android_frameworks_base/libs/hwui/OpenGLRenderer.cpp

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/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#define LOG_TAG "OpenGLRenderer"
#include <stdlib.h>
#include <stdint.h>
#include <sys/types.h>
#include <SkCanvas.h>
#include <SkTypeface.h>
#include <utils/Log.h>
#include <utils/StopWatch.h>
#include <private/hwui/DrawGlInfo.h>
#include <ui/Rect.h>
#include "OpenGLRenderer.h"
#include "DisplayListRenderer.h"
#include "Vector.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////
#define RAD_TO_DEG (180.0f / 3.14159265f)
#define MIN_ANGLE 0.001f
// TODO: This should be set in properties
#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH)
///////////////////////////////////////////////////////////////////////////////
// Globals
///////////////////////////////////////////////////////////////////////////////
/**
* Structure mapping Skia xfermodes to OpenGL blending factors.
*/
struct Blender {
SkXfermode::Mode mode;
GLenum src;
GLenum dst;
}; // struct Blender
// In this array, the index of each Blender equals the value of the first
// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
static const Blender gBlends[] = {
{ SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA },
{ SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO },
{ SkXfermode::kDst_Mode, GL_ZERO, GL_ONE },
{ SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA },
{ SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE },
{ SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO },
{ SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA },
{ SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
{ SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA },
{ SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
{ SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
{ SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }
};
// This array contains the swapped version of each SkXfermode. For instance
// this array's SrcOver blending mode is actually DstOver. You can refer to
// createLayer() for more information on the purpose of this array.
static const Blender gBlendsSwap[] = {
{ SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
{ SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE },
{ SkXfermode::kDst_Mode, GL_ONE, GL_ZERO },
{ SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE },
{ SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA },
{ SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA },
{ SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO },
{ SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA },
{ SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
{ SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
{ SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
{ SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }
};
static const GLenum gTextureUnits[] = {
GL_TEXTURE0,
GL_TEXTURE1,
GL_TEXTURE2
};
///////////////////////////////////////////////////////////////////////////////
// Constructors/destructor
///////////////////////////////////////////////////////////////////////////////
OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
mShader = NULL;
mColorFilter = NULL;
mHasShadow = false;
memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
mFirstSnapshot = new Snapshot;
}
OpenGLRenderer::~OpenGLRenderer() {
// The context has already been destroyed at this point, do not call
// GL APIs. All GL state should be kept in Caches.h
}
///////////////////////////////////////////////////////////////////////////////
// Setup
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::setViewport(int width, int height) {
glViewport(0, 0, width, height);
mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
mWidth = width;
mHeight = height;
mFirstSnapshot->height = height;
mFirstSnapshot->viewport.set(0, 0, width, height);
mDirtyClip = false;
}
void OpenGLRenderer::prepare(bool opaque) {
prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
}
void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
mCaches.clearGarbage();
mSnapshot = new Snapshot(mFirstSnapshot,
SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
mSnapshot->fbo = getTargetFbo();
mSaveCount = 1;
glViewport(0, 0, mWidth, mHeight);
glDisable(GL_DITHER);
glEnable(GL_SCISSOR_TEST);
glScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
mSnapshot->setClip(left, top, right, bottom);
if (!opaque) {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
}
void OpenGLRenderer::finish() {
#if DEBUG_OPENGL
GLenum status = GL_NO_ERROR;
while ((status = glGetError()) != GL_NO_ERROR) {
LOGD("GL error from OpenGLRenderer: 0x%x", status);
switch (status) {
case GL_OUT_OF_MEMORY:
LOGE(" OpenGLRenderer is out of memory!");
break;
}
}
#endif
#if DEBUG_MEMORY_USAGE
mCaches.dumpMemoryUsage();
#else
if (mCaches.getDebugLevel() & kDebugMemory) {
mCaches.dumpMemoryUsage();
}
#endif
}
void OpenGLRenderer::interrupt() {
if (mCaches.currentProgram) {
if (mCaches.currentProgram->isInUse()) {
mCaches.currentProgram->remove();
mCaches.currentProgram = NULL;
}
}
mCaches.unbindMeshBuffer();
}
void OpenGLRenderer::resume() {
glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight());
glEnable(GL_SCISSOR_TEST);
dirtyClip();
glDisable(GL_DITHER);
glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
mCaches.blend = true;
glEnable(GL_BLEND);
glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
glBlendEquation(GL_FUNC_ADD);
}
bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) {
Use optimized display lists for all hwaccelerated rendering Previously, display lists were used only if hardware acceleration was enabled for an application (hardwareAccelerated=true) *and* if setDrawingCacheEnabled(true) was called. This change makes the framework use display lists for all views in an application if hardware acceleration is enabled. In addition, display list renderering has been optimized so that any view's recreation of its own display list (which is necessary whenever the visuals of that view change) will not cause any other display list in its parent hierarchy to change. Instead, when there are any visual changes in the hierarchy, only those views which need to have new display list content will recreate their display lists. This optimization works by caching display list references in each parent display list (so the container of some child will refer to its child's display list by a reference to the child's display list). Then when a view needs to recreate its display list, it will do so inside the same display list object. This will cause the content to get refreshed, but not the reference to that content. Then when the view hierarchy is redrawn, it will automatically pick up the new content from the old reference. This optimization will not necessarily improve performance when applications need to update the entire view hierarchy or redraw the entire screen, but it does show significant improvements when redrawing only a portion of the screen, especially when the regions that are not refreshed are complex and time- consuming to redraw. Change-Id: I68d21cac6a224a05703070ec85253220cb001eb4
2011-01-10 14:10:36 -08:00
interrupt();
if (mDirtyClip) {
setScissorFromClip();
}
Rect clip(*mSnapshot->clipRect);
clip.snapToPixelBoundaries();
#if RENDER_LAYERS_AS_REGIONS
// Since we don't know what the functor will draw, let's dirty
// tne entire clip region
if (hasLayer()) {
dirtyLayerUnchecked(clip, getRegion());
}
#endif
DrawGlInfo info;
info.clipLeft = clip.left;
info.clipTop = clip.top;
info.clipRight = clip.right;
info.clipBottom = clip.bottom;
info.isLayer = hasLayer();
getSnapshot()->transform->copyTo(&info.transform[0]);
status_t result = (*functor)(0, &info);
if (result != 0) {
Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
dirty.unionWith(localDirty);
}
Use optimized display lists for all hwaccelerated rendering Previously, display lists were used only if hardware acceleration was enabled for an application (hardwareAccelerated=true) *and* if setDrawingCacheEnabled(true) was called. This change makes the framework use display lists for all views in an application if hardware acceleration is enabled. In addition, display list renderering has been optimized so that any view's recreation of its own display list (which is necessary whenever the visuals of that view change) will not cause any other display list in its parent hierarchy to change. Instead, when there are any visual changes in the hierarchy, only those views which need to have new display list content will recreate their display lists. This optimization works by caching display list references in each parent display list (so the container of some child will refer to its child's display list by a reference to the child's display list). Then when a view needs to recreate its display list, it will do so inside the same display list object. This will cause the content to get refreshed, but not the reference to that content. Then when the view hierarchy is redrawn, it will automatically pick up the new content from the old reference. This optimization will not necessarily improve performance when applications need to update the entire view hierarchy or redraw the entire screen, but it does show significant improvements when redrawing only a portion of the screen, especially when the regions that are not refreshed are complex and time- consuming to redraw. Change-Id: I68d21cac6a224a05703070ec85253220cb001eb4
2011-01-10 14:10:36 -08:00
resume();
return result != 0;
Use optimized display lists for all hwaccelerated rendering Previously, display lists were used only if hardware acceleration was enabled for an application (hardwareAccelerated=true) *and* if setDrawingCacheEnabled(true) was called. This change makes the framework use display lists for all views in an application if hardware acceleration is enabled. In addition, display list renderering has been optimized so that any view's recreation of its own display list (which is necessary whenever the visuals of that view change) will not cause any other display list in its parent hierarchy to change. Instead, when there are any visual changes in the hierarchy, only those views which need to have new display list content will recreate their display lists. This optimization works by caching display list references in each parent display list (so the container of some child will refer to its child's display list by a reference to the child's display list). Then when a view needs to recreate its display list, it will do so inside the same display list object. This will cause the content to get refreshed, but not the reference to that content. Then when the view hierarchy is redrawn, it will automatically pick up the new content from the old reference. This optimization will not necessarily improve performance when applications need to update the entire view hierarchy or redraw the entire screen, but it does show significant improvements when redrawing only a portion of the screen, especially when the regions that are not refreshed are complex and time- consuming to redraw. Change-Id: I68d21cac6a224a05703070ec85253220cb001eb4
2011-01-10 14:10:36 -08:00
}
///////////////////////////////////////////////////////////////////////////////
// State management
///////////////////////////////////////////////////////////////////////////////
int OpenGLRenderer::getSaveCount() const {
return mSaveCount;
}
int OpenGLRenderer::save(int flags) {
return saveSnapshot(flags);
}
void OpenGLRenderer::restore() {
if (mSaveCount > 1) {
restoreSnapshot();
}
}
void OpenGLRenderer::restoreToCount(int saveCount) {
if (saveCount < 1) saveCount = 1;
while (mSaveCount > saveCount) {
restoreSnapshot();
}
}
int OpenGLRenderer::saveSnapshot(int flags) {
mSnapshot = new Snapshot(mSnapshot, flags);
return mSaveCount++;
}
bool OpenGLRenderer::restoreSnapshot() {
bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
sp<Snapshot> current = mSnapshot;
sp<Snapshot> previous = mSnapshot->previous;
if (restoreOrtho) {
Rect& r = previous->viewport;
glViewport(r.left, r.top, r.right, r.bottom);
mOrthoMatrix.load(current->orthoMatrix);
}
mSaveCount--;
mSnapshot = previous;
if (restoreClip) {
dirtyClip();
}
if (restoreLayer) {
composeLayer(current, previous);
}
return restoreClip;
}
///////////////////////////////////////////////////////////////////////////////
// Layers
///////////////////////////////////////////////////////////////////////////////
int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
SkPaint* p, int flags) {
const GLuint previousFbo = mSnapshot->fbo;
const int count = saveSnapshot(flags);
if (!mSnapshot->isIgnored()) {
int alpha = 255;
SkXfermode::Mode mode;
if (p) {
alpha = p->getAlpha();
if (!mCaches.extensions.hasFramebufferFetch()) {
const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
if (!isMode) {
// Assume SRC_OVER
mode = SkXfermode::kSrcOver_Mode;
}
} else {
mode = getXfermode(p->getXfermode());
}
} else {
mode = SkXfermode::kSrcOver_Mode;
}
createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
}
return count;
}
int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
int alpha, int flags) {
if (alpha >= 255 - ALPHA_THRESHOLD) {
return saveLayer(left, top, right, bottom, NULL, flags);
} else {
SkPaint paint;
paint.setAlpha(alpha);
return saveLayer(left, top, right, bottom, &paint, flags);
}
}
/**
* Layers are viewed by Skia are slightly different than layers in image editing
* programs (for instance.) When a layer is created, previously created layers
* and the frame buffer still receive every drawing command. For instance, if a
* layer is created and a shape intersecting the bounds of the layers and the
* framebuffer is draw, the shape will be drawn on both (unless the layer was
* created with the SkCanvas::kClipToLayer_SaveFlag flag.)
*
* A way to implement layers is to create an FBO for each layer, backed by an RGBA
* texture. Unfortunately, this is inefficient as it requires every primitive to
* be drawn n + 1 times, where n is the number of active layers. In practice this
* means, for every primitive:
* - Switch active frame buffer
* - Change viewport, clip and projection matrix
* - Issue the drawing
*
* Switching rendering target n + 1 times per drawn primitive is extremely costly.
* To avoid this, layers are implemented in a different way here, at least in the
* general case. FBOs are used, as an optimization, when the "clip to layer" flag
* is set. When this flag is set we can redirect all drawing operations into a
* single FBO.
*
* This implementation relies on the frame buffer being at least RGBA 8888. When
* a layer is created, only a texture is created, not an FBO. The content of the
* frame buffer contained within the layer's bounds is copied into this texture
* using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
* buffer and drawing continues as normal. This technique therefore treats the
* frame buffer as a scratch buffer for the layers.
*
* To compose the layers back onto the frame buffer, each layer texture
* (containing the original frame buffer data) is drawn as a simple quad over
* the frame buffer. The trick is that the quad is set as the composition
* destination in the blending equation, and the frame buffer becomes the source
* of the composition.
*
* Drawing layers with an alpha value requires an extra step before composition.
* An empty quad is drawn over the layer's region in the frame buffer. This quad
* is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
* quad is used to multiply the colors in the frame buffer. This is achieved by
* changing the GL blend functions for the GL_FUNC_ADD blend equation to
* GL_ZERO, GL_SRC_ALPHA.
*
* Because glCopyTexImage2D() can be slow, an alternative implementation might
* be use to draw a single clipped layer. The implementation described above
* is correct in every case.
*
* (1) The frame buffer is actually not cleared right away. To allow the GPU
* to potentially optimize series of calls to glCopyTexImage2D, the frame
* buffer is left untouched until the first drawing operation. Only when
* something actually gets drawn are the layers regions cleared.
*/
bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
float right, float bottom, int alpha, SkXfermode::Mode mode,
int flags, GLuint previousFbo) {
LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
// Window coordinates of the layer
Rect bounds(left, top, right, bottom);
if (!fboLayer) {
mSnapshot->transform->mapRect(bounds);
// Layers only make sense if they are in the framebuffer's bounds
if (bounds.intersect(*snapshot->clipRect)) {
// We cannot work with sub-pixels in this case
bounds.snapToPixelBoundaries();
// When the layer is not an FBO, we may use glCopyTexImage so we
// need to make sure the layer does not extend outside the bounds
// of the framebuffer
if (!bounds.intersect(snapshot->previous->viewport)) {
bounds.setEmpty();
}
} else {
bounds.setEmpty();
}
}
if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
bounds.getHeight() > mCaches.maxTextureSize) {
snapshot->empty = fboLayer;
} else {
snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
}
// Bail out if we won't draw in this snapshot
if (snapshot->invisible || snapshot->empty) {
return false;
}
glActiveTexture(gTextureUnits[0]);
Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
if (!layer) {
return false;
}
layer->mode = mode;
layer->alpha = alpha;
layer->layer.set(bounds);
layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height),
bounds.getWidth() / float(layer->width), 0.0f);
layer->colorFilter = mColorFilter;
// Save the layer in the snapshot
snapshot->flags |= Snapshot::kFlagIsLayer;
snapshot->layer = layer;
if (fboLayer) {
return createFboLayer(layer, bounds, snapshot, previousFbo);
} else {
// Copy the framebuffer into the layer
glBindTexture(GL_TEXTURE_2D, layer->texture);
if (!bounds.isEmpty()) {
if (layer->empty) {
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left,
snapshot->height - bounds.bottom, layer->width, layer->height, 0);
layer->empty = false;
} else {
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
}
// Clear the framebuffer where the layer will draw
glScissor(bounds.left, mSnapshot->height - bounds.bottom,
bounds.getWidth(), bounds.getHeight());
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
dirtyClip();
}
}
return true;
}
bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
GLuint previousFbo) {
layer->fbo = mCaches.fboCache.get();
#if RENDER_LAYERS_AS_REGIONS
snapshot->region = &snapshot->layer->region;
snapshot->flags |= Snapshot::kFlagFboTarget;
#endif
Rect clip(bounds);
snapshot->transform->mapRect(clip);
clip.intersect(*snapshot->clipRect);
clip.snapToPixelBoundaries();
clip.intersect(snapshot->previous->viewport);
mat4 inverse;
inverse.loadInverse(*mSnapshot->transform);
inverse.mapRect(clip);
clip.snapToPixelBoundaries();
clip.intersect(bounds);
clip.translate(-bounds.left, -bounds.top);
snapshot->flags |= Snapshot::kFlagIsFboLayer;
snapshot->fbo = layer->fbo;
snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
snapshot->height = bounds.getHeight();
snapshot->flags |= Snapshot::kFlagDirtyOrtho;
snapshot->orthoMatrix.load(mOrthoMatrix);
// Bind texture to FBO
glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
glBindTexture(GL_TEXTURE_2D, layer->texture);
// Initialize the texture if needed
if (layer->empty) {
layer->empty = false;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
}
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
layer->texture, 0);
#if DEBUG_LAYERS_AS_REGIONS
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
LOGE("Framebuffer incomplete (GL error code 0x%x)", status);
glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
glDeleteTextures(1, &layer->texture);
mCaches.fboCache.put(layer->fbo);
delete layer;
return false;
}
#endif
// Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
dirtyClip();
// Change the ortho projection
glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
return true;
}
/**
* Read the documentation of createLayer() before doing anything in this method.
*/
void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
if (!current->layer) {
LOGE("Attempting to compose a layer that does not exist");
return;
}
const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
if (fboLayer) {
// Unbind current FBO and restore previous one
glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
}
Layer* layer = current->layer;
const Rect& rect = layer->layer;
if (!fboLayer && layer->alpha < 255) {
drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
layer->alpha << 24, SkXfermode::kDstIn_Mode, true);
// Required below, composeLayerRect() will divide by 255
layer->alpha = 255;
}
mCaches.unbindMeshBuffer();
glActiveTexture(gTextureUnits[0]);
// When the layer is stored in an FBO, we can save a bit of fillrate by
// drawing only the dirty region
if (fboLayer) {
dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
if (layer->colorFilter) {
setupColorFilter(layer->colorFilter);
}
composeLayerRegion(layer, rect);
if (layer->colorFilter) {
resetColorFilter();
}
} else {
if (!rect.isEmpty()) {
dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
composeLayerRect(layer, rect, true);
}
}
if (fboLayer) {
// Detach the texture from the FBO
glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
// Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
mCaches.fboCache.put(current->fbo);
}
dirtyClip();
// Failing to add the layer to the cache should happen only if the layer is too large
if (!mCaches.layerCache.put(layer)) {
LAYER_LOGD("Deleting layer");
glDeleteTextures(1, &layer->texture);
delete layer;
}
}
void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
float alpha = layer->alpha / 255.0f;
setupDraw();
if (layer->renderTarget == GL_TEXTURE_2D) {
setupDrawWithTexture();
} else {
setupDrawWithExternalTexture();
}
setupDrawTextureTransform();
setupDrawColor(alpha, alpha, alpha, alpha);
setupDrawColorFilter();
setupDrawBlending(layer->blend, layer->mode);
setupDrawProgram();
setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
setupDrawPureColorUniforms();
setupDrawColorFilterUniforms();
if (layer->renderTarget == GL_TEXTURE_2D) {
setupDrawTexture(layer->texture);
} else {
setupDrawExternalTexture(layer->texture);
}
setupDrawTextureTransformUniforms(layer->texTransform);
setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
finishDrawTexture();
}
void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
if (!layer->isTextureLayer) {
const Rect& texCoords = layer->texCoords;
resetDrawTextureTexCoords(texCoords.left, texCoords.top,
texCoords.right, texCoords.bottom);
drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture,
layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0],
&mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap);
resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
} else {
resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
drawTextureLayer(layer, rect);
resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
}
}
void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
#if RENDER_LAYERS_AS_REGIONS
if (layer->region.isRect()) {
layer->setRegionAsRect();
composeLayerRect(layer, layer->regionRect);
layer->region.clear();
return;
}
if (!layer->region.isEmpty()) {
size_t count;
const android::Rect* rects = layer->region.getArray(&count);
const float alpha = layer->alpha / 255.0f;
const float texX = 1.0f / float(layer->width);
const float texY = 1.0f / float(layer->height);
const float height = rect.getHeight();
TextureVertex* mesh = mCaches.getRegionMesh();
GLsizei numQuads = 0;
setupDraw();
setupDrawWithTexture();
setupDrawColor(alpha, alpha, alpha, alpha);
setupDrawColorFilter();
setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false);
setupDrawProgram();
setupDrawDirtyRegionsDisabled();
setupDrawPureColorUniforms();
setupDrawColorFilterUniforms();
setupDrawTexture(layer->texture);
setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]);
for (size_t i = 0; i < count; i++) {
const android::Rect* r = &rects[i];
const float u1 = r->left * texX;
const float v1 = (height - r->top) * texY;
const float u2 = r->right * texX;
const float v2 = (height - r->bottom) * texY;
// TODO: Reject quads outside of the clip
TextureVertex::set(mesh++, r->left, r->top, u1, v1);
TextureVertex::set(mesh++, r->right, r->top, u2, v1);
TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
numQuads++;
if (numQuads >= REGION_MESH_QUAD_COUNT) {
glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
numQuads = 0;
mesh = mCaches.getRegionMesh();
}
}
if (numQuads > 0) {
glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
finishDrawTexture();
#if DEBUG_LAYERS_AS_REGIONS
drawRegionRects(layer->region);
#endif
layer->region.clear();
}
#else
composeLayerRect(layer, rect);
#endif
}
void OpenGLRenderer::drawRegionRects(const Region& region) {
#if DEBUG_LAYERS_AS_REGIONS
size_t count;
const android::Rect* rects = region.getArray(&count);
uint32_t colors[] = {
0x7fff0000, 0x7f00ff00,
0x7f0000ff, 0x7fff00ff,
};
int offset = 0;
int32_t top = rects[0].top;
for (size_t i = 0; i < count; i++) {
if (top != rects[i].top) {
offset ^= 0x2;
top = rects[i].top;
}
Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
SkXfermode::kSrcOver_Mode);
}
#endif
}
void OpenGLRenderer::dirtyLayer(const float left, const float top,
const float right, const float bottom, const mat4 transform) {
#if RENDER_LAYERS_AS_REGIONS
if (hasLayer()) {
Rect bounds(left, top, right, bottom);
transform.mapRect(bounds);
dirtyLayerUnchecked(bounds, getRegion());
}
#endif
}
void OpenGLRenderer::dirtyLayer(const float left, const float top,
const float right, const float bottom) {
#if RENDER_LAYERS_AS_REGIONS
if (hasLayer()) {
Rect bounds(left, top, right, bottom);
dirtyLayerUnchecked(bounds, getRegion());
}
#endif
}
void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
#if RENDER_LAYERS_AS_REGIONS
if (bounds.intersect(*mSnapshot->clipRect)) {
bounds.snapToPixelBoundaries();
android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
if (!dirty.isEmpty()) {
region->orSelf(dirty);
}
}
#endif
}
///////////////////////////////////////////////////////////////////////////////
// Transforms
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::translate(float dx, float dy) {
mSnapshot->transform->translate(dx, dy, 0.0f);
}
void OpenGLRenderer::rotate(float degrees) {
mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
}
void OpenGLRenderer::scale(float sx, float sy) {
mSnapshot->transform->scale(sx, sy, 1.0f);
}
void OpenGLRenderer::skew(float sx, float sy) {
mSnapshot->transform->skew(sx, sy);
}
void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
mSnapshot->transform->load(*matrix);
}
const float* OpenGLRenderer::getMatrix() const {
if (mSnapshot->fbo != 0) {
return &mSnapshot->transform->data[0];
}
return &mIdentity.data[0];
}
void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
mSnapshot->transform->copyTo(*matrix);
}
void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
SkMatrix transform;
mSnapshot->transform->copyTo(transform);
transform.preConcat(*matrix);
mSnapshot->transform->load(transform);
}
///////////////////////////////////////////////////////////////////////////////
// Clipping
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::setScissorFromClip() {
Rect clip(*mSnapshot->clipRect);
clip.snapToPixelBoundaries();
glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
mDirtyClip = false;
}
const Rect& OpenGLRenderer::getClipBounds() {
return mSnapshot->getLocalClip();
}
bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
if (mSnapshot->isIgnored()) {
return true;
}
Rect r(left, top, right, bottom);
mSnapshot->transform->mapRect(r);
r.snapToPixelBoundaries();
Rect clipRect(*mSnapshot->clipRect);
clipRect.snapToPixelBoundaries();
return !clipRect.intersects(r);
}
bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
bool clipped = mSnapshot->clip(left, top, right, bottom, op);
if (clipped) {
dirtyClip();
}
return !mSnapshot->clipRect->isEmpty();
}
///////////////////////////////////////////////////////////////////////////////
// Drawing commands
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::setupDraw() {
if (mDirtyClip) {
setScissorFromClip();
}
mDescription.reset();
mSetShaderColor = false;
mColorSet = false;
mColorA = mColorR = mColorG = mColorB = 0.0f;
mTextureUnit = 0;
mTrackDirtyRegions = true;
mTexCoordsSlot = -1;
}
void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
mDescription.hasTexture = true;
mDescription.hasAlpha8Texture = isAlpha8;
}
void OpenGLRenderer::setupDrawWithExternalTexture() {
mDescription.hasExternalTexture = true;
}
void OpenGLRenderer::setupDrawAALine() {
mDescription.isAA = true;
}
void OpenGLRenderer::setupDrawPoint(float pointSize) {
mDescription.isPoint = true;
mDescription.pointSize = pointSize;
}
void OpenGLRenderer::setupDrawColor(int color) {
setupDrawColor(color, (color >> 24) & 0xFF);
}
void OpenGLRenderer::setupDrawColor(int color, int alpha) {
mColorA = alpha / 255.0f;
// Second divide of a by 255 is an optimization, allowing us to simply multiply
// the rgb values by a instead of also dividing by 255
const float a = mColorA / 255.0f;
mColorR = a * ((color >> 16) & 0xFF);
mColorG = a * ((color >> 8) & 0xFF);
mColorB = a * ((color ) & 0xFF);
mColorSet = true;
mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
}
void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
mColorA = alpha / 255.0f;
// Double-divide of a by 255 is an optimization, allowing us to simply multiply
// the rgb values by a instead of also dividing by 255
const float a = mColorA / 255.0f;
mColorR = a * ((color >> 16) & 0xFF);
mColorG = a * ((color >> 8) & 0xFF);
mColorB = a * ((color ) & 0xFF);
mColorSet = true;
mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
}
void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
mColorA = a;
mColorR = r;
mColorG = g;
mColorB = b;
mColorSet = true;
mSetShaderColor = mDescription.setColor(r, g, b, a);
}
void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) {
mColorA = a;
mColorR = r;
mColorG = g;
mColorB = b;
mColorSet = true;
mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a);
}
void OpenGLRenderer::setupDrawShader() {
if (mShader) {
mShader->describe(mDescription, mCaches.extensions);
}
}
void OpenGLRenderer::setupDrawColorFilter() {
if (mColorFilter) {
mColorFilter->describe(mDescription, mCaches.extensions);
}
}
void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
mDescription, swapSrcDst);
}
void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
mDescription, swapSrcDst);
}
void OpenGLRenderer::setupDrawProgram() {
useProgram(mCaches.programCache.get(mDescription));
}
void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
mTrackDirtyRegions = false;
}
void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
bool ignoreTransform) {
mModelView.loadTranslate(left, top, 0.0f);
if (!ignoreTransform) {
mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
} else {
mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
}
}
void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
}
void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
bool ignoreTransform, bool ignoreModelView) {
if (!ignoreModelView) {
mModelView.loadTranslate(left, top, 0.0f);
mModelView.scale(right - left, bottom - top, 1.0f);
} else {
mModelView.loadIdentity();
}
bool dirty = right - left > 0.0f && bottom - top > 0.0f;
if (!ignoreTransform) {
mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
if (mTrackDirtyRegions && dirty) {
dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
}
} else {
mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
}
}
void OpenGLRenderer::setupDrawPointUniforms() {
int slot = mCaches.currentProgram->getUniform("pointSize");
glUniform1f(slot, mDescription.pointSize);
}
void OpenGLRenderer::setupDrawColorUniforms() {
if (mColorSet || (mShader && mSetShaderColor)) {
mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
}
}
void OpenGLRenderer::setupDrawPureColorUniforms() {
if (mSetShaderColor) {
mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
}
}
void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
if (mShader) {
if (ignoreTransform) {
mModelView.loadInverse(*mSnapshot->transform);
}
mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
}
}
void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
if (mShader) {
mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
}
}
void OpenGLRenderer::setupDrawColorFilterUniforms() {
if (mColorFilter) {
mColorFilter->setupProgram(mCaches.currentProgram);
}
}
void OpenGLRenderer::setupDrawSimpleMesh() {
mCaches.bindMeshBuffer();
glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
gMeshStride, 0);
}
void OpenGLRenderer::setupDrawTexture(GLuint texture) {
bindTexture(texture);
glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++);
mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
glEnableVertexAttribArray(mTexCoordsSlot);
}
void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
bindExternalTexture(texture);
glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++);
mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
glEnableVertexAttribArray(mTexCoordsSlot);
}
void OpenGLRenderer::setupDrawTextureTransform() {
mDescription.hasTextureTransform = true;
}
void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
GL_FALSE, &transform.data[0]);
}
void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
if (!vertices) {
mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
} else {
mCaches.unbindMeshBuffer();
}
glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
gMeshStride, vertices);
if (mTexCoordsSlot >= 0) {
glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
}
}
void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
mCaches.unbindMeshBuffer();
glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
gVertexStride, vertices);
}
/**
* Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
* outer boundary that fades out to 0. The variables set in the shader define the proportion of
* the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
* attributes (one per vertex) are values from zero to one that tells the fragment
* shader where the fragment is in relation to the line width/length overall; these values are
* then used to compute the proper color, based on whether the fragment lies in the fading AA
* region of the line.
* Note that we only pass down the width values in this setup function. The length coordinates
* are set up for each individual segment.
*/
void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
GLvoid* lengthCoords, float boundaryWidthProportion) {
mCaches.unbindMeshBuffer();
glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
gAAVertexStride, vertices);
int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
glEnableVertexAttribArray(widthSlot);
glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
glEnableVertexAttribArray(lengthSlot);
glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
// Setting the inverse value saves computations per-fragment in the shader
int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
}
void OpenGLRenderer::finishDrawTexture() {
glDisableVertexAttribArray(mTexCoordsSlot);
}
///////////////////////////////////////////////////////////////////////////////
// Drawing
///////////////////////////////////////////////////////////////////////////////
bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height,
Rect& dirty, uint32_t level) {
if (quickReject(0.0f, 0.0f, width, height)) {
return false;
}
// All the usual checks and setup operations (quickReject, setupDraw, etc.)
// will be performed by the display list itself
if (displayList) {
return displayList->replay(*this, dirty, level);
}
Use optimized display lists for all hwaccelerated rendering Previously, display lists were used only if hardware acceleration was enabled for an application (hardwareAccelerated=true) *and* if setDrawingCacheEnabled(true) was called. This change makes the framework use display lists for all views in an application if hardware acceleration is enabled. In addition, display list renderering has been optimized so that any view's recreation of its own display list (which is necessary whenever the visuals of that view change) will not cause any other display list in its parent hierarchy to change. Instead, when there are any visual changes in the hierarchy, only those views which need to have new display list content will recreate their display lists. This optimization works by caching display list references in each parent display list (so the container of some child will refer to its child's display list by a reference to the child's display list). Then when a view needs to recreate its display list, it will do so inside the same display list object. This will cause the content to get refreshed, but not the reference to that content. Then when the view hierarchy is redrawn, it will automatically pick up the new content from the old reference. This optimization will not necessarily improve performance when applications need to update the entire view hierarchy or redraw the entire screen, but it does show significant improvements when redrawing only a portion of the screen, especially when the regions that are not refreshed are complex and time- consuming to redraw. Change-Id: I68d21cac6a224a05703070ec85253220cb001eb4
2011-01-10 14:10:36 -08:00
return false;
}
void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
if (displayList) {
displayList->output(*this, level);
}
}
void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
int alpha;
SkXfermode::Mode mode;
getAlphaAndMode(paint, &alpha, &mode);
setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
float x = left;
float y = top;
bool ignoreTransform = false;
if (mSnapshot->transform->isPureTranslate()) {
x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
ignoreTransform = true;
}
setupDraw();
setupDrawWithTexture(true);
if (paint) {
setupDrawAlpha8Color(paint->getColor(), alpha);
}
setupDrawColorFilter();
setupDrawShader();
setupDrawBlending(true, mode);
setupDrawProgram();
setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
setupDrawTexture(texture->id);
setupDrawPureColorUniforms();
setupDrawColorFilterUniforms();
setupDrawShaderUniforms();
setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
finishDrawTexture();
}
void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
const float right = left + bitmap->width();
const float bottom = top + bitmap->height();
if (quickReject(left, top, right, bottom)) {
return;
}
glActiveTexture(gTextureUnits[0]);
Texture* texture = mCaches.textureCache.get(bitmap);
if (!texture) return;
const AutoTexture autoCleanup(texture);
if (bitmap->getConfig() == SkBitmap::kA8_Config) {
drawAlphaBitmap(texture, left, top, paint);
} else {
drawTextureRect(left, top, right, bottom, texture, paint);
}
}
void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
const mat4 transform(*matrix);
transform.mapRect(r);
if (quickReject(r.left, r.top, r.right, r.bottom)) {
return;
}
glActiveTexture(gTextureUnits[0]);
Texture* texture = mCaches.textureCache.get(bitmap);
if (!texture) return;
const AutoTexture autoCleanup(texture);
// This could be done in a cheaper way, all we need is pass the matrix
// to the vertex shader. The save/restore is a bit overkill.
save(SkCanvas::kMatrix_SaveFlag);
concatMatrix(matrix);
drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
restore();
}
void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
float* vertices, int* colors, SkPaint* paint) {
// TODO: Do a quickReject
if (!vertices || mSnapshot->isIgnored()) {
return;
}
glActiveTexture(gTextureUnits[0]);
Texture* texture = mCaches.textureCache.get(bitmap);
if (!texture) return;
const AutoTexture autoCleanup(texture);
setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
int alpha;
SkXfermode::Mode mode;
getAlphaAndMode(paint, &alpha, &mode);
const uint32_t count = meshWidth * meshHeight * 6;
float left = FLT_MAX;
float top = FLT_MAX;
float right = FLT_MIN;
float bottom = FLT_MIN;
#if RENDER_LAYERS_AS_REGIONS
bool hasActiveLayer = hasLayer();
#else
bool hasActiveLayer = false;
#endif
// TODO: Support the colors array
TextureVertex mesh[count];
TextureVertex* vertex = mesh;
for (int32_t y = 0; y < meshHeight; y++) {
for (int32_t x = 0; x < meshWidth; x++) {
uint32_t i = (y * (meshWidth + 1) + x) * 2;
float u1 = float(x) / meshWidth;
float u2 = float(x + 1) / meshWidth;
float v1 = float(y) / meshHeight;
float v2 = float(y + 1) / meshHeight;
int ax = i + (meshWidth + 1) * 2;
int ay = ax + 1;
int bx = i;
int by = bx + 1;
int cx = i + 2;
int cy = cx + 1;
int dx = i + (meshWidth + 1) * 2 + 2;
int dy = dx + 1;
TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
#if RENDER_LAYERS_AS_REGIONS
if (hasActiveLayer) {
// TODO: This could be optimized to avoid unnecessary ops
left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
}
#endif
}
}
#if RENDER_LAYERS_AS_REGIONS
if (hasActiveLayer) {
dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
}
#endif
drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
GL_TRIANGLES, count, false, false, 0, false, false);
}
void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
float srcLeft, float srcTop, float srcRight, float srcBottom,
float dstLeft, float dstTop, float dstRight, float dstBottom,
SkPaint* paint) {
if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
return;
}
glActiveTexture(gTextureUnits[0]);
Texture* texture = mCaches.textureCache.get(bitmap);
if (!texture) return;
const AutoTexture autoCleanup(texture);
setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
const float width = texture->width;
const float height = texture->height;
const float u1 = (srcLeft + 0.5f) / width;
const float v1 = (srcTop + 0.5f) / height;
const float u2 = (srcRight - 0.5f) / width;
const float v2 = (srcBottom - 0.5f) / height;
mCaches.unbindMeshBuffer();
resetDrawTextureTexCoords(u1, v1, u2, v2);
int alpha;
SkXfermode::Mode mode;
getAlphaAndMode(paint, &alpha, &mode);
if (mSnapshot->transform->isPureTranslate()) {
const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
texture->id, alpha / 255.0f, mode, texture->blend,
&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
GL_TRIANGLE_STRIP, gMeshCount, false, true);
} else {
drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
GL_TRIANGLE_STRIP, gMeshCount);
}
resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
}
void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
float left, float top, float right, float bottom, SkPaint* paint) {
if (quickReject(left, top, right, bottom)) {
return;
}
glActiveTexture(gTextureUnits[0]);
Texture* texture = mCaches.textureCache.get(bitmap);
if (!texture) return;
const AutoTexture autoCleanup(texture);
setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
int alpha;
SkXfermode::Mode mode;
getAlphaAndMode(paint, &alpha, &mode);
const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
if (mesh && mesh->verticesCount > 0) {
const bool pureTranslate = mSnapshot->transform->isPureTranslate();
#if RENDER_LAYERS_AS_REGIONS
// Mark the current layer dirty where we are going to draw the patch
if (hasLayer() && mesh->hasEmptyQuads) {
const float offsetX = left + mSnapshot->transform->getTranslateX();
const float offsetY = top + mSnapshot->transform->getTranslateY();
const size_t count = mesh->quads.size();
for (size_t i = 0; i < count; i++) {
const Rect& bounds = mesh->quads.itemAt(i);
if (pureTranslate) {
const float x = (int) floorf(bounds.left + offsetX + 0.5f);
const float y = (int) floorf(bounds.top + offsetY + 0.5f);
dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
} else {
dirtyLayer(left + bounds.left, top + bounds.top,
left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
}
}
}
#endif
if (pureTranslate) {
const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
true, !mesh->hasEmptyQuads);
} else {
drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
true, !mesh->hasEmptyQuads);
}
}
}
/**
* This function uses a similar approach to that of AA lines in the drawLines() function.
* We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
* shader to compute the translucency of the color, determined by whether a given pixel is
* within that boundary region and how far into the region it is.
*/
void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
int color, SkXfermode::Mode mode)
{
float inverseScaleX = 1.0f;
float inverseScaleY = 1.0f;
// The quad that we use needs to account for scaling.
if (!mSnapshot->transform->isPureTranslate()) {
Matrix4 *mat = mSnapshot->transform;
float m00 = mat->data[Matrix4::kScaleX];
float m01 = mat->data[Matrix4::kSkewY];
float m02 = mat->data[2];
float m10 = mat->data[Matrix4::kSkewX];
float m11 = mat->data[Matrix4::kScaleX];
float m12 = mat->data[6];
float scaleX = sqrt(m00 * m00 + m01 * m01);
float scaleY = sqrt(m10 * m10 + m11 * m11);
inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
}
setupDraw();
setupDrawAALine();
setupDrawColor(color);
setupDrawColorFilter();
setupDrawShader();
setupDrawBlending(true, mode);
setupDrawProgram();
setupDrawModelViewIdentity(true);
setupDrawColorUniforms();
setupDrawColorFilterUniforms();
setupDrawShaderIdentityUniforms();
AAVertex rects[4];
AAVertex* aaVertices = &rects[0];
void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
float boundarySizeX = .5 * inverseScaleX;
float boundarySizeY = .5 * inverseScaleY;
// Adjust the rect by the AA boundary padding
left -= boundarySizeX;
right += boundarySizeX;
top -= boundarySizeY;
bottom += boundarySizeY;
float width = right - left;
float height = bottom - top;
float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0;
float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0;
setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion);
int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength");
glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion));
if (!quickReject(left, top, right, bottom)) {
AAVertex::set(aaVertices++, left, bottom, 1, 1);
AAVertex::set(aaVertices++, left, top, 1, 0);
AAVertex::set(aaVertices++, right, bottom, 0, 1);
AAVertex::set(aaVertices++, right, top, 0, 0);
dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
}
/**
* We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
* rules for those lines produces some unexpected results, and may vary between hardware devices.
* The basics of lines-as-quads is easy; we simply find the normal to the line and position the
* corners of the quads on either side of each line endpoint, separated by the strokeWidth
* of the line. Hairlines are more involved because we need to account for transform scaling
* to end up with a one-pixel-wide line in screen space..
* Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
* in combination with values that we calculate and pass down in this method. The basic approach
* is that the quad we create contains both the core line area plus a bounding area in which
* the translucent/AA pixels are drawn. The values we calculate tell the shader what
* proportion of the width and the length of a given segment is represented by the boundary
* region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
* The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
* on the inside). This ends up giving the result we want, with pixels that are completely
* 'inside' the line area being filled opaquely and the other pixels being filled according to
* how far into the boundary region they are, which is determined by shader interpolation.
*/
void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
if (mSnapshot->isIgnored()) return;
const bool isAA = paint->isAntiAlias();
// We use half the stroke width here because we're going to position the quad
// corner vertices half of the width away from the line endpoints
float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
// A stroke width of 0 has a special meaning in Skia:
// it draws a line 1 px wide regardless of current transform
bool isHairLine = paint->getStrokeWidth() == 0.0f;
float inverseScaleX = 1.0f;
float inverseScaleY = 1.0f;
bool scaled = false;
int alpha;
SkXfermode::Mode mode;
int generatedVerticesCount = 0;
int verticesCount = count;
if (count > 4) {
// Polyline: account for extra vertices needed for continuous tri-strip
verticesCount += (count - 4);
}
if (isHairLine || isAA) {
// The quad that we use for AA and hairlines needs to account for scaling. For hairlines
// the line on the screen should always be one pixel wide regardless of scale. For
// AA lines, we only want one pixel of translucent boundary around the quad.
if (!mSnapshot->transform->isPureTranslate()) {
Matrix4 *mat = mSnapshot->transform;
float m00 = mat->data[Matrix4::kScaleX];
float m01 = mat->data[Matrix4::kSkewY];
float m02 = mat->data[2];
float m10 = mat->data[Matrix4::kSkewX];
float m11 = mat->data[Matrix4::kScaleX];
float m12 = mat->data[6];
float scaleX = sqrt(m00*m00 + m01*m01);
float scaleY = sqrt(m10*m10 + m11*m11);
inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
scaled = true;
}
}
}
getAlphaAndMode(paint, &alpha, &mode);
setupDraw();
if (isAA) {
setupDrawAALine();
}
setupDrawColor(paint->getColor(), alpha);
setupDrawColorFilter();
setupDrawShader();
if (isAA) {
setupDrawBlending(true, mode);
} else {
setupDrawBlending(mode);
}
setupDrawProgram();
setupDrawModelViewIdentity(true);
setupDrawColorUniforms();
setupDrawColorFilterUniforms();
setupDrawShaderIdentityUniforms();
if (isHairLine) {
// Set a real stroke width to be used in quad construction
halfStrokeWidth = isAA? 1 : .5;
} else if (isAA && !scaled) {
// Expand boundary to enable AA calculations on the quad border
halfStrokeWidth += .5f;
}
Vertex lines[verticesCount];
Vertex* vertices = &lines[0];
AAVertex wLines[verticesCount];
AAVertex* aaVertices = &wLines[0];
if (!isAA) {
setupDrawVertices(vertices);
} else {
void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
// innerProportion is the ratio of the inner (non-AA) part of the line to the total
// AA stroke width (the base stroke width expanded by a half pixel on either side).
// This value is used in the fragment shader to determine how to fill fragments.
// We will need to calculate the actual width proportion on each segment for
// scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion);
}
AAVertex* prevAAVertex = NULL;
Vertex* prevVertex = NULL;
int boundaryLengthSlot = -1;
int inverseBoundaryLengthSlot = -1;
int boundaryWidthSlot = -1;
int inverseBoundaryWidthSlot = -1;
for (int i = 0; i < count; i += 4) {
// a = start point, b = end point
vec2 a(points[i], points[i + 1]);
vec2 b(points[i + 2], points[i + 3]);
float length = 0;
float boundaryLengthProportion = 0;
float boundaryWidthProportion = 0;
// Find the normal to the line
vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
if (isHairLine) {
if (isAA) {
float wideningFactor;
if (fabs(n.x) >= fabs(n.y)) {
wideningFactor = fabs(1.0f / n.x);
} else {
wideningFactor = fabs(1.0f / n.y);
}
n *= wideningFactor;
}
if (scaled) {
n.x *= inverseScaleX;
n.y *= inverseScaleY;
}
} else if (scaled) {
// Extend n by .5 pixel on each side, post-transform
vec2 extendedN = n.copyNormalized();
extendedN /= 2;
extendedN.x *= inverseScaleX;
extendedN.y *= inverseScaleY;
float extendedNLength = extendedN.length();
// We need to set this value on the shader prior to drawing
boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength);
n += extendedN;
}
float x = n.x;
n.x = -n.y;
n.y = x;
// aa lines expand the endpoint vertices to encompass the AA boundary
if (isAA) {
vec2 abVector = (b - a);
length = abVector.length();
abVector.normalize();
if (scaled) {
abVector.x *= inverseScaleX;
abVector.y *= inverseScaleY;
float abLength = abVector.length();
boundaryLengthProportion = abLength / (length + abLength);
} else {
boundaryLengthProportion = .5 / (length + 1);
}
abVector /= 2;
a -= abVector;
b += abVector;
}
// Four corners of the rectangle defining a thick line
vec2 p1 = a - n;
vec2 p2 = a + n;
vec2 p3 = b + n;
vec2 p4 = b - n;
const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
if (!quickReject(left, top, right, bottom)) {
if (!isAA) {
if (prevVertex != NULL) {
// Issue two repeat vertices to create degenerate triangles to bridge
// between the previous line and the new one. This is necessary because
// we are creating a single triangle_strip which will contain
// potentially discontinuous line segments.
Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
Vertex::set(vertices++, p1.x, p1.y);
generatedVerticesCount += 2;
}
Vertex::set(vertices++, p1.x, p1.y);
Vertex::set(vertices++, p2.x, p2.y);
Vertex::set(vertices++, p4.x, p4.y);
Vertex::set(vertices++, p3.x, p3.y);
prevVertex = vertices - 1;
generatedVerticesCount += 4;
} else {
if (!isHairLine && scaled) {
// Must set width proportions per-segment for scaled non-hairlines to use the
// correct AA boundary dimensions
if (boundaryWidthSlot < 0) {
boundaryWidthSlot =
mCaches.currentProgram->getUniform("boundaryWidth");
inverseBoundaryWidthSlot =
mCaches.currentProgram->getUniform("inverseBoundaryWidth");
}
glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
}
if (boundaryLengthSlot < 0) {
boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
inverseBoundaryLengthSlot =
mCaches.currentProgram->getUniform("inverseBoundaryLength");
}
glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion));
if (prevAAVertex != NULL) {
// Issue two repeat vertices to create degenerate triangles to bridge
// between the previous line and the new one. This is necessary because
// we are creating a single triangle_strip which will contain
// potentially discontinuous line segments.
AAVertex::set(aaVertices++,prevAAVertex->position[0],
prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
generatedVerticesCount += 2;
}
AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
prevAAVertex = aaVertices - 1;
generatedVerticesCount += 4;
}
dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
*mSnapshot->transform);
}
}
if (generatedVerticesCount > 0) {
glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
}
}
void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
if (mSnapshot->isIgnored()) return;
// TODO: The paint's cap style defines whether the points are square or circular
// TODO: Handle AA for round points
// A stroke width of 0 has a special meaning in Skia:
// it draws an unscaled 1px point
float strokeWidth = paint->getStrokeWidth();
const bool isHairLine = paint->getStrokeWidth() == 0.0f;
if (isHairLine) {
// Now that we know it's hairline, we can set the effective width, to be used later
strokeWidth = 1.0f;
}
const float halfWidth = strokeWidth / 2;
int alpha;
SkXfermode::Mode mode;
getAlphaAndMode(paint, &alpha, &mode);
int verticesCount = count >> 1;
int generatedVerticesCount = 0;
TextureVertex pointsData[verticesCount];
TextureVertex* vertex = &pointsData[0];
setupDraw();
setupDrawPoint(strokeWidth);
setupDrawColor(paint->getColor(), alpha);
setupDrawColorFilter();
setupDrawShader();
setupDrawBlending(mode);
setupDrawProgram();
setupDrawModelViewIdentity(true);
setupDrawColorUniforms();
setupDrawColorFilterUniforms();
setupDrawPointUniforms();
setupDrawShaderIdentityUniforms();
setupDrawMesh(vertex);
for (int i = 0; i < count; i += 2) {
TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
generatedVerticesCount++;
float left = points[i] - halfWidth;
float right = points[i] + halfWidth;
float top = points[i + 1] - halfWidth;
float bottom = points [i + 1] + halfWidth;
dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
}
glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
}
void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
// No need to check against the clip, we fill the clip region
if (mSnapshot->isIgnored()) return;
Rect& clip(*mSnapshot->clipRect);
clip.snapToPixelBoundaries();
drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
}
void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) {
if (!texture) return;
const AutoTexture autoCleanup(texture);
const float x = left + texture->left - texture->offset;
const float y = top + texture->top - texture->offset;
drawPathTexture(texture, x, y, paint);
}
void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
float rx, float ry, SkPaint* paint) {
if (mSnapshot->isIgnored()) return;
glActiveTexture(gTextureUnits[0]);
const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
right - left, bottom - top, rx, ry, paint);
drawShape(left, top, texture, paint);
}
void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
if (mSnapshot->isIgnored()) return;
glActiveTexture(gTextureUnits[0]);
const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
drawShape(x - radius, y - radius, texture, paint);
}
void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) {
if (mSnapshot->isIgnored()) return;
glActiveTexture(gTextureUnits[0]);
const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
drawShape(left, top, texture, paint);
}
void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
if (mSnapshot->isIgnored()) return;
if (fabs(sweepAngle) >= 360.0f) {
drawOval(left, top, right, bottom, paint);
return;
}
glActiveTexture(gTextureUnits[0]);
const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
startAngle, sweepAngle, useCenter, paint);
drawShape(left, top, texture, paint);
}
void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
SkPaint* paint) {
if (mSnapshot->isIgnored()) return;
glActiveTexture(gTextureUnits[0]);
const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
drawShape(left, top, texture, paint);
}
void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
if (p->getStyle() != SkPaint::kFill_Style) {
drawRectAsShape(left, top, right, bottom, p);
return;
}
if (quickReject(left, top, right, bottom)) {
return;
}
SkXfermode::Mode mode;
if (!mCaches.extensions.hasFramebufferFetch()) {
const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
if (!isMode) {
// Assume SRC_OVER
mode = SkXfermode::kSrcOver_Mode;
}
} else {
mode = getXfermode(p->getXfermode());
}
int color = p->getColor();
if (p->isAntiAlias()) {
drawAARect(left, top, right, bottom, color, mode);
} else {
drawColorRect(left, top, right, bottom, color, mode);
}
}
void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
float x, float y, SkPaint* paint) {
if (text == NULL || count == 0) {
return;
}
if (mSnapshot->isIgnored()) return;
paint->setAntiAlias(true);
float length = -1.0f;
switch (paint->getTextAlign()) {
case SkPaint::kCenter_Align:
length = paint->measureText(text, bytesCount);
x -= length / 2.0f;
break;
case SkPaint::kRight_Align:
length = paint->measureText(text, bytesCount);
x -= length;
break;
default:
break;
}
const float oldX = x;
const float oldY = y;
const bool pureTranslate = mSnapshot->transform->isPureTranslate();
if (pureTranslate) {
x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
}
FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
paint->getTextSize());
int alpha;
SkXfermode::Mode mode;
getAlphaAndMode(paint, &alpha, &mode);
if (mHasShadow) {
mCaches.dropShadowCache.setFontRenderer(fontRenderer);
const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount,
count, mShadowRadius);
const AutoTexture autoCleanup(shadow);
const float sx = oldX - shadow->left + mShadowDx;
const float sy = oldY - shadow->top + mShadowDy;
const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
int shadowColor = mShadowColor;
if (mShader) {
shadowColor = 0xffffffff;
}
glActiveTexture(gTextureUnits[0]);
setupDraw();
setupDrawWithTexture(true);
setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
setupDrawColorFilter();
setupDrawShader();
setupDrawBlending(true, mode);
setupDrawProgram();
setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
setupDrawTexture(shadow->id);
setupDrawPureColorUniforms();
setupDrawColorFilterUniforms();
setupDrawShaderUniforms();
setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
finishDrawTexture();
}
if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) {
return;
}
// Pick the appropriate texture filtering
bool linearFilter = mSnapshot->transform->changesBounds();
if (pureTranslate && !linearFilter) {
linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
}
glActiveTexture(gTextureUnits[0]);
setupDraw();
setupDrawDirtyRegionsDisabled();
setupDrawWithTexture(true);
setupDrawAlpha8Color(paint->getColor(), alpha);
setupDrawColorFilter();
setupDrawShader();
setupDrawBlending(true, mode);
setupDrawProgram();
setupDrawModelView(x, y, x, y, pureTranslate, true);
setupDrawTexture(fontRenderer.getTexture(linearFilter));
setupDrawPureColorUniforms();
setupDrawColorFilterUniforms();
setupDrawShaderUniforms(pureTranslate);
const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
#if RENDER_LAYERS_AS_REGIONS
bool hasActiveLayer = hasLayer();
#else
bool hasActiveLayer = false;
#endif
mCaches.unbindMeshBuffer();
// Tell font renderer the locations of position and texture coord
// attributes so it can bind its data properly
int positionSlot = mCaches.currentProgram->position;
fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot);
if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
hasActiveLayer ? &bounds : NULL)) {
#if RENDER_LAYERS_AS_REGIONS
if (hasActiveLayer) {
if (!pureTranslate) {
mSnapshot->transform->mapRect(bounds);
}
dirtyLayerUnchecked(bounds, getRegion());
}
#endif
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
}
void OpenGLRenderer::drawGlyphs(const char* glyphs, int index, int count, float x, float y,
SkPaint* paint) {
// TODO
}
void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
if (mSnapshot->isIgnored()) return;
glActiveTexture(gTextureUnits[0]);
const PathTexture* texture = mCaches.pathCache.get(path, paint);
if (!texture) return;
const AutoTexture autoCleanup(texture);
const float x = texture->left - texture->offset;
const float y = texture->top - texture->offset;
drawPathTexture(texture, x, y, paint);
}
void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
return;
}
glActiveTexture(gTextureUnits[0]);
int alpha;
SkXfermode::Mode mode;
getAlphaAndMode(paint, &alpha, &mode);
layer->alpha = alpha;
layer->mode = mode;
#if RENDER_LAYERS_AS_REGIONS
if (!layer->region.isEmpty()) {
if (layer->region.isRect()) {
composeLayerRect(layer, layer->regionRect);
} else if (layer->mesh) {
const float a = alpha / 255.0f;
const Rect& rect = layer->layer;
setupDraw();
setupDrawWithTexture();
setupDrawColor(a, a, a, a);
setupDrawColorFilter();
setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false);
setupDrawProgram();
setupDrawModelViewTranslate(x, y,
x + layer->layer.getWidth(), y + layer->layer.getHeight());
setupDrawPureColorUniforms();
setupDrawColorFilterUniforms();
setupDrawTexture(layer->texture);
setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
glDrawElements(GL_TRIANGLES, layer->meshElementCount,
GL_UNSIGNED_SHORT, layer->meshIndices);
finishDrawTexture();
#if DEBUG_LAYERS_AS_REGIONS
drawRegionRects(layer->region);
#endif
}
}
#else
const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
composeLayerRect(layer, r);
#endif
}
///////////////////////////////////////////////////////////////////////////////
// Shaders
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::resetShader() {
mShader = NULL;
}
void OpenGLRenderer::setupShader(SkiaShader* shader) {
mShader = shader;
if (mShader) {
mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
}
}
///////////////////////////////////////////////////////////////////////////////
// Color filters
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::resetColorFilter() {
mColorFilter = NULL;
}
void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
mColorFilter = filter;
}
///////////////////////////////////////////////////////////////////////////////
// Drop shadow
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::resetShadow() {
mHasShadow = false;
}
void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
mHasShadow = true;
mShadowRadius = radius;
mShadowDx = dx;
mShadowDy = dy;
mShadowColor = color;
}
///////////////////////////////////////////////////////////////////////////////
// Drawing implementation
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
float x, float y, SkPaint* paint) {
if (quickReject(x, y, x + texture->width, y + texture->height)) {
return;
}
int alpha;
SkXfermode::Mode mode;
getAlphaAndMode(paint, &alpha, &mode);
setupDraw();
setupDrawWithTexture(true);
setupDrawAlpha8Color(paint->getColor(), alpha);
setupDrawColorFilter();
setupDrawShader();
setupDrawBlending(true, mode);
setupDrawProgram();
setupDrawModelView(x, y, x + texture->width, y + texture->height);
setupDrawTexture(texture->id);
setupDrawPureColorUniforms();
setupDrawColorFilterUniforms();
setupDrawShaderUniforms();
setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
finishDrawTexture();
}
// Same values used by Skia
#define kStdStrikeThru_Offset (-6.0f / 21.0f)
#define kStdUnderline_Offset (1.0f / 9.0f)
#define kStdUnderline_Thickness (1.0f / 18.0f)
void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
float x, float y, SkPaint* paint) {
// Handle underline and strike-through
uint32_t flags = paint->getFlags();
if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
float underlineWidth = length;
// If length is > 0.0f, we already measured the text for the text alignment
if (length <= 0.0f) {
underlineWidth = paint->measureText(text, bytesCount);
}
float offsetX = 0;
switch (paint->getTextAlign()) {
case SkPaint::kCenter_Align:
offsetX = underlineWidth * 0.5f;
break;
case SkPaint::kRight_Align:
offsetX = underlineWidth;
break;
default:
break;
}
if (underlineWidth > 0.0f) {
const float textSize = paint->getTextSize();
// TODO: Support stroke width < 1.0f when we have AA lines
const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
const float left = x - offsetX;
float top = 0.0f;
int linesCount = 0;
if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
const int pointsCount = 4 * linesCount;
float points[pointsCount];
int currentPoint = 0;
if (flags & SkPaint::kUnderlineText_Flag) {
top = y + textSize * kStdUnderline_Offset;
points[currentPoint++] = left;
points[currentPoint++] = top;
points[currentPoint++] = left + underlineWidth;
points[currentPoint++] = top;
}
if (flags & SkPaint::kStrikeThruText_Flag) {
top = y + textSize * kStdStrikeThru_Offset;
points[currentPoint++] = left;
points[currentPoint++] = top;
points[currentPoint++] = left + underlineWidth;
points[currentPoint++] = top;
}
SkPaint linesPaint(*paint);
linesPaint.setStrokeWidth(strokeWidth);
drawLines(&points[0], pointsCount, &linesPaint);
}
}
}
void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
int color, SkXfermode::Mode mode, bool ignoreTransform) {
// If a shader is set, preserve only the alpha
if (mShader) {
color |= 0x00ffffff;
}
setupDraw();
setupDrawColor(color);
setupDrawShader();
setupDrawColorFilter();
setupDrawBlending(mode);
setupDrawProgram();
setupDrawModelView(left, top, right, bottom, ignoreTransform);
setupDrawColorUniforms();
setupDrawShaderUniforms(ignoreTransform);
setupDrawColorFilterUniforms();
setupDrawSimpleMesh();
glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
}
void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
Texture* texture, SkPaint* paint) {
int alpha;
SkXfermode::Mode mode;
getAlphaAndMode(paint, &alpha, &mode);
setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
if (mSnapshot->transform->isPureTranslate()) {
const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
(GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
} else {
drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
GL_TRIANGLE_STRIP, gMeshCount);
}
}
void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
(GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
}
void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
setupDraw();
setupDrawWithTexture();
setupDrawColor(alpha, alpha, alpha, alpha);
setupDrawColorFilter();
setupDrawBlending(blend, mode, swapSrcDst);
setupDrawProgram();
if (!dirty) {
setupDrawDirtyRegionsDisabled();
}
if (!ignoreScale) {
setupDrawModelView(left, top, right, bottom, ignoreTransform);
} else {
setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
}
setupDrawPureColorUniforms();
setupDrawColorFilterUniforms();
setupDrawTexture(texture);
setupDrawMesh(vertices, texCoords, vbo);
glDrawArrays(drawMode, 0, elementsCount);
finishDrawTexture();
}
void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
ProgramDescription& description, bool swapSrcDst) {
blend = blend || mode != SkXfermode::kSrcOver_Mode;
if (blend) {
if (mode < SkXfermode::kPlus_Mode) {
if (!mCaches.blend) {
glEnable(GL_BLEND);
}
GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
glBlendFunc(sourceMode, destMode);
mCaches.lastSrcMode = sourceMode;
mCaches.lastDstMode = destMode;
}
} else {
// These blend modes are not supported by OpenGL directly and have
// to be implemented using shaders. Since the shader will perform
// the blending, turn blending off here
if (mCaches.extensions.hasFramebufferFetch()) {
description.framebufferMode = mode;
description.swapSrcDst = swapSrcDst;
}
if (mCaches.blend) {
glDisable(GL_BLEND);
}
blend = false;
}
} else if (mCaches.blend) {
glDisable(GL_BLEND);
}
mCaches.blend = blend;
}
bool OpenGLRenderer::useProgram(Program* program) {
if (!program->isInUse()) {
if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
program->use();
mCaches.currentProgram = program;
return false;
}
return true;
}
void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
TextureVertex* v = &mMeshVertices[0];
TextureVertex::setUV(v++, u1, v1);
TextureVertex::setUV(v++, u2, v1);
TextureVertex::setUV(v++, u1, v2);
TextureVertex::setUV(v++, u2, v2);
}
void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
if (paint) {
if (!mCaches.extensions.hasFramebufferFetch()) {
const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode);
if (!isMode) {
// Assume SRC_OVER
*mode = SkXfermode::kSrcOver_Mode;
}
} else {
*mode = getXfermode(paint->getXfermode());
}
// Skia draws using the color's alpha channel if < 255
// Otherwise, it uses the paint's alpha
int color = paint->getColor();
*alpha = (color >> 24) & 0xFF;
if (*alpha == 255) {
*alpha = paint->getAlpha();
}
} else {
*mode = SkXfermode::kSrcOver_Mode;
*alpha = 255;
}
}
SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
SkXfermode::Mode resultMode;
if (!SkXfermode::AsMode(mode, &resultMode)) {
resultMode = SkXfermode::kSrcOver_Mode;
}
return resultMode;
}
void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) {
bool bound = false;
if (wrapS != texture->wrapS) {
glBindTexture(GL_TEXTURE_2D, texture->id);
bound = true;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
texture->wrapS = wrapS;
}
if (wrapT != texture->wrapT) {
if (!bound) {
glBindTexture(GL_TEXTURE_2D, texture->id);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
texture->wrapT = wrapT;
}
}
}; // namespace uirenderer
}; // namespace android