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 <SkColor.h>
25 #include <SkShader.h>
26 #include <SkTypeface.h>
27
28 #include <utils/Log.h>
29 #include <utils/StopWatch.h>
30
31 #include <private/hwui/DrawGlInfo.h>
32
33 #include <ui/Rect.h>
34
35 #include "OpenGLRenderer.h"
36 #include "DeferredDisplayList.h"
37 #include "DisplayListRenderer.h"
38 #include "Fence.h"
39 #include "RenderState.h"
40 #include "PathTessellator.h"
41 #include "Properties.h"
42 #include "ShadowTessellator.h"
43 #include "SkiaShader.h"
44 #include "utils/GLUtils.h"
45 #include "Vector.h"
46 #include "VertexBuffer.h"
47
48 #if DEBUG_DETAILED_EVENTS
49 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__)
50 #else
51 #define EVENT_LOGD(...)
52 #endif
53
54 namespace android {
55 namespace uirenderer {
56
getFilter(const SkPaint * paint)57 static GLenum getFilter(const SkPaint* paint) {
58 if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) {
59 return GL_LINEAR;
60 }
61 return GL_NEAREST;
62 }
63
64 ///////////////////////////////////////////////////////////////////////////////
65 // Globals
66 ///////////////////////////////////////////////////////////////////////////////
67
68 /**
69 * Structure mapping Skia xfermodes to OpenGL blending factors.
70 */
71 struct Blender {
72 SkXfermode::Mode mode;
73 GLenum src;
74 GLenum dst;
75 }; // struct Blender
76
77 // In this array, the index of each Blender equals the value of the first
78 // entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
79 static const Blender gBlends[] = {
80 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA },
81 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO },
82 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE },
83 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA },
84 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE },
85 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO },
86 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA },
87 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
88 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA },
89 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
90 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
91 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
92 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE },
93 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR },
94 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR }
95 };
96
97 // This array contains the swapped version of each SkXfermode. For instance
98 // this array's SrcOver blending mode is actually DstOver. You can refer to
99 // createLayer() for more information on the purpose of this array.
100 static const Blender gBlendsSwap[] = {
101 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
102 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE },
103 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO },
104 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE },
105 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA },
106 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA },
107 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO },
108 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA },
109 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
110 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
111 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
112 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
113 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE },
114 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO },
115 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE }
116 };
117
118 ///////////////////////////////////////////////////////////////////////////////
119 // Functions
120 ///////////////////////////////////////////////////////////////////////////////
121
122 template<typename T>
min(T a,T b)123 static inline T min(T a, T b) {
124 return a < b ? a : b;
125 }
126
127 ///////////////////////////////////////////////////////////////////////////////
128 // Constructors/destructor
129 ///////////////////////////////////////////////////////////////////////////////
130
OpenGLRenderer(RenderState & renderState)131 OpenGLRenderer::OpenGLRenderer(RenderState& renderState)
132 : mFrameStarted(false)
133 , mCaches(Caches::getInstance())
134 , mExtensions(Extensions::getInstance())
135 , mRenderState(renderState)
136 , mScissorOptimizationDisabled(false)
137 , mSuppressTiling(false)
138 , mFirstFrameAfterResize(true)
139 , mCountOverdraw(false)
140 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN})
141 , mLightRadius(FLT_MIN)
142 , mAmbientShadowAlpha(0)
143 , mSpotShadowAlpha(0) {
144 // *set* draw modifiers to be 0
145 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
146 mDrawModifiers.mOverrideLayerAlpha = 1.0f;
147
148 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
149 }
150
~OpenGLRenderer()151 OpenGLRenderer::~OpenGLRenderer() {
152 // The context has already been destroyed at this point, do not call
153 // GL APIs. All GL state should be kept in Caches.h
154 }
155
initProperties()156 void OpenGLRenderer::initProperties() {
157 char property[PROPERTY_VALUE_MAX];
158 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
159 mScissorOptimizationDisabled = !strcasecmp(property, "true");
160 INIT_LOGD(" Scissor optimization %s",
161 mScissorOptimizationDisabled ? "disabled" : "enabled");
162 } else {
163 INIT_LOGD(" Scissor optimization enabled");
164 }
165 }
166
initLight(const Vector3 & lightCenter,float lightRadius,uint8_t ambientShadowAlpha,uint8_t spotShadowAlpha)167 void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius,
168 uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
169 mLightCenter = lightCenter;
170 mLightRadius = lightRadius;
171 mAmbientShadowAlpha = ambientShadowAlpha;
172 mSpotShadowAlpha = spotShadowAlpha;
173 }
174
175 ///////////////////////////////////////////////////////////////////////////////
176 // Setup
177 ///////////////////////////////////////////////////////////////////////////////
178
onViewportInitialized()179 void OpenGLRenderer::onViewportInitialized() {
180 glDisable(GL_DITHER);
181 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
182
183 glEnableVertexAttribArray(Program::kBindingPosition);
184 mFirstFrameAfterResize = true;
185 }
186
setupFrameState(float left,float top,float right,float bottom,bool opaque)187 void OpenGLRenderer::setupFrameState(float left, float top,
188 float right, float bottom, bool opaque) {
189 mCaches.clearGarbage();
190 initializeSaveStack(left, top, right, bottom, mLightCenter);
191 mOpaque = opaque;
192 mTilingClip.set(left, top, right, bottom);
193 }
194
startFrame()195 status_t OpenGLRenderer::startFrame() {
196 if (mFrameStarted) return DrawGlInfo::kStatusDone;
197 mFrameStarted = true;
198
199 mDirtyClip = true;
200
201 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
202
203 mRenderState.setViewport(getWidth(), getHeight());
204
205 // Functors break the tiling extension in pretty spectacular ways
206 // This ensures we don't use tiling when a functor is going to be
207 // invoked during the frame
208 mSuppressTiling = mCaches.hasRegisteredFunctors()
209 || mFirstFrameAfterResize;
210 mFirstFrameAfterResize = false;
211
212 startTilingCurrentClip(true);
213
214 debugOverdraw(true, true);
215
216 return clear(mTilingClip.left, mTilingClip.top,
217 mTilingClip.right, mTilingClip.bottom, mOpaque);
218 }
219
prepareDirty(float left,float top,float right,float bottom,bool opaque)220 status_t OpenGLRenderer::prepareDirty(float left, float top,
221 float right, float bottom, bool opaque) {
222
223 setupFrameState(left, top, right, bottom, opaque);
224
225 // Layer renderers will start the frame immediately
226 // The framebuffer renderer will first defer the display list
227 // for each layer and wait until the first drawing command
228 // to start the frame
229 if (currentSnapshot()->fbo == 0) {
230 syncState();
231 updateLayers();
232 } else {
233 return startFrame();
234 }
235
236 return DrawGlInfo::kStatusDone;
237 }
238
discardFramebuffer(float left,float top,float right,float bottom)239 void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
240 // If we know that we are going to redraw the entire framebuffer,
241 // perform a discard to let the driver know we don't need to preserve
242 // the back buffer for this frame.
243 if (mExtensions.hasDiscardFramebuffer() &&
244 left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) {
245 const bool isFbo = getTargetFbo() == 0;
246 const GLenum attachments[] = {
247 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
248 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
249 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
250 }
251 }
252
clear(float left,float top,float right,float bottom,bool opaque)253 status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
254 if (!opaque || mCountOverdraw) {
255 mCaches.enableScissor();
256 mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top);
257 glClear(GL_COLOR_BUFFER_BIT);
258 return DrawGlInfo::kStatusDrew;
259 }
260
261 mCaches.resetScissor();
262 return DrawGlInfo::kStatusDone;
263 }
264
syncState()265 void OpenGLRenderer::syncState() {
266 if (mCaches.blend) {
267 glEnable(GL_BLEND);
268 } else {
269 glDisable(GL_BLEND);
270 }
271 }
272
startTilingCurrentClip(bool opaque,bool expand)273 void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) {
274 if (!mSuppressTiling) {
275 const Snapshot* snapshot = currentSnapshot();
276
277 const Rect* clip = &mTilingClip;
278 if (snapshot->flags & Snapshot::kFlagFboTarget) {
279 clip = &(snapshot->layer->clipRect);
280 }
281
282 startTiling(*clip, getViewportHeight(), opaque, expand);
283 }
284 }
285
startTiling(const Rect & clip,int windowHeight,bool opaque,bool expand)286 void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) {
287 if (!mSuppressTiling) {
288 if(expand) {
289 // Expand the startTiling region by 1
290 int leftNotZero = (clip.left > 0) ? 1 : 0;
291 int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0;
292
293 mCaches.startTiling(
294 clip.left - leftNotZero,
295 windowHeight - clip.bottom - topNotZero,
296 clip.right - clip.left + leftNotZero + 1,
297 clip.bottom - clip.top + topNotZero + 1,
298 opaque);
299 } else {
300 mCaches.startTiling(clip.left, windowHeight - clip.bottom,
301 clip.right - clip.left, clip.bottom - clip.top, opaque);
302 }
303 }
304 }
305
endTiling()306 void OpenGLRenderer::endTiling() {
307 if (!mSuppressTiling) mCaches.endTiling();
308 }
309
finish()310 void OpenGLRenderer::finish() {
311 renderOverdraw();
312 endTiling();
313
314 // When finish() is invoked on FBO 0 we've reached the end
315 // of the current frame
316 if (getTargetFbo() == 0) {
317 mCaches.pathCache.trim();
318 mCaches.tessellationCache.trim();
319 }
320
321 if (!suppressErrorChecks()) {
322 #if DEBUG_OPENGL
323 GLUtils::dumpGLErrors();
324 #endif
325
326 #if DEBUG_MEMORY_USAGE
327 mCaches.dumpMemoryUsage();
328 #else
329 if (mCaches.getDebugLevel() & kDebugMemory) {
330 mCaches.dumpMemoryUsage();
331 }
332 #endif
333 }
334
335 if (mCountOverdraw) {
336 countOverdraw();
337 }
338
339 mFrameStarted = false;
340 }
341
resumeAfterLayer()342 void OpenGLRenderer::resumeAfterLayer() {
343 mRenderState.setViewport(getViewportWidth(), getViewportHeight());
344 mRenderState.bindFramebuffer(currentSnapshot()->fbo);
345 debugOverdraw(true, false);
346
347 mCaches.resetScissor();
348 dirtyClip();
349 }
350
callDrawGLFunction(Functor * functor,Rect & dirty)351 status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
352 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
353
354 Rect clip(*currentClipRect());
355 clip.snapToPixelBoundaries();
356
357 // Since we don't know what the functor will draw, let's dirty
358 // the entire clip region
359 if (hasLayer()) {
360 dirtyLayerUnchecked(clip, getRegion());
361 }
362
363 DrawGlInfo info;
364 info.clipLeft = clip.left;
365 info.clipTop = clip.top;
366 info.clipRight = clip.right;
367 info.clipBottom = clip.bottom;
368 info.isLayer = hasLayer();
369 info.width = getViewportWidth();
370 info.height = getViewportHeight();
371 currentTransform()->copyTo(&info.transform[0]);
372
373 bool prevDirtyClip = mDirtyClip;
374 // setup GL state for functor
375 if (mDirtyClip) {
376 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
377 }
378 if (mCaches.enableScissor() || prevDirtyClip) {
379 setScissorFromClip();
380 }
381
382 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info);
383 // Scissor may have been modified, reset dirty clip
384 dirtyClip();
385
386 return DrawGlInfo::kStatusDrew;
387 }
388
389 ///////////////////////////////////////////////////////////////////////////////
390 // Debug
391 ///////////////////////////////////////////////////////////////////////////////
392
eventMarkDEBUG(const char * fmt,...) const393 void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const {
394 #if DEBUG_DETAILED_EVENTS
395 const int BUFFER_SIZE = 256;
396 va_list ap;
397 char buf[BUFFER_SIZE];
398
399 va_start(ap, fmt);
400 vsnprintf(buf, BUFFER_SIZE, fmt, ap);
401 va_end(ap);
402
403 eventMark(buf);
404 #endif
405 }
406
407
eventMark(const char * name) const408 void OpenGLRenderer::eventMark(const char* name) const {
409 mCaches.eventMark(0, name);
410 }
411
startMark(const char * name) const412 void OpenGLRenderer::startMark(const char* name) const {
413 mCaches.startMark(0, name);
414 }
415
endMark() const416 void OpenGLRenderer::endMark() const {
417 mCaches.endMark();
418 }
419
debugOverdraw(bool enable,bool clear)420 void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
421 mRenderState.debugOverdraw(enable, clear);
422 }
423
renderOverdraw()424 void OpenGLRenderer::renderOverdraw() {
425 if (mCaches.debugOverdraw && getTargetFbo() == 0) {
426 const Rect* clip = &mTilingClip;
427
428 mCaches.enableScissor();
429 mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom,
430 clip->right - clip->left, clip->bottom - clip->top);
431
432 // 1x overdraw
433 mCaches.stencil.enableDebugTest(2);
434 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
435
436 // 2x overdraw
437 mCaches.stencil.enableDebugTest(3);
438 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
439
440 // 3x overdraw
441 mCaches.stencil.enableDebugTest(4);
442 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
443
444 // 4x overdraw and higher
445 mCaches.stencil.enableDebugTest(4, true);
446 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
447
448 mCaches.stencil.disable();
449 }
450 }
451
countOverdraw()452 void OpenGLRenderer::countOverdraw() {
453 size_t count = getWidth() * getHeight();
454 uint32_t* buffer = new uint32_t[count];
455 glReadPixels(0, 0, getWidth(), getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
456
457 size_t total = 0;
458 for (size_t i = 0; i < count; i++) {
459 total += buffer[i] & 0xff;
460 }
461
462 mOverdraw = total / float(count);
463
464 delete[] buffer;
465 }
466
467 ///////////////////////////////////////////////////////////////////////////////
468 // Layers
469 ///////////////////////////////////////////////////////////////////////////////
470
updateLayer(Layer * layer,bool inFrame)471 bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
472 if (layer->deferredUpdateScheduled && layer->renderer
473 && layer->renderNode.get() && layer->renderNode->isRenderable()) {
474 ATRACE_CALL();
475
476 Rect& dirty = layer->dirtyRect;
477
478 if (inFrame) {
479 endTiling();
480 debugOverdraw(false, false);
481 }
482
483 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
484 layer->render(*this);
485 } else {
486 layer->defer(*this);
487 }
488
489 if (inFrame) {
490 resumeAfterLayer();
491 startTilingCurrentClip();
492 }
493
494 layer->debugDrawUpdate = mCaches.debugLayersUpdates;
495 layer->hasDrawnSinceUpdate = false;
496
497 return true;
498 }
499
500 return false;
501 }
502
updateLayers()503 void OpenGLRenderer::updateLayers() {
504 // If draw deferring is enabled this method will simply defer
505 // the display list of each individual layer. The layers remain
506 // in the layer updates list which will be cleared by flushLayers().
507 int count = mLayerUpdates.size();
508 if (count > 0) {
509 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
510 startMark("Layer Updates");
511 } else {
512 startMark("Defer Layer Updates");
513 }
514
515 // Note: it is very important to update the layers in order
516 for (int i = 0; i < count; i++) {
517 Layer* layer = mLayerUpdates.itemAt(i);
518 updateLayer(layer, false);
519 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
520 mCaches.resourceCache.decrementRefcount(layer);
521 }
522 }
523
524 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
525 mLayerUpdates.clear();
526 mRenderState.bindFramebuffer(getTargetFbo());
527 }
528 endMark();
529 }
530 }
531
flushLayers()532 void OpenGLRenderer::flushLayers() {
533 int count = mLayerUpdates.size();
534 if (count > 0) {
535 startMark("Apply Layer Updates");
536 char layerName[12];
537
538 // Note: it is very important to update the layers in order
539 for (int i = 0; i < count; i++) {
540 sprintf(layerName, "Layer #%d", i);
541 startMark(layerName);
542
543 ATRACE_BEGIN("flushLayer");
544 Layer* layer = mLayerUpdates.itemAt(i);
545 layer->flush();
546 ATRACE_END();
547
548 mCaches.resourceCache.decrementRefcount(layer);
549
550 endMark();
551 }
552
553 mLayerUpdates.clear();
554 mRenderState.bindFramebuffer(getTargetFbo());
555
556 endMark();
557 }
558 }
559
pushLayerUpdate(Layer * layer)560 void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
561 if (layer) {
562 // Make sure we don't introduce duplicates.
563 // SortedVector would do this automatically but we need to respect
564 // the insertion order. The linear search is not an issue since
565 // this list is usually very short (typically one item, at most a few)
566 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
567 if (mLayerUpdates.itemAt(i) == layer) {
568 return;
569 }
570 }
571 mLayerUpdates.push_back(layer);
572 mCaches.resourceCache.incrementRefcount(layer);
573 }
574 }
575
cancelLayerUpdate(Layer * layer)576 void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
577 if (layer) {
578 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
579 if (mLayerUpdates.itemAt(i) == layer) {
580 mLayerUpdates.removeAt(i);
581 mCaches.resourceCache.decrementRefcount(layer);
582 break;
583 }
584 }
585 }
586 }
587
clearLayerUpdates()588 void OpenGLRenderer::clearLayerUpdates() {
589 size_t count = mLayerUpdates.size();
590 if (count > 0) {
591 mCaches.resourceCache.lock();
592 for (size_t i = 0; i < count; i++) {
593 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
594 }
595 mCaches.resourceCache.unlock();
596 mLayerUpdates.clear();
597 }
598 }
599
flushLayerUpdates()600 void OpenGLRenderer::flushLayerUpdates() {
601 ATRACE_CALL();
602 syncState();
603 updateLayers();
604 flushLayers();
605 // Wait for all the layer updates to be executed
606 AutoFence fence;
607 }
608
markLayersAsBuildLayers()609 void OpenGLRenderer::markLayersAsBuildLayers() {
610 for (size_t i = 0; i < mLayerUpdates.size(); i++) {
611 mLayerUpdates[i]->wasBuildLayered = true;
612 }
613 }
614
615 ///////////////////////////////////////////////////////////////////////////////
616 // State management
617 ///////////////////////////////////////////////////////////////////////////////
618
onSnapshotRestored(const Snapshot & removed,const Snapshot & restored)619 void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
620 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer;
621 bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
622 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
623
624 if (restoreViewport) {
625 mRenderState.setViewport(getViewportWidth(), getViewportHeight());
626 }
627
628 if (restoreClip) {
629 dirtyClip();
630 }
631
632 if (restoreLayer) {
633 endMark(); // Savelayer
634 startMark("ComposeLayer");
635 composeLayer(removed, restored);
636 endMark();
637 }
638 }
639
640 ///////////////////////////////////////////////////////////////////////////////
641 // Layers
642 ///////////////////////////////////////////////////////////////////////////////
643
saveLayer(float left,float top,float right,float bottom,const SkPaint * paint,int flags,const SkPath * convexMask)644 int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
645 const SkPaint* paint, int flags, const SkPath* convexMask) {
646 // force matrix/clip isolation for layer
647 flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag;
648
649 const int count = saveSnapshot(flags);
650
651 if (!currentSnapshot()->isIgnored()) {
652 createLayer(left, top, right, bottom, paint, flags, convexMask);
653 }
654
655 return count;
656 }
657
calculateLayerBoundsAndClip(Rect & bounds,Rect & clip,bool fboLayer)658 void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
659 const Rect untransformedBounds(bounds);
660
661 currentTransform()->mapRect(bounds);
662
663 // Layers only make sense if they are in the framebuffer's bounds
664 if (bounds.intersect(*currentClipRect())) {
665 // We cannot work with sub-pixels in this case
666 bounds.snapToPixelBoundaries();
667
668 // When the layer is not an FBO, we may use glCopyTexImage so we
669 // need to make sure the layer does not extend outside the bounds
670 // of the framebuffer
671 const Snapshot& previous = *(currentSnapshot()->previous);
672 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight());
673 if (!bounds.intersect(previousViewport)) {
674 bounds.setEmpty();
675 } else if (fboLayer) {
676 clip.set(bounds);
677 mat4 inverse;
678 inverse.loadInverse(*currentTransform());
679 inverse.mapRect(clip);
680 clip.snapToPixelBoundaries();
681 if (clip.intersect(untransformedBounds)) {
682 clip.translate(-untransformedBounds.left, -untransformedBounds.top);
683 bounds.set(untransformedBounds);
684 } else {
685 clip.setEmpty();
686 }
687 }
688 } else {
689 bounds.setEmpty();
690 }
691 }
692
updateSnapshotIgnoreForLayer(const Rect & bounds,const Rect & clip,bool fboLayer,int alpha)693 void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
694 bool fboLayer, int alpha) {
695 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
696 bounds.getHeight() > mCaches.maxTextureSize ||
697 (fboLayer && clip.isEmpty())) {
698 mSnapshot->empty = fboLayer;
699 } else {
700 mSnapshot->invisible = mSnapshot->invisible || (alpha <= 0 && fboLayer);
701 }
702 }
703
saveLayerDeferred(float left,float top,float right,float bottom,const SkPaint * paint,int flags)704 int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
705 const SkPaint* paint, int flags) {
706 const int count = saveSnapshot(flags);
707
708 if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
709 // initialize the snapshot as though it almost represents an FBO layer so deferred draw
710 // operations will be able to store and restore the current clip and transform info, and
711 // quick rejection will be correct (for display lists)
712
713 Rect bounds(left, top, right, bottom);
714 Rect clip;
715 calculateLayerBoundsAndClip(bounds, clip, true);
716 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint));
717
718 if (!currentSnapshot()->isIgnored()) {
719 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
720 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
721 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
722 mSnapshot->roundRectClipState = NULL;
723 }
724 }
725
726 return count;
727 }
728
729 /**
730 * Layers are viewed by Skia are slightly different than layers in image editing
731 * programs (for instance.) When a layer is created, previously created layers
732 * and the frame buffer still receive every drawing command. For instance, if a
733 * layer is created and a shape intersecting the bounds of the layers and the
734 * framebuffer is draw, the shape will be drawn on both (unless the layer was
735 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
736 *
737 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
738 * texture. Unfortunately, this is inefficient as it requires every primitive to
739 * be drawn n + 1 times, where n is the number of active layers. In practice this
740 * means, for every primitive:
741 * - Switch active frame buffer
742 * - Change viewport, clip and projection matrix
743 * - Issue the drawing
744 *
745 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
746 * To avoid this, layers are implemented in a different way here, at least in the
747 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
748 * is set. When this flag is set we can redirect all drawing operations into a
749 * single FBO.
750 *
751 * This implementation relies on the frame buffer being at least RGBA 8888. When
752 * a layer is created, only a texture is created, not an FBO. The content of the
753 * frame buffer contained within the layer's bounds is copied into this texture
754 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
755 * buffer and drawing continues as normal. This technique therefore treats the
756 * frame buffer as a scratch buffer for the layers.
757 *
758 * To compose the layers back onto the frame buffer, each layer texture
759 * (containing the original frame buffer data) is drawn as a simple quad over
760 * the frame buffer. The trick is that the quad is set as the composition
761 * destination in the blending equation, and the frame buffer becomes the source
762 * of the composition.
763 *
764 * Drawing layers with an alpha value requires an extra step before composition.
765 * An empty quad is drawn over the layer's region in the frame buffer. This quad
766 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
767 * quad is used to multiply the colors in the frame buffer. This is achieved by
768 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
769 * GL_ZERO, GL_SRC_ALPHA.
770 *
771 * Because glCopyTexImage2D() can be slow, an alternative implementation might
772 * be use to draw a single clipped layer. The implementation described above
773 * is correct in every case.
774 *
775 * (1) The frame buffer is actually not cleared right away. To allow the GPU
776 * to potentially optimize series of calls to glCopyTexImage2D, the frame
777 * buffer is left untouched until the first drawing operation. Only when
778 * something actually gets drawn are the layers regions cleared.
779 */
createLayer(float left,float top,float right,float bottom,const SkPaint * paint,int flags,const SkPath * convexMask)780 bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
781 const SkPaint* paint, int flags, const SkPath* convexMask) {
782 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
783 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
784
785 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
786
787 // Window coordinates of the layer
788 Rect clip;
789 Rect bounds(left, top, right, bottom);
790 calculateLayerBoundsAndClip(bounds, clip, fboLayer);
791 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint));
792
793 // Bail out if we won't draw in this snapshot
794 if (currentSnapshot()->isIgnored()) {
795 return false;
796 }
797
798 mCaches.activeTexture(0);
799 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight());
800 if (!layer) {
801 return false;
802 }
803
804 layer->setPaint(paint);
805 layer->layer.set(bounds);
806 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
807 bounds.getWidth() / float(layer->getWidth()), 0.0f);
808
809 layer->setBlend(true);
810 layer->setDirty(false);
811 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache
812
813 // Save the layer in the snapshot
814 mSnapshot->flags |= Snapshot::kFlagIsLayer;
815 mSnapshot->layer = layer;
816
817 startMark("SaveLayer");
818 if (fboLayer) {
819 return createFboLayer(layer, bounds, clip);
820 } else {
821 // Copy the framebuffer into the layer
822 layer->bindTexture();
823 if (!bounds.isEmpty()) {
824 if (layer->isEmpty()) {
825 // Workaround for some GL drivers. When reading pixels lying outside
826 // of the window we should get undefined values for those pixels.
827 // Unfortunately some drivers will turn the entire target texture black
828 // when reading outside of the window.
829 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
830 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
831 layer->setEmpty(false);
832 }
833
834 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
835 bounds.left, getViewportHeight() - bounds.bottom,
836 bounds.getWidth(), bounds.getHeight());
837
838 // Enqueue the buffer coordinates to clear the corresponding region later
839 mLayers.push(new Rect(bounds));
840 }
841 }
842
843 return true;
844 }
845
createFboLayer(Layer * layer,Rect & bounds,Rect & clip)846 bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
847 layer->clipRect.set(clip);
848 layer->setFbo(mCaches.fboCache.get());
849
850 mSnapshot->region = &mSnapshot->layer->region;
851 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer;
852 mSnapshot->fbo = layer->getFbo();
853 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
854 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
855 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
856 mSnapshot->roundRectClipState = NULL;
857
858 endTiling();
859 debugOverdraw(false, false);
860 // Bind texture to FBO
861 mRenderState.bindFramebuffer(layer->getFbo());
862 layer->bindTexture();
863
864 // Initialize the texture if needed
865 if (layer->isEmpty()) {
866 layer->allocateTexture();
867 layer->setEmpty(false);
868 }
869
870 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
871 layer->getTexture(), 0);
872
873 // Expand the startTiling region by 1
874 startTilingCurrentClip(true, true);
875
876 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
877 mCaches.enableScissor();
878 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
879 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
880 glClear(GL_COLOR_BUFFER_BIT);
881
882 dirtyClip();
883
884 // Change the ortho projection
885 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight());
886 return true;
887 }
888
889 /**
890 * Read the documentation of createLayer() before doing anything in this method.
891 */
composeLayer(const Snapshot & removed,const Snapshot & restored)892 void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
893 if (!removed.layer) {
894 ALOGE("Attempting to compose a layer that does not exist");
895 return;
896 }
897
898 Layer* layer = removed.layer;
899 const Rect& rect = layer->layer;
900 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
901
902 bool clipRequired = false;
903 calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
904 &clipRequired, NULL, false); // safely ignore return, should never be rejected
905 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
906
907 if (fboLayer) {
908 endTiling();
909
910 // Detach the texture from the FBO
911 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
912
913 layer->removeFbo(false);
914
915 // Unbind current FBO and restore previous one
916 mRenderState.bindFramebuffer(restored.fbo);
917 debugOverdraw(true, false);
918
919 startTilingCurrentClip();
920 }
921
922 if (!fboLayer && layer->getAlpha() < 255) {
923 SkPaint layerPaint;
924 layerPaint.setAlpha(layer->getAlpha());
925 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode);
926 layerPaint.setColorFilter(layer->getColorFilter());
927
928 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true);
929 // Required below, composeLayerRect() will divide by 255
930 layer->setAlpha(255);
931 }
932
933 mCaches.unbindMeshBuffer();
934
935 mCaches.activeTexture(0);
936
937 // When the layer is stored in an FBO, we can save a bit of fillrate by
938 // drawing only the dirty region
939 if (fboLayer) {
940 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
941 composeLayerRegion(layer, rect);
942 } else if (!rect.isEmpty()) {
943 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
944
945 save(0);
946 // the layer contains screen buffer content that shouldn't be alpha modulated
947 // (and any necessary alpha modulation was handled drawing into the layer)
948 mSnapshot->alpha = 1.0f;
949 composeLayerRect(layer, rect, true);
950 restore();
951 }
952
953 dirtyClip();
954
955 // Failing to add the layer to the cache should happen only if the layer is too large
956 layer->setConvexMask(NULL);
957 if (!mCaches.layerCache.put(layer)) {
958 LAYER_LOGD("Deleting layer");
959 Caches::getInstance().resourceCache.decrementRefcount(layer);
960 }
961 }
962
drawTextureLayer(Layer * layer,const Rect & rect)963 void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
964 float alpha = getLayerAlpha(layer);
965
966 setupDraw();
967 if (layer->getRenderTarget() == GL_TEXTURE_2D) {
968 setupDrawWithTexture();
969 } else {
970 setupDrawWithExternalTexture();
971 }
972 setupDrawTextureTransform();
973 setupDrawColor(alpha, alpha, alpha, alpha);
974 setupDrawColorFilter(layer->getColorFilter());
975 setupDrawBlending(layer);
976 setupDrawProgram();
977 setupDrawPureColorUniforms();
978 setupDrawColorFilterUniforms(layer->getColorFilter());
979 if (layer->getRenderTarget() == GL_TEXTURE_2D) {
980 setupDrawTexture(layer->getTexture());
981 } else {
982 setupDrawExternalTexture(layer->getTexture());
983 }
984 if (currentTransform()->isPureTranslate() &&
985 !layer->getForceFilter() &&
986 layer->getWidth() == (uint32_t) rect.getWidth() &&
987 layer->getHeight() == (uint32_t) rect.getHeight()) {
988 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
989 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
990
991 layer->setFilter(GL_NEAREST);
992 setupDrawModelView(kModelViewMode_TranslateAndScale, false,
993 x, y, x + rect.getWidth(), y + rect.getHeight(), true);
994 } else {
995 layer->setFilter(GL_LINEAR);
996 setupDrawModelView(kModelViewMode_TranslateAndScale, false,
997 rect.left, rect.top, rect.right, rect.bottom);
998 }
999 setupDrawTextureTransformUniforms(layer->getTexTransform());
1000 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u);
1001
1002 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1003 }
1004
composeLayerRect(Layer * layer,const Rect & rect,bool swap)1005 void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1006 if (layer->isTextureLayer()) {
1007 EVENT_LOGD("composeTextureLayerRect");
1008 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1009 drawTextureLayer(layer, rect);
1010 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1011 } else {
1012 EVENT_LOGD("composeHardwareLayerRect");
1013 const Rect& texCoords = layer->texCoords;
1014 resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1015 texCoords.right, texCoords.bottom);
1016
1017 float x = rect.left;
1018 float y = rect.top;
1019 bool simpleTransform = currentTransform()->isPureTranslate() &&
1020 layer->getWidth() == (uint32_t) rect.getWidth() &&
1021 layer->getHeight() == (uint32_t) rect.getHeight();
1022
1023 if (simpleTransform) {
1024 // When we're swapping, the layer is already in screen coordinates
1025 if (!swap) {
1026 x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1027 y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1028 }
1029
1030 layer->setFilter(GL_NEAREST, true);
1031 } else {
1032 layer->setFilter(GL_LINEAR, true);
1033 }
1034
1035 SkPaint layerPaint;
1036 layerPaint.setAlpha(getLayerAlpha(layer) * 255);
1037 layerPaint.setXfermodeMode(layer->getMode());
1038 layerPaint.setColorFilter(layer->getColorFilter());
1039
1040 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f;
1041 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1042 layer->getTexture(), &layerPaint, blend,
1043 &mMeshVertices[0].x, &mMeshVertices[0].u,
1044 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1045
1046 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1047 }
1048 }
1049
1050 /**
1051 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1052 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1053 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1054 * by saveLayer's restore
1055 */
1056 #define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \
1057 DRAW_COMMAND; \
1058 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1059 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \
1060 DRAW_COMMAND; \
1061 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \
1062 } \
1063 }
1064
1065 #define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1066
1067 // This class is purely for inspection. It inherits from SkShader, but Skia does not know how to
1068 // use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque.
1069 class LayerShader : public SkShader {
1070 public:
LayerShader(Layer * layer,const SkMatrix * localMatrix)1071 LayerShader(Layer* layer, const SkMatrix* localMatrix)
1072 : INHERITED(localMatrix)
1073 , mLayer(layer) {
1074 }
1075
asACustomShader(void ** data) const1076 virtual bool asACustomShader(void** data) const {
1077 if (data) {
1078 *data = static_cast<void*>(mLayer);
1079 }
1080 return true;
1081 }
1082
isOpaque() const1083 virtual bool isOpaque() const {
1084 return !mLayer->isBlend();
1085 }
1086
1087 protected:
shadeSpan(int x,int y,SkPMColor[],int count)1088 virtual void shadeSpan(int x, int y, SkPMColor[], int count) {
1089 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend.");
1090 }
1091
flatten(SkWriteBuffer &) const1092 virtual void flatten(SkWriteBuffer&) const {
1093 LOG_ALWAYS_FATAL("LayerShader should never be flattened.");
1094 }
1095
getFactory() const1096 virtual Factory getFactory() const {
1097 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream.");
1098 return NULL;
1099 }
1100 private:
1101 // Unowned.
1102 Layer* mLayer;
1103 typedef SkShader INHERITED;
1104 };
1105
composeLayerRegion(Layer * layer,const Rect & rect)1106 void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1107 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw
1108
1109 if (layer->getConvexMask()) {
1110 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
1111
1112 // clip to the area of the layer the mask can be larger
1113 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op);
1114
1115 SkPaint paint;
1116 paint.setAntiAlias(true);
1117 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0));
1118
1119 // create LayerShader to map SaveLayer content into subsequent draw
1120 SkMatrix shaderMatrix;
1121 shaderMatrix.setTranslate(rect.left, rect.bottom);
1122 shaderMatrix.preScale(1, -1);
1123 LayerShader layerShader(layer, &shaderMatrix);
1124 paint.setShader(&layerShader);
1125
1126 // Since the drawing primitive is defined in local drawing space,
1127 // we don't need to modify the draw matrix
1128 const SkPath* maskPath = layer->getConvexMask();
1129 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint));
1130
1131 paint.setShader(NULL);
1132 restore();
1133
1134 return;
1135 }
1136
1137 if (layer->region.isRect()) {
1138 layer->setRegionAsRect();
1139
1140 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1141
1142 layer->region.clear();
1143 return;
1144 }
1145
1146 EVENT_LOGD("composeLayerRegion");
1147 // standard Region based draw
1148 size_t count;
1149 const android::Rect* rects;
1150 Region safeRegion;
1151 if (CC_LIKELY(hasRectToRectTransform())) {
1152 rects = layer->region.getArray(&count);
1153 } else {
1154 safeRegion = Region::createTJunctionFreeRegion(layer->region);
1155 rects = safeRegion.getArray(&count);
1156 }
1157
1158 const float alpha = getLayerAlpha(layer);
1159 const float texX = 1.0f / float(layer->getWidth());
1160 const float texY = 1.0f / float(layer->getHeight());
1161 const float height = rect.getHeight();
1162
1163 setupDraw();
1164
1165 // We must get (and therefore bind) the region mesh buffer
1166 // after we setup drawing in case we need to mess with the
1167 // stencil buffer in setupDraw()
1168 TextureVertex* mesh = mCaches.getRegionMesh();
1169 uint32_t numQuads = 0;
1170
1171 setupDrawWithTexture();
1172 setupDrawColor(alpha, alpha, alpha, alpha);
1173 setupDrawColorFilter(layer->getColorFilter());
1174 setupDrawBlending(layer);
1175 setupDrawProgram();
1176 setupDrawDirtyRegionsDisabled();
1177 setupDrawPureColorUniforms();
1178 setupDrawColorFilterUniforms(layer->getColorFilter());
1179 setupDrawTexture(layer->getTexture());
1180 if (currentTransform()->isPureTranslate()) {
1181 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1182 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1183
1184 layer->setFilter(GL_NEAREST);
1185 setupDrawModelView(kModelViewMode_Translate, false,
1186 x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1187 } else {
1188 layer->setFilter(GL_LINEAR);
1189 setupDrawModelView(kModelViewMode_Translate, false,
1190 rect.left, rect.top, rect.right, rect.bottom);
1191 }
1192 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
1193
1194 for (size_t i = 0; i < count; i++) {
1195 const android::Rect* r = &rects[i];
1196
1197 const float u1 = r->left * texX;
1198 const float v1 = (height - r->top) * texY;
1199 const float u2 = r->right * texX;
1200 const float v2 = (height - r->bottom) * texY;
1201
1202 // TODO: Reject quads outside of the clip
1203 TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1204 TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1205 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1206 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1207
1208 numQuads++;
1209
1210 if (numQuads >= gMaxNumberOfQuads) {
1211 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1212 GL_UNSIGNED_SHORT, NULL));
1213 numQuads = 0;
1214 mesh = mCaches.getRegionMesh();
1215 }
1216 }
1217
1218 if (numQuads > 0) {
1219 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1220 GL_UNSIGNED_SHORT, NULL));
1221 }
1222
1223 #if DEBUG_LAYERS_AS_REGIONS
1224 drawRegionRectsDebug(layer->region);
1225 #endif
1226
1227 layer->region.clear();
1228 }
1229
1230 #if DEBUG_LAYERS_AS_REGIONS
drawRegionRectsDebug(const Region & region)1231 void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1232 size_t count;
1233 const android::Rect* rects = region.getArray(&count);
1234
1235 uint32_t colors[] = {
1236 0x7fff0000, 0x7f00ff00,
1237 0x7f0000ff, 0x7fff00ff,
1238 };
1239
1240 int offset = 0;
1241 int32_t top = rects[0].top;
1242
1243 for (size_t i = 0; i < count; i++) {
1244 if (top != rects[i].top) {
1245 offset ^= 0x2;
1246 top = rects[i].top;
1247 }
1248
1249 SkPaint paint;
1250 paint.setColor(colors[offset + (i & 0x1)]);
1251 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1252 drawColorRect(r.left, r.top, r.right, r.bottom, paint);
1253 }
1254 }
1255 #endif
1256
drawRegionRects(const SkRegion & region,const SkPaint & paint,bool dirty)1257 void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) {
1258 Vector<float> rects;
1259
1260 SkRegion::Iterator it(region);
1261 while (!it.done()) {
1262 const SkIRect& r = it.rect();
1263 rects.push(r.fLeft);
1264 rects.push(r.fTop);
1265 rects.push(r.fRight);
1266 rects.push(r.fBottom);
1267 it.next();
1268 }
1269
1270 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false);
1271 }
1272
dirtyLayer(const float left,const float top,const float right,const float bottom,const mat4 transform)1273 void OpenGLRenderer::dirtyLayer(const float left, const float top,
1274 const float right, const float bottom, const mat4 transform) {
1275 if (hasLayer()) {
1276 Rect bounds(left, top, right, bottom);
1277 transform.mapRect(bounds);
1278 dirtyLayerUnchecked(bounds, getRegion());
1279 }
1280 }
1281
dirtyLayer(const float left,const float top,const float right,const float bottom)1282 void OpenGLRenderer::dirtyLayer(const float left, const float top,
1283 const float right, const float bottom) {
1284 if (hasLayer()) {
1285 Rect bounds(left, top, right, bottom);
1286 dirtyLayerUnchecked(bounds, getRegion());
1287 }
1288 }
1289
dirtyLayerUnchecked(Rect & bounds,Region * region)1290 void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1291 if (bounds.intersect(*currentClipRect())) {
1292 bounds.snapToPixelBoundaries();
1293 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1294 if (!dirty.isEmpty()) {
1295 region->orSelf(dirty);
1296 }
1297 }
1298 }
1299
issueIndexedQuadDraw(Vertex * mesh,GLsizei quadsCount)1300 void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) {
1301 GLsizei elementsCount = quadsCount * 6;
1302 while (elementsCount > 0) {
1303 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1304
1305 setupDrawIndexedVertices(&mesh[0].x);
1306 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1307
1308 elementsCount -= drawCount;
1309 // Though there are 4 vertices in a quad, we use 6 indices per
1310 // quad to draw with GL_TRIANGLES
1311 mesh += (drawCount / 6) * 4;
1312 }
1313 }
1314
clearLayerRegions()1315 void OpenGLRenderer::clearLayerRegions() {
1316 const size_t count = mLayers.size();
1317 if (count == 0) return;
1318
1319 if (!currentSnapshot()->isIgnored()) {
1320 EVENT_LOGD("clearLayerRegions");
1321 // Doing several glScissor/glClear here can negatively impact
1322 // GPUs with a tiler architecture, instead we draw quads with
1323 // the Clear blending mode
1324
1325 // The list contains bounds that have already been clipped
1326 // against their initial clip rect, and the current clip
1327 // is likely different so we need to disable clipping here
1328 bool scissorChanged = mCaches.disableScissor();
1329
1330 Vertex mesh[count * 4];
1331 Vertex* vertex = mesh;
1332
1333 for (uint32_t i = 0; i < count; i++) {
1334 Rect* bounds = mLayers.itemAt(i);
1335
1336 Vertex::set(vertex++, bounds->left, bounds->top);
1337 Vertex::set(vertex++, bounds->right, bounds->top);
1338 Vertex::set(vertex++, bounds->left, bounds->bottom);
1339 Vertex::set(vertex++, bounds->right, bounds->bottom);
1340
1341 delete bounds;
1342 }
1343 // We must clear the list of dirty rects before we
1344 // call setupDraw() to prevent stencil setup to do
1345 // the same thing again
1346 mLayers.clear();
1347
1348 SkPaint clearPaint;
1349 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode);
1350
1351 setupDraw(false);
1352 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1353 setupDrawBlending(&clearPaint, true);
1354 setupDrawProgram();
1355 setupDrawPureColorUniforms();
1356 setupDrawModelView(kModelViewMode_Translate, false,
1357 0.0f, 0.0f, 0.0f, 0.0f, true);
1358
1359 issueIndexedQuadDraw(&mesh[0], count);
1360
1361 if (scissorChanged) mCaches.enableScissor();
1362 } else {
1363 for (uint32_t i = 0; i < count; i++) {
1364 delete mLayers.itemAt(i);
1365 }
1366 mLayers.clear();
1367 }
1368 }
1369
1370 ///////////////////////////////////////////////////////////////////////////////
1371 // State Deferral
1372 ///////////////////////////////////////////////////////////////////////////////
1373
storeDisplayState(DeferredDisplayState & state,int stateDeferFlags)1374 bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1375 const Rect* currentClip = currentClipRect();
1376 const mat4* currentMatrix = currentTransform();
1377
1378 if (stateDeferFlags & kStateDeferFlag_Draw) {
1379 // state has bounds initialized in local coordinates
1380 if (!state.mBounds.isEmpty()) {
1381 currentMatrix->mapRect(state.mBounds);
1382 Rect clippedBounds(state.mBounds);
1383 // NOTE: if we ever want to use this clipping info to drive whether the scissor
1384 // is used, it should more closely duplicate the quickReject logic (in how it uses
1385 // snapToPixelBoundaries)
1386
1387 if(!clippedBounds.intersect(*currentClip)) {
1388 // quick rejected
1389 return true;
1390 }
1391
1392 state.mClipSideFlags = kClipSide_None;
1393 if (!currentClip->contains(state.mBounds)) {
1394 int& flags = state.mClipSideFlags;
1395 // op partially clipped, so record which sides are clipped for clip-aware merging
1396 if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left;
1397 if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top;
1398 if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right;
1399 if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1400 }
1401 state.mBounds.set(clippedBounds);
1402 } else {
1403 // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1404 // overdraw avoidance (since we don't know what it overlaps)
1405 state.mClipSideFlags = kClipSide_ConservativeFull;
1406 state.mBounds.set(*currentClip);
1407 }
1408 }
1409
1410 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1411 if (state.mClipValid) {
1412 state.mClip.set(*currentClip);
1413 }
1414
1415 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1416 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1417 state.mMatrix.load(*currentMatrix);
1418 state.mDrawModifiers = mDrawModifiers;
1419 state.mAlpha = currentSnapshot()->alpha;
1420
1421 // always store/restore, since it's just a pointer
1422 state.mRoundRectClipState = currentSnapshot()->roundRectClipState;
1423 return false;
1424 }
1425
restoreDisplayState(const DeferredDisplayState & state,bool skipClipRestore)1426 void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1427 setMatrix(state.mMatrix);
1428 mSnapshot->alpha = state.mAlpha;
1429 mDrawModifiers = state.mDrawModifiers;
1430 mSnapshot->roundRectClipState = state.mRoundRectClipState;
1431
1432 if (state.mClipValid && !skipClipRestore) {
1433 mSnapshot->setClip(state.mClip.left, state.mClip.top,
1434 state.mClip.right, state.mClip.bottom);
1435 dirtyClip();
1436 }
1437 }
1438
1439 /**
1440 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1441 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1442 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1443 *
1444 * This method should be called when restoreDisplayState() won't be restoring the clip
1445 */
setupMergedMultiDraw(const Rect * clipRect)1446 void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1447 if (clipRect != NULL) {
1448 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1449 } else {
1450 mSnapshot->setClip(0, 0, getWidth(), getHeight());
1451 }
1452 dirtyClip();
1453 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1454 }
1455
1456 ///////////////////////////////////////////////////////////////////////////////
1457 // Clipping
1458 ///////////////////////////////////////////////////////////////////////////////
1459
setScissorFromClip()1460 void OpenGLRenderer::setScissorFromClip() {
1461 Rect clip(*currentClipRect());
1462 clip.snapToPixelBoundaries();
1463
1464 if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom,
1465 clip.getWidth(), clip.getHeight())) {
1466 mDirtyClip = false;
1467 }
1468 }
1469
ensureStencilBuffer()1470 void OpenGLRenderer::ensureStencilBuffer() {
1471 // Thanks to the mismatch between EGL and OpenGL ES FBO we
1472 // cannot attach a stencil buffer to fbo0 dynamically. Let's
1473 // just hope we have one when hasLayer() returns false.
1474 if (hasLayer()) {
1475 attachStencilBufferToLayer(currentSnapshot()->layer);
1476 }
1477 }
1478
attachStencilBufferToLayer(Layer * layer)1479 void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1480 // The layer's FBO is already bound when we reach this stage
1481 if (!layer->getStencilRenderBuffer()) {
1482 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1483 // is attached after we initiated tiling. We must turn it off,
1484 // attach the new render buffer then turn tiling back on
1485 endTiling();
1486
1487 RenderBuffer* buffer = mCaches.renderBufferCache.get(
1488 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1489 layer->setStencilRenderBuffer(buffer);
1490
1491 startTiling(layer->clipRect, layer->layer.getHeight());
1492 }
1493 }
1494
setStencilFromClip()1495 void OpenGLRenderer::setStencilFromClip() {
1496 if (!mCaches.debugOverdraw) {
1497 if (!currentSnapshot()->clipRegion->isEmpty()) {
1498 EVENT_LOGD("setStencilFromClip - enabling");
1499
1500 // NOTE: The order here is important, we must set dirtyClip to false
1501 // before any draw call to avoid calling back into this method
1502 mDirtyClip = false;
1503
1504 ensureStencilBuffer();
1505
1506 mCaches.stencil.enableWrite();
1507
1508 // Clear and update the stencil, but first make sure we restrict drawing
1509 // to the region's bounds
1510 bool resetScissor = mCaches.enableScissor();
1511 if (resetScissor) {
1512 // The scissor was not set so we now need to update it
1513 setScissorFromClip();
1514 }
1515 mCaches.stencil.clear();
1516
1517 // stash and disable the outline clip state, since stencil doesn't account for outline
1518 bool storedSkipOutlineClip = mSkipOutlineClip;
1519 mSkipOutlineClip = true;
1520
1521 SkPaint paint;
1522 paint.setColor(SK_ColorBLACK);
1523 paint.setXfermodeMode(SkXfermode::kSrc_Mode);
1524
1525 // NOTE: We could use the region contour path to generate a smaller mesh
1526 // Since we are using the stencil we could use the red book path
1527 // drawing technique. It might increase bandwidth usage though.
1528
1529 // The last parameter is important: we are not drawing in the color buffer
1530 // so we don't want to dirty the current layer, if any
1531 drawRegionRects(*(currentSnapshot()->clipRegion), paint, false);
1532 if (resetScissor) mCaches.disableScissor();
1533 mSkipOutlineClip = storedSkipOutlineClip;
1534
1535 mCaches.stencil.enableTest();
1536
1537 // Draw the region used to generate the stencil if the appropriate debug
1538 // mode is enabled
1539 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1540 paint.setColor(0x7f0000ff);
1541 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
1542 drawRegionRects(*(currentSnapshot()->clipRegion), paint);
1543 }
1544 } else {
1545 EVENT_LOGD("setStencilFromClip - disabling");
1546 mCaches.stencil.disable();
1547 }
1548 }
1549 }
1550
1551 /**
1552 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1553 *
1554 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1555 * style, and tessellated AA ramp
1556 */
quickRejectSetupScissor(float left,float top,float right,float bottom,const SkPaint * paint)1557 bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1558 const SkPaint* paint) {
1559 bool snapOut = paint && paint->isAntiAlias();
1560
1561 if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1562 float outset = paint->getStrokeWidth() * 0.5f;
1563 left -= outset;
1564 top -= outset;
1565 right += outset;
1566 bottom += outset;
1567 }
1568
1569 bool clipRequired = false;
1570 bool roundRectClipRequired = false;
1571 if (calculateQuickRejectForScissor(left, top, right, bottom,
1572 &clipRequired, &roundRectClipRequired, snapOut)) {
1573 return true;
1574 }
1575
1576 // not quick rejected, so enable the scissor if clipRequired
1577 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1578 mSkipOutlineClip = !roundRectClipRequired;
1579 return false;
1580 }
1581
debugClip()1582 void OpenGLRenderer::debugClip() {
1583 #if DEBUG_CLIP_REGIONS
1584 if (!currentSnapshot()->clipRegion->isEmpty()) {
1585 SkPaint paint;
1586 paint.setColor(0x7f00ff00);
1587 drawRegionRects(*(currentSnapshot()->clipRegion, paint);
1588
1589 }
1590 #endif
1591 }
1592
1593 ///////////////////////////////////////////////////////////////////////////////
1594 // Drawing commands
1595 ///////////////////////////////////////////////////////////////////////////////
1596
1597 void OpenGLRenderer::setupDraw(bool clearLayer) {
1598 // TODO: It would be best if we could do this before quickRejectSetupScissor()
1599 // changes the scissor test state
1600 if (clearLayer) clearLayerRegions();
1601 // Make sure setScissor & setStencil happen at the beginning of
1602 // this method
1603 if (mDirtyClip) {
1604 if (mCaches.scissorEnabled) {
1605 setScissorFromClip();
1606 }
1607
1608 if (clearLayer) {
1609 setStencilFromClip();
1610 } else {
1611 // While clearing layer, force disable stencil buffer, since
1612 // it's invalid to stencil-clip *during* the layer clear
1613 mCaches.stencil.disable();
1614 }
1615 }
1616
1617 mDescription.reset();
1618
1619 mSetShaderColor = false;
1620 mColorSet = false;
1621 mColorA = mColorR = mColorG = mColorB = 0.0f;
1622 mTextureUnit = 0;
1623 mTrackDirtyRegions = true;
1624
1625 // Enable debug highlight when what we're about to draw is tested against
1626 // the stencil buffer and if stencil highlight debugging is on
1627 mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1628 mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1629 mCaches.stencil.isTestEnabled();
1630
1631 mDescription.emulateStencil = mCountOverdraw;
1632 }
1633
1634 void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1635 mDescription.hasTexture = true;
1636 mDescription.hasAlpha8Texture = isAlpha8;
1637 }
1638
1639 void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1640 mDescription.hasTexture = true;
1641 mDescription.hasColors = true;
1642 mDescription.hasAlpha8Texture = isAlpha8;
1643 }
1644
1645 void OpenGLRenderer::setupDrawWithExternalTexture() {
1646 mDescription.hasExternalTexture = true;
1647 }
1648
1649 void OpenGLRenderer::setupDrawNoTexture() {
1650 mCaches.disableTexCoordsVertexArray();
1651 }
1652
1653 void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) {
1654 mDescription.hasVertexAlpha = true;
1655 mDescription.useShadowAlphaInterp = useShadowAlphaInterp;
1656 }
1657
1658 void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1659 mColorA = alpha / 255.0f;
1660 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1661 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f;
1662 mColorB = mColorA * ((color ) & 0xFF) / 255.0f;
1663 mColorSet = true;
1664 mSetShaderColor = mDescription.setColorModulate(mColorA);
1665 }
1666
1667 void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1668 mColorA = alpha / 255.0f;
1669 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1670 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f;
1671 mColorB = mColorA * ((color ) & 0xFF) / 255.0f;
1672 mColorSet = true;
1673 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA);
1674 }
1675
1676 void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1677 mCaches.fontRenderer->describe(mDescription, paint);
1678 }
1679
1680 void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1681 mColorA = a;
1682 mColorR = r;
1683 mColorG = g;
1684 mColorB = b;
1685 mColorSet = true;
1686 mSetShaderColor = mDescription.setColorModulate(a);
1687 }
1688
1689 void OpenGLRenderer::setupDrawShader(const SkShader* shader) {
1690 if (shader != NULL) {
1691 SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader);
1692 }
1693 }
1694
1695 void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) {
1696 if (filter == NULL) {
1697 return;
1698 }
1699
1700 SkXfermode::Mode mode;
1701 if (filter->asColorMode(NULL, &mode)) {
1702 mDescription.colorOp = ProgramDescription::kColorBlend;
1703 mDescription.colorMode = mode;
1704 } else if (filter->asColorMatrix(NULL)) {
1705 mDescription.colorOp = ProgramDescription::kColorMatrix;
1706 }
1707 }
1708
1709 void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1710 if (mColorSet && mode == SkXfermode::kClear_Mode) {
1711 mColorA = 1.0f;
1712 mColorR = mColorG = mColorB = 0.0f;
1713 mSetShaderColor = mDescription.modulate = true;
1714 }
1715 }
1716
1717 static bool isBlendedColorFilter(const SkColorFilter* filter) {
1718 if (filter == NULL) {
1719 return false;
1720 }
1721 return (filter->getFlags() & SkColorFilter::kAlphaUnchanged_Flag) == 0;
1722 }
1723
1724 void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) {
1725 SkXfermode::Mode mode = layer->getMode();
1726 // When the blending mode is kClear_Mode, we need to use a modulate color
1727 // argb=1,0,0,0
1728 accountForClear(mode);
1729 // TODO: check shader blending, once we have shader drawing support for layers.
1730 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f ||
1731 (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter());
1732 chooseBlending(blend, mode, mDescription, swapSrcDst);
1733 }
1734
1735 void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) {
1736 SkXfermode::Mode mode = getXfermodeDirect(paint);
1737 // When the blending mode is kClear_Mode, we need to use a modulate color
1738 // argb=1,0,0,0
1739 accountForClear(mode);
1740 blend |= (mColorSet && mColorA < 1.0f) ||
1741 (getShader(paint) && !getShader(paint)->isOpaque()) ||
1742 isBlendedColorFilter(getColorFilter(paint));
1743 chooseBlending(blend, mode, mDescription, swapSrcDst);
1744 }
1745
1746 void OpenGLRenderer::setupDrawProgram() {
1747 useProgram(mCaches.programCache.get(mDescription));
1748 if (mDescription.hasRoundRectClip) {
1749 // TODO: avoid doing this repeatedly, stashing state pointer in program
1750 const RoundRectClipState* state = mSnapshot->roundRectClipState;
1751 const Rect& innerRect = state->innerRect;
1752 glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"),
1753 innerRect.left, innerRect.top,
1754 innerRect.right, innerRect.bottom);
1755 glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"),
1756 1, GL_FALSE, &state->matrix.data[0]);
1757
1758 // add half pixel to round out integer rect space to cover pixel centers
1759 float roundedOutRadius = state->radius + 0.5f;
1760 glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"),
1761 roundedOutRadius);
1762 }
1763 }
1764
1765 void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1766 mTrackDirtyRegions = false;
1767 }
1768
1769 void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1770 float left, float top, float right, float bottom, bool ignoreTransform) {
1771 mModelViewMatrix.loadTranslate(left, top, 0.0f);
1772 if (mode == kModelViewMode_TranslateAndScale) {
1773 mModelViewMatrix.scale(right - left, bottom - top, 1.0f);
1774 }
1775
1776 bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1777 const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform();
1778 mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset);
1779 if (dirty && mTrackDirtyRegions) {
1780 if (!ignoreTransform) {
1781 dirtyLayer(left, top, right, bottom, *currentTransform());
1782 } else {
1783 dirtyLayer(left, top, right, bottom);
1784 }
1785 }
1786 }
1787
1788 void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) {
1789 if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) {
1790 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1791 }
1792 }
1793
1794 void OpenGLRenderer::setupDrawPureColorUniforms() {
1795 if (mSetShaderColor) {
1796 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1797 }
1798 }
1799
1800 void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) {
1801 if (shader == NULL) {
1802 return;
1803 }
1804
1805 if (ignoreTransform) {
1806 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform()
1807 // because it was built into modelView / the geometry, and the description needs to
1808 // compensate.
1809 mat4 modelViewWithoutTransform;
1810 modelViewWithoutTransform.loadInverse(*currentTransform());
1811 modelViewWithoutTransform.multiply(mModelViewMatrix);
1812 mModelViewMatrix.load(modelViewWithoutTransform);
1813 }
1814
1815 SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader);
1816 }
1817
1818 void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) {
1819 if (NULL == filter) {
1820 return;
1821 }
1822
1823 SkColor color;
1824 SkXfermode::Mode mode;
1825 if (filter->asColorMode(&color, &mode)) {
1826 const int alpha = SkColorGetA(color);
1827 const GLfloat a = alpha / 255.0f;
1828 const GLfloat r = a * SkColorGetR(color) / 255.0f;
1829 const GLfloat g = a * SkColorGetG(color) / 255.0f;
1830 const GLfloat b = a * SkColorGetB(color) / 255.0f;
1831 glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a);
1832 return;
1833 }
1834
1835 SkScalar srcColorMatrix[20];
1836 if (filter->asColorMatrix(srcColorMatrix)) {
1837
1838 float colorMatrix[16];
1839 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float));
1840 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float));
1841 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float));
1842 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float));
1843
1844 // Skia uses the range [0..255] for the addition vector, but we need
1845 // the [0..1] range to apply the vector in GLSL
1846 float colorVector[4];
1847 colorVector[0] = srcColorMatrix[4] / 255.0f;
1848 colorVector[1] = srcColorMatrix[9] / 255.0f;
1849 colorVector[2] = srcColorMatrix[14] / 255.0f;
1850 colorVector[3] = srcColorMatrix[19] / 255.0f;
1851
1852 glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1,
1853 GL_FALSE, colorMatrix);
1854 glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector);
1855 return;
1856 }
1857
1858 // it is an error if we ever get here
1859 }
1860
1861 void OpenGLRenderer::setupDrawTextGammaUniforms() {
1862 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1863 }
1864
1865 void OpenGLRenderer::setupDrawSimpleMesh() {
1866 bool force = mCaches.bindMeshBuffer();
1867 mCaches.bindPositionVertexPointer(force, 0);
1868 mCaches.unbindIndicesBuffer();
1869 }
1870
1871 void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1872 if (texture) bindTexture(texture);
1873 mTextureUnit++;
1874 mCaches.enableTexCoordsVertexArray();
1875 }
1876
1877 void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1878 bindExternalTexture(texture);
1879 mTextureUnit++;
1880 mCaches.enableTexCoordsVertexArray();
1881 }
1882
1883 void OpenGLRenderer::setupDrawTextureTransform() {
1884 mDescription.hasTextureTransform = true;
1885 }
1886
1887 void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1888 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1889 GL_FALSE, &transform.data[0]);
1890 }
1891
1892 void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1893 const GLvoid* texCoords, GLuint vbo) {
1894 bool force = false;
1895 if (!vertices || vbo) {
1896 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1897 } else {
1898 force = mCaches.unbindMeshBuffer();
1899 }
1900
1901 mCaches.bindPositionVertexPointer(force, vertices);
1902 if (mCaches.currentProgram->texCoords >= 0) {
1903 mCaches.bindTexCoordsVertexPointer(force, texCoords);
1904 }
1905
1906 mCaches.unbindIndicesBuffer();
1907 }
1908
1909 void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1910 const GLvoid* texCoords, const GLvoid* colors) {
1911 bool force = mCaches.unbindMeshBuffer();
1912 GLsizei stride = sizeof(ColorTextureVertex);
1913
1914 mCaches.bindPositionVertexPointer(force, vertices, stride);
1915 if (mCaches.currentProgram->texCoords >= 0) {
1916 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1917 }
1918 int slot = mCaches.currentProgram->getAttrib("colors");
1919 if (slot >= 0) {
1920 glEnableVertexAttribArray(slot);
1921 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1922 }
1923
1924 mCaches.unbindIndicesBuffer();
1925 }
1926
1927 void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices,
1928 const GLvoid* texCoords, GLuint vbo) {
1929 bool force = false;
1930 // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1931 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1932 // use the default VBO found in Caches
1933 if (!vertices || vbo) {
1934 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1935 } else {
1936 force = mCaches.unbindMeshBuffer();
1937 }
1938 mCaches.bindQuadIndicesBuffer();
1939
1940 mCaches.bindPositionVertexPointer(force, vertices);
1941 if (mCaches.currentProgram->texCoords >= 0) {
1942 mCaches.bindTexCoordsVertexPointer(force, texCoords);
1943 }
1944 }
1945
1946 void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
1947 bool force = mCaches.unbindMeshBuffer();
1948 mCaches.bindQuadIndicesBuffer();
1949 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1950 }
1951
1952 ///////////////////////////////////////////////////////////////////////////////
1953 // Drawing
1954 ///////////////////////////////////////////////////////////////////////////////
1955
1956 status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
1957 status_t status;
1958 // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1959 // will be performed by the display list itself
1960 if (renderNode && renderNode->isRenderable()) {
1961 // compute 3d ordering
1962 renderNode->computeOrdering();
1963 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1964 status = startFrame();
1965 ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1966 renderNode->replay(replayStruct, 0);
1967 return status | replayStruct.mDrawGlStatus;
1968 }
1969
1970 bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs!
1971 DeferredDisplayList deferredList(*currentClipRect(), avoidOverdraw);
1972 DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1973 renderNode->defer(deferStruct, 0);
1974
1975 flushLayers();
1976 status = startFrame();
1977
1978 return deferredList.flush(*this, dirty) | status;
1979 }
1980
1981 // Even if there is no drawing command(Ex: invisible),
1982 // it still needs startFrame to clear buffer and start tiling.
1983 return startFrame();
1984 }
1985
1986 void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) {
1987 int color = paint != NULL ? paint->getColor() : 0;
1988
1989 float x = left;
1990 float y = top;
1991
1992 texture->setWrap(GL_CLAMP_TO_EDGE, true);
1993
1994 bool ignoreTransform = false;
1995 if (currentTransform()->isPureTranslate()) {
1996 x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
1997 y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
1998 ignoreTransform = true;
1999
2000 texture->setFilter(GL_NEAREST, true);
2001 } else {
2002 texture->setFilter(getFilter(paint), true);
2003 }
2004
2005 // No need to check for a UV mapper on the texture object, only ARGB_8888
2006 // bitmaps get packed in the atlas
2007 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2008 paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2009 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2010 }
2011
2012 /**
2013 * Important note: this method is intended to draw batches of bitmaps and
2014 * will not set the scissor enable or dirty the current layer, if any.
2015 * The caller is responsible for properly dirtying the current layer.
2016 */
2017 status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2018 int bitmapCount, TextureVertex* vertices, bool pureTranslate,
2019 const Rect& bounds, const SkPaint* paint) {
2020 mCaches.activeTexture(0);
2021 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2022 if (!texture) return DrawGlInfo::kStatusDone;
2023
2024 const AutoTexture autoCleanup(texture);
2025
2026 texture->setWrap(GL_CLAMP_TO_EDGE, true);
2027 texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true);
2028
2029 const float x = (int) floorf(bounds.left + 0.5f);
2030 const float y = (int) floorf(bounds.top + 0.5f);
2031 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2032 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2033 texture->id, paint, &vertices[0].x, &vertices[0].u,
2034 GL_TRIANGLES, bitmapCount * 6, true,
2035 kModelViewMode_Translate, false);
2036 } else {
2037 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2038 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u,
2039 GL_TRIANGLES, bitmapCount * 6, false, true, 0,
2040 kModelViewMode_Translate, false);
2041 }
2042
2043 return DrawGlInfo::kStatusDrew;
2044 }
2045
2046 status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) {
2047 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
2048 return DrawGlInfo::kStatusDone;
2049 }
2050
2051 mCaches.activeTexture(0);
2052 Texture* texture = getTexture(bitmap);
2053 if (!texture) return DrawGlInfo::kStatusDone;
2054 const AutoTexture autoCleanup(texture);
2055
2056 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2057 drawAlphaBitmap(texture, 0, 0, paint);
2058 } else {
2059 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2060 }
2061
2062 return DrawGlInfo::kStatusDrew;
2063 }
2064
2065 status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) {
2066 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
2067 return DrawGlInfo::kStatusDone;
2068 }
2069
2070 mCaches.activeTexture(0);
2071 Texture* texture = mCaches.textureCache.getTransient(bitmap);
2072 const AutoTexture autoCleanup(texture);
2073
2074 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2075 drawAlphaBitmap(texture, 0, 0, paint);
2076 } else {
2077 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2078 }
2079
2080 return DrawGlInfo::kStatusDrew;
2081 }
2082
2083 status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
2084 const float* vertices, const int* colors, const SkPaint* paint) {
2085 if (!vertices || currentSnapshot()->isIgnored()) {
2086 return DrawGlInfo::kStatusDone;
2087 }
2088
2089 // TODO: use quickReject on bounds from vertices
2090 mCaches.enableScissor();
2091
2092 float left = FLT_MAX;
2093 float top = FLT_MAX;
2094 float right = FLT_MIN;
2095 float bottom = FLT_MIN;
2096
2097 const uint32_t count = meshWidth * meshHeight * 6;
2098
2099 Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr
2100 mesh.setCapacity(count);
2101 ColorTextureVertex* vertex = mesh.editArray();
2102
2103 bool cleanupColors = false;
2104 if (!colors) {
2105 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2106 int* newColors = new int[colorsCount];
2107 memset(newColors, 0xff, colorsCount * sizeof(int));
2108 colors = newColors;
2109 cleanupColors = true;
2110 }
2111
2112 mCaches.activeTexture(0);
2113 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2114 const UvMapper& mapper(getMapper(texture));
2115
2116 for (int32_t y = 0; y < meshHeight; y++) {
2117 for (int32_t x = 0; x < meshWidth; x++) {
2118 uint32_t i = (y * (meshWidth + 1) + x) * 2;
2119
2120 float u1 = float(x) / meshWidth;
2121 float u2 = float(x + 1) / meshWidth;
2122 float v1 = float(y) / meshHeight;
2123 float v2 = float(y + 1) / meshHeight;
2124
2125 mapper.map(u1, v1, u2, v2);
2126
2127 int ax = i + (meshWidth + 1) * 2;
2128 int ay = ax + 1;
2129 int bx = i;
2130 int by = bx + 1;
2131 int cx = i + 2;
2132 int cy = cx + 1;
2133 int dx = i + (meshWidth + 1) * 2 + 2;
2134 int dy = dx + 1;
2135
2136 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2137 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2138 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2139
2140 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2141 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2142 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2143
2144 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2145 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2146 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2147 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2148 }
2149 }
2150
2151 if (quickRejectSetupScissor(left, top, right, bottom)) {
2152 if (cleanupColors) delete[] colors;
2153 return DrawGlInfo::kStatusDone;
2154 }
2155
2156 if (!texture) {
2157 texture = mCaches.textureCache.get(bitmap);
2158 if (!texture) {
2159 if (cleanupColors) delete[] colors;
2160 return DrawGlInfo::kStatusDone;
2161 }
2162 }
2163 const AutoTexture autoCleanup(texture);
2164
2165 texture->setWrap(GL_CLAMP_TO_EDGE, true);
2166 texture->setFilter(getFilter(paint), true);
2167
2168 int alpha;
2169 SkXfermode::Mode mode;
2170 getAlphaAndMode(paint, &alpha, &mode);
2171
2172 float a = alpha / 255.0f;
2173
2174 if (hasLayer()) {
2175 dirtyLayer(left, top, right, bottom, *currentTransform());
2176 }
2177
2178 setupDraw();
2179 setupDrawWithTextureAndColor();
2180 setupDrawColor(a, a, a, a);
2181 setupDrawColorFilter(getColorFilter(paint));
2182 setupDrawBlending(paint, true);
2183 setupDrawProgram();
2184 setupDrawDirtyRegionsDisabled();
2185 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f);
2186 setupDrawTexture(texture->id);
2187 setupDrawPureColorUniforms();
2188 setupDrawColorFilterUniforms(getColorFilter(paint));
2189 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2190
2191 glDrawArrays(GL_TRIANGLES, 0, count);
2192
2193 int slot = mCaches.currentProgram->getAttrib("colors");
2194 if (slot >= 0) {
2195 glDisableVertexAttribArray(slot);
2196 }
2197
2198 if (cleanupColors) delete[] colors;
2199
2200 return DrawGlInfo::kStatusDrew;
2201 }
2202
2203 status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap,
2204 float srcLeft, float srcTop, float srcRight, float srcBottom,
2205 float dstLeft, float dstTop, float dstRight, float dstBottom,
2206 const SkPaint* paint) {
2207 if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) {
2208 return DrawGlInfo::kStatusDone;
2209 }
2210
2211 mCaches.activeTexture(0);
2212 Texture* texture = getTexture(bitmap);
2213 if (!texture) return DrawGlInfo::kStatusDone;
2214 const AutoTexture autoCleanup(texture);
2215
2216 const float width = texture->width;
2217 const float height = texture->height;
2218
2219 float u1 = fmax(0.0f, srcLeft / width);
2220 float v1 = fmax(0.0f, srcTop / height);
2221 float u2 = fmin(1.0f, srcRight / width);
2222 float v2 = fmin(1.0f, srcBottom / height);
2223
2224 getMapper(texture).map(u1, v1, u2, v2);
2225
2226 mCaches.unbindMeshBuffer();
2227 resetDrawTextureTexCoords(u1, v1, u2, v2);
2228
2229 texture->setWrap(GL_CLAMP_TO_EDGE, true);
2230
2231 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2232 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2233
2234 bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2235 // Apply a scale transform on the canvas only when a shader is in use
2236 // Skia handles the ratio between the dst and src rects as a scale factor
2237 // when a shader is set
2238 bool useScaleTransform = getShader(paint) && scaled;
2239 bool ignoreTransform = false;
2240
2241 if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) {
2242 float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f);
2243 float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f);
2244
2245 dstRight = x + (dstRight - dstLeft);
2246 dstBottom = y + (dstBottom - dstTop);
2247
2248 dstLeft = x;
2249 dstTop = y;
2250
2251 texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true);
2252 ignoreTransform = true;
2253 } else {
2254 texture->setFilter(getFilter(paint), true);
2255 }
2256
2257 if (CC_UNLIKELY(useScaleTransform)) {
2258 save(SkCanvas::kMatrix_SaveFlag);
2259 translate(dstLeft, dstTop);
2260 scale(scaleX, scaleY);
2261
2262 dstLeft = 0.0f;
2263 dstTop = 0.0f;
2264
2265 dstRight = srcRight - srcLeft;
2266 dstBottom = srcBottom - srcTop;
2267 }
2268
2269 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2270 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2271 texture->id, paint,
2272 &mMeshVertices[0].x, &mMeshVertices[0].u,
2273 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2274 } else {
2275 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2276 texture->id, paint, texture->blend,
2277 &mMeshVertices[0].x, &mMeshVertices[0].u,
2278 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2279 }
2280
2281 if (CC_UNLIKELY(useScaleTransform)) {
2282 restore();
2283 }
2284
2285 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2286
2287 return DrawGlInfo::kStatusDrew;
2288 }
2289
2290 status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
2291 float left, float top, float right, float bottom, const SkPaint* paint) {
2292 if (quickRejectSetupScissor(left, top, right, bottom)) {
2293 return DrawGlInfo::kStatusDone;
2294 }
2295
2296 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2297 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2298 right - left, bottom - top, patch);
2299
2300 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2301 }
2302
2303 status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
2304 AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
2305 const SkPaint* paint) {
2306 if (quickRejectSetupScissor(left, top, right, bottom)) {
2307 return DrawGlInfo::kStatusDone;
2308 }
2309
2310 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2311 mCaches.activeTexture(0);
2312 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2313 if (!texture) return DrawGlInfo::kStatusDone;
2314 const AutoTexture autoCleanup(texture);
2315
2316 texture->setWrap(GL_CLAMP_TO_EDGE, true);
2317 texture->setFilter(GL_LINEAR, true);
2318
2319 const bool pureTranslate = currentTransform()->isPureTranslate();
2320 // Mark the current layer dirty where we are going to draw the patch
2321 if (hasLayer() && mesh->hasEmptyQuads) {
2322 const float offsetX = left + currentTransform()->getTranslateX();
2323 const float offsetY = top + currentTransform()->getTranslateY();
2324 const size_t count = mesh->quads.size();
2325 for (size_t i = 0; i < count; i++) {
2326 const Rect& bounds = mesh->quads.itemAt(i);
2327 if (CC_LIKELY(pureTranslate)) {
2328 const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2329 const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2330 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2331 } else {
2332 dirtyLayer(left + bounds.left, top + bounds.top,
2333 left + bounds.right, top + bounds.bottom, *currentTransform());
2334 }
2335 }
2336 }
2337
2338 bool ignoreTransform = false;
2339 if (CC_LIKELY(pureTranslate)) {
2340 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
2341 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
2342
2343 right = x + right - left;
2344 bottom = y + bottom - top;
2345 left = x;
2346 top = y;
2347 ignoreTransform = true;
2348 }
2349 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint,
2350 texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2351 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform,
2352 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads);
2353 }
2354
2355 return DrawGlInfo::kStatusDrew;
2356 }
2357
2358 /**
2359 * Important note: this method is intended to draw batches of 9-patch objects and
2360 * will not set the scissor enable or dirty the current layer, if any.
2361 * The caller is responsible for properly dirtying the current layer.
2362 */
2363 status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2364 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) {
2365 mCaches.activeTexture(0);
2366 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2367 if (!texture) return DrawGlInfo::kStatusDone;
2368 const AutoTexture autoCleanup(texture);
2369
2370 texture->setWrap(GL_CLAMP_TO_EDGE, true);
2371 texture->setFilter(GL_LINEAR, true);
2372
2373 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint,
2374 texture->blend, &vertices[0].x, &vertices[0].u,
2375 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false);
2376
2377 return DrawGlInfo::kStatusDrew;
2378 }
2379
2380 status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
2381 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) {
2382 // not missing call to quickReject/dirtyLayer, always done at a higher level
2383 if (!vertexBuffer.getVertexCount()) {
2384 // no vertices to draw
2385 return DrawGlInfo::kStatusDone;
2386 }
2387
2388 Rect bounds(vertexBuffer.getBounds());
2389 bounds.translate(translateX, translateY);
2390 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform());
2391
2392 int color = paint->getColor();
2393 bool isAA = paint->isAntiAlias();
2394
2395 setupDraw();
2396 setupDrawNoTexture();
2397 if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp));
2398 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2399 setupDrawColorFilter(getColorFilter(paint));
2400 setupDrawShader(getShader(paint));
2401 setupDrawBlending(paint, isAA);
2402 setupDrawProgram();
2403 setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset),
2404 translateX, translateY, 0, 0);
2405 setupDrawColorUniforms(getShader(paint));
2406 setupDrawColorFilterUniforms(getColorFilter(paint));
2407 setupDrawShaderUniforms(getShader(paint));
2408
2409 const void* vertices = vertexBuffer.getBuffer();
2410 bool force = mCaches.unbindMeshBuffer();
2411 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2412 mCaches.resetTexCoordsVertexPointer();
2413
2414 int alphaSlot = -1;
2415 if (isAA) {
2416 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2417 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2418 // TODO: avoid enable/disable in back to back uses of the alpha attribute
2419 glEnableVertexAttribArray(alphaSlot);
2420 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2421 }
2422
2423 const VertexBuffer::Mode mode = vertexBuffer.getMode();
2424 if (mode == VertexBuffer::kStandard) {
2425 mCaches.unbindIndicesBuffer();
2426 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2427 } else if (mode == VertexBuffer::kOnePolyRingShadow) {
2428 mCaches.bindShadowIndicesBuffer();
2429 glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2430 } else if (mode == VertexBuffer::kTwoPolyRingShadow) {
2431 mCaches.bindShadowIndicesBuffer();
2432 glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2433 } else if (mode == VertexBuffer::kIndices) {
2434 mCaches.unbindIndicesBuffer();
2435 glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), GL_UNSIGNED_SHORT,
2436 vertexBuffer.getIndices());
2437 }
2438
2439 if (isAA) {
2440 glDisableVertexAttribArray(alphaSlot);
2441 }
2442
2443 return DrawGlInfo::kStatusDrew;
2444 }
2445
2446 /**
2447 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2448 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in
2449 * screen space in all directions. However, instead of using a fragment shader to compute the
2450 * translucency of the color from its position, we simply use a varying parameter to define how far
2451 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2452 *
2453 * Doesn't yet support joins, caps, or path effects.
2454 */
2455 status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
2456 VertexBuffer vertexBuffer;
2457 // TODO: try clipping large paths to viewport
2458 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
2459 return drawVertexBuffer(vertexBuffer, paint);
2460 }
2461
2462 /**
2463 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2464 * and additional geometry for defining an alpha slope perimeter.
2465 *
2466 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2467 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2468 * in-shader alpha region, but found it to be taxing on some GPUs.
2469 *
2470 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2471 * memory transfer by removing need for degenerate vertices.
2472 */
2473 status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
2474 if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2475
2476 count &= ~0x3; // round down to nearest four
2477
2478 VertexBuffer buffer;
2479 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer);
2480 const Rect& bounds = buffer.getBounds();
2481
2482 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2483 return DrawGlInfo::kStatusDone;
2484 }
2485
2486 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2487 return drawVertexBuffer(buffer, paint, displayFlags);
2488 }
2489
2490 status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
2491 if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2492
2493 count &= ~0x1; // round down to nearest two
2494
2495 VertexBuffer buffer;
2496 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer);
2497
2498 const Rect& bounds = buffer.getBounds();
2499 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2500 return DrawGlInfo::kStatusDone;
2501 }
2502
2503 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2504 return drawVertexBuffer(buffer, paint, displayFlags);
2505 }
2506
2507 status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2508 // No need to check against the clip, we fill the clip region
2509 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2510
2511 Rect clip(*currentClipRect());
2512 clip.snapToPixelBoundaries();
2513
2514 SkPaint paint;
2515 paint.setColor(color);
2516 paint.setXfermodeMode(mode);
2517
2518 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true);
2519
2520 return DrawGlInfo::kStatusDrew;
2521 }
2522
2523 status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2524 const SkPaint* paint) {
2525 if (!texture) return DrawGlInfo::kStatusDone;
2526 const AutoTexture autoCleanup(texture);
2527
2528 const float x = left + texture->left - texture->offset;
2529 const float y = top + texture->top - texture->offset;
2530
2531 drawPathTexture(texture, x, y, paint);
2532
2533 return DrawGlInfo::kStatusDrew;
2534 }
2535
2536 status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2537 float rx, float ry, const SkPaint* p) {
2538 if (currentSnapshot()->isIgnored()
2539 || quickRejectSetupScissor(left, top, right, bottom, p)
2540 || paintWillNotDraw(*p)) {
2541 return DrawGlInfo::kStatusDone;
2542 }
2543
2544 if (p->getPathEffect() != 0) {
2545 mCaches.activeTexture(0);
2546 const PathTexture* texture = mCaches.pathCache.getRoundRect(
2547 right - left, bottom - top, rx, ry, p);
2548 return drawShape(left, top, texture, p);
2549 }
2550
2551 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect(
2552 *currentTransform(), *p, right - left, bottom - top, rx, ry);
2553 return drawVertexBuffer(left, top, *vertexBuffer, p);
2554 }
2555
2556 status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
2557 if (currentSnapshot()->isIgnored()
2558 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p)
2559 || paintWillNotDraw(*p)) {
2560 return DrawGlInfo::kStatusDone;
2561 }
2562 if (p->getPathEffect() != 0) {
2563 mCaches.activeTexture(0);
2564 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2565 return drawShape(x - radius, y - radius, texture, p);
2566 }
2567
2568 SkPath path;
2569 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2570 path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2571 } else {
2572 path.addCircle(x, y, radius);
2573 }
2574 return drawConvexPath(path, p);
2575 }
2576
2577 status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2578 const SkPaint* p) {
2579 if (currentSnapshot()->isIgnored()
2580 || quickRejectSetupScissor(left, top, right, bottom, p)
2581 || paintWillNotDraw(*p)) {
2582 return DrawGlInfo::kStatusDone;
2583 }
2584
2585 if (p->getPathEffect() != 0) {
2586 mCaches.activeTexture(0);
2587 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2588 return drawShape(left, top, texture, p);
2589 }
2590
2591 SkPath path;
2592 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2593 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2594 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2595 }
2596 path.addOval(rect);
2597 return drawConvexPath(path, p);
2598 }
2599
2600 status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2601 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) {
2602 if (currentSnapshot()->isIgnored()
2603 || quickRejectSetupScissor(left, top, right, bottom, p)
2604 || paintWillNotDraw(*p)) {
2605 return DrawGlInfo::kStatusDone;
2606 }
2607
2608 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2609 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2610 mCaches.activeTexture(0);
2611 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2612 startAngle, sweepAngle, useCenter, p);
2613 return drawShape(left, top, texture, p);
2614 }
2615
2616 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2617 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2618 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2619 }
2620
2621 SkPath path;
2622 if (useCenter) {
2623 path.moveTo(rect.centerX(), rect.centerY());
2624 }
2625 path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2626 if (useCenter) {
2627 path.close();
2628 }
2629 return drawConvexPath(path, p);
2630 }
2631
2632 // See SkPaintDefaults.h
2633 #define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2634
2635 status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
2636 const SkPaint* p) {
2637 if (currentSnapshot()->isIgnored()
2638 || quickRejectSetupScissor(left, top, right, bottom, p)
2639 || paintWillNotDraw(*p)) {
2640 return DrawGlInfo::kStatusDone;
2641 }
2642
2643 if (p->getStyle() != SkPaint::kFill_Style) {
2644 // only fill style is supported by drawConvexPath, since others have to handle joins
2645 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2646 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2647 mCaches.activeTexture(0);
2648 const PathTexture* texture =
2649 mCaches.pathCache.getRect(right - left, bottom - top, p);
2650 return drawShape(left, top, texture, p);
2651 }
2652
2653 SkPath path;
2654 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2655 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2656 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2657 }
2658 path.addRect(rect);
2659 return drawConvexPath(path, p);
2660 }
2661
2662 if (p->isAntiAlias() && !currentTransform()->isSimple()) {
2663 SkPath path;
2664 path.addRect(left, top, right, bottom);
2665 return drawConvexPath(path, p);
2666 } else {
2667 drawColorRect(left, top, right, bottom, p);
2668 return DrawGlInfo::kStatusDrew;
2669 }
2670 }
2671
2672 void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text,
2673 int bytesCount, int count, const float* positions,
2674 FontRenderer& fontRenderer, int alpha, float x, float y) {
2675 mCaches.activeTexture(0);
2676
2677 TextShadow textShadow;
2678 if (!getTextShadow(paint, &textShadow)) {
2679 LOG_ALWAYS_FATAL("failed to query shadow attributes");
2680 }
2681
2682 // NOTE: The drop shadow will not perform gamma correction
2683 // if shader-based correction is enabled
2684 mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2685 const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2686 paint, text, bytesCount, count, textShadow.radius, positions);
2687 // If the drop shadow exceeds the max texture size or couldn't be
2688 // allocated, skip drawing
2689 if (!shadow) return;
2690 const AutoTexture autoCleanup(shadow);
2691
2692 const float sx = x - shadow->left + textShadow.dx;
2693 const float sy = y - shadow->top + textShadow.dy;
2694
2695 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha;
2696 if (getShader(paint)) {
2697 textShadow.color = SK_ColorWHITE;
2698 }
2699
2700 setupDraw();
2701 setupDrawWithTexture(true);
2702 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha);
2703 setupDrawColorFilter(getColorFilter(paint));
2704 setupDrawShader(getShader(paint));
2705 setupDrawBlending(paint, true);
2706 setupDrawProgram();
2707 setupDrawModelView(kModelViewMode_TranslateAndScale, false,
2708 sx, sy, sx + shadow->width, sy + shadow->height);
2709 setupDrawTexture(shadow->id);
2710 setupDrawPureColorUniforms();
2711 setupDrawColorFilterUniforms(getColorFilter(paint));
2712 setupDrawShaderUniforms(getShader(paint));
2713 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2714
2715 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2716 }
2717
2718 bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2719 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2720 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2721 }
2722
2723 status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2724 const float* positions, const SkPaint* paint) {
2725 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2726 return DrawGlInfo::kStatusDone;
2727 }
2728
2729 // NOTE: Skia does not support perspective transform on drawPosText yet
2730 if (!currentTransform()->isSimple()) {
2731 return DrawGlInfo::kStatusDone;
2732 }
2733
2734 mCaches.enableScissor();
2735
2736 float x = 0.0f;
2737 float y = 0.0f;
2738 const bool pureTranslate = currentTransform()->isPureTranslate();
2739 if (pureTranslate) {
2740 x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2741 y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2742 }
2743
2744 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2745 fontRenderer.setFont(paint, SkMatrix::I());
2746
2747 int alpha;
2748 SkXfermode::Mode mode;
2749 getAlphaAndMode(paint, &alpha, &mode);
2750
2751 if (CC_UNLIKELY(hasTextShadow(paint))) {
2752 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2753 alpha, 0.0f, 0.0f);
2754 }
2755
2756 // Pick the appropriate texture filtering
2757 bool linearFilter = currentTransform()->changesBounds();
2758 if (pureTranslate && !linearFilter) {
2759 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2760 }
2761 fontRenderer.setTextureFiltering(linearFilter);
2762
2763 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2764 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2765
2766 const bool hasActiveLayer = hasLayer();
2767
2768 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2769 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2770 positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2771 if (hasActiveLayer) {
2772 if (!pureTranslate) {
2773 currentTransform()->mapRect(bounds);
2774 }
2775 dirtyLayerUnchecked(bounds, getRegion());
2776 }
2777 }
2778
2779 return DrawGlInfo::kStatusDrew;
2780 }
2781
2782 bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const {
2783 if (CC_LIKELY(transform.isPureTranslate())) {
2784 outMatrix->setIdentity();
2785 return false;
2786 } else if (CC_UNLIKELY(transform.isPerspective())) {
2787 outMatrix->setIdentity();
2788 return true;
2789 }
2790
2791 /**
2792 * Input is a non-perspective, scaling transform. Generate a scale-only transform,
2793 * with values rounded to the nearest int.
2794 */
2795 float sx, sy;
2796 transform.decomposeScale(sx, sy);
2797 outMatrix->setScale(
2798 roundf(fmaxf(1.0f, sx)),
2799 roundf(fmaxf(1.0f, sy)));
2800 return true;
2801 }
2802
2803 status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2804 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
2805 DrawOpMode drawOpMode) {
2806
2807 if (drawOpMode == kDrawOpMode_Immediate) {
2808 // The checks for corner-case ignorable text and quick rejection is only done for immediate
2809 // drawing as ops from DeferredDisplayList are already filtered for these
2810 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) ||
2811 quickRejectSetupScissor(bounds)) {
2812 return DrawGlInfo::kStatusDone;
2813 }
2814 }
2815
2816 const float oldX = x;
2817 const float oldY = y;
2818
2819 const mat4& transform = *currentTransform();
2820 const bool pureTranslate = transform.isPureTranslate();
2821
2822 if (CC_LIKELY(pureTranslate)) {
2823 x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2824 y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2825 }
2826
2827 int alpha;
2828 SkXfermode::Mode mode;
2829 getAlphaAndMode(paint, &alpha, &mode);
2830
2831 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2832
2833 if (CC_UNLIKELY(hasTextShadow(paint))) {
2834 fontRenderer.setFont(paint, SkMatrix::I());
2835 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2836 alpha, oldX, oldY);
2837 }
2838
2839 const bool hasActiveLayer = hasLayer();
2840
2841 // We only pass a partial transform to the font renderer. That partial
2842 // matrix defines how glyphs are rasterized. Typically we want glyphs
2843 // to be rasterized at their final size on screen, which means the partial
2844 // matrix needs to take the scale factor into account.
2845 // When a partial matrix is used to transform glyphs during rasterization,
2846 // the mesh is generated with the inverse transform (in the case of scale,
2847 // the mesh is generated at 1.0 / scale for instance.) This allows us to
2848 // apply the full transform matrix at draw time in the vertex shader.
2849 // Applying the full matrix in the shader is the easiest way to handle
2850 // rotation and perspective and allows us to always generated quads in the
2851 // font renderer which greatly simplifies the code, clipping in particular.
2852 SkMatrix fontTransform;
2853 bool linearFilter = findBestFontTransform(transform, &fontTransform)
2854 || fabs(y - (int) y) > 0.0f
2855 || fabs(x - (int) x) > 0.0f;
2856 fontRenderer.setFont(paint, fontTransform);
2857 fontRenderer.setTextureFiltering(linearFilter);
2858
2859 // TODO: Implement better clipping for scaled/rotated text
2860 const Rect* clip = !pureTranslate ? NULL : currentClipRect();
2861 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2862
2863 bool status;
2864 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2865
2866 // don't call issuedrawcommand, do it at end of batch
2867 bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2868 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2869 SkPaint paintCopy(*paint);
2870 paintCopy.setTextAlign(SkPaint::kLeft_Align);
2871 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2872 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2873 } else {
2874 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2875 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2876 }
2877
2878 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2879 if (!pureTranslate) {
2880 transform.mapRect(layerBounds);
2881 }
2882 dirtyLayerUnchecked(layerBounds, getRegion());
2883 }
2884
2885 drawTextDecorations(totalAdvance, oldX, oldY, paint);
2886
2887 return DrawGlInfo::kStatusDrew;
2888 }
2889
2890 status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
2891 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
2892 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2893 return DrawGlInfo::kStatusDone;
2894 }
2895
2896 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2897 mCaches.enableScissor();
2898
2899 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2900 fontRenderer.setFont(paint, SkMatrix::I());
2901 fontRenderer.setTextureFiltering(true);
2902
2903 int alpha;
2904 SkXfermode::Mode mode;
2905 getAlphaAndMode(paint, &alpha, &mode);
2906 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2907
2908 const Rect* clip = &mSnapshot->getLocalClip();
2909 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2910
2911 const bool hasActiveLayer = hasLayer();
2912
2913 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2914 hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
2915 if (hasActiveLayer) {
2916 currentTransform()->mapRect(bounds);
2917 dirtyLayerUnchecked(bounds, getRegion());
2918 }
2919 }
2920
2921 return DrawGlInfo::kStatusDrew;
2922 }
2923
2924 status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2925 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2926
2927 mCaches.activeTexture(0);
2928
2929 const PathTexture* texture = mCaches.pathCache.get(path, paint);
2930 if (!texture) return DrawGlInfo::kStatusDone;
2931 const AutoTexture autoCleanup(texture);
2932
2933 const float x = texture->left - texture->offset;
2934 const float y = texture->top - texture->offset;
2935
2936 drawPathTexture(texture, x, y, paint);
2937
2938 return DrawGlInfo::kStatusDrew;
2939 }
2940
2941 status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2942 if (!layer) {
2943 return DrawGlInfo::kStatusDone;
2944 }
2945
2946 mat4* transform = NULL;
2947 if (layer->isTextureLayer()) {
2948 transform = &layer->getTransform();
2949 if (!transform->isIdentity()) {
2950 save(SkCanvas::kMatrix_SaveFlag);
2951 concatMatrix(*transform);
2952 }
2953 }
2954
2955 bool clipRequired = false;
2956 const bool rejected = calculateQuickRejectForScissor(x, y,
2957 x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false);
2958
2959 if (rejected) {
2960 if (transform && !transform->isIdentity()) {
2961 restore();
2962 }
2963 return DrawGlInfo::kStatusDone;
2964 }
2965
2966 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y,
2967 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired);
2968
2969 updateLayer(layer, true);
2970
2971 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
2972 mCaches.activeTexture(0);
2973
2974 if (CC_LIKELY(!layer->region.isEmpty())) {
2975 if (layer->region.isRect()) {
2976 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2977 composeLayerRect(layer, layer->regionRect));
2978 } else if (layer->mesh) {
2979
2980 const float a = getLayerAlpha(layer);
2981 setupDraw();
2982 setupDrawWithTexture();
2983 setupDrawColor(a, a, a, a);
2984 setupDrawColorFilter(layer->getColorFilter());
2985 setupDrawBlending(layer);
2986 setupDrawProgram();
2987 setupDrawPureColorUniforms();
2988 setupDrawColorFilterUniforms(layer->getColorFilter());
2989 setupDrawTexture(layer->getTexture());
2990 if (CC_LIKELY(currentTransform()->isPureTranslate())) {
2991 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2992 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2993
2994 layer->setFilter(GL_NEAREST);
2995 setupDrawModelView(kModelViewMode_Translate, false, tx, ty,
2996 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2997 } else {
2998 layer->setFilter(GL_LINEAR);
2999 setupDrawModelView(kModelViewMode_Translate, false, x, y,
3000 x + layer->layer.getWidth(), y + layer->layer.getHeight());
3001 }
3002
3003 TextureVertex* mesh = &layer->mesh[0];
3004 GLsizei elementsCount = layer->meshElementCount;
3005
3006 while (elementsCount > 0) {
3007 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
3008
3009 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
3010 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3011 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
3012
3013 elementsCount -= drawCount;
3014 // Though there are 4 vertices in a quad, we use 6 indices per
3015 // quad to draw with GL_TRIANGLES
3016 mesh += (drawCount / 6) * 4;
3017 }
3018
3019 #if DEBUG_LAYERS_AS_REGIONS
3020 drawRegionRectsDebug(layer->region);
3021 #endif
3022 }
3023
3024 if (layer->debugDrawUpdate) {
3025 layer->debugDrawUpdate = false;
3026
3027 SkPaint paint;
3028 paint.setColor(0x7f00ff00);
3029 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint);
3030 }
3031 }
3032 layer->hasDrawnSinceUpdate = true;
3033
3034 if (transform && !transform->isIdentity()) {
3035 restore();
3036 }
3037
3038 return DrawGlInfo::kStatusDrew;
3039 }
3040
3041 ///////////////////////////////////////////////////////////////////////////////
3042 // Draw filters
3043 ///////////////////////////////////////////////////////////////////////////////
3044
3045 void OpenGLRenderer::resetPaintFilter() {
3046 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3047 // comparison, see MergingDrawBatch::canMergeWith
3048 mDrawModifiers.mHasDrawFilter = false;
3049 mDrawModifiers.mPaintFilterClearBits = 0;
3050 mDrawModifiers.mPaintFilterSetBits = 0;
3051 }
3052
3053 void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3054 // TODO: don't bother with boolean, it's redundant with clear/set bits
3055 mDrawModifiers.mHasDrawFilter = true;
3056 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3057 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3058 }
3059
3060 const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) {
3061 // TODO: use CompatFlagsDrawFilter here, and combine logic with android/graphics/DrawFilter.cpp
3062 // to avoid clobbering 0x02 paint flag
3063
3064 // Equivalent to the Java Paint's FILTER_BITMAP_FLAG.
3065 static const uint32_t sFilterBitmapFlag = 0x02;
3066
3067 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3068 return paint;
3069 }
3070
3071 const uint32_t clearBits = mDrawModifiers.mPaintFilterClearBits;
3072 const uint32_t setBits = mDrawModifiers.mPaintFilterSetBits;
3073
3074 const uint32_t flags = (paint->getFlags() & ~clearBits) | setBits;
3075 mFilteredPaint = *paint;
3076 mFilteredPaint.setFlags(flags);
3077
3078 // check if paint filter trying to override bitmap filter
3079 if ((clearBits | setBits) & sFilterBitmapFlag) {
3080 mFilteredPaint.setFilterLevel(flags & sFilterBitmapFlag
3081 ? SkPaint::kLow_FilterLevel : SkPaint::kNone_FilterLevel);
3082 }
3083
3084 return &mFilteredPaint;
3085 }
3086
3087 ///////////////////////////////////////////////////////////////////////////////
3088 // Drawing implementation
3089 ///////////////////////////////////////////////////////////////////////////////
3090
3091 Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
3092 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3093 if (!texture) {
3094 return mCaches.textureCache.get(bitmap);
3095 }
3096 return texture;
3097 }
3098
3099 void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3100 float x, float y, const SkPaint* paint) {
3101 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
3102 return;
3103 }
3104
3105 int alpha;
3106 SkXfermode::Mode mode;
3107 getAlphaAndMode(paint, &alpha, &mode);
3108
3109 setupDraw();
3110 setupDrawWithTexture(true);
3111 setupDrawAlpha8Color(paint->getColor(), alpha);
3112 setupDrawColorFilter(getColorFilter(paint));
3113 setupDrawShader(getShader(paint));
3114 setupDrawBlending(paint, true);
3115 setupDrawProgram();
3116 setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3117 x, y, x + texture->width, y + texture->height);
3118 setupDrawTexture(texture->id);
3119 setupDrawPureColorUniforms();
3120 setupDrawColorFilterUniforms(getColorFilter(paint));
3121 setupDrawShaderUniforms(getShader(paint));
3122 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3123
3124 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3125 }
3126
3127 // Same values used by Skia
3128 #define kStdStrikeThru_Offset (-6.0f / 21.0f)
3129 #define kStdUnderline_Offset (1.0f / 9.0f)
3130 #define kStdUnderline_Thickness (1.0f / 18.0f)
3131
3132 void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y,
3133 const SkPaint* paint) {
3134 // Handle underline and strike-through
3135 uint32_t flags = paint->getFlags();
3136 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3137 SkPaint paintCopy(*paint);
3138
3139 if (CC_LIKELY(underlineWidth > 0.0f)) {
3140 const float textSize = paintCopy.getTextSize();
3141 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3142
3143 const float left = x;
3144 float top = 0.0f;
3145
3146 int linesCount = 0;
3147 if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3148 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3149
3150 const int pointsCount = 4 * linesCount;
3151 float points[pointsCount];
3152 int currentPoint = 0;
3153
3154 if (flags & SkPaint::kUnderlineText_Flag) {
3155 top = y + textSize * kStdUnderline_Offset;
3156 points[currentPoint++] = left;
3157 points[currentPoint++] = top;
3158 points[currentPoint++] = left + underlineWidth;
3159 points[currentPoint++] = top;
3160 }
3161
3162 if (flags & SkPaint::kStrikeThruText_Flag) {
3163 top = y + textSize * kStdStrikeThru_Offset;
3164 points[currentPoint++] = left;
3165 points[currentPoint++] = top;
3166 points[currentPoint++] = left + underlineWidth;
3167 points[currentPoint++] = top;
3168 }
3169
3170 paintCopy.setStrokeWidth(strokeWidth);
3171
3172 drawLines(&points[0], pointsCount, &paintCopy);
3173 }
3174 }
3175 }
3176
3177 status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
3178 if (currentSnapshot()->isIgnored()) {
3179 return DrawGlInfo::kStatusDone;
3180 }
3181
3182 return drawColorRects(rects, count, paint, false, true, true);
3183 }
3184
3185 static void mapPointFakeZ(Vector3& point, const mat4& transformXY, const mat4& transformZ) {
3186 // map z coordinate with true 3d matrix
3187 point.z = transformZ.mapZ(point);
3188
3189 // map x,y coordinates with draw/Skia matrix
3190 transformXY.mapPoint(point.x, point.y);
3191 }
3192
3193 status_t OpenGLRenderer::drawShadow(float casterAlpha,
3194 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
3195 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
3196
3197 // TODO: use quickRejectWithScissor. For now, always force enable scissor.
3198 mCaches.enableScissor();
3199
3200 SkPaint paint;
3201 paint.setAntiAlias(true); // want to use AlphaVertex
3202
3203 // The caller has made sure casterAlpha > 0.
3204 float ambientShadowAlpha = mAmbientShadowAlpha;
3205 if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) {
3206 ambientShadowAlpha = mCaches.propertyAmbientShadowStrength;
3207 }
3208 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) {
3209 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0);
3210 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3211 }
3212
3213 float spotShadowAlpha = mSpotShadowAlpha;
3214 if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) {
3215 spotShadowAlpha = mCaches.propertySpotShadowStrength;
3216 }
3217 if (spotShadowVertexBuffer && spotShadowAlpha > 0) {
3218 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0);
3219 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3220 }
3221
3222 return DrawGlInfo::kStatusDrew;
3223 }
3224
3225 status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
3226 bool ignoreTransform, bool dirty, bool clip) {
3227 if (count == 0) {
3228 return DrawGlInfo::kStatusDone;
3229 }
3230
3231 int color = paint->getColor();
3232 // If a shader is set, preserve only the alpha
3233 if (getShader(paint)) {
3234 color |= 0x00ffffff;
3235 }
3236
3237 float left = FLT_MAX;
3238 float top = FLT_MAX;
3239 float right = FLT_MIN;
3240 float bottom = FLT_MIN;
3241
3242 Vertex mesh[count];
3243 Vertex* vertex = mesh;
3244
3245 for (int index = 0; index < count; index += 4) {
3246 float l = rects[index + 0];
3247 float t = rects[index + 1];
3248 float r = rects[index + 2];
3249 float b = rects[index + 3];
3250
3251 Vertex::set(vertex++, l, t);
3252 Vertex::set(vertex++, r, t);
3253 Vertex::set(vertex++, l, b);
3254 Vertex::set(vertex++, r, b);
3255
3256 left = fminf(left, l);
3257 top = fminf(top, t);
3258 right = fmaxf(right, r);
3259 bottom = fmaxf(bottom, b);
3260 }
3261
3262 if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
3263 return DrawGlInfo::kStatusDone;
3264 }
3265
3266 setupDraw();
3267 setupDrawNoTexture();
3268 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3269 setupDrawShader(getShader(paint));
3270 setupDrawColorFilter(getColorFilter(paint));
3271 setupDrawBlending(paint);
3272 setupDrawProgram();
3273 setupDrawDirtyRegionsDisabled();
3274 setupDrawModelView(kModelViewMode_Translate, false,
3275 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform);
3276 setupDrawColorUniforms(getShader(paint));
3277 setupDrawShaderUniforms(getShader(paint));
3278 setupDrawColorFilterUniforms(getColorFilter(paint));
3279
3280 if (dirty && hasLayer()) {
3281 dirtyLayer(left, top, right, bottom, *currentTransform());
3282 }
3283
3284 issueIndexedQuadDraw(&mesh[0], count / 4);
3285
3286 return DrawGlInfo::kStatusDrew;
3287 }
3288
3289 void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3290 const SkPaint* paint, bool ignoreTransform) {
3291 int color = paint->getColor();
3292 // If a shader is set, preserve only the alpha
3293 if (getShader(paint)) {
3294 color |= 0x00ffffff;
3295 }
3296
3297 setupDraw();
3298 setupDrawNoTexture();
3299 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3300 setupDrawShader(getShader(paint));
3301 setupDrawColorFilter(getColorFilter(paint));
3302 setupDrawBlending(paint);
3303 setupDrawProgram();
3304 setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3305 left, top, right, bottom, ignoreTransform);
3306 setupDrawColorUniforms(getShader(paint));
3307 setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3308 setupDrawColorFilterUniforms(getColorFilter(paint));
3309 setupDrawSimpleMesh();
3310
3311 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3312 }
3313
3314 void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3315 Texture* texture, const SkPaint* paint) {
3316 texture->setWrap(GL_CLAMP_TO_EDGE, true);
3317
3318 GLvoid* vertices = (GLvoid*) NULL;
3319 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3320
3321 if (texture->uvMapper) {
3322 vertices = &mMeshVertices[0].x;
3323 texCoords = &mMeshVertices[0].u;
3324
3325 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3326 texture->uvMapper->map(uvs);
3327
3328 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3329 }
3330
3331 if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3332 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
3333 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
3334
3335 texture->setFilter(GL_NEAREST, true);
3336 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3337 paint, texture->blend, vertices, texCoords,
3338 GL_TRIANGLE_STRIP, gMeshCount, false, true);
3339 } else {
3340 texture->setFilter(getFilter(paint), true);
3341 drawTextureMesh(left, top, right, bottom, texture->id, paint,
3342 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3343 }
3344
3345 if (texture->uvMapper) {
3346 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3347 }
3348 }
3349
3350 void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3351 GLuint texture, const SkPaint* paint, bool blend,
3352 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3353 bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3354 ModelViewMode modelViewMode, bool dirty) {
3355
3356 int a;
3357 SkXfermode::Mode mode;
3358 getAlphaAndMode(paint, &a, &mode);
3359 const float alpha = a / 255.0f;
3360
3361 setupDraw();
3362 setupDrawWithTexture();
3363 setupDrawColor(alpha, alpha, alpha, alpha);
3364 setupDrawColorFilter(getColorFilter(paint));
3365 setupDrawBlending(paint, blend, swapSrcDst);
3366 setupDrawProgram();
3367 if (!dirty) setupDrawDirtyRegionsDisabled();
3368 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3369 setupDrawTexture(texture);
3370 setupDrawPureColorUniforms();
3371 setupDrawColorFilterUniforms(getColorFilter(paint));
3372 setupDrawMesh(vertices, texCoords, vbo);
3373
3374 glDrawArrays(drawMode, 0, elementsCount);
3375 }
3376
3377 void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3378 GLuint texture, const SkPaint* paint, bool blend,
3379 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3380 bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3381 ModelViewMode modelViewMode, bool dirty) {
3382
3383 int a;
3384 SkXfermode::Mode mode;
3385 getAlphaAndMode(paint, &a, &mode);
3386 const float alpha = a / 255.0f;
3387
3388 setupDraw();
3389 setupDrawWithTexture();
3390 setupDrawColor(alpha, alpha, alpha, alpha);
3391 setupDrawColorFilter(getColorFilter(paint));
3392 setupDrawBlending(paint, blend, swapSrcDst);
3393 setupDrawProgram();
3394 if (!dirty) setupDrawDirtyRegionsDisabled();
3395 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3396 setupDrawTexture(texture);
3397 setupDrawPureColorUniforms();
3398 setupDrawColorFilterUniforms(getColorFilter(paint));
3399 setupDrawMeshIndices(vertices, texCoords, vbo);
3400
3401 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3402 }
3403
3404 void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3405 GLuint texture, const SkPaint* paint,
3406 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3407 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) {
3408
3409 int color = paint != NULL ? paint->getColor() : 0;
3410 int alpha;
3411 SkXfermode::Mode mode;
3412 getAlphaAndMode(paint, &alpha, &mode);
3413
3414 setupDraw();
3415 setupDrawWithTexture(true);
3416 if (paint != NULL) {
3417 setupDrawAlpha8Color(color, alpha);
3418 }
3419 setupDrawColorFilter(getColorFilter(paint));
3420 setupDrawShader(getShader(paint));
3421 setupDrawBlending(paint, true);
3422 setupDrawProgram();
3423 if (!dirty) setupDrawDirtyRegionsDisabled();
3424 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3425 setupDrawTexture(texture);
3426 setupDrawPureColorUniforms();
3427 setupDrawColorFilterUniforms(getColorFilter(paint));
3428 setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3429 setupDrawMesh(vertices, texCoords);
3430
3431 glDrawArrays(drawMode, 0, elementsCount);
3432 }
3433
3434 void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3435 ProgramDescription& description, bool swapSrcDst) {
3436
3437 if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) {
3438 blend = true;
3439 mDescription.hasRoundRectClip = true;
3440 }
3441 mSkipOutlineClip = true;
3442
3443 if (mCountOverdraw) {
3444 if (!mCaches.blend) glEnable(GL_BLEND);
3445 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) {
3446 glBlendFunc(GL_ONE, GL_ONE);
3447 }
3448
3449 mCaches.blend = true;
3450 mCaches.lastSrcMode = GL_ONE;
3451 mCaches.lastDstMode = GL_ONE;
3452
3453 return;
3454 }
3455
3456 blend = blend || mode != SkXfermode::kSrcOver_Mode;
3457
3458 if (blend) {
3459 // These blend modes are not supported by OpenGL directly and have
3460 // to be implemented using shaders. Since the shader will perform
3461 // the blending, turn blending off here
3462 // If the blend mode cannot be implemented using shaders, fall
3463 // back to the default SrcOver blend mode instead
3464 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3465 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3466 description.framebufferMode = mode;
3467 description.swapSrcDst = swapSrcDst;
3468
3469 if (mCaches.blend) {
3470 glDisable(GL_BLEND);
3471 mCaches.blend = false;
3472 }
3473
3474 return;
3475 } else {
3476 mode = SkXfermode::kSrcOver_Mode;
3477 }
3478 }
3479
3480 if (!mCaches.blend) {
3481 glEnable(GL_BLEND);
3482 }
3483
3484 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3485 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3486
3487 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3488 glBlendFunc(sourceMode, destMode);
3489 mCaches.lastSrcMode = sourceMode;
3490 mCaches.lastDstMode = destMode;
3491 }
3492 } else if (mCaches.blend) {
3493 glDisable(GL_BLEND);
3494 }
3495 mCaches.blend = blend;
3496 }
3497
3498 bool OpenGLRenderer::useProgram(Program* program) {
3499 if (!program->isInUse()) {
3500 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3501 program->use();
3502 mCaches.currentProgram = program;
3503 return false;
3504 }
3505 return true;
3506 }
3507
3508 void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3509 TextureVertex* v = &mMeshVertices[0];
3510 TextureVertex::setUV(v++, u1, v1);
3511 TextureVertex::setUV(v++, u2, v1);
3512 TextureVertex::setUV(v++, u1, v2);
3513 TextureVertex::setUV(v++, u2, v2);
3514 }
3515
3516 void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3517 getAlphaAndModeDirect(paint, alpha, mode);
3518 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3519 // if drawing a layer, ignore the paint's alpha
3520 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3521 }
3522 *alpha *= currentSnapshot()->alpha;
3523 }
3524
3525 float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {
3526 float alpha;
3527 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3528 alpha = mDrawModifiers.mOverrideLayerAlpha;
3529 } else {
3530 alpha = layer->getAlpha() / 255.0f;
3531 }
3532 return alpha * currentSnapshot()->alpha;
3533 }
3534
3535 }; // namespace uirenderer
3536 }; // namespace android
3537