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 "utils/TraceUtils.h"
46 #include "Vector.h"
47 #include "VertexBuffer.h"
48
49 #if DEBUG_DETAILED_EVENTS
50 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__)
51 #else
52 #define EVENT_LOGD(...)
53 #endif
54
55 namespace android {
56 namespace uirenderer {
57
getFilter(const SkPaint * paint)58 static GLenum getFilter(const SkPaint* paint) {
59 if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) {
60 return GL_LINEAR;
61 }
62 return GL_NEAREST;
63 }
64
65 ///////////////////////////////////////////////////////////////////////////////
66 // Globals
67 ///////////////////////////////////////////////////////////////////////////////
68
69 /**
70 * Structure mapping Skia xfermodes to OpenGL blending factors.
71 */
72 struct Blender {
73 SkXfermode::Mode mode;
74 GLenum src;
75 GLenum dst;
76 }; // struct Blender
77
78 // In this array, the index of each Blender equals the value of the first
79 // entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
80 static const Blender gBlends[] = {
81 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA },
82 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO },
83 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE },
84 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA },
85 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE },
86 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO },
87 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA },
88 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
89 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA },
90 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
91 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
92 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
93 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE },
94 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR },
95 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR }
96 };
97
98 // This array contains the swapped version of each SkXfermode. For instance
99 // this array's SrcOver blending mode is actually DstOver. You can refer to
100 // createLayer() for more information on the purpose of this array.
101 static const Blender gBlendsSwap[] = {
102 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
103 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE },
104 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO },
105 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE },
106 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA },
107 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA },
108 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO },
109 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA },
110 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
111 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
112 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
113 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
114 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE },
115 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO },
116 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE }
117 };
118
119 ///////////////////////////////////////////////////////////////////////////////
120 // Functions
121 ///////////////////////////////////////////////////////////////////////////////
122
123 template<typename T>
min(T a,T b)124 static inline T min(T a, T b) {
125 return a < b ? a : b;
126 }
127
128 ///////////////////////////////////////////////////////////////////////////////
129 // Constructors/destructor
130 ///////////////////////////////////////////////////////////////////////////////
131
OpenGLRenderer(RenderState & renderState)132 OpenGLRenderer::OpenGLRenderer(RenderState& renderState)
133 : mFrameStarted(false)
134 , mCaches(Caches::getInstance())
135 , mExtensions(Extensions::getInstance())
136 , mRenderState(renderState)
137 , mScissorOptimizationDisabled(false)
138 , mSuppressTiling(false)
139 , mFirstFrameAfterResize(true)
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) {
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 for (size_t i = 0; i < mTempPaths.size(); i++) {
315 delete mTempPaths[i];
316 }
317 mTempPaths.clear();
318
319 // When finish() is invoked on FBO 0 we've reached the end
320 // of the current frame
321 if (getTargetFbo() == 0) {
322 mCaches.pathCache.trim();
323 mCaches.tessellationCache.trim();
324 }
325
326 if (!suppressErrorChecks()) {
327 #if DEBUG_OPENGL
328 GLUtils::dumpGLErrors();
329 #endif
330
331 #if DEBUG_MEMORY_USAGE
332 mCaches.dumpMemoryUsage();
333 #else
334 if (mCaches.getDebugLevel() & kDebugMemory) {
335 mCaches.dumpMemoryUsage();
336 }
337 #endif
338 }
339
340 mFrameStarted = false;
341 }
342
resumeAfterLayer()343 void OpenGLRenderer::resumeAfterLayer() {
344 mRenderState.setViewport(getViewportWidth(), getViewportHeight());
345 mRenderState.bindFramebuffer(currentSnapshot()->fbo);
346 debugOverdraw(true, false);
347
348 mCaches.resetScissor();
349 dirtyClip();
350 }
351
callDrawGLFunction(Functor * functor,Rect & dirty)352 status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
353 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
354
355 Rect clip(*currentClipRect());
356 clip.snapToPixelBoundaries();
357
358 // Since we don't know what the functor will draw, let's dirty
359 // the entire clip region
360 if (hasLayer()) {
361 dirtyLayerUnchecked(clip, getRegion());
362 }
363
364 DrawGlInfo info;
365 info.clipLeft = clip.left;
366 info.clipTop = clip.top;
367 info.clipRight = clip.right;
368 info.clipBottom = clip.bottom;
369 info.isLayer = hasLayer();
370 info.width = getViewportWidth();
371 info.height = getViewportHeight();
372 currentTransform()->copyTo(&info.transform[0]);
373
374 bool prevDirtyClip = mDirtyClip;
375 // setup GL state for functor
376 if (mDirtyClip) {
377 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
378 }
379 if (mCaches.enableScissor() || prevDirtyClip) {
380 setScissorFromClip();
381 }
382
383 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info);
384 // Scissor may have been modified, reset dirty clip
385 dirtyClip();
386
387 return DrawGlInfo::kStatusDrew;
388 }
389
390 ///////////////////////////////////////////////////////////////////////////////
391 // Debug
392 ///////////////////////////////////////////////////////////////////////////////
393
eventMarkDEBUG(const char * fmt,...) const394 void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const {
395 #if DEBUG_DETAILED_EVENTS
396 const int BUFFER_SIZE = 256;
397 va_list ap;
398 char buf[BUFFER_SIZE];
399
400 va_start(ap, fmt);
401 vsnprintf(buf, BUFFER_SIZE, fmt, ap);
402 va_end(ap);
403
404 eventMark(buf);
405 #endif
406 }
407
408
eventMark(const char * name) const409 void OpenGLRenderer::eventMark(const char* name) const {
410 mCaches.eventMark(0, name);
411 }
412
startMark(const char * name) const413 void OpenGLRenderer::startMark(const char* name) const {
414 mCaches.startMark(0, name);
415 }
416
endMark() const417 void OpenGLRenderer::endMark() const {
418 mCaches.endMark();
419 }
420
debugOverdraw(bool enable,bool clear)421 void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
422 mRenderState.debugOverdraw(enable, clear);
423 }
424
renderOverdraw()425 void OpenGLRenderer::renderOverdraw() {
426 if (mCaches.debugOverdraw && getTargetFbo() == 0) {
427 const Rect* clip = &mTilingClip;
428
429 mCaches.enableScissor();
430 mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom,
431 clip->right - clip->left, clip->bottom - clip->top);
432
433 // 1x overdraw
434 mCaches.stencil.enableDebugTest(2);
435 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
436
437 // 2x overdraw
438 mCaches.stencil.enableDebugTest(3);
439 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
440
441 // 3x overdraw
442 mCaches.stencil.enableDebugTest(4);
443 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
444
445 // 4x overdraw and higher
446 mCaches.stencil.enableDebugTest(4, true);
447 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
448
449 mCaches.stencil.disable();
450 }
451 }
452
453 ///////////////////////////////////////////////////////////////////////////////
454 // Layers
455 ///////////////////////////////////////////////////////////////////////////////
456
updateLayer(Layer * layer,bool inFrame)457 bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
458 if (layer->deferredUpdateScheduled && layer->renderer
459 && layer->renderNode.get() && layer->renderNode->isRenderable()) {
460 Rect& dirty = layer->dirtyRect;
461
462 if (inFrame) {
463 endTiling();
464 debugOverdraw(false, false);
465 }
466
467 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
468 layer->render(*this);
469 } else {
470 layer->defer(*this);
471 }
472
473 if (inFrame) {
474 resumeAfterLayer();
475 startTilingCurrentClip();
476 }
477
478 layer->debugDrawUpdate = mCaches.debugLayersUpdates;
479 layer->hasDrawnSinceUpdate = false;
480
481 return true;
482 }
483
484 return false;
485 }
486
updateLayers()487 void OpenGLRenderer::updateLayers() {
488 // If draw deferring is enabled this method will simply defer
489 // the display list of each individual layer. The layers remain
490 // in the layer updates list which will be cleared by flushLayers().
491 int count = mLayerUpdates.size();
492 if (count > 0) {
493 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
494 startMark("Layer Updates");
495 } else {
496 startMark("Defer Layer Updates");
497 }
498
499 // Note: it is very important to update the layers in order
500 for (int i = 0; i < count; i++) {
501 Layer* layer = mLayerUpdates.itemAt(i).get();
502 updateLayer(layer, false);
503 }
504
505 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
506 mLayerUpdates.clear();
507 mRenderState.bindFramebuffer(getTargetFbo());
508 }
509 endMark();
510 }
511 }
512
flushLayers()513 void OpenGLRenderer::flushLayers() {
514 int count = mLayerUpdates.size();
515 if (count > 0) {
516 startMark("Apply Layer Updates");
517
518 // Note: it is very important to update the layers in order
519 for (int i = 0; i < count; i++) {
520 mLayerUpdates.itemAt(i)->flush();
521 }
522
523 mLayerUpdates.clear();
524 mRenderState.bindFramebuffer(getTargetFbo());
525
526 endMark();
527 }
528 }
529
pushLayerUpdate(Layer * layer)530 void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
531 if (layer) {
532 // Make sure we don't introduce duplicates.
533 // SortedVector would do this automatically but we need to respect
534 // the insertion order. The linear search is not an issue since
535 // this list is usually very short (typically one item, at most a few)
536 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
537 if (mLayerUpdates.itemAt(i) == layer) {
538 return;
539 }
540 }
541 mLayerUpdates.push_back(layer);
542 }
543 }
544
cancelLayerUpdate(Layer * layer)545 void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
546 if (layer) {
547 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
548 if (mLayerUpdates.itemAt(i) == layer) {
549 mLayerUpdates.removeAt(i);
550 break;
551 }
552 }
553 }
554 }
555
flushLayerUpdates()556 void OpenGLRenderer::flushLayerUpdates() {
557 ATRACE_NAME("Update HW Layers");
558 syncState();
559 updateLayers();
560 flushLayers();
561 // Wait for all the layer updates to be executed
562 AutoFence fence;
563 }
564
markLayersAsBuildLayers()565 void OpenGLRenderer::markLayersAsBuildLayers() {
566 for (size_t i = 0; i < mLayerUpdates.size(); i++) {
567 mLayerUpdates[i]->wasBuildLayered = true;
568 }
569 }
570
571 ///////////////////////////////////////////////////////////////////////////////
572 // State management
573 ///////////////////////////////////////////////////////////////////////////////
574
onSnapshotRestored(const Snapshot & removed,const Snapshot & restored)575 void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
576 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer;
577 bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
578 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
579
580 if (restoreViewport) {
581 mRenderState.setViewport(getViewportWidth(), getViewportHeight());
582 }
583
584 if (restoreClip) {
585 dirtyClip();
586 }
587
588 if (restoreLayer) {
589 endMark(); // Savelayer
590 ATRACE_END(); // SaveLayer
591 startMark("ComposeLayer");
592 composeLayer(removed, restored);
593 endMark();
594 }
595 }
596
597 ///////////////////////////////////////////////////////////////////////////////
598 // Layers
599 ///////////////////////////////////////////////////////////////////////////////
600
saveLayer(float left,float top,float right,float bottom,const SkPaint * paint,int flags,const SkPath * convexMask)601 int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
602 const SkPaint* paint, int flags, const SkPath* convexMask) {
603 // force matrix/clip isolation for layer
604 flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag;
605
606 const int count = saveSnapshot(flags);
607
608 if (!currentSnapshot()->isIgnored()) {
609 createLayer(left, top, right, bottom, paint, flags, convexMask);
610 }
611
612 return count;
613 }
614
calculateLayerBoundsAndClip(Rect & bounds,Rect & clip,bool fboLayer)615 void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
616 const Rect untransformedBounds(bounds);
617
618 currentTransform()->mapRect(bounds);
619
620 // Layers only make sense if they are in the framebuffer's bounds
621 if (bounds.intersect(*currentClipRect())) {
622 // We cannot work with sub-pixels in this case
623 bounds.snapToPixelBoundaries();
624
625 // When the layer is not an FBO, we may use glCopyTexImage so we
626 // need to make sure the layer does not extend outside the bounds
627 // of the framebuffer
628 const Snapshot& previous = *(currentSnapshot()->previous);
629 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight());
630 if (!bounds.intersect(previousViewport)) {
631 bounds.setEmpty();
632 } else if (fboLayer) {
633 clip.set(bounds);
634 mat4 inverse;
635 inverse.loadInverse(*currentTransform());
636 inverse.mapRect(clip);
637 clip.snapToPixelBoundaries();
638 if (clip.intersect(untransformedBounds)) {
639 clip.translate(-untransformedBounds.left, -untransformedBounds.top);
640 bounds.set(untransformedBounds);
641 } else {
642 clip.setEmpty();
643 }
644 }
645 } else {
646 bounds.setEmpty();
647 }
648 }
649
updateSnapshotIgnoreForLayer(const Rect & bounds,const Rect & clip,bool fboLayer,int alpha)650 void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
651 bool fboLayer, int alpha) {
652 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
653 bounds.getHeight() > mCaches.maxTextureSize ||
654 (fboLayer && clip.isEmpty())) {
655 mSnapshot->empty = fboLayer;
656 } else {
657 mSnapshot->invisible = mSnapshot->invisible || (alpha <= 0 && fboLayer);
658 }
659 }
660
saveLayerDeferred(float left,float top,float right,float bottom,const SkPaint * paint,int flags)661 int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
662 const SkPaint* paint, int flags) {
663 const int count = saveSnapshot(flags);
664
665 if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
666 // initialize the snapshot as though it almost represents an FBO layer so deferred draw
667 // operations will be able to store and restore the current clip and transform info, and
668 // quick rejection will be correct (for display lists)
669
670 Rect bounds(left, top, right, bottom);
671 Rect clip;
672 calculateLayerBoundsAndClip(bounds, clip, true);
673 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint));
674
675 if (!currentSnapshot()->isIgnored()) {
676 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
677 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
678 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
679 mSnapshot->roundRectClipState = NULL;
680 }
681 }
682
683 return count;
684 }
685
686 /**
687 * Layers are viewed by Skia are slightly different than layers in image editing
688 * programs (for instance.) When a layer is created, previously created layers
689 * and the frame buffer still receive every drawing command. For instance, if a
690 * layer is created and a shape intersecting the bounds of the layers and the
691 * framebuffer is draw, the shape will be drawn on both (unless the layer was
692 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
693 *
694 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
695 * texture. Unfortunately, this is inefficient as it requires every primitive to
696 * be drawn n + 1 times, where n is the number of active layers. In practice this
697 * means, for every primitive:
698 * - Switch active frame buffer
699 * - Change viewport, clip and projection matrix
700 * - Issue the drawing
701 *
702 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
703 * To avoid this, layers are implemented in a different way here, at least in the
704 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
705 * is set. When this flag is set we can redirect all drawing operations into a
706 * single FBO.
707 *
708 * This implementation relies on the frame buffer being at least RGBA 8888. When
709 * a layer is created, only a texture is created, not an FBO. The content of the
710 * frame buffer contained within the layer's bounds is copied into this texture
711 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
712 * buffer and drawing continues as normal. This technique therefore treats the
713 * frame buffer as a scratch buffer for the layers.
714 *
715 * To compose the layers back onto the frame buffer, each layer texture
716 * (containing the original frame buffer data) is drawn as a simple quad over
717 * the frame buffer. The trick is that the quad is set as the composition
718 * destination in the blending equation, and the frame buffer becomes the source
719 * of the composition.
720 *
721 * Drawing layers with an alpha value requires an extra step before composition.
722 * An empty quad is drawn over the layer's region in the frame buffer. This quad
723 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
724 * quad is used to multiply the colors in the frame buffer. This is achieved by
725 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
726 * GL_ZERO, GL_SRC_ALPHA.
727 *
728 * Because glCopyTexImage2D() can be slow, an alternative implementation might
729 * be use to draw a single clipped layer. The implementation described above
730 * is correct in every case.
731 *
732 * (1) The frame buffer is actually not cleared right away. To allow the GPU
733 * to potentially optimize series of calls to glCopyTexImage2D, the frame
734 * buffer is left untouched until the first drawing operation. Only when
735 * something actually gets drawn are the layers regions cleared.
736 */
createLayer(float left,float top,float right,float bottom,const SkPaint * paint,int flags,const SkPath * convexMask)737 bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
738 const SkPaint* paint, int flags, const SkPath* convexMask) {
739 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
740 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
741
742 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
743
744 // Window coordinates of the layer
745 Rect clip;
746 Rect bounds(left, top, right, bottom);
747 calculateLayerBoundsAndClip(bounds, clip, fboLayer);
748 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint));
749
750 // Bail out if we won't draw in this snapshot
751 if (currentSnapshot()->isIgnored()) {
752 return false;
753 }
754
755 mCaches.activeTexture(0);
756 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight());
757 if (!layer) {
758 return false;
759 }
760
761 layer->setPaint(paint);
762 layer->layer.set(bounds);
763 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
764 bounds.getWidth() / float(layer->getWidth()), 0.0f);
765
766 layer->setBlend(true);
767 layer->setDirty(false);
768 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache
769
770 // Save the layer in the snapshot
771 mSnapshot->flags |= Snapshot::kFlagIsLayer;
772 mSnapshot->layer = layer;
773
774 ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u",
775 fboLayer ? "" : "unclipped ",
776 layer->getWidth(), layer->getHeight());
777 startMark("SaveLayer");
778 if (fboLayer) {
779 return createFboLayer(layer, bounds, clip);
780 } else {
781 // Copy the framebuffer into the layer
782 layer->bindTexture();
783 if (!bounds.isEmpty()) {
784 if (layer->isEmpty()) {
785 // Workaround for some GL drivers. When reading pixels lying outside
786 // of the window we should get undefined values for those pixels.
787 // Unfortunately some drivers will turn the entire target texture black
788 // when reading outside of the window.
789 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
790 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
791 layer->setEmpty(false);
792 }
793
794 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
795 bounds.left, getViewportHeight() - bounds.bottom,
796 bounds.getWidth(), bounds.getHeight());
797
798 // Enqueue the buffer coordinates to clear the corresponding region later
799 mLayers.push(new Rect(bounds));
800 }
801 }
802
803 return true;
804 }
805
createFboLayer(Layer * layer,Rect & bounds,Rect & clip)806 bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
807 layer->clipRect.set(clip);
808 layer->setFbo(mCaches.fboCache.get());
809
810 mSnapshot->region = &mSnapshot->layer->region;
811 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer;
812 mSnapshot->fbo = layer->getFbo();
813 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
814 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
815 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
816 mSnapshot->roundRectClipState = NULL;
817
818 endTiling();
819 debugOverdraw(false, false);
820 // Bind texture to FBO
821 mRenderState.bindFramebuffer(layer->getFbo());
822 layer->bindTexture();
823
824 // Initialize the texture if needed
825 if (layer->isEmpty()) {
826 layer->allocateTexture();
827 layer->setEmpty(false);
828 }
829
830 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
831 layer->getTexture(), 0);
832
833 // Expand the startTiling region by 1
834 startTilingCurrentClip(true, true);
835
836 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
837 mCaches.enableScissor();
838 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
839 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
840 glClear(GL_COLOR_BUFFER_BIT);
841
842 dirtyClip();
843
844 // Change the ortho projection
845 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight());
846 return true;
847 }
848
849 /**
850 * Read the documentation of createLayer() before doing anything in this method.
851 */
composeLayer(const Snapshot & removed,const Snapshot & restored)852 void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
853 if (!removed.layer) {
854 ALOGE("Attempting to compose a layer that does not exist");
855 return;
856 }
857
858 Layer* layer = removed.layer;
859 const Rect& rect = layer->layer;
860 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
861
862 bool clipRequired = false;
863 calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
864 &clipRequired, NULL, false); // safely ignore return, should never be rejected
865 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
866
867 if (fboLayer) {
868 endTiling();
869
870 // Detach the texture from the FBO
871 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
872
873 layer->removeFbo(false);
874
875 // Unbind current FBO and restore previous one
876 mRenderState.bindFramebuffer(restored.fbo);
877 debugOverdraw(true, false);
878
879 startTilingCurrentClip();
880 }
881
882 if (!fboLayer && layer->getAlpha() < 255) {
883 SkPaint layerPaint;
884 layerPaint.setAlpha(layer->getAlpha());
885 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode);
886 layerPaint.setColorFilter(layer->getColorFilter());
887
888 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true);
889 // Required below, composeLayerRect() will divide by 255
890 layer->setAlpha(255);
891 }
892
893 mCaches.unbindMeshBuffer();
894
895 mCaches.activeTexture(0);
896
897 // When the layer is stored in an FBO, we can save a bit of fillrate by
898 // drawing only the dirty region
899 if (fboLayer) {
900 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
901 composeLayerRegion(layer, rect);
902 } else if (!rect.isEmpty()) {
903 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
904
905 save(0);
906 // the layer contains screen buffer content that shouldn't be alpha modulated
907 // (and any necessary alpha modulation was handled drawing into the layer)
908 mSnapshot->alpha = 1.0f;
909 composeLayerRect(layer, rect, true);
910 restore();
911 }
912
913 dirtyClip();
914
915 // Failing to add the layer to the cache should happen only if the layer is too large
916 layer->setConvexMask(NULL);
917 if (!mCaches.layerCache.put(layer)) {
918 LAYER_LOGD("Deleting layer");
919 layer->decStrong(0);
920 }
921 }
922
drawTextureLayer(Layer * layer,const Rect & rect)923 void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
924 float alpha = getLayerAlpha(layer);
925
926 setupDraw();
927 if (layer->getRenderTarget() == GL_TEXTURE_2D) {
928 setupDrawWithTexture();
929 } else {
930 setupDrawWithExternalTexture();
931 }
932 setupDrawTextureTransform();
933 setupDrawColor(alpha, alpha, alpha, alpha);
934 setupDrawColorFilter(layer->getColorFilter());
935 setupDrawBlending(layer);
936 setupDrawProgram();
937 setupDrawPureColorUniforms();
938 setupDrawColorFilterUniforms(layer->getColorFilter());
939 if (layer->getRenderTarget() == GL_TEXTURE_2D) {
940 setupDrawTexture(layer->getTexture());
941 } else {
942 setupDrawExternalTexture(layer->getTexture());
943 }
944 if (currentTransform()->isPureTranslate() &&
945 !layer->getForceFilter() &&
946 layer->getWidth() == (uint32_t) rect.getWidth() &&
947 layer->getHeight() == (uint32_t) rect.getHeight()) {
948 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
949 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
950
951 layer->setFilter(GL_NEAREST);
952 setupDrawModelView(kModelViewMode_TranslateAndScale, false,
953 x, y, x + rect.getWidth(), y + rect.getHeight(), true);
954 } else {
955 layer->setFilter(GL_LINEAR);
956 setupDrawModelView(kModelViewMode_TranslateAndScale, false,
957 rect.left, rect.top, rect.right, rect.bottom);
958 }
959 setupDrawTextureTransformUniforms(layer->getTexTransform());
960 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u);
961
962 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
963 }
964
composeLayerRect(Layer * layer,const Rect & rect,bool swap)965 void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
966 if (layer->isTextureLayer()) {
967 EVENT_LOGD("composeTextureLayerRect");
968 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
969 drawTextureLayer(layer, rect);
970 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
971 } else {
972 EVENT_LOGD("composeHardwareLayerRect");
973 const Rect& texCoords = layer->texCoords;
974 resetDrawTextureTexCoords(texCoords.left, texCoords.top,
975 texCoords.right, texCoords.bottom);
976
977 float x = rect.left;
978 float y = rect.top;
979 bool simpleTransform = currentTransform()->isPureTranslate() &&
980 layer->getWidth() == (uint32_t) rect.getWidth() &&
981 layer->getHeight() == (uint32_t) rect.getHeight();
982
983 if (simpleTransform) {
984 // When we're swapping, the layer is already in screen coordinates
985 if (!swap) {
986 x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
987 y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
988 }
989
990 layer->setFilter(GL_NEAREST, true);
991 } else {
992 layer->setFilter(GL_LINEAR, true);
993 }
994
995 SkPaint layerPaint;
996 layerPaint.setAlpha(getLayerAlpha(layer) * 255);
997 layerPaint.setXfermodeMode(layer->getMode());
998 layerPaint.setColorFilter(layer->getColorFilter());
999
1000 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f;
1001 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1002 layer->getTexture(), &layerPaint, blend,
1003 &mMeshVertices[0].x, &mMeshVertices[0].u,
1004 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1005
1006 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1007 }
1008 }
1009
1010 /**
1011 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1012 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1013 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1014 * by saveLayer's restore
1015 */
1016 #define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \
1017 DRAW_COMMAND; \
1018 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1019 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \
1020 DRAW_COMMAND; \
1021 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \
1022 } \
1023 }
1024
1025 #define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1026
1027 // This class is purely for inspection. It inherits from SkShader, but Skia does not know how to
1028 // use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque.
1029 class LayerShader : public SkShader {
1030 public:
LayerShader(Layer * layer,const SkMatrix * localMatrix)1031 LayerShader(Layer* layer, const SkMatrix* localMatrix)
1032 : INHERITED(localMatrix)
1033 , mLayer(layer) {
1034 }
1035
asACustomShader(void ** data) const1036 virtual bool asACustomShader(void** data) const {
1037 if (data) {
1038 *data = static_cast<void*>(mLayer);
1039 }
1040 return true;
1041 }
1042
isOpaque() const1043 virtual bool isOpaque() const {
1044 return !mLayer->isBlend();
1045 }
1046
1047 protected:
shadeSpan(int x,int y,SkPMColor[],int count)1048 virtual void shadeSpan(int x, int y, SkPMColor[], int count) {
1049 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend.");
1050 }
1051
flatten(SkWriteBuffer &) const1052 virtual void flatten(SkWriteBuffer&) const {
1053 LOG_ALWAYS_FATAL("LayerShader should never be flattened.");
1054 }
1055
getFactory() const1056 virtual Factory getFactory() const {
1057 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream.");
1058 return NULL;
1059 }
1060 private:
1061 // Unowned.
1062 Layer* mLayer;
1063 typedef SkShader INHERITED;
1064 };
1065
composeLayerRegion(Layer * layer,const Rect & rect)1066 void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1067 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw
1068
1069 if (layer->getConvexMask()) {
1070 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
1071
1072 // clip to the area of the layer the mask can be larger
1073 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op);
1074
1075 SkPaint paint;
1076 paint.setAntiAlias(true);
1077 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0));
1078
1079 // create LayerShader to map SaveLayer content into subsequent draw
1080 SkMatrix shaderMatrix;
1081 shaderMatrix.setTranslate(rect.left, rect.bottom);
1082 shaderMatrix.preScale(1, -1);
1083 LayerShader layerShader(layer, &shaderMatrix);
1084 paint.setShader(&layerShader);
1085
1086 // Since the drawing primitive is defined in local drawing space,
1087 // we don't need to modify the draw matrix
1088 const SkPath* maskPath = layer->getConvexMask();
1089 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint));
1090
1091 paint.setShader(NULL);
1092 restore();
1093
1094 return;
1095 }
1096
1097 if (layer->region.isRect()) {
1098 layer->setRegionAsRect();
1099
1100 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1101
1102 layer->region.clear();
1103 return;
1104 }
1105
1106 EVENT_LOGD("composeLayerRegion");
1107 // standard Region based draw
1108 size_t count;
1109 const android::Rect* rects;
1110 Region safeRegion;
1111 if (CC_LIKELY(hasRectToRectTransform())) {
1112 rects = layer->region.getArray(&count);
1113 } else {
1114 safeRegion = Region::createTJunctionFreeRegion(layer->region);
1115 rects = safeRegion.getArray(&count);
1116 }
1117
1118 const float alpha = getLayerAlpha(layer);
1119 const float texX = 1.0f / float(layer->getWidth());
1120 const float texY = 1.0f / float(layer->getHeight());
1121 const float height = rect.getHeight();
1122
1123 setupDraw();
1124
1125 // We must get (and therefore bind) the region mesh buffer
1126 // after we setup drawing in case we need to mess with the
1127 // stencil buffer in setupDraw()
1128 TextureVertex* mesh = mCaches.getRegionMesh();
1129 uint32_t numQuads = 0;
1130
1131 setupDrawWithTexture();
1132 setupDrawColor(alpha, alpha, alpha, alpha);
1133 setupDrawColorFilter(layer->getColorFilter());
1134 setupDrawBlending(layer);
1135 setupDrawProgram();
1136 setupDrawDirtyRegionsDisabled();
1137 setupDrawPureColorUniforms();
1138 setupDrawColorFilterUniforms(layer->getColorFilter());
1139 setupDrawTexture(layer->getTexture());
1140 if (currentTransform()->isPureTranslate()) {
1141 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1142 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1143
1144 layer->setFilter(GL_NEAREST);
1145 setupDrawModelView(kModelViewMode_Translate, false,
1146 x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1147 } else {
1148 layer->setFilter(GL_LINEAR);
1149 setupDrawModelView(kModelViewMode_Translate, false,
1150 rect.left, rect.top, rect.right, rect.bottom);
1151 }
1152 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
1153
1154 for (size_t i = 0; i < count; i++) {
1155 const android::Rect* r = &rects[i];
1156
1157 const float u1 = r->left * texX;
1158 const float v1 = (height - r->top) * texY;
1159 const float u2 = r->right * texX;
1160 const float v2 = (height - r->bottom) * texY;
1161
1162 // TODO: Reject quads outside of the clip
1163 TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1164 TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1165 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1166 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1167
1168 numQuads++;
1169
1170 if (numQuads >= gMaxNumberOfQuads) {
1171 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1172 GL_UNSIGNED_SHORT, NULL));
1173 numQuads = 0;
1174 mesh = mCaches.getRegionMesh();
1175 }
1176 }
1177
1178 if (numQuads > 0) {
1179 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1180 GL_UNSIGNED_SHORT, NULL));
1181 }
1182
1183 #if DEBUG_LAYERS_AS_REGIONS
1184 drawRegionRectsDebug(layer->region);
1185 #endif
1186
1187 layer->region.clear();
1188 }
1189
1190 #if DEBUG_LAYERS_AS_REGIONS
drawRegionRectsDebug(const Region & region)1191 void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1192 size_t count;
1193 const android::Rect* rects = region.getArray(&count);
1194
1195 uint32_t colors[] = {
1196 0x7fff0000, 0x7f00ff00,
1197 0x7f0000ff, 0x7fff00ff,
1198 };
1199
1200 int offset = 0;
1201 int32_t top = rects[0].top;
1202
1203 for (size_t i = 0; i < count; i++) {
1204 if (top != rects[i].top) {
1205 offset ^= 0x2;
1206 top = rects[i].top;
1207 }
1208
1209 SkPaint paint;
1210 paint.setColor(colors[offset + (i & 0x1)]);
1211 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1212 drawColorRect(r.left, r.top, r.right, r.bottom, paint);
1213 }
1214 }
1215 #endif
1216
drawRegionRects(const SkRegion & region,const SkPaint & paint,bool dirty)1217 void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) {
1218 Vector<float> rects;
1219
1220 SkRegion::Iterator it(region);
1221 while (!it.done()) {
1222 const SkIRect& r = it.rect();
1223 rects.push(r.fLeft);
1224 rects.push(r.fTop);
1225 rects.push(r.fRight);
1226 rects.push(r.fBottom);
1227 it.next();
1228 }
1229
1230 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false);
1231 }
1232
dirtyLayer(const float left,const float top,const float right,const float bottom,const mat4 transform)1233 void OpenGLRenderer::dirtyLayer(const float left, const float top,
1234 const float right, const float bottom, const mat4 transform) {
1235 if (hasLayer()) {
1236 Rect bounds(left, top, right, bottom);
1237 transform.mapRect(bounds);
1238 dirtyLayerUnchecked(bounds, getRegion());
1239 }
1240 }
1241
dirtyLayer(const float left,const float top,const float right,const float bottom)1242 void OpenGLRenderer::dirtyLayer(const float left, const float top,
1243 const float right, const float bottom) {
1244 if (hasLayer()) {
1245 Rect bounds(left, top, right, bottom);
1246 dirtyLayerUnchecked(bounds, getRegion());
1247 }
1248 }
1249
dirtyLayerUnchecked(Rect & bounds,Region * region)1250 void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1251 if (bounds.intersect(*currentClipRect())) {
1252 bounds.snapToPixelBoundaries();
1253 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1254 if (!dirty.isEmpty()) {
1255 region->orSelf(dirty);
1256 }
1257 }
1258 }
1259
issueIndexedQuadDraw(Vertex * mesh,GLsizei quadsCount)1260 void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) {
1261 GLsizei elementsCount = quadsCount * 6;
1262 while (elementsCount > 0) {
1263 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1264
1265 setupDrawIndexedVertices(&mesh[0].x);
1266 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1267
1268 elementsCount -= drawCount;
1269 // Though there are 4 vertices in a quad, we use 6 indices per
1270 // quad to draw with GL_TRIANGLES
1271 mesh += (drawCount / 6) * 4;
1272 }
1273 }
1274
clearLayerRegions()1275 void OpenGLRenderer::clearLayerRegions() {
1276 const size_t count = mLayers.size();
1277 if (count == 0) return;
1278
1279 if (!currentSnapshot()->isIgnored()) {
1280 EVENT_LOGD("clearLayerRegions");
1281 // Doing several glScissor/glClear here can negatively impact
1282 // GPUs with a tiler architecture, instead we draw quads with
1283 // the Clear blending mode
1284
1285 // The list contains bounds that have already been clipped
1286 // against their initial clip rect, and the current clip
1287 // is likely different so we need to disable clipping here
1288 bool scissorChanged = mCaches.disableScissor();
1289
1290 Vertex mesh[count * 4];
1291 Vertex* vertex = mesh;
1292
1293 for (uint32_t i = 0; i < count; i++) {
1294 Rect* bounds = mLayers.itemAt(i);
1295
1296 Vertex::set(vertex++, bounds->left, bounds->top);
1297 Vertex::set(vertex++, bounds->right, bounds->top);
1298 Vertex::set(vertex++, bounds->left, bounds->bottom);
1299 Vertex::set(vertex++, bounds->right, bounds->bottom);
1300
1301 delete bounds;
1302 }
1303 // We must clear the list of dirty rects before we
1304 // call setupDraw() to prevent stencil setup to do
1305 // the same thing again
1306 mLayers.clear();
1307
1308 SkPaint clearPaint;
1309 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode);
1310
1311 setupDraw(false);
1312 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1313 setupDrawBlending(&clearPaint, true);
1314 setupDrawProgram();
1315 setupDrawPureColorUniforms();
1316 setupDrawModelView(kModelViewMode_Translate, false,
1317 0.0f, 0.0f, 0.0f, 0.0f, true);
1318
1319 issueIndexedQuadDraw(&mesh[0], count);
1320
1321 if (scissorChanged) mCaches.enableScissor();
1322 } else {
1323 for (uint32_t i = 0; i < count; i++) {
1324 delete mLayers.itemAt(i);
1325 }
1326 mLayers.clear();
1327 }
1328 }
1329
1330 ///////////////////////////////////////////////////////////////////////////////
1331 // State Deferral
1332 ///////////////////////////////////////////////////////////////////////////////
1333
storeDisplayState(DeferredDisplayState & state,int stateDeferFlags)1334 bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1335 const Rect* currentClip = currentClipRect();
1336 const mat4* currentMatrix = currentTransform();
1337
1338 if (stateDeferFlags & kStateDeferFlag_Draw) {
1339 // state has bounds initialized in local coordinates
1340 if (!state.mBounds.isEmpty()) {
1341 currentMatrix->mapRect(state.mBounds);
1342 Rect clippedBounds(state.mBounds);
1343 // NOTE: if we ever want to use this clipping info to drive whether the scissor
1344 // is used, it should more closely duplicate the quickReject logic (in how it uses
1345 // snapToPixelBoundaries)
1346
1347 if(!clippedBounds.intersect(*currentClip)) {
1348 // quick rejected
1349 return true;
1350 }
1351
1352 state.mClipSideFlags = kClipSide_None;
1353 if (!currentClip->contains(state.mBounds)) {
1354 int& flags = state.mClipSideFlags;
1355 // op partially clipped, so record which sides are clipped for clip-aware merging
1356 if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left;
1357 if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top;
1358 if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right;
1359 if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1360 }
1361 state.mBounds.set(clippedBounds);
1362 } else {
1363 // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1364 // overdraw avoidance (since we don't know what it overlaps)
1365 state.mClipSideFlags = kClipSide_ConservativeFull;
1366 state.mBounds.set(*currentClip);
1367 }
1368 }
1369
1370 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1371 if (state.mClipValid) {
1372 state.mClip.set(*currentClip);
1373 }
1374
1375 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1376 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1377 state.mMatrix.load(*currentMatrix);
1378 state.mDrawModifiers = mDrawModifiers;
1379 state.mAlpha = currentSnapshot()->alpha;
1380
1381 // always store/restore, since it's just a pointer
1382 state.mRoundRectClipState = currentSnapshot()->roundRectClipState;
1383 return false;
1384 }
1385
restoreDisplayState(const DeferredDisplayState & state,bool skipClipRestore)1386 void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1387 setMatrix(state.mMatrix);
1388 mSnapshot->alpha = state.mAlpha;
1389 mDrawModifiers = state.mDrawModifiers;
1390 mSnapshot->roundRectClipState = state.mRoundRectClipState;
1391
1392 if (state.mClipValid && !skipClipRestore) {
1393 mSnapshot->setClip(state.mClip.left, state.mClip.top,
1394 state.mClip.right, state.mClip.bottom);
1395 dirtyClip();
1396 }
1397 }
1398
1399 /**
1400 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1401 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1402 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1403 *
1404 * This method should be called when restoreDisplayState() won't be restoring the clip
1405 */
setupMergedMultiDraw(const Rect * clipRect)1406 void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1407 if (clipRect != NULL) {
1408 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1409 } else {
1410 mSnapshot->setClip(0, 0, getWidth(), getHeight());
1411 }
1412 dirtyClip();
1413 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1414 }
1415
1416 ///////////////////////////////////////////////////////////////////////////////
1417 // Clipping
1418 ///////////////////////////////////////////////////////////////////////////////
1419
setScissorFromClip()1420 void OpenGLRenderer::setScissorFromClip() {
1421 Rect clip(*currentClipRect());
1422 clip.snapToPixelBoundaries();
1423
1424 if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom,
1425 clip.getWidth(), clip.getHeight())) {
1426 mDirtyClip = false;
1427 }
1428 }
1429
ensureStencilBuffer()1430 void OpenGLRenderer::ensureStencilBuffer() {
1431 // Thanks to the mismatch between EGL and OpenGL ES FBO we
1432 // cannot attach a stencil buffer to fbo0 dynamically. Let's
1433 // just hope we have one when hasLayer() returns false.
1434 if (hasLayer()) {
1435 attachStencilBufferToLayer(currentSnapshot()->layer);
1436 }
1437 }
1438
attachStencilBufferToLayer(Layer * layer)1439 void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1440 // The layer's FBO is already bound when we reach this stage
1441 if (!layer->getStencilRenderBuffer()) {
1442 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1443 // is attached after we initiated tiling. We must turn it off,
1444 // attach the new render buffer then turn tiling back on
1445 endTiling();
1446
1447 RenderBuffer* buffer = mCaches.renderBufferCache.get(
1448 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1449 layer->setStencilRenderBuffer(buffer);
1450
1451 startTiling(layer->clipRect, layer->layer.getHeight());
1452 }
1453 }
1454
setStencilFromClip()1455 void OpenGLRenderer::setStencilFromClip() {
1456 if (!mCaches.debugOverdraw) {
1457 if (!currentSnapshot()->clipRegion->isEmpty()) {
1458 EVENT_LOGD("setStencilFromClip - enabling");
1459
1460 // NOTE: The order here is important, we must set dirtyClip to false
1461 // before any draw call to avoid calling back into this method
1462 mDirtyClip = false;
1463
1464 ensureStencilBuffer();
1465
1466 mCaches.stencil.enableWrite();
1467
1468 // Clear and update the stencil, but first make sure we restrict drawing
1469 // to the region's bounds
1470 bool resetScissor = mCaches.enableScissor();
1471 if (resetScissor) {
1472 // The scissor was not set so we now need to update it
1473 setScissorFromClip();
1474 }
1475 mCaches.stencil.clear();
1476
1477 // stash and disable the outline clip state, since stencil doesn't account for outline
1478 bool storedSkipOutlineClip = mSkipOutlineClip;
1479 mSkipOutlineClip = true;
1480
1481 SkPaint paint;
1482 paint.setColor(SK_ColorBLACK);
1483 paint.setXfermodeMode(SkXfermode::kSrc_Mode);
1484
1485 // NOTE: We could use the region contour path to generate a smaller mesh
1486 // Since we are using the stencil we could use the red book path
1487 // drawing technique. It might increase bandwidth usage though.
1488
1489 // The last parameter is important: we are not drawing in the color buffer
1490 // so we don't want to dirty the current layer, if any
1491 drawRegionRects(*(currentSnapshot()->clipRegion), paint, false);
1492 if (resetScissor) mCaches.disableScissor();
1493 mSkipOutlineClip = storedSkipOutlineClip;
1494
1495 mCaches.stencil.enableTest();
1496
1497 // Draw the region used to generate the stencil if the appropriate debug
1498 // mode is enabled
1499 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1500 paint.setColor(0x7f0000ff);
1501 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
1502 drawRegionRects(*(currentSnapshot()->clipRegion), paint);
1503 }
1504 } else {
1505 EVENT_LOGD("setStencilFromClip - disabling");
1506 mCaches.stencil.disable();
1507 }
1508 }
1509 }
1510
1511 /**
1512 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1513 *
1514 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1515 * style, and tessellated AA ramp
1516 */
quickRejectSetupScissor(float left,float top,float right,float bottom,const SkPaint * paint)1517 bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1518 const SkPaint* paint) {
1519 bool snapOut = paint && paint->isAntiAlias();
1520
1521 if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1522 float outset = paint->getStrokeWidth() * 0.5f;
1523 left -= outset;
1524 top -= outset;
1525 right += outset;
1526 bottom += outset;
1527 }
1528
1529 bool clipRequired = false;
1530 bool roundRectClipRequired = false;
1531 if (calculateQuickRejectForScissor(left, top, right, bottom,
1532 &clipRequired, &roundRectClipRequired, snapOut)) {
1533 return true;
1534 }
1535
1536 // not quick rejected, so enable the scissor if clipRequired
1537 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1538 mSkipOutlineClip = !roundRectClipRequired;
1539 return false;
1540 }
1541
debugClip()1542 void OpenGLRenderer::debugClip() {
1543 #if DEBUG_CLIP_REGIONS
1544 if (!currentSnapshot()->clipRegion->isEmpty()) {
1545 SkPaint paint;
1546 paint.setColor(0x7f00ff00);
1547 drawRegionRects(*(currentSnapshot()->clipRegion, paint);
1548
1549 }
1550 #endif
1551 }
1552
1553 ///////////////////////////////////////////////////////////////////////////////
1554 // Drawing commands
1555 ///////////////////////////////////////////////////////////////////////////////
1556
1557 void OpenGLRenderer::setupDraw(bool clearLayer) {
1558 // TODO: It would be best if we could do this before quickRejectSetupScissor()
1559 // changes the scissor test state
1560 if (clearLayer) clearLayerRegions();
1561 // Make sure setScissor & setStencil happen at the beginning of
1562 // this method
1563 if (mDirtyClip) {
1564 if (mCaches.scissorEnabled) {
1565 setScissorFromClip();
1566 }
1567
1568 setStencilFromClip();
1569 }
1570
1571 mDescription.reset();
1572
1573 mSetShaderColor = false;
1574 mColorSet = false;
1575 mColorA = mColorR = mColorG = mColorB = 0.0f;
1576 mTextureUnit = 0;
1577 mTrackDirtyRegions = true;
1578
1579 // Enable debug highlight when what we're about to draw is tested against
1580 // the stencil buffer and if stencil highlight debugging is on
1581 mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1582 mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1583 mCaches.stencil.isTestEnabled();
1584 }
1585
1586 void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1587 mDescription.hasTexture = true;
1588 mDescription.hasAlpha8Texture = isAlpha8;
1589 }
1590
1591 void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1592 mDescription.hasTexture = true;
1593 mDescription.hasColors = true;
1594 mDescription.hasAlpha8Texture = isAlpha8;
1595 }
1596
1597 void OpenGLRenderer::setupDrawWithExternalTexture() {
1598 mDescription.hasExternalTexture = true;
1599 }
1600
1601 void OpenGLRenderer::setupDrawNoTexture() {
1602 mCaches.disableTexCoordsVertexArray();
1603 }
1604
1605 void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) {
1606 mDescription.hasVertexAlpha = true;
1607 mDescription.useShadowAlphaInterp = useShadowAlphaInterp;
1608 }
1609
1610 void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1611 mColorA = alpha / 255.0f;
1612 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1613 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f;
1614 mColorB = mColorA * ((color ) & 0xFF) / 255.0f;
1615 mColorSet = true;
1616 mSetShaderColor = mDescription.setColorModulate(mColorA);
1617 }
1618
1619 void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1620 mColorA = alpha / 255.0f;
1621 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1622 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f;
1623 mColorB = mColorA * ((color ) & 0xFF) / 255.0f;
1624 mColorSet = true;
1625 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA);
1626 }
1627
1628 void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1629 mCaches.fontRenderer->describe(mDescription, paint);
1630 }
1631
1632 void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1633 mColorA = a;
1634 mColorR = r;
1635 mColorG = g;
1636 mColorB = b;
1637 mColorSet = true;
1638 mSetShaderColor = mDescription.setColorModulate(a);
1639 }
1640
1641 void OpenGLRenderer::setupDrawShader(const SkShader* shader) {
1642 if (shader != NULL) {
1643 SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader);
1644 }
1645 }
1646
1647 void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) {
1648 if (filter == NULL) {
1649 return;
1650 }
1651
1652 SkXfermode::Mode mode;
1653 if (filter->asColorMode(NULL, &mode)) {
1654 mDescription.colorOp = ProgramDescription::kColorBlend;
1655 mDescription.colorMode = mode;
1656 } else if (filter->asColorMatrix(NULL)) {
1657 mDescription.colorOp = ProgramDescription::kColorMatrix;
1658 }
1659 }
1660
1661 void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1662 if (mColorSet && mode == SkXfermode::kClear_Mode) {
1663 mColorA = 1.0f;
1664 mColorR = mColorG = mColorB = 0.0f;
1665 mSetShaderColor = mDescription.modulate = true;
1666 }
1667 }
1668
1669 void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) {
1670 SkXfermode::Mode mode = layer->getMode();
1671 // When the blending mode is kClear_Mode, we need to use a modulate color
1672 // argb=1,0,0,0
1673 accountForClear(mode);
1674 // TODO: check shader blending, once we have shader drawing support for layers.
1675 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f ||
1676 (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter());
1677 chooseBlending(blend, mode, mDescription, swapSrcDst);
1678 }
1679
1680 void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) {
1681 SkXfermode::Mode mode = getXfermodeDirect(paint);
1682 // When the blending mode is kClear_Mode, we need to use a modulate color
1683 // argb=1,0,0,0
1684 accountForClear(mode);
1685 blend |= (mColorSet && mColorA < 1.0f) ||
1686 (getShader(paint) && !getShader(paint)->isOpaque()) ||
1687 isBlendedColorFilter(getColorFilter(paint));
1688 chooseBlending(blend, mode, mDescription, swapSrcDst);
1689 }
1690
1691 void OpenGLRenderer::setupDrawProgram() {
1692 useProgram(mCaches.programCache.get(mDescription));
1693 if (mDescription.hasRoundRectClip) {
1694 // TODO: avoid doing this repeatedly, stashing state pointer in program
1695 const RoundRectClipState* state = mSnapshot->roundRectClipState;
1696 const Rect& innerRect = state->innerRect;
1697 glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"),
1698 innerRect.left, innerRect.top,
1699 innerRect.right, innerRect.bottom);
1700 glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"),
1701 1, GL_FALSE, &state->matrix.data[0]);
1702
1703 // add half pixel to round out integer rect space to cover pixel centers
1704 float roundedOutRadius = state->radius + 0.5f;
1705 glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"),
1706 roundedOutRadius);
1707 }
1708 }
1709
1710 void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1711 mTrackDirtyRegions = false;
1712 }
1713
1714 void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1715 float left, float top, float right, float bottom, bool ignoreTransform) {
1716 mModelViewMatrix.loadTranslate(left, top, 0.0f);
1717 if (mode == kModelViewMode_TranslateAndScale) {
1718 mModelViewMatrix.scale(right - left, bottom - top, 1.0f);
1719 }
1720
1721 bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1722 const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform();
1723 mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset);
1724 if (dirty && mTrackDirtyRegions) {
1725 if (!ignoreTransform) {
1726 dirtyLayer(left, top, right, bottom, *currentTransform());
1727 } else {
1728 dirtyLayer(left, top, right, bottom);
1729 }
1730 }
1731 }
1732
1733 void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) {
1734 if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) {
1735 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1736 }
1737 }
1738
1739 void OpenGLRenderer::setupDrawPureColorUniforms() {
1740 if (mSetShaderColor) {
1741 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1742 }
1743 }
1744
1745 void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) {
1746 if (shader == NULL) {
1747 return;
1748 }
1749
1750 if (ignoreTransform) {
1751 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform()
1752 // because it was built into modelView / the geometry, and the description needs to
1753 // compensate.
1754 mat4 modelViewWithoutTransform;
1755 modelViewWithoutTransform.loadInverse(*currentTransform());
1756 modelViewWithoutTransform.multiply(mModelViewMatrix);
1757 mModelViewMatrix.load(modelViewWithoutTransform);
1758 }
1759
1760 SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader);
1761 }
1762
1763 void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) {
1764 if (NULL == filter) {
1765 return;
1766 }
1767
1768 SkColor color;
1769 SkXfermode::Mode mode;
1770 if (filter->asColorMode(&color, &mode)) {
1771 const int alpha = SkColorGetA(color);
1772 const GLfloat a = alpha / 255.0f;
1773 const GLfloat r = a * SkColorGetR(color) / 255.0f;
1774 const GLfloat g = a * SkColorGetG(color) / 255.0f;
1775 const GLfloat b = a * SkColorGetB(color) / 255.0f;
1776 glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a);
1777 return;
1778 }
1779
1780 SkScalar srcColorMatrix[20];
1781 if (filter->asColorMatrix(srcColorMatrix)) {
1782
1783 float colorMatrix[16];
1784 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float));
1785 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float));
1786 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float));
1787 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float));
1788
1789 // Skia uses the range [0..255] for the addition vector, but we need
1790 // the [0..1] range to apply the vector in GLSL
1791 float colorVector[4];
1792 colorVector[0] = srcColorMatrix[4] / 255.0f;
1793 colorVector[1] = srcColorMatrix[9] / 255.0f;
1794 colorVector[2] = srcColorMatrix[14] / 255.0f;
1795 colorVector[3] = srcColorMatrix[19] / 255.0f;
1796
1797 glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1,
1798 GL_FALSE, colorMatrix);
1799 glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector);
1800 return;
1801 }
1802
1803 // it is an error if we ever get here
1804 }
1805
1806 void OpenGLRenderer::setupDrawTextGammaUniforms() {
1807 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1808 }
1809
1810 void OpenGLRenderer::setupDrawSimpleMesh() {
1811 bool force = mCaches.bindMeshBuffer();
1812 mCaches.bindPositionVertexPointer(force, 0);
1813 mCaches.unbindIndicesBuffer();
1814 }
1815
1816 void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1817 if (texture) bindTexture(texture);
1818 mTextureUnit++;
1819 mCaches.enableTexCoordsVertexArray();
1820 }
1821
1822 void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1823 bindExternalTexture(texture);
1824 mTextureUnit++;
1825 mCaches.enableTexCoordsVertexArray();
1826 }
1827
1828 void OpenGLRenderer::setupDrawTextureTransform() {
1829 mDescription.hasTextureTransform = true;
1830 }
1831
1832 void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1833 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1834 GL_FALSE, &transform.data[0]);
1835 }
1836
1837 void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1838 const GLvoid* texCoords, GLuint vbo) {
1839 bool force = false;
1840 if (!vertices || vbo) {
1841 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1842 } else {
1843 force = mCaches.unbindMeshBuffer();
1844 }
1845
1846 mCaches.bindPositionVertexPointer(force, vertices);
1847 if (mCaches.currentProgram->texCoords >= 0) {
1848 mCaches.bindTexCoordsVertexPointer(force, texCoords);
1849 }
1850
1851 mCaches.unbindIndicesBuffer();
1852 }
1853
1854 void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1855 const GLvoid* texCoords, const GLvoid* colors) {
1856 bool force = mCaches.unbindMeshBuffer();
1857 GLsizei stride = sizeof(ColorTextureVertex);
1858
1859 mCaches.bindPositionVertexPointer(force, vertices, stride);
1860 if (mCaches.currentProgram->texCoords >= 0) {
1861 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1862 }
1863 int slot = mCaches.currentProgram->getAttrib("colors");
1864 if (slot >= 0) {
1865 glEnableVertexAttribArray(slot);
1866 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1867 }
1868
1869 mCaches.unbindIndicesBuffer();
1870 }
1871
1872 void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices,
1873 const GLvoid* texCoords, GLuint vbo) {
1874 bool force = false;
1875 // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1876 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1877 // use the default VBO found in Caches
1878 if (!vertices || vbo) {
1879 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1880 } else {
1881 force = mCaches.unbindMeshBuffer();
1882 }
1883 mCaches.bindQuadIndicesBuffer();
1884
1885 mCaches.bindPositionVertexPointer(force, vertices);
1886 if (mCaches.currentProgram->texCoords >= 0) {
1887 mCaches.bindTexCoordsVertexPointer(force, texCoords);
1888 }
1889 }
1890
1891 void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
1892 bool force = mCaches.unbindMeshBuffer();
1893 mCaches.bindQuadIndicesBuffer();
1894 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1895 }
1896
1897 ///////////////////////////////////////////////////////////////////////////////
1898 // Drawing
1899 ///////////////////////////////////////////////////////////////////////////////
1900
1901 status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
1902 status_t status;
1903 // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1904 // will be performed by the display list itself
1905 if (renderNode && renderNode->isRenderable()) {
1906 // compute 3d ordering
1907 renderNode->computeOrdering();
1908 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1909 status = startFrame();
1910 ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1911 renderNode->replay(replayStruct, 0);
1912 return status | replayStruct.mDrawGlStatus;
1913 }
1914
1915 // Don't avoid overdraw when visualizing, since that makes it harder to
1916 // debug where it's coming from, and when the problem occurs.
1917 bool avoidOverdraw = !mCaches.debugOverdraw;
1918 DeferredDisplayList deferredList(*currentClipRect(), avoidOverdraw);
1919 DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1920 renderNode->defer(deferStruct, 0);
1921
1922 flushLayers();
1923 status = startFrame();
1924
1925 return deferredList.flush(*this, dirty) | status;
1926 }
1927
1928 // Even if there is no drawing command(Ex: invisible),
1929 // it still needs startFrame to clear buffer and start tiling.
1930 return startFrame();
1931 }
1932
1933 void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) {
1934 int color = paint != NULL ? paint->getColor() : 0;
1935
1936 float x = left;
1937 float y = top;
1938
1939 texture->setWrap(GL_CLAMP_TO_EDGE, true);
1940
1941 bool ignoreTransform = false;
1942 if (currentTransform()->isPureTranslate()) {
1943 x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
1944 y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
1945 ignoreTransform = true;
1946
1947 texture->setFilter(GL_NEAREST, true);
1948 } else {
1949 texture->setFilter(getFilter(paint), true);
1950 }
1951
1952 // No need to check for a UV mapper on the texture object, only ARGB_8888
1953 // bitmaps get packed in the atlas
1954 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1955 paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
1956 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1957 }
1958
1959 /**
1960 * Important note: this method is intended to draw batches of bitmaps and
1961 * will not set the scissor enable or dirty the current layer, if any.
1962 * The caller is responsible for properly dirtying the current layer.
1963 */
1964 status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
1965 int bitmapCount, TextureVertex* vertices, bool pureTranslate,
1966 const Rect& bounds, const SkPaint* paint) {
1967 mCaches.activeTexture(0);
1968 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1969 if (!texture) return DrawGlInfo::kStatusDone;
1970
1971 const AutoTexture autoCleanup(texture);
1972
1973 texture->setWrap(GL_CLAMP_TO_EDGE, true);
1974 texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true);
1975
1976 const float x = (int) floorf(bounds.left + 0.5f);
1977 const float y = (int) floorf(bounds.top + 0.5f);
1978 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
1979 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1980 texture->id, paint, &vertices[0].x, &vertices[0].u,
1981 GL_TRIANGLES, bitmapCount * 6, true,
1982 kModelViewMode_Translate, false);
1983 } else {
1984 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1985 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u,
1986 GL_TRIANGLES, bitmapCount * 6, false, true, 0,
1987 kModelViewMode_Translate, false);
1988 }
1989
1990 return DrawGlInfo::kStatusDrew;
1991 }
1992
1993 status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) {
1994 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
1995 return DrawGlInfo::kStatusDone;
1996 }
1997
1998 mCaches.activeTexture(0);
1999 Texture* texture = getTexture(bitmap);
2000 if (!texture) return DrawGlInfo::kStatusDone;
2001 const AutoTexture autoCleanup(texture);
2002
2003 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2004 drawAlphaBitmap(texture, 0, 0, paint);
2005 } else {
2006 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2007 }
2008
2009 return DrawGlInfo::kStatusDrew;
2010 }
2011
2012 status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) {
2013 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
2014 return DrawGlInfo::kStatusDone;
2015 }
2016
2017 mCaches.activeTexture(0);
2018 Texture* texture = mCaches.textureCache.getTransient(bitmap);
2019 const AutoTexture autoCleanup(texture);
2020
2021 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2022 drawAlphaBitmap(texture, 0, 0, paint);
2023 } else {
2024 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2025 }
2026
2027 return DrawGlInfo::kStatusDrew;
2028 }
2029
2030 status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
2031 const float* vertices, const int* colors, const SkPaint* paint) {
2032 if (!vertices || currentSnapshot()->isIgnored()) {
2033 return DrawGlInfo::kStatusDone;
2034 }
2035
2036 // TODO: use quickReject on bounds from vertices
2037 mCaches.enableScissor();
2038
2039 float left = FLT_MAX;
2040 float top = FLT_MAX;
2041 float right = FLT_MIN;
2042 float bottom = FLT_MIN;
2043
2044 const uint32_t count = meshWidth * meshHeight * 6;
2045
2046 Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr
2047 mesh.setCapacity(count);
2048 ColorTextureVertex* vertex = mesh.editArray();
2049
2050 bool cleanupColors = false;
2051 if (!colors) {
2052 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2053 int* newColors = new int[colorsCount];
2054 memset(newColors, 0xff, colorsCount * sizeof(int));
2055 colors = newColors;
2056 cleanupColors = true;
2057 }
2058
2059 mCaches.activeTexture(0);
2060 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap);
2061 const UvMapper& mapper(getMapper(texture));
2062
2063 for (int32_t y = 0; y < meshHeight; y++) {
2064 for (int32_t x = 0; x < meshWidth; x++) {
2065 uint32_t i = (y * (meshWidth + 1) + x) * 2;
2066
2067 float u1 = float(x) / meshWidth;
2068 float u2 = float(x + 1) / meshWidth;
2069 float v1 = float(y) / meshHeight;
2070 float v2 = float(y + 1) / meshHeight;
2071
2072 mapper.map(u1, v1, u2, v2);
2073
2074 int ax = i + (meshWidth + 1) * 2;
2075 int ay = ax + 1;
2076 int bx = i;
2077 int by = bx + 1;
2078 int cx = i + 2;
2079 int cy = cx + 1;
2080 int dx = i + (meshWidth + 1) * 2 + 2;
2081 int dy = dx + 1;
2082
2083 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2084 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2085 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2086
2087 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2088 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2089 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2090
2091 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2092 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2093 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2094 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2095 }
2096 }
2097
2098 if (quickRejectSetupScissor(left, top, right, bottom)) {
2099 if (cleanupColors) delete[] colors;
2100 return DrawGlInfo::kStatusDone;
2101 }
2102
2103 if (!texture) {
2104 texture = mCaches.textureCache.get(bitmap);
2105 if (!texture) {
2106 if (cleanupColors) delete[] colors;
2107 return DrawGlInfo::kStatusDone;
2108 }
2109 }
2110 const AutoTexture autoCleanup(texture);
2111
2112 texture->setWrap(GL_CLAMP_TO_EDGE, true);
2113 texture->setFilter(getFilter(paint), true);
2114
2115 int alpha;
2116 SkXfermode::Mode mode;
2117 getAlphaAndMode(paint, &alpha, &mode);
2118
2119 float a = alpha / 255.0f;
2120
2121 if (hasLayer()) {
2122 dirtyLayer(left, top, right, bottom, *currentTransform());
2123 }
2124
2125 setupDraw();
2126 setupDrawWithTextureAndColor();
2127 setupDrawColor(a, a, a, a);
2128 setupDrawColorFilter(getColorFilter(paint));
2129 setupDrawBlending(paint, true);
2130 setupDrawProgram();
2131 setupDrawDirtyRegionsDisabled();
2132 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f);
2133 setupDrawTexture(texture->id);
2134 setupDrawPureColorUniforms();
2135 setupDrawColorFilterUniforms(getColorFilter(paint));
2136 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2137
2138 glDrawArrays(GL_TRIANGLES, 0, count);
2139
2140 int slot = mCaches.currentProgram->getAttrib("colors");
2141 if (slot >= 0) {
2142 glDisableVertexAttribArray(slot);
2143 }
2144
2145 if (cleanupColors) delete[] colors;
2146
2147 return DrawGlInfo::kStatusDrew;
2148 }
2149
2150 status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap,
2151 float srcLeft, float srcTop, float srcRight, float srcBottom,
2152 float dstLeft, float dstTop, float dstRight, float dstBottom,
2153 const SkPaint* paint) {
2154 if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) {
2155 return DrawGlInfo::kStatusDone;
2156 }
2157
2158 mCaches.activeTexture(0);
2159 Texture* texture = getTexture(bitmap);
2160 if (!texture) return DrawGlInfo::kStatusDone;
2161 const AutoTexture autoCleanup(texture);
2162
2163 const float width = texture->width;
2164 const float height = texture->height;
2165
2166 float u1 = fmax(0.0f, srcLeft / width);
2167 float v1 = fmax(0.0f, srcTop / height);
2168 float u2 = fmin(1.0f, srcRight / width);
2169 float v2 = fmin(1.0f, srcBottom / height);
2170
2171 getMapper(texture).map(u1, v1, u2, v2);
2172
2173 mCaches.unbindMeshBuffer();
2174 resetDrawTextureTexCoords(u1, v1, u2, v2);
2175
2176 texture->setWrap(GL_CLAMP_TO_EDGE, true);
2177
2178 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2179 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2180
2181 bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2182 // Apply a scale transform on the canvas only when a shader is in use
2183 // Skia handles the ratio between the dst and src rects as a scale factor
2184 // when a shader is set
2185 bool useScaleTransform = getShader(paint) && scaled;
2186 bool ignoreTransform = false;
2187
2188 if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) {
2189 float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f);
2190 float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f);
2191
2192 dstRight = x + (dstRight - dstLeft);
2193 dstBottom = y + (dstBottom - dstTop);
2194
2195 dstLeft = x;
2196 dstTop = y;
2197
2198 texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true);
2199 ignoreTransform = true;
2200 } else {
2201 texture->setFilter(getFilter(paint), true);
2202 }
2203
2204 if (CC_UNLIKELY(useScaleTransform)) {
2205 save(SkCanvas::kMatrix_SaveFlag);
2206 translate(dstLeft, dstTop);
2207 scale(scaleX, scaleY);
2208
2209 dstLeft = 0.0f;
2210 dstTop = 0.0f;
2211
2212 dstRight = srcRight - srcLeft;
2213 dstBottom = srcBottom - srcTop;
2214 }
2215
2216 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2217 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2218 texture->id, paint,
2219 &mMeshVertices[0].x, &mMeshVertices[0].u,
2220 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2221 } else {
2222 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2223 texture->id, paint, texture->blend,
2224 &mMeshVertices[0].x, &mMeshVertices[0].u,
2225 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2226 }
2227
2228 if (CC_UNLIKELY(useScaleTransform)) {
2229 restore();
2230 }
2231
2232 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2233
2234 return DrawGlInfo::kStatusDrew;
2235 }
2236
2237 status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
2238 float left, float top, float right, float bottom, const SkPaint* paint) {
2239 if (quickRejectSetupScissor(left, top, right, bottom)) {
2240 return DrawGlInfo::kStatusDone;
2241 }
2242
2243 AssetAtlas::Entry* entry = mRenderState.assetAtlas().getEntry(bitmap);
2244 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2245 right - left, bottom - top, patch);
2246
2247 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2248 }
2249
2250 status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
2251 AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
2252 const SkPaint* paint) {
2253 if (quickRejectSetupScissor(left, top, right, bottom)) {
2254 return DrawGlInfo::kStatusDone;
2255 }
2256
2257 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2258 mCaches.activeTexture(0);
2259 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2260 if (!texture) return DrawGlInfo::kStatusDone;
2261 const AutoTexture autoCleanup(texture);
2262
2263 texture->setWrap(GL_CLAMP_TO_EDGE, true);
2264 texture->setFilter(GL_LINEAR, true);
2265
2266 const bool pureTranslate = currentTransform()->isPureTranslate();
2267 // Mark the current layer dirty where we are going to draw the patch
2268 if (hasLayer() && mesh->hasEmptyQuads) {
2269 const float offsetX = left + currentTransform()->getTranslateX();
2270 const float offsetY = top + currentTransform()->getTranslateY();
2271 const size_t count = mesh->quads.size();
2272 for (size_t i = 0; i < count; i++) {
2273 const Rect& bounds = mesh->quads.itemAt(i);
2274 if (CC_LIKELY(pureTranslate)) {
2275 const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2276 const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2277 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2278 } else {
2279 dirtyLayer(left + bounds.left, top + bounds.top,
2280 left + bounds.right, top + bounds.bottom, *currentTransform());
2281 }
2282 }
2283 }
2284
2285 bool ignoreTransform = false;
2286 if (CC_LIKELY(pureTranslate)) {
2287 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
2288 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
2289
2290 right = x + right - left;
2291 bottom = y + bottom - top;
2292 left = x;
2293 top = y;
2294 ignoreTransform = true;
2295 }
2296 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint,
2297 texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2298 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform,
2299 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads);
2300 }
2301
2302 return DrawGlInfo::kStatusDrew;
2303 }
2304
2305 /**
2306 * Important note: this method is intended to draw batches of 9-patch objects and
2307 * will not set the scissor enable or dirty the current layer, if any.
2308 * The caller is responsible for properly dirtying the current layer.
2309 */
2310 status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2311 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) {
2312 mCaches.activeTexture(0);
2313 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2314 if (!texture) return DrawGlInfo::kStatusDone;
2315 const AutoTexture autoCleanup(texture);
2316
2317 texture->setWrap(GL_CLAMP_TO_EDGE, true);
2318 texture->setFilter(GL_LINEAR, true);
2319
2320 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint,
2321 texture->blend, &vertices[0].x, &vertices[0].u,
2322 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false);
2323
2324 return DrawGlInfo::kStatusDrew;
2325 }
2326
2327 status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
2328 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) {
2329 // not missing call to quickReject/dirtyLayer, always done at a higher level
2330 if (!vertexBuffer.getVertexCount()) {
2331 // no vertices to draw
2332 return DrawGlInfo::kStatusDone;
2333 }
2334
2335 Rect bounds(vertexBuffer.getBounds());
2336 bounds.translate(translateX, translateY);
2337 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform());
2338
2339 int color = paint->getColor();
2340 bool isAA = paint->isAntiAlias();
2341
2342 setupDraw();
2343 setupDrawNoTexture();
2344 if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp));
2345 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2346 setupDrawColorFilter(getColorFilter(paint));
2347 setupDrawShader(getShader(paint));
2348 setupDrawBlending(paint, isAA);
2349 setupDrawProgram();
2350 setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset),
2351 translateX, translateY, 0, 0);
2352 setupDrawColorUniforms(getShader(paint));
2353 setupDrawColorFilterUniforms(getColorFilter(paint));
2354 setupDrawShaderUniforms(getShader(paint));
2355
2356 const void* vertices = vertexBuffer.getBuffer();
2357 bool force = mCaches.unbindMeshBuffer();
2358 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2359 mCaches.resetTexCoordsVertexPointer();
2360
2361 int alphaSlot = -1;
2362 if (isAA) {
2363 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2364 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2365 // TODO: avoid enable/disable in back to back uses of the alpha attribute
2366 glEnableVertexAttribArray(alphaSlot);
2367 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2368 }
2369
2370 const VertexBuffer::Mode mode = vertexBuffer.getMode();
2371 if (mode == VertexBuffer::kStandard) {
2372 mCaches.unbindIndicesBuffer();
2373 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2374 } else if (mode == VertexBuffer::kOnePolyRingShadow) {
2375 mCaches.bindShadowIndicesBuffer();
2376 glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2377 } else if (mode == VertexBuffer::kTwoPolyRingShadow) {
2378 mCaches.bindShadowIndicesBuffer();
2379 glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2380 } else if (mode == VertexBuffer::kIndices) {
2381 mCaches.unbindIndicesBuffer();
2382 glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), GL_UNSIGNED_SHORT,
2383 vertexBuffer.getIndices());
2384 }
2385
2386 if (isAA) {
2387 glDisableVertexAttribArray(alphaSlot);
2388 }
2389
2390 return DrawGlInfo::kStatusDrew;
2391 }
2392
2393 /**
2394 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2395 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in
2396 * screen space in all directions. However, instead of using a fragment shader to compute the
2397 * translucency of the color from its position, we simply use a varying parameter to define how far
2398 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2399 *
2400 * Doesn't yet support joins, caps, or path effects.
2401 */
2402 status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
2403 VertexBuffer vertexBuffer;
2404 // TODO: try clipping large paths to viewport
2405 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
2406 return drawVertexBuffer(vertexBuffer, paint);
2407 }
2408
2409 /**
2410 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2411 * and additional geometry for defining an alpha slope perimeter.
2412 *
2413 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2414 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2415 * in-shader alpha region, but found it to be taxing on some GPUs.
2416 *
2417 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2418 * memory transfer by removing need for degenerate vertices.
2419 */
2420 status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
2421 if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2422
2423 count &= ~0x3; // round down to nearest four
2424
2425 VertexBuffer buffer;
2426 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer);
2427 const Rect& bounds = buffer.getBounds();
2428
2429 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2430 return DrawGlInfo::kStatusDone;
2431 }
2432
2433 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2434 return drawVertexBuffer(buffer, paint, displayFlags);
2435 }
2436
2437 status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
2438 if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2439
2440 count &= ~0x1; // round down to nearest two
2441
2442 VertexBuffer buffer;
2443 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer);
2444
2445 const Rect& bounds = buffer.getBounds();
2446 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2447 return DrawGlInfo::kStatusDone;
2448 }
2449
2450 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2451 return drawVertexBuffer(buffer, paint, displayFlags);
2452 }
2453
2454 status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2455 // No need to check against the clip, we fill the clip region
2456 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2457
2458 Rect clip(*currentClipRect());
2459 clip.snapToPixelBoundaries();
2460
2461 SkPaint paint;
2462 paint.setColor(color);
2463 paint.setXfermodeMode(mode);
2464
2465 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true);
2466
2467 return DrawGlInfo::kStatusDrew;
2468 }
2469
2470 status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2471 const SkPaint* paint) {
2472 if (!texture) return DrawGlInfo::kStatusDone;
2473 const AutoTexture autoCleanup(texture);
2474
2475 const float x = left + texture->left - texture->offset;
2476 const float y = top + texture->top - texture->offset;
2477
2478 drawPathTexture(texture, x, y, paint);
2479
2480 return DrawGlInfo::kStatusDrew;
2481 }
2482
2483 status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2484 float rx, float ry, const SkPaint* p) {
2485 if (currentSnapshot()->isIgnored()
2486 || quickRejectSetupScissor(left, top, right, bottom, p)
2487 || paintWillNotDraw(*p)) {
2488 return DrawGlInfo::kStatusDone;
2489 }
2490
2491 if (p->getPathEffect() != 0) {
2492 mCaches.activeTexture(0);
2493 const PathTexture* texture = mCaches.pathCache.getRoundRect(
2494 right - left, bottom - top, rx, ry, p);
2495 return drawShape(left, top, texture, p);
2496 }
2497
2498 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect(
2499 *currentTransform(), *p, right - left, bottom - top, rx, ry);
2500 return drawVertexBuffer(left, top, *vertexBuffer, p);
2501 }
2502
2503 status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
2504 if (currentSnapshot()->isIgnored()
2505 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p)
2506 || paintWillNotDraw(*p)) {
2507 return DrawGlInfo::kStatusDone;
2508 }
2509 if (p->getPathEffect() != 0) {
2510 mCaches.activeTexture(0);
2511 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2512 return drawShape(x - radius, y - radius, texture, p);
2513 }
2514
2515 SkPath path;
2516 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2517 path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2518 } else {
2519 path.addCircle(x, y, radius);
2520 }
2521 return drawConvexPath(path, p);
2522 }
2523
2524 status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2525 const SkPaint* p) {
2526 if (currentSnapshot()->isIgnored()
2527 || quickRejectSetupScissor(left, top, right, bottom, p)
2528 || paintWillNotDraw(*p)) {
2529 return DrawGlInfo::kStatusDone;
2530 }
2531
2532 if (p->getPathEffect() != 0) {
2533 mCaches.activeTexture(0);
2534 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2535 return drawShape(left, top, texture, p);
2536 }
2537
2538 SkPath path;
2539 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2540 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2541 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2542 }
2543 path.addOval(rect);
2544 return drawConvexPath(path, p);
2545 }
2546
2547 status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2548 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) {
2549 if (currentSnapshot()->isIgnored()
2550 || quickRejectSetupScissor(left, top, right, bottom, p)
2551 || paintWillNotDraw(*p)) {
2552 return DrawGlInfo::kStatusDone;
2553 }
2554
2555 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2556 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2557 mCaches.activeTexture(0);
2558 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2559 startAngle, sweepAngle, useCenter, p);
2560 return drawShape(left, top, texture, p);
2561 }
2562
2563 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2564 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2565 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2566 }
2567
2568 SkPath path;
2569 if (useCenter) {
2570 path.moveTo(rect.centerX(), rect.centerY());
2571 }
2572 path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2573 if (useCenter) {
2574 path.close();
2575 }
2576 return drawConvexPath(path, p);
2577 }
2578
2579 // See SkPaintDefaults.h
2580 #define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2581
2582 status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
2583 const SkPaint* p) {
2584 if (currentSnapshot()->isIgnored()
2585 || quickRejectSetupScissor(left, top, right, bottom, p)
2586 || paintWillNotDraw(*p)) {
2587 return DrawGlInfo::kStatusDone;
2588 }
2589
2590 if (p->getStyle() != SkPaint::kFill_Style) {
2591 // only fill style is supported by drawConvexPath, since others have to handle joins
2592 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2593 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2594 mCaches.activeTexture(0);
2595 const PathTexture* texture =
2596 mCaches.pathCache.getRect(right - left, bottom - top, p);
2597 return drawShape(left, top, texture, p);
2598 }
2599
2600 SkPath path;
2601 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2602 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2603 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2604 }
2605 path.addRect(rect);
2606 return drawConvexPath(path, p);
2607 }
2608
2609 if (p->isAntiAlias() && !currentTransform()->isSimple()) {
2610 SkPath path;
2611 path.addRect(left, top, right, bottom);
2612 return drawConvexPath(path, p);
2613 } else {
2614 drawColorRect(left, top, right, bottom, p);
2615 return DrawGlInfo::kStatusDrew;
2616 }
2617 }
2618
2619 void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text,
2620 int bytesCount, int count, const float* positions,
2621 FontRenderer& fontRenderer, int alpha, float x, float y) {
2622 mCaches.activeTexture(0);
2623
2624 TextShadow textShadow;
2625 if (!getTextShadow(paint, &textShadow)) {
2626 LOG_ALWAYS_FATAL("failed to query shadow attributes");
2627 }
2628
2629 // NOTE: The drop shadow will not perform gamma correction
2630 // if shader-based correction is enabled
2631 mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2632 const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2633 paint, text, bytesCount, count, textShadow.radius, positions);
2634 // If the drop shadow exceeds the max texture size or couldn't be
2635 // allocated, skip drawing
2636 if (!shadow) return;
2637 const AutoTexture autoCleanup(shadow);
2638
2639 const float sx = x - shadow->left + textShadow.dx;
2640 const float sy = y - shadow->top + textShadow.dy;
2641
2642 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha;
2643 if (getShader(paint)) {
2644 textShadow.color = SK_ColorWHITE;
2645 }
2646
2647 setupDraw();
2648 setupDrawWithTexture(true);
2649 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha);
2650 setupDrawColorFilter(getColorFilter(paint));
2651 setupDrawShader(getShader(paint));
2652 setupDrawBlending(paint, true);
2653 setupDrawProgram();
2654 setupDrawModelView(kModelViewMode_TranslateAndScale, false,
2655 sx, sy, sx + shadow->width, sy + shadow->height);
2656 setupDrawTexture(shadow->id);
2657 setupDrawPureColorUniforms();
2658 setupDrawColorFilterUniforms(getColorFilter(paint));
2659 setupDrawShaderUniforms(getShader(paint));
2660 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2661
2662 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2663 }
2664
2665 bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2666 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2667 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2668 }
2669
2670 status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2671 const float* positions, const SkPaint* paint) {
2672 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2673 return DrawGlInfo::kStatusDone;
2674 }
2675
2676 // NOTE: Skia does not support perspective transform on drawPosText yet
2677 if (!currentTransform()->isSimple()) {
2678 return DrawGlInfo::kStatusDone;
2679 }
2680
2681 mCaches.enableScissor();
2682
2683 float x = 0.0f;
2684 float y = 0.0f;
2685 const bool pureTranslate = currentTransform()->isPureTranslate();
2686 if (pureTranslate) {
2687 x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2688 y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2689 }
2690
2691 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2692 fontRenderer.setFont(paint, SkMatrix::I());
2693
2694 int alpha;
2695 SkXfermode::Mode mode;
2696 getAlphaAndMode(paint, &alpha, &mode);
2697
2698 if (CC_UNLIKELY(hasTextShadow(paint))) {
2699 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2700 alpha, 0.0f, 0.0f);
2701 }
2702
2703 // Pick the appropriate texture filtering
2704 bool linearFilter = currentTransform()->changesBounds();
2705 if (pureTranslate && !linearFilter) {
2706 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2707 }
2708 fontRenderer.setTextureFiltering(linearFilter);
2709
2710 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2711 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2712
2713 const bool hasActiveLayer = hasLayer();
2714
2715 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2716 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2717 positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2718 if (hasActiveLayer) {
2719 if (!pureTranslate) {
2720 currentTransform()->mapRect(bounds);
2721 }
2722 dirtyLayerUnchecked(bounds, getRegion());
2723 }
2724 }
2725
2726 return DrawGlInfo::kStatusDrew;
2727 }
2728
2729 bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const {
2730 if (CC_LIKELY(transform.isPureTranslate())) {
2731 outMatrix->setIdentity();
2732 return false;
2733 } else if (CC_UNLIKELY(transform.isPerspective())) {
2734 outMatrix->setIdentity();
2735 return true;
2736 }
2737
2738 /**
2739 * Input is a non-perspective, scaling transform. Generate a scale-only transform,
2740 * with values rounded to the nearest int.
2741 */
2742 float sx, sy;
2743 transform.decomposeScale(sx, sy);
2744 outMatrix->setScale(
2745 roundf(fmaxf(1.0f, sx)),
2746 roundf(fmaxf(1.0f, sy)));
2747 return true;
2748 }
2749
2750 status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2751 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
2752 DrawOpMode drawOpMode) {
2753
2754 if (drawOpMode == kDrawOpMode_Immediate) {
2755 // The checks for corner-case ignorable text and quick rejection is only done for immediate
2756 // drawing as ops from DeferredDisplayList are already filtered for these
2757 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) ||
2758 quickRejectSetupScissor(bounds)) {
2759 return DrawGlInfo::kStatusDone;
2760 }
2761 }
2762
2763 const float oldX = x;
2764 const float oldY = y;
2765
2766 const mat4& transform = *currentTransform();
2767 const bool pureTranslate = transform.isPureTranslate();
2768
2769 if (CC_LIKELY(pureTranslate)) {
2770 x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2771 y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2772 }
2773
2774 int alpha;
2775 SkXfermode::Mode mode;
2776 getAlphaAndMode(paint, &alpha, &mode);
2777
2778 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2779
2780 if (CC_UNLIKELY(hasTextShadow(paint))) {
2781 fontRenderer.setFont(paint, SkMatrix::I());
2782 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2783 alpha, oldX, oldY);
2784 }
2785
2786 const bool hasActiveLayer = hasLayer();
2787
2788 // We only pass a partial transform to the font renderer. That partial
2789 // matrix defines how glyphs are rasterized. Typically we want glyphs
2790 // to be rasterized at their final size on screen, which means the partial
2791 // matrix needs to take the scale factor into account.
2792 // When a partial matrix is used to transform glyphs during rasterization,
2793 // the mesh is generated with the inverse transform (in the case of scale,
2794 // the mesh is generated at 1.0 / scale for instance.) This allows us to
2795 // apply the full transform matrix at draw time in the vertex shader.
2796 // Applying the full matrix in the shader is the easiest way to handle
2797 // rotation and perspective and allows us to always generated quads in the
2798 // font renderer which greatly simplifies the code, clipping in particular.
2799 SkMatrix fontTransform;
2800 bool linearFilter = findBestFontTransform(transform, &fontTransform)
2801 || fabs(y - (int) y) > 0.0f
2802 || fabs(x - (int) x) > 0.0f;
2803 fontRenderer.setFont(paint, fontTransform);
2804 fontRenderer.setTextureFiltering(linearFilter);
2805
2806 // TODO: Implement better clipping for scaled/rotated text
2807 const Rect* clip = !pureTranslate ? NULL : currentClipRect();
2808 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2809
2810 bool status;
2811 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2812
2813 // don't call issuedrawcommand, do it at end of batch
2814 bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2815 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2816 SkPaint paintCopy(*paint);
2817 paintCopy.setTextAlign(SkPaint::kLeft_Align);
2818 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2819 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2820 } else {
2821 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2822 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2823 }
2824
2825 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2826 if (!pureTranslate) {
2827 transform.mapRect(layerBounds);
2828 }
2829 dirtyLayerUnchecked(layerBounds, getRegion());
2830 }
2831
2832 drawTextDecorations(totalAdvance, oldX, oldY, paint);
2833
2834 return DrawGlInfo::kStatusDrew;
2835 }
2836
2837 status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
2838 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
2839 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2840 return DrawGlInfo::kStatusDone;
2841 }
2842
2843 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2844 mCaches.enableScissor();
2845
2846 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2847 fontRenderer.setFont(paint, SkMatrix::I());
2848 fontRenderer.setTextureFiltering(true);
2849
2850 int alpha;
2851 SkXfermode::Mode mode;
2852 getAlphaAndMode(paint, &alpha, &mode);
2853 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2854
2855 const Rect* clip = &mSnapshot->getLocalClip();
2856 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2857
2858 const bool hasActiveLayer = hasLayer();
2859
2860 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2861 hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
2862 if (hasActiveLayer) {
2863 currentTransform()->mapRect(bounds);
2864 dirtyLayerUnchecked(bounds, getRegion());
2865 }
2866 }
2867
2868 return DrawGlInfo::kStatusDrew;
2869 }
2870
2871 status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2872 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2873
2874 mCaches.activeTexture(0);
2875
2876 const PathTexture* texture = mCaches.pathCache.get(path, paint);
2877 if (!texture) return DrawGlInfo::kStatusDone;
2878 const AutoTexture autoCleanup(texture);
2879
2880 const float x = texture->left - texture->offset;
2881 const float y = texture->top - texture->offset;
2882
2883 drawPathTexture(texture, x, y, paint);
2884
2885 return DrawGlInfo::kStatusDrew;
2886 }
2887
2888 status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2889 if (!layer) {
2890 return DrawGlInfo::kStatusDone;
2891 }
2892
2893 mat4* transform = NULL;
2894 if (layer->isTextureLayer()) {
2895 transform = &layer->getTransform();
2896 if (!transform->isIdentity()) {
2897 save(SkCanvas::kMatrix_SaveFlag);
2898 concatMatrix(*transform);
2899 }
2900 }
2901
2902 bool clipRequired = false;
2903 const bool rejected = calculateQuickRejectForScissor(x, y,
2904 x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false);
2905
2906 if (rejected) {
2907 if (transform && !transform->isIdentity()) {
2908 restore();
2909 }
2910 return DrawGlInfo::kStatusDone;
2911 }
2912
2913 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y,
2914 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired);
2915
2916 updateLayer(layer, true);
2917
2918 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
2919 mCaches.activeTexture(0);
2920
2921 if (CC_LIKELY(!layer->region.isEmpty())) {
2922 if (layer->region.isRect()) {
2923 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2924 composeLayerRect(layer, layer->regionRect));
2925 } else if (layer->mesh) {
2926
2927 const float a = getLayerAlpha(layer);
2928 setupDraw();
2929 setupDrawWithTexture();
2930 setupDrawColor(a, a, a, a);
2931 setupDrawColorFilter(layer->getColorFilter());
2932 setupDrawBlending(layer);
2933 setupDrawProgram();
2934 setupDrawPureColorUniforms();
2935 setupDrawColorFilterUniforms(layer->getColorFilter());
2936 setupDrawTexture(layer->getTexture());
2937 if (CC_LIKELY(currentTransform()->isPureTranslate())) {
2938 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2939 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2940
2941 layer->setFilter(GL_NEAREST);
2942 setupDrawModelView(kModelViewMode_Translate, false, tx, ty,
2943 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2944 } else {
2945 layer->setFilter(GL_LINEAR);
2946 setupDrawModelView(kModelViewMode_Translate, false, x, y,
2947 x + layer->layer.getWidth(), y + layer->layer.getHeight());
2948 }
2949
2950 TextureVertex* mesh = &layer->mesh[0];
2951 GLsizei elementsCount = layer->meshElementCount;
2952
2953 while (elementsCount > 0) {
2954 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
2955
2956 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
2957 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2958 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
2959
2960 elementsCount -= drawCount;
2961 // Though there are 4 vertices in a quad, we use 6 indices per
2962 // quad to draw with GL_TRIANGLES
2963 mesh += (drawCount / 6) * 4;
2964 }
2965
2966 #if DEBUG_LAYERS_AS_REGIONS
2967 drawRegionRectsDebug(layer->region);
2968 #endif
2969 }
2970
2971 if (layer->debugDrawUpdate) {
2972 layer->debugDrawUpdate = false;
2973
2974 SkPaint paint;
2975 paint.setColor(0x7f00ff00);
2976 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint);
2977 }
2978 }
2979 layer->hasDrawnSinceUpdate = true;
2980
2981 if (transform && !transform->isIdentity()) {
2982 restore();
2983 }
2984
2985 return DrawGlInfo::kStatusDrew;
2986 }
2987
2988 ///////////////////////////////////////////////////////////////////////////////
2989 // Draw filters
2990 ///////////////////////////////////////////////////////////////////////////////
2991
2992 void OpenGLRenderer::resetPaintFilter() {
2993 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
2994 // comparison, see MergingDrawBatch::canMergeWith
2995 mDrawModifiers.mHasDrawFilter = false;
2996 mDrawModifiers.mPaintFilterClearBits = 0;
2997 mDrawModifiers.mPaintFilterSetBits = 0;
2998 }
2999
3000 void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3001 // TODO: don't bother with boolean, it's redundant with clear/set bits
3002 mDrawModifiers.mHasDrawFilter = true;
3003 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3004 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3005 }
3006
3007 const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) {
3008 // TODO: use CompatFlagsDrawFilter here, and combine logic with android/graphics/DrawFilter.cpp
3009 // to avoid clobbering 0x02 paint flag
3010
3011 // Equivalent to the Java Paint's FILTER_BITMAP_FLAG.
3012 static const uint32_t sFilterBitmapFlag = 0x02;
3013
3014 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3015 return paint;
3016 }
3017
3018 const uint32_t clearBits = mDrawModifiers.mPaintFilterClearBits;
3019 const uint32_t setBits = mDrawModifiers.mPaintFilterSetBits;
3020
3021 const uint32_t flags = (paint->getFlags() & ~clearBits) | setBits;
3022 mFilteredPaint = *paint;
3023 mFilteredPaint.setFlags(flags);
3024
3025 // check if paint filter trying to override bitmap filter
3026 if ((clearBits | setBits) & sFilterBitmapFlag) {
3027 mFilteredPaint.setFilterLevel(flags & sFilterBitmapFlag
3028 ? SkPaint::kLow_FilterLevel : SkPaint::kNone_FilterLevel);
3029 }
3030
3031 return &mFilteredPaint;
3032 }
3033
3034 ///////////////////////////////////////////////////////////////////////////////
3035 // Drawing implementation
3036 ///////////////////////////////////////////////////////////////////////////////
3037
3038 Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
3039 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap);
3040 if (!texture) {
3041 return mCaches.textureCache.get(bitmap);
3042 }
3043 return texture;
3044 }
3045
3046 void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3047 float x, float y, const SkPaint* paint) {
3048 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
3049 return;
3050 }
3051
3052 int alpha;
3053 SkXfermode::Mode mode;
3054 getAlphaAndMode(paint, &alpha, &mode);
3055
3056 setupDraw();
3057 setupDrawWithTexture(true);
3058 setupDrawAlpha8Color(paint->getColor(), alpha);
3059 setupDrawColorFilter(getColorFilter(paint));
3060 setupDrawShader(getShader(paint));
3061 setupDrawBlending(paint, true);
3062 setupDrawProgram();
3063 setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3064 x, y, x + texture->width, y + texture->height);
3065 setupDrawTexture(texture->id);
3066 setupDrawPureColorUniforms();
3067 setupDrawColorFilterUniforms(getColorFilter(paint));
3068 setupDrawShaderUniforms(getShader(paint));
3069 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3070
3071 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3072 }
3073
3074 // Same values used by Skia
3075 #define kStdStrikeThru_Offset (-6.0f / 21.0f)
3076 #define kStdUnderline_Offset (1.0f / 9.0f)
3077 #define kStdUnderline_Thickness (1.0f / 18.0f)
3078
3079 void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y,
3080 const SkPaint* paint) {
3081 // Handle underline and strike-through
3082 uint32_t flags = paint->getFlags();
3083 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3084 SkPaint paintCopy(*paint);
3085
3086 if (CC_LIKELY(underlineWidth > 0.0f)) {
3087 const float textSize = paintCopy.getTextSize();
3088 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3089
3090 const float left = x;
3091 float top = 0.0f;
3092
3093 int linesCount = 0;
3094 if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3095 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3096
3097 const int pointsCount = 4 * linesCount;
3098 float points[pointsCount];
3099 int currentPoint = 0;
3100
3101 if (flags & SkPaint::kUnderlineText_Flag) {
3102 top = y + textSize * kStdUnderline_Offset;
3103 points[currentPoint++] = left;
3104 points[currentPoint++] = top;
3105 points[currentPoint++] = left + underlineWidth;
3106 points[currentPoint++] = top;
3107 }
3108
3109 if (flags & SkPaint::kStrikeThruText_Flag) {
3110 top = y + textSize * kStdStrikeThru_Offset;
3111 points[currentPoint++] = left;
3112 points[currentPoint++] = top;
3113 points[currentPoint++] = left + underlineWidth;
3114 points[currentPoint++] = top;
3115 }
3116
3117 paintCopy.setStrokeWidth(strokeWidth);
3118
3119 drawLines(&points[0], pointsCount, &paintCopy);
3120 }
3121 }
3122 }
3123
3124 status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
3125 if (currentSnapshot()->isIgnored()) {
3126 return DrawGlInfo::kStatusDone;
3127 }
3128
3129 return drawColorRects(rects, count, paint, false, true, true);
3130 }
3131
3132 static void mapPointFakeZ(Vector3& point, const mat4& transformXY, const mat4& transformZ) {
3133 // map z coordinate with true 3d matrix
3134 point.z = transformZ.mapZ(point);
3135
3136 // map x,y coordinates with draw/Skia matrix
3137 transformXY.mapPoint(point.x, point.y);
3138 }
3139
3140 status_t OpenGLRenderer::drawShadow(float casterAlpha,
3141 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
3142 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
3143
3144 // TODO: use quickRejectWithScissor. For now, always force enable scissor.
3145 mCaches.enableScissor();
3146
3147 SkPaint paint;
3148 paint.setAntiAlias(true); // want to use AlphaVertex
3149
3150 // The caller has made sure casterAlpha > 0.
3151 float ambientShadowAlpha = mAmbientShadowAlpha;
3152 if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) {
3153 ambientShadowAlpha = mCaches.propertyAmbientShadowStrength;
3154 }
3155 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) {
3156 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0);
3157 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3158 }
3159
3160 float spotShadowAlpha = mSpotShadowAlpha;
3161 if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) {
3162 spotShadowAlpha = mCaches.propertySpotShadowStrength;
3163 }
3164 if (spotShadowVertexBuffer && spotShadowAlpha > 0) {
3165 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0);
3166 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3167 }
3168
3169 return DrawGlInfo::kStatusDrew;
3170 }
3171
3172 status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
3173 bool ignoreTransform, bool dirty, bool clip) {
3174 if (count == 0) {
3175 return DrawGlInfo::kStatusDone;
3176 }
3177
3178 int color = paint->getColor();
3179 // If a shader is set, preserve only the alpha
3180 if (getShader(paint)) {
3181 color |= 0x00ffffff;
3182 }
3183
3184 float left = FLT_MAX;
3185 float top = FLT_MAX;
3186 float right = FLT_MIN;
3187 float bottom = FLT_MIN;
3188
3189 Vertex mesh[count];
3190 Vertex* vertex = mesh;
3191
3192 for (int index = 0; index < count; index += 4) {
3193 float l = rects[index + 0];
3194 float t = rects[index + 1];
3195 float r = rects[index + 2];
3196 float b = rects[index + 3];
3197
3198 Vertex::set(vertex++, l, t);
3199 Vertex::set(vertex++, r, t);
3200 Vertex::set(vertex++, l, b);
3201 Vertex::set(vertex++, r, b);
3202
3203 left = fminf(left, l);
3204 top = fminf(top, t);
3205 right = fmaxf(right, r);
3206 bottom = fmaxf(bottom, b);
3207 }
3208
3209 if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
3210 return DrawGlInfo::kStatusDone;
3211 }
3212
3213 setupDraw();
3214 setupDrawNoTexture();
3215 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3216 setupDrawShader(getShader(paint));
3217 setupDrawColorFilter(getColorFilter(paint));
3218 setupDrawBlending(paint);
3219 setupDrawProgram();
3220 setupDrawDirtyRegionsDisabled();
3221 setupDrawModelView(kModelViewMode_Translate, false,
3222 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform);
3223 setupDrawColorUniforms(getShader(paint));
3224 setupDrawShaderUniforms(getShader(paint));
3225 setupDrawColorFilterUniforms(getColorFilter(paint));
3226
3227 if (dirty && hasLayer()) {
3228 dirtyLayer(left, top, right, bottom, *currentTransform());
3229 }
3230
3231 issueIndexedQuadDraw(&mesh[0], count / 4);
3232
3233 return DrawGlInfo::kStatusDrew;
3234 }
3235
3236 void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3237 const SkPaint* paint, bool ignoreTransform) {
3238 int color = paint->getColor();
3239 // If a shader is set, preserve only the alpha
3240 if (getShader(paint)) {
3241 color |= 0x00ffffff;
3242 }
3243
3244 setupDraw();
3245 setupDrawNoTexture();
3246 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3247 setupDrawShader(getShader(paint));
3248 setupDrawColorFilter(getColorFilter(paint));
3249 setupDrawBlending(paint);
3250 setupDrawProgram();
3251 setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3252 left, top, right, bottom, ignoreTransform);
3253 setupDrawColorUniforms(getShader(paint));
3254 setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3255 setupDrawColorFilterUniforms(getColorFilter(paint));
3256 setupDrawSimpleMesh();
3257
3258 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3259 }
3260
3261 void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3262 Texture* texture, const SkPaint* paint) {
3263 texture->setWrap(GL_CLAMP_TO_EDGE, true);
3264
3265 GLvoid* vertices = (GLvoid*) NULL;
3266 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3267
3268 if (texture->uvMapper) {
3269 vertices = &mMeshVertices[0].x;
3270 texCoords = &mMeshVertices[0].u;
3271
3272 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3273 texture->uvMapper->map(uvs);
3274
3275 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3276 }
3277
3278 if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3279 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
3280 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
3281
3282 texture->setFilter(GL_NEAREST, true);
3283 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3284 paint, texture->blend, vertices, texCoords,
3285 GL_TRIANGLE_STRIP, gMeshCount, false, true);
3286 } else {
3287 texture->setFilter(getFilter(paint), true);
3288 drawTextureMesh(left, top, right, bottom, texture->id, paint,
3289 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3290 }
3291
3292 if (texture->uvMapper) {
3293 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3294 }
3295 }
3296
3297 void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3298 GLuint texture, const SkPaint* paint, bool blend,
3299 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3300 bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3301 ModelViewMode modelViewMode, bool dirty) {
3302
3303 int a;
3304 SkXfermode::Mode mode;
3305 getAlphaAndMode(paint, &a, &mode);
3306 const float alpha = a / 255.0f;
3307
3308 setupDraw();
3309 setupDrawWithTexture();
3310 setupDrawColor(alpha, alpha, alpha, alpha);
3311 setupDrawColorFilter(getColorFilter(paint));
3312 setupDrawBlending(paint, blend, swapSrcDst);
3313 setupDrawProgram();
3314 if (!dirty) setupDrawDirtyRegionsDisabled();
3315 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3316 setupDrawTexture(texture);
3317 setupDrawPureColorUniforms();
3318 setupDrawColorFilterUniforms(getColorFilter(paint));
3319 setupDrawMesh(vertices, texCoords, vbo);
3320
3321 glDrawArrays(drawMode, 0, elementsCount);
3322 }
3323
3324 void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3325 GLuint texture, const SkPaint* paint, bool blend,
3326 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3327 bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3328 ModelViewMode modelViewMode, bool dirty) {
3329
3330 int a;
3331 SkXfermode::Mode mode;
3332 getAlphaAndMode(paint, &a, &mode);
3333 const float alpha = a / 255.0f;
3334
3335 setupDraw();
3336 setupDrawWithTexture();
3337 setupDrawColor(alpha, alpha, alpha, alpha);
3338 setupDrawColorFilter(getColorFilter(paint));
3339 setupDrawBlending(paint, blend, swapSrcDst);
3340 setupDrawProgram();
3341 if (!dirty) setupDrawDirtyRegionsDisabled();
3342 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3343 setupDrawTexture(texture);
3344 setupDrawPureColorUniforms();
3345 setupDrawColorFilterUniforms(getColorFilter(paint));
3346 setupDrawMeshIndices(vertices, texCoords, vbo);
3347
3348 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3349 }
3350
3351 void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3352 GLuint texture, const SkPaint* paint,
3353 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3354 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) {
3355
3356 int color = paint != NULL ? paint->getColor() : 0;
3357 int alpha;
3358 SkXfermode::Mode mode;
3359 getAlphaAndMode(paint, &alpha, &mode);
3360
3361 setupDraw();
3362 setupDrawWithTexture(true);
3363 if (paint != NULL) {
3364 setupDrawAlpha8Color(color, alpha);
3365 }
3366 setupDrawColorFilter(getColorFilter(paint));
3367 setupDrawShader(getShader(paint));
3368 setupDrawBlending(paint, true);
3369 setupDrawProgram();
3370 if (!dirty) setupDrawDirtyRegionsDisabled();
3371 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3372 setupDrawTexture(texture);
3373 setupDrawPureColorUniforms();
3374 setupDrawColorFilterUniforms(getColorFilter(paint));
3375 setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3376 setupDrawMesh(vertices, texCoords);
3377
3378 glDrawArrays(drawMode, 0, elementsCount);
3379 }
3380
3381 void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3382 ProgramDescription& description, bool swapSrcDst) {
3383
3384 if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) {
3385 blend = true;
3386 mDescription.hasRoundRectClip = true;
3387 }
3388 mSkipOutlineClip = true;
3389
3390 blend = blend || mode != SkXfermode::kSrcOver_Mode;
3391
3392 if (blend) {
3393 // These blend modes are not supported by OpenGL directly and have
3394 // to be implemented using shaders. Since the shader will perform
3395 // the blending, turn blending off here
3396 // If the blend mode cannot be implemented using shaders, fall
3397 // back to the default SrcOver blend mode instead
3398 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3399 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3400 description.framebufferMode = mode;
3401 description.swapSrcDst = swapSrcDst;
3402
3403 if (mCaches.blend) {
3404 glDisable(GL_BLEND);
3405 mCaches.blend = false;
3406 }
3407
3408 return;
3409 } else {
3410 mode = SkXfermode::kSrcOver_Mode;
3411 }
3412 }
3413
3414 if (!mCaches.blend) {
3415 glEnable(GL_BLEND);
3416 }
3417
3418 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3419 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3420
3421 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3422 glBlendFunc(sourceMode, destMode);
3423 mCaches.lastSrcMode = sourceMode;
3424 mCaches.lastDstMode = destMode;
3425 }
3426 } else if (mCaches.blend) {
3427 glDisable(GL_BLEND);
3428 }
3429 mCaches.blend = blend;
3430 }
3431
3432 bool OpenGLRenderer::useProgram(Program* program) {
3433 if (!program->isInUse()) {
3434 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3435 program->use();
3436 mCaches.currentProgram = program;
3437 return false;
3438 }
3439 return true;
3440 }
3441
3442 void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3443 TextureVertex* v = &mMeshVertices[0];
3444 TextureVertex::setUV(v++, u1, v1);
3445 TextureVertex::setUV(v++, u2, v1);
3446 TextureVertex::setUV(v++, u1, v2);
3447 TextureVertex::setUV(v++, u2, v2);
3448 }
3449
3450 void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3451 getAlphaAndModeDirect(paint, alpha, mode);
3452 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3453 // if drawing a layer, ignore the paint's alpha
3454 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3455 }
3456 *alpha *= currentSnapshot()->alpha;
3457 }
3458
3459 float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {
3460 float alpha;
3461 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3462 alpha = mDrawModifiers.mOverrideLayerAlpha;
3463 } else {
3464 alpha = layer->getAlpha() / 255.0f;
3465 }
3466 return alpha * currentSnapshot()->alpha;
3467 }
3468
3469 }; // namespace uirenderer
3470 }; // namespace android
3471