bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1418     const Rect& currentClip = *(mSnapshot->clipRect);
1419     const mat4& currentMatrix = *(mSnapshot->transform);
1420 
1421     if (stateDeferFlags & kStateDeferFlag_Draw) {
1422         // state has bounds initialized in local coordinates
1423         if (!state.mBounds.isEmpty()) {
1424             currentMatrix.mapRect(state.mBounds);
1425             Rect clippedBounds(state.mBounds);
1426             // NOTE: if we ever want to use this clipping info to drive whether the scissor
1427             // is used, it should more closely duplicate the quickReject logic (in how it uses
1428             // snapToPixelBoundaries)
1429 
1430             if(!clippedBounds.intersect(currentClip)) {
1431                 // quick rejected
1432                 return true;
1433             }
1434 
1435             state.mClipSideFlags = kClipSide_None;
1436             if (!currentClip.contains(state.mBounds)) {
1437                 int& flags = state.mClipSideFlags;
1438                 // op partially clipped, so record which sides are clipped for clip-aware merging
1439                 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left;
1440                 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top;
1441                 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right;
1442                 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1443             }
1444             state.mBounds.set(clippedBounds);
1445         } else {
1446             // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1447             // overdraw avoidance (since we don't know what it overlaps)
1448             state.mClipSideFlags = kClipSide_ConservativeFull;
1449             state.mBounds.set(currentClip);
1450         }
1451     }
1452 
1453     state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1454     if (state.mClipValid) {
1455         state.mClip.set(currentClip);
1456     }
1457 
1458     // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1459     // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1460     state.mMatrix.load(currentMatrix);
1461     state.mDrawModifiers = mDrawModifiers;
1462     state.mAlpha = mSnapshot->alpha;
1463     return false;
1464 }
1465 
restoreDisplayState(const DeferredDisplayState & state,bool skipClipRestore)1466 void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1467     currentTransform().load(state.mMatrix);
1468     mDrawModifiers = state.mDrawModifiers;
1469     mSnapshot->alpha = state.mAlpha;
1470 
1471     if (state.mClipValid && !skipClipRestore) {
1472         mSnapshot->setClip(state.mClip.left, state.mClip.top,
1473                 state.mClip.right, state.mClip.bottom);
1474         dirtyClip();
1475     }
1476 }
1477 
1478 /**
1479  * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1480  * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1481  * least one op is clipped), or disabled entirely (because no merged op is clipped)
1482  *
1483  * This method should be called when restoreDisplayState() won't be restoring the clip
1484  */
setupMergedMultiDraw(const Rect * clipRect)1485 void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1486     if (clipRect != NULL) {
1487         mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1488     } else {
1489         mSnapshot->setClip(0, 0, mWidth, mHeight);
1490     }
1491     dirtyClip();
1492     mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1493 }
1494 
1495 ///////////////////////////////////////////////////////////////////////////////
1496 // Transforms
1497 ///////////////////////////////////////////////////////////////////////////////
1498 
translate(float dx,float dy)1499 void OpenGLRenderer::translate(float dx, float dy) {
1500     currentTransform().translate(dx, dy);
1501 }
1502 
rotate(float degrees)1503 void OpenGLRenderer::rotate(float degrees) {
1504     currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f);
1505 }
1506 
scale(float sx,float sy)1507 void OpenGLRenderer::scale(float sx, float sy) {
1508     currentTransform().scale(sx, sy, 1.0f);
1509 }
1510 
skew(float sx,float sy)1511 void OpenGLRenderer::skew(float sx, float sy) {
1512     currentTransform().skew(sx, sy);
1513 }
1514 
setMatrix(SkMatrix * matrix)1515 void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1516     if (matrix) {
1517         currentTransform().load(*matrix);
1518     } else {
1519         currentTransform().loadIdentity();
1520     }
1521 }
1522 
hasRectToRectTransform()1523 bool OpenGLRenderer::hasRectToRectTransform() {
1524     return CC_LIKELY(currentTransform().rectToRect());
1525 }
1526 
getMatrix(SkMatrix * matrix)1527 void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1528     currentTransform().copyTo(*matrix);
1529 }
1530 
concatMatrix(SkMatrix * matrix)1531 void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1532     SkMatrix transform;
1533     currentTransform().copyTo(transform);
1534     transform.preConcat(*matrix);
1535     currentTransform().load(transform);
1536 }
1537 
1538 ///////////////////////////////////////////////////////////////////////////////
1539 // Clipping
1540 ///////////////////////////////////////////////////////////////////////////////
1541 
setScissorFromClip()1542 void OpenGLRenderer::setScissorFromClip() {
1543     Rect clip(*mSnapshot->clipRect);
1544     clip.snapToPixelBoundaries();
1545 
1546     if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1547             clip.getWidth(), clip.getHeight())) {
1548         mDirtyClip = false;
1549     }
1550 }
1551 
ensureStencilBuffer()1552 void OpenGLRenderer::ensureStencilBuffer() {
1553     // Thanks to the mismatch between EGL and OpenGL ES FBO we
1554     // cannot attach a stencil buffer to fbo0 dynamically. Let's
1555     // just hope we have one when hasLayer() returns false.
1556     if (hasLayer()) {
1557         attachStencilBufferToLayer(mSnapshot->layer);
1558     }
1559 }
1560 
attachStencilBufferToLayer(Layer * layer)1561 void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1562     // The layer's FBO is already bound when we reach this stage
1563     if (!layer->getStencilRenderBuffer()) {
1564         // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1565         // is attached after we initiated tiling. We must turn it off,
1566         // attach the new render buffer then turn tiling back on
1567         endTiling();
1568 
1569         RenderBuffer* buffer = mCaches.renderBufferCache.get(
1570                 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1571         layer->setStencilRenderBuffer(buffer);
1572 
1573         startTiling(layer->clipRect, layer->layer.getHeight());
1574     }
1575 }
1576 
setStencilFromClip()1577 void OpenGLRenderer::setStencilFromClip() {
1578     if (!mCaches.debugOverdraw) {
1579         if (!mSnapshot->clipRegion->isEmpty()) {
1580             // NOTE: The order here is important, we must set dirtyClip to false
1581             //       before any draw call to avoid calling back into this method
1582             mDirtyClip = false;
1583 
1584             ensureStencilBuffer();
1585 
1586             mCaches.stencil.enableWrite();
1587 
1588             // Clear the stencil but first make sure we restrict drawing
1589             // to the region's bounds
1590             bool resetScissor = mCaches.enableScissor();
1591             if (resetScissor) {
1592                 // The scissor was not set so we now need to update it
1593                 setScissorFromClip();
1594             }
1595             mCaches.stencil.clear();
1596             if (resetScissor) mCaches.disableScissor();
1597 
1598             // NOTE: We could use the region contour path to generate a smaller mesh
1599             //       Since we are using the stencil we could use the red book path
1600             //       drawing technique. It might increase bandwidth usage though.
1601 
1602             // The last parameter is important: we are not drawing in the color buffer
1603             // so we don't want to dirty the current layer, if any
1604             drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1605 
1606             mCaches.stencil.enableTest();
1607 
1608             // Draw the region used to generate the stencil if the appropriate debug
1609             // mode is enabled
1610             if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1611                 drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode);
1612             }
1613         } else {
1614             mCaches.stencil.disable();
1615         }
1616     }
1617 }
1618 
getClipBounds()1619 const Rect& OpenGLRenderer::getClipBounds() {
1620     return mSnapshot->getLocalClip();
1621 }
1622 
quickRejectNoScissor(float left,float top,float right,float bottom,bool snapOut,bool * clipRequired)1623 bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1624         bool snapOut, bool* clipRequired) {
1625     if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1626         return true;
1627     }
1628 
1629     Rect r(left, top, right, bottom);
1630     currentTransform().mapRect(r);
1631     r.snapGeometryToPixelBoundaries(snapOut);
1632 
1633     Rect clipRect(*mSnapshot->clipRect);
1634     clipRect.snapToPixelBoundaries();
1635 
1636     if (!clipRect.intersects(r)) return true;
1637 
1638     if (clipRequired) *clipRequired = !clipRect.contains(r);
1639     return false;
1640 }
1641 
quickRejectPreStroke(float left,float top,float right,float bottom,SkPaint * paint)1642 bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1643         SkPaint* paint) {
1644     // AA geometry will likely have a ramp around it (not accounted for in local bounds). Snap out
1645     // the final mapped rect to ensure correct clipping behavior for the ramp.
1646     bool snapOut = paint->isAntiAlias();
1647 
1648     if (paint->getStyle() != SkPaint::kFill_Style) {
1649         float outset = paint->getStrokeWidth() * 0.5f;
1650         return quickReject(left - outset, top - outset, right + outset, bottom + outset, snapOut);
1651     } else {
1652         return quickReject(left, top, right, bottom, snapOut);
1653     }
1654 }
1655 
quickReject(float left,float top,float right,float bottom,bool snapOut)1656 bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom, bool snapOut) {
1657     bool clipRequired = false;
1658     if (quickRejectNoScissor(left, top, right, bottom, snapOut, &clipRequired)) {
1659         return true;
1660     }
1661 
1662     if (!isDeferred()) {
1663         mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1664     }
1665     return false;
1666 }
1667 
debugClip()1668 void OpenGLRenderer::debugClip() {
1669 #if DEBUG_CLIP_REGIONS
1670     if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1671         drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1672     }
1673 #endif
1674 }
1675 
clipRect(float left,float top,float right,float bottom,SkRegion::Op op)1676 bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1677     if (CC_LIKELY(currentTransform().rectToRect())) {
1678         bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1679         if (clipped) {
1680             dirtyClip();
1681         }
1682         return !mSnapshot->clipRect->isEmpty();
1683     }
1684 
1685     SkPath path;
1686     path.addRect(left, top, right, bottom);
1687 
1688     return OpenGLRenderer::clipPath(&path, op);
1689 }
1690 
clipPath(SkPath * path,SkRegion::Op op)1691 bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1692     SkMatrix transform;
1693     currentTransform().copyTo(transform);
1694 
1695     SkPath transformed;
1696     path->transform(transform, &transformed);
1697 
1698     SkRegion clip;
1699     if (!mSnapshot->previous->clipRegion->isEmpty()) {
1700         clip.setRegion(*mSnapshot->previous->clipRegion);
1701     } else {
1702         if (mSnapshot->previous == mFirstSnapshot) {
1703             clip.setRect(0, 0, mWidth, mHeight);
1704         } else {
1705             Rect* bounds = mSnapshot->previous->clipRect;
1706             clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1707         }
1708     }
1709 
1710     SkRegion region;
1711     region.setPath(transformed, clip);
1712 
1713     bool clipped = mSnapshot->clipRegionTransformed(region, op);
1714     if (clipped) {
1715         dirtyClip();
1716     }
1717     return !mSnapshot->clipRect->isEmpty();
1718 }
1719 
clipRegion(SkRegion * region,SkRegion::Op op)1720 bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1721     bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1722     if (clipped) {
1723         dirtyClip();
1724     }
1725     return !mSnapshot->clipRect->isEmpty();
1726 }
1727 
getClipRect()1728 Rect* OpenGLRenderer::getClipRect() {
1729     return mSnapshot->clipRect;
1730 }
1731 
1732 ///////////////////////////////////////////////////////////////////////////////
1733 // Drawing commands
1734 ///////////////////////////////////////////////////////////////////////////////
1735 
setupDraw(bool clear)1736 void OpenGLRenderer::setupDraw(bool clear) {
1737     // TODO: It would be best if we could do this before quickReject()
1738     //       changes the scissor test state
1739     if (clear) clearLayerRegions();
1740     // Make sure setScissor & setStencil happen at the beginning of
1741     // this method
1742     if (mDirtyClip) {
1743         if (mCaches.scissorEnabled) {
1744             setScissorFromClip();
1745         }
1746         setStencilFromClip();
1747     }
1748 
1749     mDescription.reset();
1750 
1751     mSetShaderColor = false;
1752     mColorSet = false;
1753     mColorA = mColorR = mColorG = mColorB = 0.0f;
1754     mTextureUnit = 0;
1755     mTrackDirtyRegions = true;
1756 
1757     // Enable debug highlight when what we're about to draw is tested against
1758     // the stencil buffer and if stencil highlight debugging is on
1759     mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1760             mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1761             mCaches.stencil.isTestEnabled();
1762 
1763     mDescription.emulateStencil = mCountOverdraw;
1764 }
1765 
setupDrawWithTexture(bool isAlpha8)1766 void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1767     mDescription.hasTexture = true;
1768     mDescription.hasAlpha8Texture = isAlpha8;
1769 }
1770 
setupDrawWithTextureAndColor(bool isAlpha8)1771 void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1772     mDescription.hasTexture = true;
1773     mDescription.hasColors = true;
1774     mDescription.hasAlpha8Texture = isAlpha8;
1775 }
1776 
setupDrawWithExternalTexture()1777 void OpenGLRenderer::setupDrawWithExternalTexture() {
1778     mDescription.hasExternalTexture = true;
1779 }
1780 
setupDrawNoTexture()1781 void OpenGLRenderer::setupDrawNoTexture() {
1782     mCaches.disableTexCoordsVertexArray();
1783 }
1784 
setupDrawAA()1785 void OpenGLRenderer::setupDrawAA() {
1786     mDescription.isAA = true;
1787 }
1788 
setupDrawColor(int color,int alpha)1789 void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1790     mColorA = alpha / 255.0f;
1791     mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1792     mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1793     mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1794     mColorSet = true;
1795     mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1796 }
1797 
setupDrawAlpha8Color(int color,int alpha)1798 void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1799     mColorA = alpha / 255.0f;
1800     mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1801     mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1802     mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1803     mColorSet = true;
1804     mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1805 }
1806 
setupDrawTextGamma(const SkPaint * paint)1807 void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1808     mCaches.fontRenderer->describe(mDescription, paint);
1809 }
1810 
setupDrawColor(float r,float g,float b,float a)1811 void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1812     mColorA = a;
1813     mColorR = r;
1814     mColorG = g;
1815     mColorB = b;
1816     mColorSet = true;
1817     mSetShaderColor = mDescription.setColor(r, g, b, a);
1818 }
1819 
setupDrawShader()1820 void OpenGLRenderer::setupDrawShader() {
1821     if (mDrawModifiers.mShader) {
1822         mDrawModifiers.mShader->describe(mDescription, mExtensions);
1823     }
1824 }
1825 
setupDrawColorFilter()1826 void OpenGLRenderer::setupDrawColorFilter() {
1827     if (mDrawModifiers.mColorFilter) {
1828         mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1829     }
1830 }
1831 
accountForClear(SkXfermode::Mode mode)1832 void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1833     if (mColorSet && mode == SkXfermode::kClear_Mode) {
1834         mColorA = 1.0f;
1835         mColorR = mColorG = mColorB = 0.0f;
1836         mSetShaderColor = mDescription.modulate = true;
1837     }
1838 }
1839 
setupDrawBlending(SkXfermode::Mode mode,bool swapSrcDst)1840 void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1841     // When the blending mode is kClear_Mode, we need to use a modulate color
1842     // argb=1,0,0,0
1843     accountForClear(mode);
1844     bool blend = (mColorSet && mColorA < 1.0f) ||
1845             (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1846     chooseBlending(blend, mode, mDescription, swapSrcDst);
1847 }
1848 
setupDrawBlending(bool blend,SkXfermode::Mode mode,bool swapSrcDst)1849 void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1850     // When the blending mode is kClear_Mode, we need to use a modulate color
1851     // argb=1,0,0,0
1852     accountForClear(mode);
1853     blend |= (mColorSet && mColorA < 1.0f) ||
1854             (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1855             (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1856     chooseBlending(blend, mode, mDescription, swapSrcDst);
1857 }
1858 
setupDrawProgram()1859 void OpenGLRenderer::setupDrawProgram() {
1860     useProgram(mCaches.programCache.get(mDescription));
1861 }
1862 
setupDrawDirtyRegionsDisabled()1863 void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1864     mTrackDirtyRegions = false;
1865 }
1866 
setupDrawModelViewTranslate(float left,float top,float right,float bottom,bool ignoreTransform)1867 void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1868         bool ignoreTransform) {
1869     mModelView.loadTranslate(left, top, 0.0f);
1870     if (!ignoreTransform) {
1871         mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1872         if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform());
1873     } else {
1874         mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1875         if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1876     }
1877 }
1878 
setupDrawModelViewIdentity(bool offset)1879 void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1880     mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset);
1881 }
1882 
setupDrawModelView(float left,float top,float right,float bottom,bool ignoreTransform,bool ignoreModelView)1883 void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1884         bool ignoreTransform, bool ignoreModelView) {
1885     if (!ignoreModelView) {
1886         mModelView.loadTranslate(left, top, 0.0f);
1887         mModelView.scale(right - left, bottom - top, 1.0f);
1888     } else {
1889         mModelView.loadIdentity();
1890     }
1891     bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1892     if (!ignoreTransform) {
1893         mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1894         if (mTrackDirtyRegions && dirty) {
1895             dirtyLayer(left, top, right, bottom, currentTransform());
1896         }
1897     } else {
1898         mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1899         if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1900     }
1901 }
1902 
setupDrawColorUniforms()1903 void OpenGLRenderer::setupDrawColorUniforms() {
1904     if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1905         mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1906     }
1907 }
1908 
setupDrawPureColorUniforms()1909 void OpenGLRenderer::setupDrawPureColorUniforms() {
1910     if (mSetShaderColor) {
1911         mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1912     }
1913 }
1914 
setupDrawShaderUniforms(bool ignoreTransform)1915 void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1916     if (mDrawModifiers.mShader) {
1917         if (ignoreTransform) {
1918             mModelView.loadInverse(currentTransform());
1919         }
1920         mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1921                 mModelView, *mSnapshot, &mTextureUnit);
1922     }
1923 }
1924 
setupDrawShaderIdentityUniforms()1925 void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1926     if (mDrawModifiers.mShader) {
1927         mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1928                 mat4::identity(), *mSnapshot, &mTextureUnit);
1929     }
1930 }
1931 
setupDrawColorFilterUniforms()1932 void OpenGLRenderer::setupDrawColorFilterUniforms() {
1933     if (mDrawModifiers.mColorFilter) {
1934         mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1935     }
1936 }
1937 
setupDrawTextGammaUniforms()1938 void OpenGLRenderer::setupDrawTextGammaUniforms() {
1939     mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1940 }
1941 
setupDrawSimpleMesh()1942 void OpenGLRenderer::setupDrawSimpleMesh() {
1943     bool force = mCaches.bindMeshBuffer();
1944     mCaches.bindPositionVertexPointer(force, 0);
1945     mCaches.unbindIndicesBuffer();
1946 }
1947 
setupDrawTexture(GLuint texture)1948 void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1949     if (texture) bindTexture(texture);
1950     mTextureUnit++;
1951     mCaches.enableTexCoordsVertexArray();
1952 }
1953 
setupDrawExternalTexture(GLuint texture)1954 void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1955     bindExternalTexture(texture);
1956     mTextureUnit++;
1957     mCaches.enableTexCoordsVertexArray();
1958 }
1959 
setupDrawTextureTransform()1960 void OpenGLRenderer::setupDrawTextureTransform() {
1961     mDescription.hasTextureTransform = true;
1962 }
1963 
setupDrawTextureTransformUniforms(mat4 & transform)1964 void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1965     glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1966             GL_FALSE, &transform.data[0]);
1967 }
1968 
setupDrawMesh(GLvoid * vertices,GLvoid * texCoords,GLuint vbo)1969 void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1970     bool force = false;
1971     if (!vertices || vbo) {
1972         force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1973     } else {
1974         force = mCaches.unbindMeshBuffer();
1975     }
1976 
1977     mCaches.bindPositionVertexPointer(force, vertices);
1978     if (mCaches.currentProgram->texCoords >= 0) {
1979         mCaches.bindTexCoordsVertexPointer(force, texCoords);
1980     }
1981 
1982     mCaches.unbindIndicesBuffer();
1983 }
1984 
setupDrawMesh(GLvoid * vertices,GLvoid * texCoords,GLvoid * colors)1985 void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
1986     bool force = mCaches.unbindMeshBuffer();
1987     GLsizei stride = sizeof(ColorTextureVertex);
1988 
1989     mCaches.bindPositionVertexPointer(force, vertices, stride);
1990     if (mCaches.currentProgram->texCoords >= 0) {
1991         mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1992     }
1993     int slot = mCaches.currentProgram->getAttrib("colors");
1994     if (slot >= 0) {
1995         glEnableVertexAttribArray(slot);
1996         glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1997     }
1998 
1999     mCaches.unbindIndicesBuffer();
2000 }
2001 
setupDrawMeshIndices(GLvoid * vertices,GLvoid * texCoords,GLuint vbo)2002 void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
2003     bool force = false;
2004     // If vbo is != 0 we want to treat the vertices parameter as an offset inside
2005     // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
2006     // use the default VBO found in Caches
2007     if (!vertices || vbo) {
2008         force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
2009     } else {
2010         force = mCaches.unbindMeshBuffer();
2011     }
2012     mCaches.bindIndicesBuffer();
2013 
2014     mCaches.bindPositionVertexPointer(force, vertices);
2015     if (mCaches.currentProgram->texCoords >= 0) {
2016         mCaches.bindTexCoordsVertexPointer(force, texCoords);
2017     }
2018 }
2019 
setupDrawIndexedVertices(GLvoid * vertices)2020 void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
2021     bool force = mCaches.unbindMeshBuffer();
2022     mCaches.bindIndicesBuffer();
2023     mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
2024 }
2025 
2026 ///////////////////////////////////////////////////////////////////////////////
2027 // Drawing
2028 ///////////////////////////////////////////////////////////////////////////////
2029 
drawDisplayList(DisplayList * displayList,Rect & dirty,int32_t replayFlags)2030 status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
2031         int32_t replayFlags) {
2032     status_t status;
2033     // All the usual checks and setup operations (quickReject, setupDraw, etc.)
2034     // will be performed by the display list itself
2035     if (displayList && displayList->isRenderable()) {
2036         if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
2037             status = startFrame();
2038             ReplayStateStruct replayStruct(*this, dirty, replayFlags);
2039             displayList->replay(replayStruct, 0);
2040             return status | replayStruct.mDrawGlStatus;
2041         }
2042 
2043         bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs!
2044         DeferredDisplayList deferredList(*(mSnapshot->clipRect), avoidOverdraw);
2045         DeferStateStruct deferStruct(deferredList, *this, replayFlags);
2046         displayList->defer(deferStruct, 0);
2047 
2048         flushLayers();
2049         status = startFrame();
2050 
2051         return status | deferredList.flush(*this, dirty);
2052     }
2053 
2054     return DrawGlInfo::kStatusDone;
2055 }
2056 
outputDisplayList(DisplayList * displayList)2057 void OpenGLRenderer::outputDisplayList(DisplayList* displayList) {
2058     if (displayList) {
2059         displayList->output(1);
2060     }
2061 }
2062 
drawAlphaBitmap(Texture * texture,float left,float top,SkPaint * paint)2063 void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
2064     int alpha;
2065     SkXfermode::Mode mode;
2066     getAlphaAndMode(paint, &alpha, &mode);
2067 
2068     int color = paint != NULL ? paint->getColor() : 0;
2069 
2070     float x = left;
2071     float y = top;
2072 
2073     texture->setWrap(GL_CLAMP_TO_EDGE, true);
2074 
2075     bool ignoreTransform = false;
2076     if (currentTransform().isPureTranslate()) {
2077         x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2078         y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2079         ignoreTransform = true;
2080 
2081         texture->setFilter(GL_NEAREST, true);
2082     } else {
2083         texture->setFilter(FILTER(paint), true);
2084     }
2085 
2086     // No need to check for a UV mapper on the texture object, only ARGB_8888
2087     // bitmaps get packed in the atlas
2088     drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2089             paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2090             GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2091 }
2092 
2093 /**
2094  * Important note: this method is intended to draw batches of bitmaps and
2095  * will not set the scissor enable or dirty the current layer, if any.
2096  * The caller is responsible for properly dirtying the current layer.
2097  */
drawBitmaps(SkBitmap * bitmap,AssetAtlas::Entry * entry,int bitmapCount,TextureVertex * vertices,bool pureTranslate,const Rect & bounds,SkPaint * paint)2098 status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount,
2099         TextureVertex* vertices, bool pureTranslate, const Rect& bounds, SkPaint* paint) {
2100     mCaches.activeTexture(0);
2101     Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2102     if (!texture) return DrawGlInfo::kStatusDone;
2103 
2104     const AutoTexture autoCleanup(texture);
2105 
2106     int alpha;
2107     SkXfermode::Mode mode;
2108     getAlphaAndMode(paint, &alpha, &mode);
2109 
2110     texture->setWrap(GL_CLAMP_TO_EDGE, true);
2111     texture->setFilter(pureTranslate ? GL_NEAREST : FILTER(paint), true);
2112 
2113     const float x = (int) floorf(bounds.left + 0.5f);
2114     const float y = (int) floorf(bounds.top + 0.5f);
2115     if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2116         int color = paint != NULL ? paint->getColor() : 0;
2117         drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2118                 texture->id, paint != NULL, color, alpha, mode,
2119                 &vertices[0].position[0], &vertices[0].texture[0],
2120                 GL_TRIANGLES, bitmapCount * 6, true, true, false);
2121     } else {
2122         drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2123                 texture->id, alpha / 255.0f, mode, texture->blend,
2124                 &vertices[0].position[0], &vertices[0].texture[0],
2125                 GL_TRIANGLES, bitmapCount * 6, false, true, 0, true, false);
2126     }
2127 
2128     return DrawGlInfo::kStatusDrew;
2129 }
2130 
drawBitmap(SkBitmap * bitmap,float left,float top,SkPaint * paint)2131 status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2132     const float right = left + bitmap->width();
2133     const float bottom = top + bitmap->height();
2134 
2135     if (quickReject(left, top, right, bottom)) {
2136         return DrawGlInfo::kStatusDone;
2137     }
2138 
2139     mCaches.activeTexture(0);
2140     Texture* texture = getTexture(bitmap);
2141     if (!texture) return DrawGlInfo::kStatusDone;
2142     const AutoTexture autoCleanup(texture);
2143 
2144     if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2145         drawAlphaBitmap(texture, left, top, paint);
2146     } else {
2147         drawTextureRect(left, top, right, bottom, texture, paint);
2148     }
2149 
2150     return DrawGlInfo::kStatusDrew;
2151 }
2152 
drawBitmap(SkBitmap * bitmap,SkMatrix * matrix,SkPaint * paint)2153 status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
2154     Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
2155     const mat4 transform(*matrix);
2156     transform.mapRect(r);
2157 
2158     if (quickReject(r.left, r.top, r.right, r.bottom)) {
2159         return DrawGlInfo::kStatusDone;
2160     }
2161 
2162     mCaches.activeTexture(0);
2163     Texture* texture = getTexture(bitmap);
2164     if (!texture) return DrawGlInfo::kStatusDone;
2165     const AutoTexture autoCleanup(texture);
2166 
2167     // This could be done in a cheaper way, all we need is pass the matrix
2168     // to the vertex shader. The save/restore is a bit overkill.
2169     save(SkCanvas::kMatrix_SaveFlag);
2170     concatMatrix(matrix);
2171     if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2172         drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
2173     } else {
2174         drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
2175     }
2176     restore();
2177 
2178     return DrawGlInfo::kStatusDrew;
2179 }
2180 
drawBitmapData(SkBitmap * bitmap,float left,float top,SkPaint * paint)2181 status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2182     const float right = left + bitmap->width();
2183     const float bottom = top + bitmap->height();
2184 
2185     if (quickReject(left, top, right, bottom)) {
2186         return DrawGlInfo::kStatusDone;
2187     }
2188 
2189     mCaches.activeTexture(0);
2190     Texture* texture = mCaches.textureCache.getTransient(bitmap);
2191     const AutoTexture autoCleanup(texture);
2192 
2193     if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2194         drawAlphaBitmap(texture, left, top, paint);
2195     } else {
2196         drawTextureRect(left, top, right, bottom, texture, paint);
2197     }
2198 
2199     return DrawGlInfo::kStatusDrew;
2200 }
2201 
drawBitmapMesh(SkBitmap * bitmap,int meshWidth,int meshHeight,float * vertices,int * colors,SkPaint * paint)2202 status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
2203         float* vertices, int* colors, SkPaint* paint) {
2204     if (!vertices || mSnapshot->isIgnored()) {
2205         return DrawGlInfo::kStatusDone;
2206     }
2207 
2208     // TODO: use quickReject on bounds from vertices
2209     mCaches.enableScissor();
2210 
2211     float left = FLT_MAX;
2212     float top = FLT_MAX;
2213     float right = FLT_MIN;
2214     float bottom = FLT_MIN;
2215 
2216     const uint32_t count = meshWidth * meshHeight * 6;
2217 
2218     ColorTextureVertex mesh[count];
2219     ColorTextureVertex* vertex = mesh;
2220 
2221     bool cleanupColors = false;
2222     if (!colors) {
2223         uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2224         colors = new int[colorsCount];
2225         memset(colors, 0xff, colorsCount * sizeof(int));
2226         cleanupColors = true;
2227     }
2228 
2229     mCaches.activeTexture(0);
2230     Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2231     const UvMapper& mapper(getMapper(texture));
2232 
2233     for (int32_t y = 0; y < meshHeight; y++) {
2234         for (int32_t x = 0; x < meshWidth; x++) {
2235             uint32_t i = (y * (meshWidth + 1) + x) * 2;
2236 
2237             float u1 = float(x) / meshWidth;
2238             float u2 = float(x + 1) / meshWidth;
2239             float v1 = float(y) / meshHeight;
2240             float v2 = float(y + 1) / meshHeight;
2241 
2242             mapper.map(u1, v1, u2, v2);
2243 
2244             int ax = i + (meshWidth + 1) * 2;
2245             int ay = ax + 1;
2246             int bx = i;
2247             int by = bx + 1;
2248             int cx = i + 2;
2249             int cy = cx + 1;
2250             int dx = i + (meshWidth + 1) * 2 + 2;
2251             int dy = dx + 1;
2252 
2253             ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2254             ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2255             ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2256 
2257             ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2258             ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2259             ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2260 
2261             left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2262             top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2263             right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2264             bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2265         }
2266     }
2267 
2268     if (quickReject(left, top, right, bottom)) {
2269         if (cleanupColors) delete[] colors;
2270         return DrawGlInfo::kStatusDone;
2271     }
2272 
2273     if (!texture) {
2274         texture = mCaches.textureCache.get(bitmap);
2275         if (!texture) {
2276             if (cleanupColors) delete[] colors;
2277             return DrawGlInfo::kStatusDone;
2278         }
2279     }
2280     const AutoTexture autoCleanup(texture);
2281 
2282     texture->setWrap(GL_CLAMP_TO_EDGE, true);
2283     texture->setFilter(FILTER(paint), true);
2284 
2285     int alpha;
2286     SkXfermode::Mode mode;
2287     getAlphaAndMode(paint, &alpha, &mode);
2288 
2289     float a = alpha / 255.0f;
2290 
2291     if (hasLayer()) {
2292         dirtyLayer(left, top, right, bottom, currentTransform());
2293     }
2294 
2295     setupDraw();
2296     setupDrawWithTextureAndColor();
2297     setupDrawColor(a, a, a, a);
2298     setupDrawColorFilter();
2299     setupDrawBlending(true, mode, false);
2300     setupDrawProgram();
2301     setupDrawDirtyRegionsDisabled();
2302     setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false);
2303     setupDrawTexture(texture->id);
2304     setupDrawPureColorUniforms();
2305     setupDrawColorFilterUniforms();
2306     setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]);
2307 
2308     glDrawArrays(GL_TRIANGLES, 0, count);
2309 
2310     int slot = mCaches.currentProgram->getAttrib("colors");
2311     if (slot >= 0) {
2312         glDisableVertexAttribArray(slot);
2313     }
2314 
2315     if (cleanupColors) delete[] colors;
2316 
2317     return DrawGlInfo::kStatusDrew;
2318 }
2319 
drawBitmap(SkBitmap * bitmap,float srcLeft,float srcTop,float srcRight,float srcBottom,float dstLeft,float dstTop,float dstRight,float dstBottom,SkPaint * paint)2320 status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2321          float srcLeft, float srcTop, float srcRight, float srcBottom,
2322          float dstLeft, float dstTop, float dstRight, float dstBottom,
2323          SkPaint* paint) {
2324     if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
2325         return DrawGlInfo::kStatusDone;
2326     }
2327 
2328     mCaches.activeTexture(0);
2329     Texture* texture = getTexture(bitmap);
2330     if (!texture) return DrawGlInfo::kStatusDone;
2331     const AutoTexture autoCleanup(texture);
2332 
2333     const float width = texture->width;
2334     const float height = texture->height;
2335 
2336     float u1 = fmax(0.0f, srcLeft / width);
2337     float v1 = fmax(0.0f, srcTop / height);
2338     float u2 = fmin(1.0f, srcRight / width);
2339     float v2 = fmin(1.0f, srcBottom / height);
2340 
2341     getMapper(texture).map(u1, v1, u2, v2);
2342 
2343     mCaches.unbindMeshBuffer();
2344     resetDrawTextureTexCoords(u1, v1, u2, v2);
2345 
2346     int alpha;
2347     SkXfermode::Mode mode;
2348     getAlphaAndMode(paint, &alpha, &mode);
2349 
2350     texture->setWrap(GL_CLAMP_TO_EDGE, true);
2351 
2352     float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2353     float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2354 
2355     bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2356     // Apply a scale transform on the canvas only when a shader is in use
2357     // Skia handles the ratio between the dst and src rects as a scale factor
2358     // when a shader is set
2359     bool useScaleTransform = mDrawModifiers.mShader && scaled;
2360     bool ignoreTransform = false;
2361 
2362     if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) {
2363         float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f);
2364         float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f);
2365 
2366         dstRight = x + (dstRight - dstLeft);
2367         dstBottom = y + (dstBottom - dstTop);
2368 
2369         dstLeft = x;
2370         dstTop = y;
2371 
2372         texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2373         ignoreTransform = true;
2374     } else {
2375         texture->setFilter(FILTER(paint), true);
2376     }
2377 
2378     if (CC_UNLIKELY(useScaleTransform)) {
2379         save(SkCanvas::kMatrix_SaveFlag);
2380         translate(dstLeft, dstTop);
2381         scale(scaleX, scaleY);
2382 
2383         dstLeft = 0.0f;
2384         dstTop = 0.0f;
2385 
2386         dstRight = srcRight - srcLeft;
2387         dstBottom = srcBottom - srcTop;
2388     }
2389 
2390     if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2391         int color = paint ? paint->getColor() : 0;
2392         drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2393                 texture->id, paint != NULL, color, alpha, mode,
2394                 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2395                 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2396     } else {
2397         drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2398                 texture->id, alpha / 255.0f, mode, texture->blend,
2399                 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2400                 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2401     }
2402 
2403     if (CC_UNLIKELY(useScaleTransform)) {
2404         restore();
2405     }
2406 
2407     resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2408 
2409     return DrawGlInfo::kStatusDrew;
2410 }
2411 
drawPatch(SkBitmap * bitmap,Res_png_9patch * patch,float left,float top,float right,float bottom,SkPaint * paint)2412 status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
2413         float left, float top, float right, float bottom, SkPaint* paint) {
2414     if (quickReject(left, top, right, bottom)) {
2415         return DrawGlInfo::kStatusDone;
2416     }
2417 
2418     AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2419     const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2420             right - left, bottom - top, patch);
2421 
2422     return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2423 }
2424 
drawPatch(SkBitmap * bitmap,const Patch * mesh,AssetAtlas::Entry * entry,float left,float top,float right,float bottom,SkPaint * paint)2425 status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry,
2426         float left, float top, float right, float bottom, SkPaint* paint) {
2427     if (quickReject(left, top, right, bottom)) {
2428         return DrawGlInfo::kStatusDone;
2429     }
2430 
2431     if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2432         mCaches.activeTexture(0);
2433         Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2434         if (!texture) return DrawGlInfo::kStatusDone;
2435         const AutoTexture autoCleanup(texture);
2436 
2437         texture->setWrap(GL_CLAMP_TO_EDGE, true);
2438         texture->setFilter(GL_LINEAR, true);
2439 
2440         int alpha;
2441         SkXfermode::Mode mode;
2442         getAlphaAndMode(paint, &alpha, &mode);
2443 
2444         const bool pureTranslate = currentTransform().isPureTranslate();
2445         // Mark the current layer dirty where we are going to draw the patch
2446         if (hasLayer() && mesh->hasEmptyQuads) {
2447             const float offsetX = left + currentTransform().getTranslateX();
2448             const float offsetY = top + currentTransform().getTranslateY();
2449             const size_t count = mesh->quads.size();
2450             for (size_t i = 0; i < count; i++) {
2451                 const Rect& bounds = mesh->quads.itemAt(i);
2452                 if (CC_LIKELY(pureTranslate)) {
2453                     const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2454                     const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2455                     dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2456                 } else {
2457                     dirtyLayer(left + bounds.left, top + bounds.top,
2458                             left + bounds.right, top + bounds.bottom, currentTransform());
2459                 }
2460             }
2461         }
2462 
2463         if (CC_LIKELY(pureTranslate)) {
2464             const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2465             const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2466 
2467             right = x + right - left;
2468             bottom = y + bottom - top;
2469             drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f,
2470                     mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2471                     GL_TRIANGLES, mesh->indexCount, false, true,
2472                     mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads);
2473         } else {
2474             drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2475                     mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2476                     GL_TRIANGLES, mesh->indexCount, false, false,
2477                     mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads);
2478         }
2479     }
2480 
2481     return DrawGlInfo::kStatusDrew;
2482 }
2483 
2484 /**
2485  * Important note: this method is intended to draw batches of 9-patch objects and
2486  * will not set the scissor enable or dirty the current layer, if any.
2487  * The caller is responsible for properly dirtying the current layer.
2488  */
drawPatches(SkBitmap * bitmap,AssetAtlas::Entry * entry,TextureVertex * vertices,uint32_t indexCount,SkPaint * paint)2489 status_t OpenGLRenderer::drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry,
2490         TextureVertex* vertices, uint32_t indexCount, SkPaint* paint) {
2491     mCaches.activeTexture(0);
2492     Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2493     if (!texture) return DrawGlInfo::kStatusDone;
2494     const AutoTexture autoCleanup(texture);
2495 
2496     texture->setWrap(GL_CLAMP_TO_EDGE, true);
2497     texture->setFilter(GL_LINEAR, true);
2498 
2499     int alpha;
2500     SkXfermode::Mode mode;
2501     getAlphaAndMode(paint, &alpha, &mode);
2502 
2503     drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
2504             mode, texture->blend, &vertices[0].position[0], &vertices[0].texture[0],
2505             GL_TRIANGLES, indexCount, false, true, 0, true, false);
2506 
2507     return DrawGlInfo::kStatusDrew;
2508 }
2509 
drawVertexBuffer(const VertexBuffer & vertexBuffer,SkPaint * paint,bool useOffset)2510 status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2511         bool useOffset) {
2512     if (!vertexBuffer.getVertexCount()) {
2513         // no vertices to draw
2514         return DrawGlInfo::kStatusDone;
2515     }
2516 
2517     int color = paint->getColor();
2518     SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2519     bool isAA = paint->isAntiAlias();
2520 
2521     setupDraw();
2522     setupDrawNoTexture();
2523     if (isAA) setupDrawAA();
2524     setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2525     setupDrawColorFilter();
2526     setupDrawShader();
2527     setupDrawBlending(isAA, mode);
2528     setupDrawProgram();
2529     setupDrawModelViewIdentity(useOffset);
2530     setupDrawColorUniforms();
2531     setupDrawColorFilterUniforms();
2532     setupDrawShaderIdentityUniforms();
2533 
2534     void* vertices = vertexBuffer.getBuffer();
2535     bool force = mCaches.unbindMeshBuffer();
2536     mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2537     mCaches.resetTexCoordsVertexPointer();
2538     mCaches.unbindIndicesBuffer();
2539 
2540     int alphaSlot = -1;
2541     if (isAA) {
2542         void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2543         alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2544 
2545         // TODO: avoid enable/disable in back to back uses of the alpha attribute
2546         glEnableVertexAttribArray(alphaSlot);
2547         glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2548     }
2549 
2550     glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2551 
2552     if (isAA) {
2553         glDisableVertexAttribArray(alphaSlot);
2554     }
2555 
2556     return DrawGlInfo::kStatusDrew;
2557 }
2558 
2559 /**
2560  * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2561  * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2562  * screen space in all directions. However, instead of using a fragment shader to compute the
2563  * translucency of the color from its position, we simply use a varying parameter to define how far
2564  * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2565  *
2566  * Doesn't yet support joins, caps, or path effects.
2567  */
drawConvexPath(const SkPath & path,SkPaint * paint)2568 status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2569     VertexBuffer vertexBuffer;
2570     // TODO: try clipping large paths to viewport
2571     PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
2572 
2573     if (hasLayer()) {
2574         SkRect bounds = path.getBounds();
2575         PathTessellator::expandBoundsForStroke(bounds, paint, false);
2576         dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2577     }
2578 
2579     return drawVertexBuffer(vertexBuffer, paint);
2580 }
2581 
2582 /**
2583  * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2584  * and additional geometry for defining an alpha slope perimeter.
2585  *
2586  * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2587  * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2588  * in-shader alpha region, but found it to be taxing on some GPUs.
2589  *
2590  * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2591  * memory transfer by removing need for degenerate vertices.
2592  */
drawLines(float * points,int count,SkPaint * paint)2593 status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2594     if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2595 
2596     count &= ~0x3; // round down to nearest four
2597 
2598     VertexBuffer buffer;
2599     SkRect bounds;
2600     PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
2601 
2602     if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2603         return DrawGlInfo::kStatusDone;
2604     }
2605 
2606     dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2607 
2608     bool useOffset = !paint->isAntiAlias();
2609     return drawVertexBuffer(buffer, paint, useOffset);
2610 }
2611 
drawPoints(float * points,int count,SkPaint * paint)2612 status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2613     if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2614 
2615     count &= ~0x1; // round down to nearest two
2616 
2617     VertexBuffer buffer;
2618     SkRect bounds;
2619     PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer);
2620 
2621     if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2622         return DrawGlInfo::kStatusDone;
2623     }
2624 
2625     dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2626 
2627     bool useOffset = !paint->isAntiAlias();
2628     return drawVertexBuffer(buffer, paint, useOffset);
2629 }
2630 
drawColor(int color,SkXfermode::Mode mode)2631 status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2632     // No need to check against the clip, we fill the clip region
2633     if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2634 
2635     Rect& clip(*mSnapshot->clipRect);
2636     clip.snapToPixelBoundaries();
2637 
2638     drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2639 
2640     return DrawGlInfo::kStatusDrew;
2641 }
2642 
drawShape(float left,float top,const PathTexture * texture,SkPaint * paint)2643 status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2644         SkPaint* paint) {
2645     if (!texture) return DrawGlInfo::kStatusDone;
2646     const AutoTexture autoCleanup(texture);
2647 
2648     const float x = left + texture->left - texture->offset;
2649     const float y = top + texture->top - texture->offset;
2650 
2651     drawPathTexture(texture, x, y, paint);
2652 
2653     return DrawGlInfo::kStatusDrew;
2654 }
2655 
drawRoundRect(float left,float top,float right,float bottom,float rx,float ry,SkPaint * p)2656 status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2657         float rx, float ry, SkPaint* p) {
2658     if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2659             (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2660         return DrawGlInfo::kStatusDone;
2661     }
2662 
2663     if (p->getPathEffect() != 0) {
2664         mCaches.activeTexture(0);
2665         const PathTexture* texture = mCaches.pathCache.getRoundRect(
2666                 right - left, bottom - top, rx, ry, p);
2667         return drawShape(left, top, texture, p);
2668     }
2669 
2670     SkPath path;
2671     SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2672     if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2673         float outset = p->getStrokeWidth() / 2;
2674         rect.outset(outset, outset);
2675         rx += outset;
2676         ry += outset;
2677     }
2678     path.addRoundRect(rect, rx, ry);
2679     return drawConvexPath(path, p);
2680 }
2681 
drawCircle(float x,float y,float radius,SkPaint * p)2682 status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2683     if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2684             x + radius, y + radius, p) ||
2685             (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2686         return DrawGlInfo::kStatusDone;
2687     }
2688     if (p->getPathEffect() != 0) {
2689         mCaches.activeTexture(0);
2690         const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2691         return drawShape(x - radius, y - radius, texture, p);
2692     }
2693 
2694     SkPath path;
2695     if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2696         path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2697     } else {
2698         path.addCircle(x, y, radius);
2699     }
2700     return drawConvexPath(path, p);
2701 }
2702 
drawOval(float left,float top,float right,float bottom,SkPaint * p)2703 status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2704         SkPaint* p) {
2705     if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2706             (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2707         return DrawGlInfo::kStatusDone;
2708     }
2709 
2710     if (p->getPathEffect() != 0) {
2711         mCaches.activeTexture(0);
2712         const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2713         return drawShape(left, top, texture, p);
2714     }
2715 
2716     SkPath path;
2717     SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2718     if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2719         rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2720     }
2721     path.addOval(rect);
2722     return drawConvexPath(path, p);
2723 }
2724 
drawArc(float left,float top,float right,float bottom,float startAngle,float sweepAngle,bool useCenter,SkPaint * p)2725 status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2726         float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2727     if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2728             (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2729         return DrawGlInfo::kStatusDone;
2730     }
2731 
2732     if (fabs(sweepAngle) >= 360.0f) {
2733         return drawOval(left, top, right, bottom, p);
2734     }
2735 
2736     // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2737     if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2738         mCaches.activeTexture(0);
2739         const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2740                 startAngle, sweepAngle, useCenter, p);
2741         return drawShape(left, top, texture, p);
2742     }
2743 
2744     SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2745     if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2746         rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2747     }
2748 
2749     SkPath path;
2750     if (useCenter) {
2751         path.moveTo(rect.centerX(), rect.centerY());
2752     }
2753     path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2754     if (useCenter) {
2755         path.close();
2756     }
2757     return drawConvexPath(path, p);
2758 }
2759 
2760 // See SkPaintDefaults.h
2761 #define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2762 
drawRect(float left,float top,float right,float bottom,SkPaint * p)2763 status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2764     if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2765             (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2766         return DrawGlInfo::kStatusDone;
2767     }
2768 
2769     if (p->getStyle() != SkPaint::kFill_Style) {
2770         // only fill style is supported by drawConvexPath, since others have to handle joins
2771         if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2772                 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2773             mCaches.activeTexture(0);
2774             const PathTexture* texture =
2775                     mCaches.pathCache.getRect(right - left, bottom - top, p);
2776             return drawShape(left, top, texture, p);
2777         }
2778 
2779         SkPath path;
2780         SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2781         if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2782             rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2783         }
2784         path.addRect(rect);
2785         return drawConvexPath(path, p);
2786     }
2787 
2788     if (p->isAntiAlias() && !currentTransform().isSimple()) {
2789         SkPath path;
2790         path.addRect(left, top, right, bottom);
2791         return drawConvexPath(path, p);
2792     } else {
2793         drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2794         return DrawGlInfo::kStatusDrew;
2795     }
2796 }
2797 
drawTextShadow(SkPaint * paint,const char * text,int bytesCount,int count,const float * positions,FontRenderer & fontRenderer,int alpha,SkXfermode::Mode mode,float x,float y)2798 void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2799         const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2800         float x, float y) {
2801     mCaches.activeTexture(0);
2802 
2803     // NOTE: The drop shadow will not perform gamma correction
2804     //       if shader-based correction is enabled
2805     mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2806     const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2807             paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2808     // If the drop shadow exceeds the max texture size or couldn't be
2809     // allocated, skip drawing
2810     if (!shadow) return;
2811     const AutoTexture autoCleanup(shadow);
2812 
2813     const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2814     const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2815 
2816     const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2817     int shadowColor = mDrawModifiers.mShadowColor;
2818     if (mDrawModifiers.mShader) {
2819         shadowColor = 0xffffffff;
2820     }
2821 
2822     setupDraw();
2823     setupDrawWithTexture(true);
2824     setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2825     setupDrawColorFilter();
2826     setupDrawShader();
2827     setupDrawBlending(true, mode);
2828     setupDrawProgram();
2829     setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2830     setupDrawTexture(shadow->id);
2831     setupDrawPureColorUniforms();
2832     setupDrawColorFilterUniforms();
2833     setupDrawShaderUniforms();
2834     setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2835 
2836     glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2837 }
2838 
canSkipText(const SkPaint * paint) const2839 bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2840     float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2841     return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2842 }
2843 
drawPosText(const char * text,int bytesCount,int count,const float * positions,SkPaint * paint)2844 status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2845         const float* positions, SkPaint* paint) {
2846     if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2847         return DrawGlInfo::kStatusDone;
2848     }
2849 
2850     // NOTE: Skia does not support perspective transform on drawPosText yet
2851     if (!currentTransform().isSimple()) {
2852         return DrawGlInfo::kStatusDone;
2853     }
2854 
2855     mCaches.enableScissor();
2856 
2857     float x = 0.0f;
2858     float y = 0.0f;
2859     const bool pureTranslate = currentTransform().isPureTranslate();
2860     if (pureTranslate) {
2861         x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2862         y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2863     }
2864 
2865     FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2866     fontRenderer.setFont(paint, mat4::identity());
2867 
2868     int alpha;
2869     SkXfermode::Mode mode;
2870     getAlphaAndMode(paint, &alpha, &mode);
2871 
2872     if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2873         drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2874                 alpha, mode, 0.0f, 0.0f);
2875     }
2876 
2877     // Pick the appropriate texture filtering
2878     bool linearFilter = currentTransform().changesBounds();
2879     if (pureTranslate && !linearFilter) {
2880         linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2881     }
2882     fontRenderer.setTextureFiltering(linearFilter);
2883 
2884     const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2885     Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2886 
2887     const bool hasActiveLayer = hasLayer();
2888 
2889     TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2890     if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2891             positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2892         if (hasActiveLayer) {
2893             if (!pureTranslate) {
2894                 currentTransform().mapRect(bounds);
2895             }
2896             dirtyLayerUnchecked(bounds, getRegion());
2897         }
2898     }
2899 
2900     return DrawGlInfo::kStatusDrew;
2901 }
2902 
findBestFontTransform(const mat4 & transform) const2903 mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2904     mat4 fontTransform;
2905     if (CC_LIKELY(transform.isPureTranslate())) {
2906         fontTransform = mat4::identity();
2907     } else {
2908         if (CC_UNLIKELY(transform.isPerspective())) {
2909             fontTransform = mat4::identity();
2910         } else {
2911             float sx, sy;
2912             currentTransform().decomposeScale(sx, sy);
2913             fontTransform.loadScale(sx, sy, 1.0f);
2914         }
2915     }
2916     return fontTransform;
2917 }
2918 
drawText(const char * text,int bytesCount,int count,float x,float y,const float * positions,SkPaint * paint,float totalAdvance,const Rect & bounds,DrawOpMode drawOpMode)2919 status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2920         const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds,
2921         DrawOpMode drawOpMode) {
2922 
2923     if (drawOpMode == kDrawOpMode_Immediate) {
2924         // The checks for corner-case ignorable text and quick rejection is only done for immediate
2925         // drawing as ops from DeferredDisplayList are already filtered for these
2926         if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint) ||
2927                 quickReject(bounds)) {
2928             return DrawGlInfo::kStatusDone;
2929         }
2930     }
2931 
2932     const float oldX = x;
2933     const float oldY = y;
2934 
2935     const mat4& transform = currentTransform();
2936     const bool pureTranslate = transform.isPureTranslate();
2937 
2938     if (CC_LIKELY(pureTranslate)) {
2939         x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2940         y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2941     }
2942 
2943     int alpha;
2944     SkXfermode::Mode mode;
2945     getAlphaAndMode(paint, &alpha, &mode);
2946 
2947     FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2948 
2949     if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2950         fontRenderer.setFont(paint, mat4::identity());
2951         drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2952                 alpha, mode, oldX, oldY);
2953     }
2954 
2955     const bool hasActiveLayer = hasLayer();
2956 
2957     // We only pass a partial transform to the font renderer. That partial
2958     // matrix defines how glyphs are rasterized. Typically we want glyphs
2959     // to be rasterized at their final size on screen, which means the partial
2960     // matrix needs to take the scale factor into account.
2961     // When a partial matrix is used to transform glyphs during rasterization,
2962     // the mesh is generated with the inverse transform (in the case of scale,
2963     // the mesh is generated at 1.0 / scale for instance.) This allows us to
2964     // apply the full transform matrix at draw time in the vertex shader.
2965     // Applying the full matrix in the shader is the easiest way to handle
2966     // rotation and perspective and allows us to always generated quads in the
2967     // font renderer which greatly simplifies the code, clipping in particular.
2968     mat4 fontTransform = findBestFontTransform(transform);
2969     fontRenderer.setFont(paint, fontTransform);
2970 
2971     // Pick the appropriate texture filtering
2972     bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2973     fontRenderer.setTextureFiltering(linearFilter);
2974 
2975     // TODO: Implement better clipping for scaled/rotated text
2976     const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect;
2977     Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2978 
2979     bool status;
2980     TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2981 
2982     // don't call issuedrawcommand, do it at end of batch
2983     bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2984     if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2985         SkPaint paintCopy(*paint);
2986         paintCopy.setTextAlign(SkPaint::kLeft_Align);
2987         status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2988                 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2989     } else {
2990         status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2991                 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2992     }
2993 
2994     if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2995         if (!pureTranslate) {
2996             transform.mapRect(layerBounds);
2997         }
2998         dirtyLayerUnchecked(layerBounds, getRegion());
2999     }
3000 
3001     drawTextDecorations(text, bytesCount, totalAdvance, oldX, oldY, paint);
3002 
3003     return DrawGlInfo::kStatusDrew;
3004 }
3005 
drawTextOnPath(const char * text,int bytesCount,int count,SkPath * path,float hOffset,float vOffset,SkPaint * paint)3006 status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
3007         float hOffset, float vOffset, SkPaint* paint) {
3008     if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
3009         return DrawGlInfo::kStatusDone;
3010     }
3011 
3012     // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
3013     mCaches.enableScissor();
3014 
3015     FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
3016     fontRenderer.setFont(paint, mat4::identity());
3017     fontRenderer.setTextureFiltering(true);
3018 
3019     int alpha;
3020     SkXfermode::Mode mode;
3021     getAlphaAndMode(paint, &alpha, &mode);
3022     TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
3023 
3024     const Rect* clip = &mSnapshot->getLocalClip();
3025     Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
3026 
3027     const bool hasActiveLayer = hasLayer();
3028 
3029     if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
3030             hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
3031         if (hasActiveLayer) {
3032             currentTransform().mapRect(bounds);
3033             dirtyLayerUnchecked(bounds, getRegion());
3034         }
3035     }
3036 
3037     return DrawGlInfo::kStatusDrew;
3038 }
3039 
drawPath(SkPath * path,SkPaint * paint)3040 status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
3041     if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
3042 
3043     mCaches.activeTexture(0);
3044 
3045     const PathTexture* texture = mCaches.pathCache.get(path, paint);
3046     if (!texture) return DrawGlInfo::kStatusDone;
3047     const AutoTexture autoCleanup(texture);
3048 
3049     const float x = texture->left - texture->offset;
3050     const float y = texture->top - texture->offset;
3051 
3052     drawPathTexture(texture, x, y, paint);
3053 
3054     return DrawGlInfo::kStatusDrew;
3055 }
3056 
drawLayer(Layer * layer,float x,float y)3057 status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
3058     if (!layer) {
3059         return DrawGlInfo::kStatusDone;
3060     }
3061 
3062     mat4* transform = NULL;
3063     if (layer->isTextureLayer()) {
3064         transform = &layer->getTransform();
3065         if (!transform->isIdentity()) {
3066             save(0);
3067             currentTransform().multiply(*transform);
3068         }
3069     }
3070 
3071     bool clipRequired = false;
3072     const bool rejected = quickRejectNoScissor(x, y,
3073             x + layer->layer.getWidth(), y + layer->layer.getHeight(), false, &clipRequired);
3074 
3075     if (rejected) {
3076         if (transform && !transform->isIdentity()) {
3077             restore();
3078         }
3079         return DrawGlInfo::kStatusDone;
3080     }
3081 
3082     updateLayer(layer, true);
3083 
3084     mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
3085     mCaches.activeTexture(0);
3086 
3087     if (CC_LIKELY(!layer->region.isEmpty())) {
3088         SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
3089         mDrawModifiers.mColorFilter = layer->getColorFilter();
3090 
3091         if (layer->region.isRect()) {
3092             DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3093                     composeLayerRect(layer, layer->regionRect));
3094         } else if (layer->mesh) {
3095             const float a = getLayerAlpha(layer);
3096             setupDraw();
3097             setupDrawWithTexture();
3098             setupDrawColor(a, a, a, a);
3099             setupDrawColorFilter();
3100             setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
3101             setupDrawProgram();
3102             setupDrawPureColorUniforms();
3103             setupDrawColorFilterUniforms();
3104             setupDrawTexture(layer->getTexture());
3105             if (CC_LIKELY(currentTransform().isPureTranslate())) {
3106                 int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
3107                 int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
3108 
3109                 layer->setFilter(GL_NEAREST);
3110                 setupDrawModelViewTranslate(tx, ty,
3111                         tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3112             } else {
3113                 layer->setFilter(GL_LINEAR);
3114                 setupDrawModelViewTranslate(x, y,
3115                         x + layer->layer.getWidth(), y + layer->layer.getHeight());
3116             }
3117 
3118             TextureVertex* mesh = &layer->mesh[0];
3119             GLsizei elementsCount = layer->meshElementCount;
3120 
3121             while (elementsCount > 0) {
3122                 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
3123 
3124                 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
3125                 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3126                         glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
3127 
3128                 elementsCount -= drawCount;
3129                 // Though there are 4 vertices in a quad, we use 6 indices per
3130                 // quad to draw with GL_TRIANGLES
3131                 mesh += (drawCount / 6) * 4;
3132             }
3133 
3134 #if DEBUG_LAYERS_AS_REGIONS
3135             drawRegionRects(layer->region);
3136 #endif
3137         }
3138 
3139         mDrawModifiers.mColorFilter = oldFilter;
3140 
3141         if (layer->debugDrawUpdate) {
3142             layer->debugDrawUpdate = false;
3143             drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
3144                     0x7f00ff00, SkXfermode::kSrcOver_Mode);
3145         }
3146     }
3147     layer->hasDrawnSinceUpdate = true;
3148 
3149     if (transform && !transform->isIdentity()) {
3150         restore();
3151     }
3152 
3153     return DrawGlInfo::kStatusDrew;
3154 }
3155 
3156 ///////////////////////////////////////////////////////////////////////////////
3157 // Shaders
3158 ///////////////////////////////////////////////////////////////////////////////
3159 
resetShader()3160 void OpenGLRenderer::resetShader() {
3161     mDrawModifiers.mShader = NULL;
3162 }
3163 
setupShader(SkiaShader * shader)3164 void OpenGLRenderer::setupShader(SkiaShader* shader) {
3165     mDrawModifiers.mShader = shader;
3166     if (mDrawModifiers.mShader) {
3167         mDrawModifiers.mShader->setCaches(mCaches);
3168     }
3169 }
3170 
3171 ///////////////////////////////////////////////////////////////////////////////
3172 // Color filters
3173 ///////////////////////////////////////////////////////////////////////////////
3174 
resetColorFilter()3175 void OpenGLRenderer::resetColorFilter() {
3176     mDrawModifiers.mColorFilter = NULL;
3177 }
3178 
setupColorFilter(SkiaColorFilter * filter)3179 void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
3180     mDrawModifiers.mColorFilter = filter;
3181 }
3182 
3183 ///////////////////////////////////////////////////////////////////////////////
3184 // Drop shadow
3185 ///////////////////////////////////////////////////////////////////////////////
3186 
resetShadow()3187 void OpenGLRenderer::resetShadow() {
3188     mDrawModifiers.mHasShadow = false;
3189 }
3190 
setupShadow(float radius,float dx,float dy,int color)3191 void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
3192     mDrawModifiers.mHasShadow = true;
3193     mDrawModifiers.mShadowRadius = radius;
3194     mDrawModifiers.mShadowDx = dx;
3195     mDrawModifiers.mShadowDy = dy;
3196     mDrawModifiers.mShadowColor = color;
3197 }
3198 
3199 ///////////////////////////////////////////////////////////////////////////////
3200 // Draw filters
3201 ///////////////////////////////////////////////////////////////////////////////
3202 
resetPaintFilter()3203 void OpenGLRenderer::resetPaintFilter() {
3204     // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3205     // comparison, see MergingDrawBatch::canMergeWith
3206     mDrawModifiers.mHasDrawFilter = false;
3207     mDrawModifiers.mPaintFilterClearBits = 0;
3208     mDrawModifiers.mPaintFilterSetBits = 0;
3209 }
3210 
setupPaintFilter(int clearBits,int setBits)3211 void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3212     mDrawModifiers.mHasDrawFilter = true;
3213     mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3214     mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3215 }
3216 
filterPaint(SkPaint * paint)3217 SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
3218     if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3219         return paint;
3220     }
3221 
3222     uint32_t flags = paint->getFlags();
3223 
3224     mFilteredPaint = *paint;
3225     mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3226             mDrawModifiers.mPaintFilterSetBits);
3227 
3228     return &mFilteredPaint;
3229 }
3230 
3231 ///////////////////////////////////////////////////////////////////////////////
3232 // Drawing implementation
3233 ///////////////////////////////////////////////////////////////////////////////
3234 
getTexture(SkBitmap * bitmap)3235 Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) {
3236     Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3237     if (!texture) {
3238         return mCaches.textureCache.get(bitmap);
3239     }
3240     return texture;
3241 }
3242 
drawPathTexture(const PathTexture * texture,float x,float y,SkPaint * paint)3243 void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3244         float x, float y, SkPaint* paint) {
3245     if (quickReject(x, y, x + texture->width, y + texture->height)) {
3246         return;
3247     }
3248 
3249     int alpha;
3250     SkXfermode::Mode mode;
3251     getAlphaAndMode(paint, &alpha, &mode);
3252 
3253     setupDraw();
3254     setupDrawWithTexture(true);
3255     setupDrawAlpha8Color(paint->getColor(), alpha);
3256     setupDrawColorFilter();
3257     setupDrawShader();
3258     setupDrawBlending(true, mode);
3259     setupDrawProgram();
3260     setupDrawModelView(x, y, x + texture->width, y + texture->height);
3261     setupDrawTexture(texture->id);
3262     setupDrawPureColorUniforms();
3263     setupDrawColorFilterUniforms();
3264     setupDrawShaderUniforms();
3265     setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3266 
3267     glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3268 }
3269 
3270 // Same values used by Skia
3271 #define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3272 #define kStdUnderline_Offset    (1.0f / 9.0f)
3273 #define kStdUnderline_Thickness (1.0f / 18.0f)
3274 
drawTextDecorations(const char * text,int bytesCount,float underlineWidth,float x,float y,SkPaint * paint)3275 void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float underlineWidth,
3276         float x, float y, SkPaint* paint) {
3277     // Handle underline and strike-through
3278     uint32_t flags = paint->getFlags();
3279     if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3280         SkPaint paintCopy(*paint);
3281 
3282         if (CC_LIKELY(underlineWidth > 0.0f)) {
3283             const float textSize = paintCopy.getTextSize();
3284             const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3285 
3286             const float left = x;
3287             float top = 0.0f;
3288 
3289             int linesCount = 0;
3290             if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3291             if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3292 
3293             const int pointsCount = 4 * linesCount;
3294             float points[pointsCount];
3295             int currentPoint = 0;
3296 
3297             if (flags & SkPaint::kUnderlineText_Flag) {
3298                 top = y + textSize * kStdUnderline_Offset;
3299                 points[currentPoint++] = left;
3300                 points[currentPoint++] = top;
3301                 points[currentPoint++] = left + underlineWidth;
3302                 points[currentPoint++] = top;
3303             }
3304 
3305             if (flags & SkPaint::kStrikeThruText_Flag) {
3306                 top = y + textSize * kStdStrikeThru_Offset;
3307                 points[currentPoint++] = left;
3308                 points[currentPoint++] = top;
3309                 points[currentPoint++] = left + underlineWidth;
3310                 points[currentPoint++] = top;
3311             }
3312 
3313             paintCopy.setStrokeWidth(strokeWidth);
3314 
3315             drawLines(&points[0], pointsCount, &paintCopy);
3316         }
3317     }
3318 }
3319 
drawRects(const float * rects,int count,SkPaint * paint)3320 status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3321     if (mSnapshot->isIgnored()) {
3322         return DrawGlInfo::kStatusDone;
3323     }
3324 
3325     int color = paint->getColor();
3326     // If a shader is set, preserve only the alpha
3327     if (mDrawModifiers.mShader) {
3328         color |= 0x00ffffff;
3329     }
3330     SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3331 
3332     return drawColorRects(rects, count, color, mode);
3333 }
3334 
drawColorRects(const float * rects,int count,int color,SkXfermode::Mode mode,bool ignoreTransform,bool dirty,bool clip)3335 status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3336         SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3337     if (count == 0) {
3338         return DrawGlInfo::kStatusDone;
3339     }
3340 
3341     float left = FLT_MAX;
3342     float top = FLT_MAX;
3343     float right = FLT_MIN;
3344     float bottom = FLT_MIN;
3345 
3346     Vertex mesh[count];
3347     Vertex* vertex = mesh;
3348 
3349     for (int index = 0; index < count; index += 4) {
3350         float l = rects[index + 0];
3351         float t = rects[index + 1];
3352         float r = rects[index + 2];
3353         float b = rects[index + 3];
3354 
3355         Vertex::set(vertex++, l, t);
3356         Vertex::set(vertex++, r, t);
3357         Vertex::set(vertex++, l, b);
3358         Vertex::set(vertex++, r, b);
3359 
3360         left = fminf(left, l);
3361         top = fminf(top, t);
3362         right = fmaxf(right, r);
3363         bottom = fmaxf(bottom, b);
3364     }
3365 
3366     if (clip && quickReject(left, top, right, bottom)) {
3367         return DrawGlInfo::kStatusDone;
3368     }
3369 
3370     setupDraw();
3371     setupDrawNoTexture();
3372     setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3373     setupDrawShader();
3374     setupDrawColorFilter();
3375     setupDrawBlending(mode);
3376     setupDrawProgram();
3377     setupDrawDirtyRegionsDisabled();
3378     setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true);
3379     setupDrawColorUniforms();
3380     setupDrawShaderUniforms();
3381     setupDrawColorFilterUniforms();
3382 
3383     if (dirty && hasLayer()) {
3384         dirtyLayer(left, top, right, bottom, currentTransform());
3385     }
3386 
3387     drawIndexedQuads(&mesh[0], count / 4);
3388 
3389     return DrawGlInfo::kStatusDrew;
3390 }
3391 
drawColorRect(float left,float top,float right,float bottom,int color,SkXfermode::Mode mode,bool ignoreTransform)3392 void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3393         int color, SkXfermode::Mode mode, bool ignoreTransform) {
3394     // If a shader is set, preserve only the alpha
3395     if (mDrawModifiers.mShader) {
3396         color |= 0x00ffffff;
3397     }
3398 
3399     setupDraw();
3400     setupDrawNoTexture();
3401     setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3402     setupDrawShader();
3403     setupDrawColorFilter();
3404     setupDrawBlending(mode);
3405     setupDrawProgram();
3406     setupDrawModelView(left, top, right, bottom, ignoreTransform);
3407     setupDrawColorUniforms();
3408     setupDrawShaderUniforms(ignoreTransform);
3409     setupDrawColorFilterUniforms();
3410     setupDrawSimpleMesh();
3411 
3412     glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3413 }
3414 
drawTextureRect(float left,float top,float right,float bottom,Texture * texture,SkPaint * paint)3415 void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3416         Texture* texture, SkPaint* paint) {
3417     int alpha;
3418     SkXfermode::Mode mode;
3419     getAlphaAndMode(paint, &alpha, &mode);
3420 
3421     texture->setWrap(GL_CLAMP_TO_EDGE, true);
3422 
3423     GLvoid* vertices = (GLvoid*) NULL;
3424     GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3425 
3426     if (texture->uvMapper) {
3427         vertices = &mMeshVertices[0].position[0];
3428         texCoords = &mMeshVertices[0].texture[0];
3429 
3430         Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3431         texture->uvMapper->map(uvs);
3432 
3433         resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3434     }
3435 
3436     if (CC_LIKELY(currentTransform().isPureTranslate())) {
3437         const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
3438         const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
3439 
3440         texture->setFilter(GL_NEAREST, true);
3441         drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3442                 alpha / 255.0f, mode, texture->blend, vertices, texCoords,
3443                 GL_TRIANGLE_STRIP, gMeshCount, false, true);
3444     } else {
3445         texture->setFilter(FILTER(paint), true);
3446         drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3447                 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3448     }
3449 
3450     if (texture->uvMapper) {
3451         resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3452     }
3453 }
3454 
drawTextureRect(float left,float top,float right,float bottom,GLuint texture,float alpha,SkXfermode::Mode mode,bool blend)3455 void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3456         GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3457     drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3458             (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3459 }
3460 
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)3461 void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3462         GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3463         GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3464         bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3465 
3466     setupDraw();
3467     setupDrawWithTexture();
3468     setupDrawColor(alpha, alpha, alpha, alpha);
3469     setupDrawColorFilter();
3470     setupDrawBlending(blend, mode, swapSrcDst);
3471     setupDrawProgram();
3472     if (!dirty) setupDrawDirtyRegionsDisabled();
3473     if (!ignoreScale) {
3474         setupDrawModelView(left, top, right, bottom, ignoreTransform);
3475     } else {
3476         setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3477     }
3478     setupDrawTexture(texture);
3479     setupDrawPureColorUniforms();
3480     setupDrawColorFilterUniforms();
3481     setupDrawMesh(vertices, texCoords, vbo);
3482 
3483     glDrawArrays(drawMode, 0, elementsCount);
3484 }
3485 
drawIndexedTextureMesh(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)3486 void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3487         GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3488         GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3489         bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3490 
3491     setupDraw();
3492     setupDrawWithTexture();
3493     setupDrawColor(alpha, alpha, alpha, alpha);
3494     setupDrawColorFilter();
3495     setupDrawBlending(blend, mode, swapSrcDst);
3496     setupDrawProgram();
3497     if (!dirty) setupDrawDirtyRegionsDisabled();
3498     if (!ignoreScale) {
3499         setupDrawModelView(left, top, right, bottom, ignoreTransform);
3500     } else {
3501         setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3502     }
3503     setupDrawTexture(texture);
3504     setupDrawPureColorUniforms();
3505     setupDrawColorFilterUniforms();
3506     setupDrawMeshIndices(vertices, texCoords, vbo);
3507 
3508     glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3509 }
3510 
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)3511 void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3512         GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3513         GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3514         bool ignoreTransform, bool ignoreScale, bool dirty) {
3515 
3516     setupDraw();
3517     setupDrawWithTexture(true);
3518     if (hasColor) {
3519         setupDrawAlpha8Color(color, alpha);
3520     }
3521     setupDrawColorFilter();
3522     setupDrawShader();
3523     setupDrawBlending(true, mode);
3524     setupDrawProgram();
3525     if (!dirty) setupDrawDirtyRegionsDisabled();
3526     if (!ignoreScale) {
3527         setupDrawModelView(left, top, right, bottom, ignoreTransform);
3528     } else {
3529         setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3530     }
3531     setupDrawTexture(texture);
3532     setupDrawPureColorUniforms();
3533     setupDrawColorFilterUniforms();
3534     setupDrawShaderUniforms();
3535     setupDrawMesh(vertices, texCoords);
3536 
3537     glDrawArrays(drawMode, 0, elementsCount);
3538 }
3539 
chooseBlending(bool blend,SkXfermode::Mode mode,ProgramDescription & description,bool swapSrcDst)3540 void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3541         ProgramDescription& description, bool swapSrcDst) {
3542     if (mCountOverdraw) {
3543         if (!mCaches.blend) glEnable(GL_BLEND);
3544         if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) {
3545             glBlendFunc(GL_ONE, GL_ONE);
3546         }
3547 
3548         mCaches.blend = true;
3549         mCaches.lastSrcMode = GL_ONE;
3550         mCaches.lastDstMode = GL_ONE;
3551 
3552         return;
3553     }
3554 
3555     blend = blend || mode != SkXfermode::kSrcOver_Mode;
3556 
3557     if (blend) {
3558         // These blend modes are not supported by OpenGL directly and have
3559         // to be implemented using shaders. Since the shader will perform
3560         // the blending, turn blending off here
3561         // If the blend mode cannot be implemented using shaders, fall
3562         // back to the default SrcOver blend mode instead
3563         if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3564             if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3565                 description.framebufferMode = mode;
3566                 description.swapSrcDst = swapSrcDst;
3567 
3568                 if (mCaches.blend) {
3569                     glDisable(GL_BLEND);
3570                     mCaches.blend = false;
3571                 }
3572 
3573                 return;
3574             } else {
3575                 mode = SkXfermode::kSrcOver_Mode;
3576             }
3577         }
3578 
3579         if (!mCaches.blend) {
3580             glEnable(GL_BLEND);
3581         }
3582 
3583         GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3584         GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3585 
3586         if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3587             glBlendFunc(sourceMode, destMode);
3588             mCaches.lastSrcMode = sourceMode;
3589             mCaches.lastDstMode = destMode;
3590         }
3591     } else if (mCaches.blend) {
3592         glDisable(GL_BLEND);
3593     }
3594     mCaches.blend = blend;
3595 }
3596 
useProgram(Program * program)3597 bool OpenGLRenderer::useProgram(Program* program) {
3598     if (!program->isInUse()) {
3599         if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3600         program->use();
3601         mCaches.currentProgram = program;
3602         return false;
3603     }
3604     return true;
3605 }
3606 
resetDrawTextureTexCoords(float u1,float v1,float u2,float v2)3607 void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3608     TextureVertex* v = &mMeshVertices[0];
3609     TextureVertex::setUV(v++, u1, v1);
3610     TextureVertex::setUV(v++, u2, v1);
3611     TextureVertex::setUV(v++, u1, v2);
3612     TextureVertex::setUV(v++, u2, v2);
3613 }
3614 
getAlphaAndMode(SkPaint * paint,int * alpha,SkXfermode::Mode * mode) const3615 void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3616     getAlphaAndModeDirect(paint, alpha,  mode);
3617     if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3618         // if drawing a layer, ignore the paint's alpha
3619         *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3620     }
3621     *alpha *= mSnapshot->alpha;
3622 }
3623 
getLayerAlpha(Layer * layer) const3624 float OpenGLRenderer::getLayerAlpha(Layer* layer) const {
3625     float alpha;
3626     if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3627         alpha = mDrawModifiers.mOverrideLayerAlpha;
3628     } else {
3629         alpha = layer->getAlpha() / 255.0f;
3630     }
3631     return alpha * mSnapshot->alpha;
3632 }
3633 
3634 }; // namespace uirenderer
3635 }; // namespace android
3636