2 * Copyright (C) 2010 The Android Open Source Project
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
8 * http://www.apache.org/licenses/LICENSE-2.0
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.
17 #define LOG_TAG "OpenGLRenderer"
21 #include <sys/types.h>
26 #include <SkTypeface.h>
28 #include <utils/Log.h>
29 #include <utils/StopWatch.h>
31 #include <private/hwui/DrawGlInfo.h>
35 #include "OpenGLRenderer.h"
36 #include "DeferredDisplayList.h"
37 #include "DisplayListRenderer.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"
47 #include "VertexBuffer.h"
49 #if DEBUG_DETAILED_EVENTS
50 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__)
52 #define EVENT_LOGD(...)
56 namespace uirenderer {
58 static GLenum getFilter(const SkPaint* paint) {
59 if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) {
65 ///////////////////////////////////////////////////////////////////////////////
67 ///////////////////////////////////////////////////////////////////////////////
70 * Structure mapping Skia xfermodes to OpenGL blending factors.
73 SkXfermode::Mode mode;
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 }
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 }
119 ///////////////////////////////////////////////////////////////////////////////
121 ///////////////////////////////////////////////////////////////////////////////
124 static inline T min(T a, T b) {
125 return a < b ? a : b;
128 ///////////////////////////////////////////////////////////////////////////////
129 // Constructors/destructor
130 ///////////////////////////////////////////////////////////////////////////////
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;
148 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
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
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");
163 INIT_LOGD(" Scissor optimization enabled");
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;
175 ///////////////////////////////////////////////////////////////////////////////
177 ///////////////////////////////////////////////////////////////////////////////
179 void OpenGLRenderer::onViewportInitialized() {
180 glDisable(GL_DITHER);
181 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
183 glEnableVertexAttribArray(Program::kBindingPosition);
184 mFirstFrameAfterResize = true;
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);
192 mTilingClip.set(left, top, right, bottom);
195 status_t OpenGLRenderer::startFrame() {
196 if (mFrameStarted) return DrawGlInfo::kStatusDone;
197 mFrameStarted = true;
201 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
203 mRenderState.setViewport(getWidth(), getHeight());
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;
212 startTilingCurrentClip(true);
214 debugOverdraw(true, true);
216 return clear(mTilingClip.left, mTilingClip.top,
217 mTilingClip.right, mTilingClip.bottom, mOpaque);
220 status_t OpenGLRenderer::prepareDirty(float left, float top,
221 float right, float bottom, bool opaque) {
223 setupFrameState(left, top, right, bottom, opaque);
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) {
236 return DrawGlInfo::kStatusDone;
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);
253 status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
255 mCaches.enableScissor();
256 mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top);
257 glClear(GL_COLOR_BUFFER_BIT);
258 return DrawGlInfo::kStatusDrew;
261 mCaches.resetScissor();
262 return DrawGlInfo::kStatusDone;
265 void OpenGLRenderer::syncState() {
273 void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) {
274 if (!mSuppressTiling) {
275 const Snapshot* snapshot = currentSnapshot();
277 const Rect* clip = &mTilingClip;
278 if (snapshot->flags & Snapshot::kFlagFboTarget) {
279 clip = &(snapshot->layer->clipRect);
282 startTiling(*clip, getViewportHeight(), opaque, expand);
286 void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) {
287 if (!mSuppressTiling) {
289 // Expand the startTiling region by 1
290 int leftNotZero = (clip.left > 0) ? 1 : 0;
291 int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0;
294 clip.left - leftNotZero,
295 windowHeight - clip.bottom - topNotZero,
296 clip.right - clip.left + leftNotZero + 1,
297 clip.bottom - clip.top + topNotZero + 1,
300 mCaches.startTiling(clip.left, windowHeight - clip.bottom,
301 clip.right - clip.left, clip.bottom - clip.top, opaque);
306 void OpenGLRenderer::endTiling() {
307 if (!mSuppressTiling) mCaches.endTiling();
310 void OpenGLRenderer::finish() {
314 // When finish() is invoked on FBO 0 we've reached the end
315 // of the current frame
316 if (getTargetFbo() == 0) {
317 mCaches.pathCache.trim();
318 mCaches.tessellationCache.trim();
321 if (!suppressErrorChecks()) {
323 GLUtils::dumpGLErrors();
326 #if DEBUG_MEMORY_USAGE
327 mCaches.dumpMemoryUsage();
329 if (mCaches.getDebugLevel() & kDebugMemory) {
330 mCaches.dumpMemoryUsage();
335 mFrameStarted = false;
338 void OpenGLRenderer::resumeAfterLayer() {
339 mRenderState.setViewport(getViewportWidth(), getViewportHeight());
340 mRenderState.bindFramebuffer(currentSnapshot()->fbo);
341 debugOverdraw(true, false);
343 mCaches.resetScissor();
347 status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
348 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
350 Rect clip(*currentClipRect());
351 clip.snapToPixelBoundaries();
353 // Since we don't know what the functor will draw, let's dirty
354 // the entire clip region
356 dirtyLayerUnchecked(clip, getRegion());
360 info.clipLeft = clip.left;
361 info.clipTop = clip.top;
362 info.clipRight = clip.right;
363 info.clipBottom = clip.bottom;
364 info.isLayer = hasLayer();
365 info.width = getViewportWidth();
366 info.height = getViewportHeight();
367 currentTransform()->copyTo(&info.transform[0]);
369 bool prevDirtyClip = mDirtyClip;
370 // setup GL state for functor
372 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
374 if (mCaches.enableScissor() || prevDirtyClip) {
375 setScissorFromClip();
378 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info);
379 // Scissor may have been modified, reset dirty clip
382 return DrawGlInfo::kStatusDrew;
385 ///////////////////////////////////////////////////////////////////////////////
387 ///////////////////////////////////////////////////////////////////////////////
389 void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const {
390 #if DEBUG_DETAILED_EVENTS
391 const int BUFFER_SIZE = 256;
393 char buf[BUFFER_SIZE];
396 vsnprintf(buf, BUFFER_SIZE, fmt, ap);
404 void OpenGLRenderer::eventMark(const char* name) const {
405 mCaches.eventMark(0, name);
408 void OpenGLRenderer::startMark(const char* name) const {
409 mCaches.startMark(0, name);
412 void OpenGLRenderer::endMark() const {
416 void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
417 mRenderState.debugOverdraw(enable, clear);
420 void OpenGLRenderer::renderOverdraw() {
421 if (mCaches.debugOverdraw && getTargetFbo() == 0) {
422 const Rect* clip = &mTilingClip;
424 mCaches.enableScissor();
425 mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom,
426 clip->right - clip->left, clip->bottom - clip->top);
429 mCaches.stencil.enableDebugTest(2);
430 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
433 mCaches.stencil.enableDebugTest(3);
434 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
437 mCaches.stencil.enableDebugTest(4);
438 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
440 // 4x overdraw and higher
441 mCaches.stencil.enableDebugTest(4, true);
442 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
444 mCaches.stencil.disable();
448 ///////////////////////////////////////////////////////////////////////////////
450 ///////////////////////////////////////////////////////////////////////////////
452 bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
453 if (layer->deferredUpdateScheduled && layer->renderer
454 && layer->renderNode.get() && layer->renderNode->isRenderable()) {
455 Rect& dirty = layer->dirtyRect;
459 debugOverdraw(false, false);
462 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
463 layer->render(*this);
470 startTilingCurrentClip();
473 layer->debugDrawUpdate = mCaches.debugLayersUpdates;
474 layer->hasDrawnSinceUpdate = false;
482 void OpenGLRenderer::updateLayers() {
483 // If draw deferring is enabled this method will simply defer
484 // the display list of each individual layer. The layers remain
485 // in the layer updates list which will be cleared by flushLayers().
486 int count = mLayerUpdates.size();
488 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
489 startMark("Layer Updates");
491 startMark("Defer Layer Updates");
494 // Note: it is very important to update the layers in order
495 for (int i = 0; i < count; i++) {
496 Layer* layer = mLayerUpdates.itemAt(i).get();
497 updateLayer(layer, false);
500 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
501 mLayerUpdates.clear();
502 mRenderState.bindFramebuffer(getTargetFbo());
508 void OpenGLRenderer::flushLayers() {
509 int count = mLayerUpdates.size();
511 startMark("Apply Layer Updates");
513 // Note: it is very important to update the layers in order
514 for (int i = 0; i < count; i++) {
515 mLayerUpdates.itemAt(i)->flush();
518 mLayerUpdates.clear();
519 mRenderState.bindFramebuffer(getTargetFbo());
525 void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
527 // Make sure we don't introduce duplicates.
528 // SortedVector would do this automatically but we need to respect
529 // the insertion order. The linear search is not an issue since
530 // this list is usually very short (typically one item, at most a few)
531 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
532 if (mLayerUpdates.itemAt(i) == layer) {
536 mLayerUpdates.push_back(layer);
540 void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
542 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
543 if (mLayerUpdates.itemAt(i) == layer) {
544 mLayerUpdates.removeAt(i);
551 void OpenGLRenderer::flushLayerUpdates() {
552 ATRACE_NAME("Update HW Layers");
556 // Wait for all the layer updates to be executed
560 void OpenGLRenderer::markLayersAsBuildLayers() {
561 for (size_t i = 0; i < mLayerUpdates.size(); i++) {
562 mLayerUpdates[i]->wasBuildLayered = true;
566 ///////////////////////////////////////////////////////////////////////////////
568 ///////////////////////////////////////////////////////////////////////////////
570 void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
571 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer;
572 bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
573 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
575 if (restoreViewport) {
576 mRenderState.setViewport(getViewportWidth(), getViewportHeight());
584 endMark(); // Savelayer
585 ATRACE_END(); // SaveLayer
586 startMark("ComposeLayer");
587 composeLayer(removed, restored);
592 ///////////////////////////////////////////////////////////////////////////////
594 ///////////////////////////////////////////////////////////////////////////////
596 int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
597 const SkPaint* paint, int flags, const SkPath* convexMask) {
598 // force matrix/clip isolation for layer
599 flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag;
601 const int count = saveSnapshot(flags);
603 if (!currentSnapshot()->isIgnored()) {
604 createLayer(left, top, right, bottom, paint, flags, convexMask);
610 void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
611 const Rect untransformedBounds(bounds);
613 currentTransform()->mapRect(bounds);
615 // Layers only make sense if they are in the framebuffer's bounds
616 if (bounds.intersect(*currentClipRect())) {
617 // We cannot work with sub-pixels in this case
618 bounds.snapToPixelBoundaries();
620 // When the layer is not an FBO, we may use glCopyTexImage so we
621 // need to make sure the layer does not extend outside the bounds
622 // of the framebuffer
623 const Snapshot& previous = *(currentSnapshot()->previous);
624 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight());
625 if (!bounds.intersect(previousViewport)) {
627 } else if (fboLayer) {
630 inverse.loadInverse(*currentTransform());
631 inverse.mapRect(clip);
632 clip.snapToPixelBoundaries();
633 if (clip.intersect(untransformedBounds)) {
634 clip.translate(-untransformedBounds.left, -untransformedBounds.top);
635 bounds.set(untransformedBounds);
645 void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
646 bool fboLayer, int alpha) {
647 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
648 bounds.getHeight() > mCaches.maxTextureSize ||
649 (fboLayer && clip.isEmpty())) {
650 mSnapshot->empty = fboLayer;
652 mSnapshot->invisible = mSnapshot->invisible || (alpha <= 0 && fboLayer);
656 int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
657 const SkPaint* paint, int flags) {
658 const int count = saveSnapshot(flags);
660 if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
661 // initialize the snapshot as though it almost represents an FBO layer so deferred draw
662 // operations will be able to store and restore the current clip and transform info, and
663 // quick rejection will be correct (for display lists)
665 Rect bounds(left, top, right, bottom);
667 calculateLayerBoundsAndClip(bounds, clip, true);
668 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint));
670 if (!currentSnapshot()->isIgnored()) {
671 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
672 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
673 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
674 mSnapshot->roundRectClipState = NULL;
682 * Layers are viewed by Skia are slightly different than layers in image editing
683 * programs (for instance.) When a layer is created, previously created layers
684 * and the frame buffer still receive every drawing command. For instance, if a
685 * layer is created and a shape intersecting the bounds of the layers and the
686 * framebuffer is draw, the shape will be drawn on both (unless the layer was
687 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
689 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
690 * texture. Unfortunately, this is inefficient as it requires every primitive to
691 * be drawn n + 1 times, where n is the number of active layers. In practice this
692 * means, for every primitive:
693 * - Switch active frame buffer
694 * - Change viewport, clip and projection matrix
695 * - Issue the drawing
697 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
698 * To avoid this, layers are implemented in a different way here, at least in the
699 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
700 * is set. When this flag is set we can redirect all drawing operations into a
703 * This implementation relies on the frame buffer being at least RGBA 8888. When
704 * a layer is created, only a texture is created, not an FBO. The content of the
705 * frame buffer contained within the layer's bounds is copied into this texture
706 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
707 * buffer and drawing continues as normal. This technique therefore treats the
708 * frame buffer as a scratch buffer for the layers.
710 * To compose the layers back onto the frame buffer, each layer texture
711 * (containing the original frame buffer data) is drawn as a simple quad over
712 * the frame buffer. The trick is that the quad is set as the composition
713 * destination in the blending equation, and the frame buffer becomes the source
714 * of the composition.
716 * Drawing layers with an alpha value requires an extra step before composition.
717 * An empty quad is drawn over the layer's region in the frame buffer. This quad
718 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
719 * quad is used to multiply the colors in the frame buffer. This is achieved by
720 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
721 * GL_ZERO, GL_SRC_ALPHA.
723 * Because glCopyTexImage2D() can be slow, an alternative implementation might
724 * be use to draw a single clipped layer. The implementation described above
725 * is correct in every case.
727 * (1) The frame buffer is actually not cleared right away. To allow the GPU
728 * to potentially optimize series of calls to glCopyTexImage2D, the frame
729 * buffer is left untouched until the first drawing operation. Only when
730 * something actually gets drawn are the layers regions cleared.
732 bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
733 const SkPaint* paint, int flags, const SkPath* convexMask) {
734 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
735 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
737 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
739 // Window coordinates of the layer
741 Rect bounds(left, top, right, bottom);
742 calculateLayerBoundsAndClip(bounds, clip, fboLayer);
743 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint));
745 // Bail out if we won't draw in this snapshot
746 if (currentSnapshot()->isIgnored()) {
750 mCaches.activeTexture(0);
751 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight());
756 layer->setPaint(paint);
757 layer->layer.set(bounds);
758 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
759 bounds.getWidth() / float(layer->getWidth()), 0.0f);
761 layer->setBlend(true);
762 layer->setDirty(false);
763 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache
765 // Save the layer in the snapshot
766 mSnapshot->flags |= Snapshot::kFlagIsLayer;
767 mSnapshot->layer = layer;
769 ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u",
770 fboLayer ? "" : "unclipped ",
771 layer->getWidth(), layer->getHeight());
772 startMark("SaveLayer");
774 return createFboLayer(layer, bounds, clip);
776 // Copy the framebuffer into the layer
777 layer->bindTexture();
778 if (!bounds.isEmpty()) {
779 if (layer->isEmpty()) {
780 // Workaround for some GL drivers. When reading pixels lying outside
781 // of the window we should get undefined values for those pixels.
782 // Unfortunately some drivers will turn the entire target texture black
783 // when reading outside of the window.
784 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
785 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
786 layer->setEmpty(false);
789 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
790 bounds.left, getViewportHeight() - bounds.bottom,
791 bounds.getWidth(), bounds.getHeight());
793 // Enqueue the buffer coordinates to clear the corresponding region later
794 mLayers.push(new Rect(bounds));
801 bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
802 layer->clipRect.set(clip);
803 layer->setFbo(mCaches.fboCache.get());
805 mSnapshot->region = &mSnapshot->layer->region;
806 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer;
807 mSnapshot->fbo = layer->getFbo();
808 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
809 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
810 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
811 mSnapshot->roundRectClipState = NULL;
814 debugOverdraw(false, false);
815 // Bind texture to FBO
816 mRenderState.bindFramebuffer(layer->getFbo());
817 layer->bindTexture();
819 // Initialize the texture if needed
820 if (layer->isEmpty()) {
821 layer->allocateTexture();
822 layer->setEmpty(false);
825 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
826 layer->getTexture(), 0);
828 // Expand the startTiling region by 1
829 startTilingCurrentClip(true, true);
831 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
832 mCaches.enableScissor();
833 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
834 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
835 glClear(GL_COLOR_BUFFER_BIT);
839 // Change the ortho projection
840 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight());
845 * Read the documentation of createLayer() before doing anything in this method.
847 void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
848 if (!removed.layer) {
849 ALOGE("Attempting to compose a layer that does not exist");
853 Layer* layer = removed.layer;
854 const Rect& rect = layer->layer;
855 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
857 bool clipRequired = false;
858 calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
859 &clipRequired, NULL, false); // safely ignore return, should never be rejected
860 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
865 // Detach the texture from the FBO
866 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
868 layer->removeFbo(false);
870 // Unbind current FBO and restore previous one
871 mRenderState.bindFramebuffer(restored.fbo);
872 debugOverdraw(true, false);
874 startTilingCurrentClip();
877 if (!fboLayer && layer->getAlpha() < 255) {
879 layerPaint.setAlpha(layer->getAlpha());
880 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode);
881 layerPaint.setColorFilter(layer->getColorFilter());
883 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true);
884 // Required below, composeLayerRect() will divide by 255
885 layer->setAlpha(255);
888 mCaches.unbindMeshBuffer();
890 mCaches.activeTexture(0);
892 // When the layer is stored in an FBO, we can save a bit of fillrate by
893 // drawing only the dirty region
895 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
896 composeLayerRegion(layer, rect);
897 } else if (!rect.isEmpty()) {
898 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
901 // the layer contains screen buffer content that shouldn't be alpha modulated
902 // (and any necessary alpha modulation was handled drawing into the layer)
903 mSnapshot->alpha = 1.0f;
904 composeLayerRect(layer, rect, true);
910 // Failing to add the layer to the cache should happen only if the layer is too large
911 layer->setConvexMask(NULL);
912 if (!mCaches.layerCache.put(layer)) {
913 LAYER_LOGD("Deleting layer");
918 void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
919 float alpha = getLayerAlpha(layer);
922 if (layer->getRenderTarget() == GL_TEXTURE_2D) {
923 setupDrawWithTexture();
925 setupDrawWithExternalTexture();
927 setupDrawTextureTransform();
928 setupDrawColor(alpha, alpha, alpha, alpha);
929 setupDrawColorFilter(layer->getColorFilter());
930 setupDrawBlending(layer);
932 setupDrawPureColorUniforms();
933 setupDrawColorFilterUniforms(layer->getColorFilter());
934 if (layer->getRenderTarget() == GL_TEXTURE_2D) {
935 setupDrawTexture(layer->getTexture());
937 setupDrawExternalTexture(layer->getTexture());
939 if (currentTransform()->isPureTranslate() &&
940 !layer->getForceFilter() &&
941 layer->getWidth() == (uint32_t) rect.getWidth() &&
942 layer->getHeight() == (uint32_t) rect.getHeight()) {
943 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
944 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
946 layer->setFilter(GL_NEAREST);
947 setupDrawModelView(kModelViewMode_TranslateAndScale, false,
948 x, y, x + rect.getWidth(), y + rect.getHeight(), true);
950 layer->setFilter(GL_LINEAR);
951 setupDrawModelView(kModelViewMode_TranslateAndScale, false,
952 rect.left, rect.top, rect.right, rect.bottom);
954 setupDrawTextureTransformUniforms(layer->getTexTransform());
955 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u);
957 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
960 void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
961 if (layer->isTextureLayer()) {
962 EVENT_LOGD("composeTextureLayerRect");
963 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
964 drawTextureLayer(layer, rect);
965 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
967 EVENT_LOGD("composeHardwareLayerRect");
968 const Rect& texCoords = layer->texCoords;
969 resetDrawTextureTexCoords(texCoords.left, texCoords.top,
970 texCoords.right, texCoords.bottom);
974 bool simpleTransform = currentTransform()->isPureTranslate() &&
975 layer->getWidth() == (uint32_t) rect.getWidth() &&
976 layer->getHeight() == (uint32_t) rect.getHeight();
978 if (simpleTransform) {
979 // When we're swapping, the layer is already in screen coordinates
981 x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
982 y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
985 layer->setFilter(GL_NEAREST, true);
987 layer->setFilter(GL_LINEAR, true);
991 layerPaint.setAlpha(getLayerAlpha(layer) * 255);
992 layerPaint.setXfermodeMode(layer->getMode());
993 layerPaint.setColorFilter(layer->getColorFilter());
995 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f;
996 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
997 layer->getTexture(), &layerPaint, blend,
998 &mMeshVertices[0].x, &mMeshVertices[0].u,
999 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1001 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1006 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1007 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1008 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1009 * by saveLayer's restore
1011 #define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \
1013 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1014 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \
1016 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \
1020 #define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1022 // This class is purely for inspection. It inherits from SkShader, but Skia does not know how to
1023 // use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque.
1024 class LayerShader : public SkShader {
1026 LayerShader(Layer* layer, const SkMatrix* localMatrix)
1027 : INHERITED(localMatrix)
1031 virtual bool asACustomShader(void** data) const {
1033 *data = static_cast<void*>(mLayer);
1038 virtual bool isOpaque() const {
1039 return !mLayer->isBlend();
1043 virtual void shadeSpan(int x, int y, SkPMColor[], int count) {
1044 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend.");
1047 virtual void flatten(SkWriteBuffer&) const {
1048 LOG_ALWAYS_FATAL("LayerShader should never be flattened.");
1051 virtual Factory getFactory() const {
1052 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream.");
1058 typedef SkShader INHERITED;
1061 void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1062 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw
1064 if (layer->getConvexMask()) {
1065 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
1067 // clip to the area of the layer the mask can be larger
1068 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op);
1071 paint.setAntiAlias(true);
1072 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0));
1074 // create LayerShader to map SaveLayer content into subsequent draw
1075 SkMatrix shaderMatrix;
1076 shaderMatrix.setTranslate(rect.left, rect.bottom);
1077 shaderMatrix.preScale(1, -1);
1078 LayerShader layerShader(layer, &shaderMatrix);
1079 paint.setShader(&layerShader);
1081 // Since the drawing primitive is defined in local drawing space,
1082 // we don't need to modify the draw matrix
1083 const SkPath* maskPath = layer->getConvexMask();
1084 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint));
1086 paint.setShader(NULL);
1092 if (layer->region.isRect()) {
1093 layer->setRegionAsRect();
1095 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1097 layer->region.clear();
1101 EVENT_LOGD("composeLayerRegion");
1102 // standard Region based draw
1104 const android::Rect* rects;
1106 if (CC_LIKELY(hasRectToRectTransform())) {
1107 rects = layer->region.getArray(&count);
1109 safeRegion = Region::createTJunctionFreeRegion(layer->region);
1110 rects = safeRegion.getArray(&count);
1113 const float alpha = getLayerAlpha(layer);
1114 const float texX = 1.0f / float(layer->getWidth());
1115 const float texY = 1.0f / float(layer->getHeight());
1116 const float height = rect.getHeight();
1120 // We must get (and therefore bind) the region mesh buffer
1121 // after we setup drawing in case we need to mess with the
1122 // stencil buffer in setupDraw()
1123 TextureVertex* mesh = mCaches.getRegionMesh();
1124 uint32_t numQuads = 0;
1126 setupDrawWithTexture();
1127 setupDrawColor(alpha, alpha, alpha, alpha);
1128 setupDrawColorFilter(layer->getColorFilter());
1129 setupDrawBlending(layer);
1131 setupDrawDirtyRegionsDisabled();
1132 setupDrawPureColorUniforms();
1133 setupDrawColorFilterUniforms(layer->getColorFilter());
1134 setupDrawTexture(layer->getTexture());
1135 if (currentTransform()->isPureTranslate()) {
1136 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1137 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1139 layer->setFilter(GL_NEAREST);
1140 setupDrawModelView(kModelViewMode_Translate, false,
1141 x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1143 layer->setFilter(GL_LINEAR);
1144 setupDrawModelView(kModelViewMode_Translate, false,
1145 rect.left, rect.top, rect.right, rect.bottom);
1147 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
1149 for (size_t i = 0; i < count; i++) {
1150 const android::Rect* r = &rects[i];
1152 const float u1 = r->left * texX;
1153 const float v1 = (height - r->top) * texY;
1154 const float u2 = r->right * texX;
1155 const float v2 = (height - r->bottom) * texY;
1157 // TODO: Reject quads outside of the clip
1158 TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1159 TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1160 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1161 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1165 if (numQuads >= gMaxNumberOfQuads) {
1166 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1167 GL_UNSIGNED_SHORT, NULL));
1169 mesh = mCaches.getRegionMesh();
1174 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1175 GL_UNSIGNED_SHORT, NULL));
1178 #if DEBUG_LAYERS_AS_REGIONS
1179 drawRegionRectsDebug(layer->region);
1182 layer->region.clear();
1185 #if DEBUG_LAYERS_AS_REGIONS
1186 void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1188 const android::Rect* rects = region.getArray(&count);
1190 uint32_t colors[] = {
1191 0x7fff0000, 0x7f00ff00,
1192 0x7f0000ff, 0x7fff00ff,
1196 int32_t top = rects[0].top;
1198 for (size_t i = 0; i < count; i++) {
1199 if (top != rects[i].top) {
1205 paint.setColor(colors[offset + (i & 0x1)]);
1206 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1207 drawColorRect(r.left, r.top, r.right, r.bottom, paint);
1212 void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) {
1213 Vector<float> rects;
1215 SkRegion::Iterator it(region);
1216 while (!it.done()) {
1217 const SkIRect& r = it.rect();
1218 rects.push(r.fLeft);
1220 rects.push(r.fRight);
1221 rects.push(r.fBottom);
1225 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false);
1228 void OpenGLRenderer::dirtyLayer(const float left, const float top,
1229 const float right, const float bottom, const mat4 transform) {
1231 Rect bounds(left, top, right, bottom);
1232 transform.mapRect(bounds);
1233 dirtyLayerUnchecked(bounds, getRegion());
1237 void OpenGLRenderer::dirtyLayer(const float left, const float top,
1238 const float right, const float bottom) {
1240 Rect bounds(left, top, right, bottom);
1241 dirtyLayerUnchecked(bounds, getRegion());
1245 void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1246 if (bounds.intersect(*currentClipRect())) {
1247 bounds.snapToPixelBoundaries();
1248 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1249 if (!dirty.isEmpty()) {
1250 region->orSelf(dirty);
1255 void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) {
1256 GLsizei elementsCount = quadsCount * 6;
1257 while (elementsCount > 0) {
1258 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1260 setupDrawIndexedVertices(&mesh[0].x);
1261 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1263 elementsCount -= drawCount;
1264 // Though there are 4 vertices in a quad, we use 6 indices per
1265 // quad to draw with GL_TRIANGLES
1266 mesh += (drawCount / 6) * 4;
1270 void OpenGLRenderer::clearLayerRegions() {
1271 const size_t count = mLayers.size();
1272 if (count == 0) return;
1274 if (!currentSnapshot()->isIgnored()) {
1275 EVENT_LOGD("clearLayerRegions");
1276 // Doing several glScissor/glClear here can negatively impact
1277 // GPUs with a tiler architecture, instead we draw quads with
1278 // the Clear blending mode
1280 // The list contains bounds that have already been clipped
1281 // against their initial clip rect, and the current clip
1282 // is likely different so we need to disable clipping here
1283 bool scissorChanged = mCaches.disableScissor();
1285 Vertex mesh[count * 4];
1286 Vertex* vertex = mesh;
1288 for (uint32_t i = 0; i < count; i++) {
1289 Rect* bounds = mLayers.itemAt(i);
1291 Vertex::set(vertex++, bounds->left, bounds->top);
1292 Vertex::set(vertex++, bounds->right, bounds->top);
1293 Vertex::set(vertex++, bounds->left, bounds->bottom);
1294 Vertex::set(vertex++, bounds->right, bounds->bottom);
1298 // We must clear the list of dirty rects before we
1299 // call setupDraw() to prevent stencil setup to do
1300 // the same thing again
1304 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode);
1307 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1308 setupDrawBlending(&clearPaint, true);
1310 setupDrawPureColorUniforms();
1311 setupDrawModelView(kModelViewMode_Translate, false,
1312 0.0f, 0.0f, 0.0f, 0.0f, true);
1314 issueIndexedQuadDraw(&mesh[0], count);
1316 if (scissorChanged) mCaches.enableScissor();
1318 for (uint32_t i = 0; i < count; i++) {
1319 delete mLayers.itemAt(i);
1325 ///////////////////////////////////////////////////////////////////////////////
1327 ///////////////////////////////////////////////////////////////////////////////
1329 bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1330 const Rect* currentClip = currentClipRect();
1331 const mat4* currentMatrix = currentTransform();
1333 if (stateDeferFlags & kStateDeferFlag_Draw) {
1334 // state has bounds initialized in local coordinates
1335 if (!state.mBounds.isEmpty()) {
1336 currentMatrix->mapRect(state.mBounds);
1337 Rect clippedBounds(state.mBounds);
1338 // NOTE: if we ever want to use this clipping info to drive whether the scissor
1339 // is used, it should more closely duplicate the quickReject logic (in how it uses
1340 // snapToPixelBoundaries)
1342 if(!clippedBounds.intersect(*currentClip)) {
1347 state.mClipSideFlags = kClipSide_None;
1348 if (!currentClip->contains(state.mBounds)) {
1349 int& flags = state.mClipSideFlags;
1350 // op partially clipped, so record which sides are clipped for clip-aware merging
1351 if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left;
1352 if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top;
1353 if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right;
1354 if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1356 state.mBounds.set(clippedBounds);
1358 // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1359 // overdraw avoidance (since we don't know what it overlaps)
1360 state.mClipSideFlags = kClipSide_ConservativeFull;
1361 state.mBounds.set(*currentClip);
1365 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1366 if (state.mClipValid) {
1367 state.mClip.set(*currentClip);
1370 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1371 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1372 state.mMatrix.load(*currentMatrix);
1373 state.mDrawModifiers = mDrawModifiers;
1374 state.mAlpha = currentSnapshot()->alpha;
1376 // always store/restore, since it's just a pointer
1377 state.mRoundRectClipState = currentSnapshot()->roundRectClipState;
1381 void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1382 setMatrix(state.mMatrix);
1383 mSnapshot->alpha = state.mAlpha;
1384 mDrawModifiers = state.mDrawModifiers;
1385 mSnapshot->roundRectClipState = state.mRoundRectClipState;
1387 if (state.mClipValid && !skipClipRestore) {
1388 mSnapshot->setClip(state.mClip.left, state.mClip.top,
1389 state.mClip.right, state.mClip.bottom);
1395 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1396 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1397 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1399 * This method should be called when restoreDisplayState() won't be restoring the clip
1401 void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1402 if (clipRect != NULL) {
1403 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1405 mSnapshot->setClip(0, 0, getWidth(), getHeight());
1408 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1411 ///////////////////////////////////////////////////////////////////////////////
1413 ///////////////////////////////////////////////////////////////////////////////
1415 void OpenGLRenderer::setScissorFromClip() {
1416 Rect clip(*currentClipRect());
1417 clip.snapToPixelBoundaries();
1419 if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom,
1420 clip.getWidth(), clip.getHeight())) {
1425 void OpenGLRenderer::ensureStencilBuffer() {
1426 // Thanks to the mismatch between EGL and OpenGL ES FBO we
1427 // cannot attach a stencil buffer to fbo0 dynamically. Let's
1428 // just hope we have one when hasLayer() returns false.
1430 attachStencilBufferToLayer(currentSnapshot()->layer);
1434 void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1435 // The layer's FBO is already bound when we reach this stage
1436 if (!layer->getStencilRenderBuffer()) {
1437 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1438 // is attached after we initiated tiling. We must turn it off,
1439 // attach the new render buffer then turn tiling back on
1442 RenderBuffer* buffer = mCaches.renderBufferCache.get(
1443 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1444 layer->setStencilRenderBuffer(buffer);
1446 startTiling(layer->clipRect, layer->layer.getHeight());
1450 void OpenGLRenderer::setStencilFromClip() {
1451 if (!mCaches.debugOverdraw) {
1452 if (!currentSnapshot()->clipRegion->isEmpty()) {
1453 EVENT_LOGD("setStencilFromClip - enabling");
1455 // NOTE: The order here is important, we must set dirtyClip to false
1456 // before any draw call to avoid calling back into this method
1459 ensureStencilBuffer();
1461 mCaches.stencil.enableWrite();
1463 // Clear and update the stencil, but first make sure we restrict drawing
1464 // to the region's bounds
1465 bool resetScissor = mCaches.enableScissor();
1467 // The scissor was not set so we now need to update it
1468 setScissorFromClip();
1470 mCaches.stencil.clear();
1472 // stash and disable the outline clip state, since stencil doesn't account for outline
1473 bool storedSkipOutlineClip = mSkipOutlineClip;
1474 mSkipOutlineClip = true;
1477 paint.setColor(SK_ColorBLACK);
1478 paint.setXfermodeMode(SkXfermode::kSrc_Mode);
1480 // NOTE: We could use the region contour path to generate a smaller mesh
1481 // Since we are using the stencil we could use the red book path
1482 // drawing technique. It might increase bandwidth usage though.
1484 // The last parameter is important: we are not drawing in the color buffer
1485 // so we don't want to dirty the current layer, if any
1486 drawRegionRects(*(currentSnapshot()->clipRegion), paint, false);
1487 if (resetScissor) mCaches.disableScissor();
1488 mSkipOutlineClip = storedSkipOutlineClip;
1490 mCaches.stencil.enableTest();
1492 // Draw the region used to generate the stencil if the appropriate debug
1494 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1495 paint.setColor(0x7f0000ff);
1496 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
1497 drawRegionRects(*(currentSnapshot()->clipRegion), paint);
1500 EVENT_LOGD("setStencilFromClip - disabling");
1501 mCaches.stencil.disable();
1507 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1509 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1510 * style, and tessellated AA ramp
1512 bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1513 const SkPaint* paint) {
1514 bool snapOut = paint && paint->isAntiAlias();
1516 if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1517 float outset = paint->getStrokeWidth() * 0.5f;
1524 bool clipRequired = false;
1525 bool roundRectClipRequired = false;
1526 if (calculateQuickRejectForScissor(left, top, right, bottom,
1527 &clipRequired, &roundRectClipRequired, snapOut)) {
1531 // not quick rejected, so enable the scissor if clipRequired
1532 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1533 mSkipOutlineClip = !roundRectClipRequired;
1537 void OpenGLRenderer::debugClip() {
1538 #if DEBUG_CLIP_REGIONS
1539 if (!currentSnapshot()->clipRegion->isEmpty()) {
1541 paint.setColor(0x7f00ff00);
1542 drawRegionRects(*(currentSnapshot()->clipRegion, paint);
1548 ///////////////////////////////////////////////////////////////////////////////
1550 ///////////////////////////////////////////////////////////////////////////////
1552 void OpenGLRenderer::setupDraw(bool clearLayer) {
1553 // TODO: It would be best if we could do this before quickRejectSetupScissor()
1554 // changes the scissor test state
1555 if (clearLayer) clearLayerRegions();
1556 // Make sure setScissor & setStencil happen at the beginning of
1559 if (mCaches.scissorEnabled) {
1560 setScissorFromClip();
1563 setStencilFromClip();
1566 mDescription.reset();
1568 mSetShaderColor = false;
1570 mColorA = mColorR = mColorG = mColorB = 0.0f;
1572 mTrackDirtyRegions = true;
1574 // Enable debug highlight when what we're about to draw is tested against
1575 // the stencil buffer and if stencil highlight debugging is on
1576 mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1577 mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1578 mCaches.stencil.isTestEnabled();
1581 void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1582 mDescription.hasTexture = true;
1583 mDescription.hasAlpha8Texture = isAlpha8;
1586 void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1587 mDescription.hasTexture = true;
1588 mDescription.hasColors = true;
1589 mDescription.hasAlpha8Texture = isAlpha8;
1592 void OpenGLRenderer::setupDrawWithExternalTexture() {
1593 mDescription.hasExternalTexture = true;
1596 void OpenGLRenderer::setupDrawNoTexture() {
1597 mCaches.disableTexCoordsVertexArray();
1600 void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) {
1601 mDescription.hasVertexAlpha = true;
1602 mDescription.useShadowAlphaInterp = useShadowAlphaInterp;
1605 void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1606 mColorA = alpha / 255.0f;
1607 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1608 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f;
1609 mColorB = mColorA * ((color ) & 0xFF) / 255.0f;
1611 mSetShaderColor = mDescription.setColorModulate(mColorA);
1614 void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1615 mColorA = alpha / 255.0f;
1616 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1617 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f;
1618 mColorB = mColorA * ((color ) & 0xFF) / 255.0f;
1620 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA);
1623 void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1624 mCaches.fontRenderer->describe(mDescription, paint);
1627 void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1633 mSetShaderColor = mDescription.setColorModulate(a);
1636 void OpenGLRenderer::setupDrawShader(const SkShader* shader) {
1637 if (shader != NULL) {
1638 SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader);
1642 void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) {
1643 if (filter == NULL) {
1647 SkXfermode::Mode mode;
1648 if (filter->asColorMode(NULL, &mode)) {
1649 mDescription.colorOp = ProgramDescription::kColorBlend;
1650 mDescription.colorMode = mode;
1651 } else if (filter->asColorMatrix(NULL)) {
1652 mDescription.colorOp = ProgramDescription::kColorMatrix;
1656 void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1657 if (mColorSet && mode == SkXfermode::kClear_Mode) {
1659 mColorR = mColorG = mColorB = 0.0f;
1660 mSetShaderColor = mDescription.modulate = true;
1664 void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) {
1665 SkXfermode::Mode mode = layer->getMode();
1666 // When the blending mode is kClear_Mode, we need to use a modulate color
1668 accountForClear(mode);
1669 // TODO: check shader blending, once we have shader drawing support for layers.
1670 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f ||
1671 (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter());
1672 chooseBlending(blend, mode, mDescription, swapSrcDst);
1675 void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) {
1676 SkXfermode::Mode mode = getXfermodeDirect(paint);
1677 // When the blending mode is kClear_Mode, we need to use a modulate color
1679 accountForClear(mode);
1680 blend |= (mColorSet && mColorA < 1.0f) ||
1681 (getShader(paint) && !getShader(paint)->isOpaque()) ||
1682 isBlendedColorFilter(getColorFilter(paint));
1683 chooseBlending(blend, mode, mDescription, swapSrcDst);
1686 void OpenGLRenderer::setupDrawProgram() {
1687 useProgram(mCaches.programCache.get(mDescription));
1688 if (mDescription.hasRoundRectClip) {
1689 // TODO: avoid doing this repeatedly, stashing state pointer in program
1690 const RoundRectClipState* state = mSnapshot->roundRectClipState;
1691 const Rect& innerRect = state->innerRect;
1692 glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"),
1693 innerRect.left, innerRect.top,
1694 innerRect.right, innerRect.bottom);
1695 glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"),
1696 1, GL_FALSE, &state->matrix.data[0]);
1698 // add half pixel to round out integer rect space to cover pixel centers
1699 float roundedOutRadius = state->radius + 0.5f;
1700 glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"),
1705 void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1706 mTrackDirtyRegions = false;
1709 void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1710 float left, float top, float right, float bottom, bool ignoreTransform) {
1711 mModelViewMatrix.loadTranslate(left, top, 0.0f);
1712 if (mode == kModelViewMode_TranslateAndScale) {
1713 mModelViewMatrix.scale(right - left, bottom - top, 1.0f);
1716 bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1717 const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform();
1718 mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset);
1719 if (dirty && mTrackDirtyRegions) {
1720 if (!ignoreTransform) {
1721 dirtyLayer(left, top, right, bottom, *currentTransform());
1723 dirtyLayer(left, top, right, bottom);
1728 void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) {
1729 if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) {
1730 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1734 void OpenGLRenderer::setupDrawPureColorUniforms() {
1735 if (mSetShaderColor) {
1736 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1740 void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) {
1741 if (shader == NULL) {
1745 if (ignoreTransform) {
1746 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform()
1747 // because it was built into modelView / the geometry, and the description needs to
1749 mat4 modelViewWithoutTransform;
1750 modelViewWithoutTransform.loadInverse(*currentTransform());
1751 modelViewWithoutTransform.multiply(mModelViewMatrix);
1752 mModelViewMatrix.load(modelViewWithoutTransform);
1755 SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader);
1758 void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) {
1759 if (NULL == filter) {
1764 SkXfermode::Mode mode;
1765 if (filter->asColorMode(&color, &mode)) {
1766 const int alpha = SkColorGetA(color);
1767 const GLfloat a = alpha / 255.0f;
1768 const GLfloat r = a * SkColorGetR(color) / 255.0f;
1769 const GLfloat g = a * SkColorGetG(color) / 255.0f;
1770 const GLfloat b = a * SkColorGetB(color) / 255.0f;
1771 glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a);
1775 SkScalar srcColorMatrix[20];
1776 if (filter->asColorMatrix(srcColorMatrix)) {
1778 float colorMatrix[16];
1779 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float));
1780 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float));
1781 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float));
1782 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float));
1784 // Skia uses the range [0..255] for the addition vector, but we need
1785 // the [0..1] range to apply the vector in GLSL
1786 float colorVector[4];
1787 colorVector[0] = srcColorMatrix[4] / 255.0f;
1788 colorVector[1] = srcColorMatrix[9] / 255.0f;
1789 colorVector[2] = srcColorMatrix[14] / 255.0f;
1790 colorVector[3] = srcColorMatrix[19] / 255.0f;
1792 glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1,
1793 GL_FALSE, colorMatrix);
1794 glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector);
1798 // it is an error if we ever get here
1801 void OpenGLRenderer::setupDrawTextGammaUniforms() {
1802 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1805 void OpenGLRenderer::setupDrawSimpleMesh() {
1806 bool force = mCaches.bindMeshBuffer();
1807 mCaches.bindPositionVertexPointer(force, 0);
1808 mCaches.unbindIndicesBuffer();
1811 void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1812 if (texture) bindTexture(texture);
1814 mCaches.enableTexCoordsVertexArray();
1817 void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1818 bindExternalTexture(texture);
1820 mCaches.enableTexCoordsVertexArray();
1823 void OpenGLRenderer::setupDrawTextureTransform() {
1824 mDescription.hasTextureTransform = true;
1827 void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1828 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1829 GL_FALSE, &transform.data[0]);
1832 void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1833 const GLvoid* texCoords, GLuint vbo) {
1835 if (!vertices || vbo) {
1836 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1838 force = mCaches.unbindMeshBuffer();
1841 mCaches.bindPositionVertexPointer(force, vertices);
1842 if (mCaches.currentProgram->texCoords >= 0) {
1843 mCaches.bindTexCoordsVertexPointer(force, texCoords);
1846 mCaches.unbindIndicesBuffer();
1849 void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1850 const GLvoid* texCoords, const GLvoid* colors) {
1851 bool force = mCaches.unbindMeshBuffer();
1852 GLsizei stride = sizeof(ColorTextureVertex);
1854 mCaches.bindPositionVertexPointer(force, vertices, stride);
1855 if (mCaches.currentProgram->texCoords >= 0) {
1856 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1858 int slot = mCaches.currentProgram->getAttrib("colors");
1860 glEnableVertexAttribArray(slot);
1861 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1864 mCaches.unbindIndicesBuffer();
1867 void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices,
1868 const GLvoid* texCoords, GLuint vbo) {
1870 // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1871 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1872 // use the default VBO found in Caches
1873 if (!vertices || vbo) {
1874 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1876 force = mCaches.unbindMeshBuffer();
1878 mCaches.bindQuadIndicesBuffer();
1880 mCaches.bindPositionVertexPointer(force, vertices);
1881 if (mCaches.currentProgram->texCoords >= 0) {
1882 mCaches.bindTexCoordsVertexPointer(force, texCoords);
1886 void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
1887 bool force = mCaches.unbindMeshBuffer();
1888 mCaches.bindQuadIndicesBuffer();
1889 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1892 ///////////////////////////////////////////////////////////////////////////////
1894 ///////////////////////////////////////////////////////////////////////////////
1896 status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
1898 // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1899 // will be performed by the display list itself
1900 if (renderNode && renderNode->isRenderable()) {
1901 // compute 3d ordering
1902 renderNode->computeOrdering();
1903 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1904 status = startFrame();
1905 ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1906 renderNode->replay(replayStruct, 0);
1907 return status | replayStruct.mDrawGlStatus;
1910 DeferredDisplayList deferredList(*currentClipRect());
1911 DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1912 renderNode->defer(deferStruct, 0);
1915 status = startFrame();
1917 return deferredList.flush(*this, dirty) | status;
1920 // Even if there is no drawing command(Ex: invisible),
1921 // it still needs startFrame to clear buffer and start tiling.
1922 return startFrame();
1925 void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) {
1926 int color = paint != NULL ? paint->getColor() : 0;
1931 texture->setWrap(GL_CLAMP_TO_EDGE, true);
1933 bool ignoreTransform = false;
1934 if (currentTransform()->isPureTranslate()) {
1935 x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
1936 y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
1937 ignoreTransform = true;
1939 texture->setFilter(GL_NEAREST, true);
1941 texture->setFilter(getFilter(paint), true);
1944 // No need to check for a UV mapper on the texture object, only ARGB_8888
1945 // bitmaps get packed in the atlas
1946 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1947 paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
1948 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1952 * Important note: this method is intended to draw batches of bitmaps and
1953 * will not set the scissor enable or dirty the current layer, if any.
1954 * The caller is responsible for properly dirtying the current layer.
1956 status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
1957 int bitmapCount, TextureVertex* vertices, bool pureTranslate,
1958 const Rect& bounds, const SkPaint* paint) {
1959 mCaches.activeTexture(0);
1960 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1961 if (!texture) return DrawGlInfo::kStatusDone;
1963 const AutoTexture autoCleanup(texture);
1965 texture->setWrap(GL_CLAMP_TO_EDGE, true);
1966 texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true);
1968 const float x = (int) floorf(bounds.left + 0.5f);
1969 const float y = (int) floorf(bounds.top + 0.5f);
1970 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
1971 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1972 texture->id, paint, &vertices[0].x, &vertices[0].u,
1973 GL_TRIANGLES, bitmapCount * 6, true,
1974 kModelViewMode_Translate, false);
1976 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1977 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u,
1978 GL_TRIANGLES, bitmapCount * 6, false, true, 0,
1979 kModelViewMode_Translate, false);
1982 return DrawGlInfo::kStatusDrew;
1985 status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) {
1986 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
1987 return DrawGlInfo::kStatusDone;
1990 mCaches.activeTexture(0);
1991 Texture* texture = getTexture(bitmap);
1992 if (!texture) return DrawGlInfo::kStatusDone;
1993 const AutoTexture autoCleanup(texture);
1995 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
1996 drawAlphaBitmap(texture, 0, 0, paint);
1998 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2001 return DrawGlInfo::kStatusDrew;
2004 status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) {
2005 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
2006 return DrawGlInfo::kStatusDone;
2009 mCaches.activeTexture(0);
2010 Texture* texture = mCaches.textureCache.getTransient(bitmap);
2011 const AutoTexture autoCleanup(texture);
2013 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2014 drawAlphaBitmap(texture, 0, 0, paint);
2016 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
2019 return DrawGlInfo::kStatusDrew;
2022 status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
2023 const float* vertices, const int* colors, const SkPaint* paint) {
2024 if (!vertices || currentSnapshot()->isIgnored()) {
2025 return DrawGlInfo::kStatusDone;
2028 // TODO: use quickReject on bounds from vertices
2029 mCaches.enableScissor();
2031 float left = FLT_MAX;
2032 float top = FLT_MAX;
2033 float right = FLT_MIN;
2034 float bottom = FLT_MIN;
2036 const uint32_t count = meshWidth * meshHeight * 6;
2038 Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr
2039 mesh.setCapacity(count);
2040 ColorTextureVertex* vertex = mesh.editArray();
2042 bool cleanupColors = false;
2044 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2045 int* newColors = new int[colorsCount];
2046 memset(newColors, 0xff, colorsCount * sizeof(int));
2048 cleanupColors = true;
2051 mCaches.activeTexture(0);
2052 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2053 const UvMapper& mapper(getMapper(texture));
2055 for (int32_t y = 0; y < meshHeight; y++) {
2056 for (int32_t x = 0; x < meshWidth; x++) {
2057 uint32_t i = (y * (meshWidth + 1) + x) * 2;
2059 float u1 = float(x) / meshWidth;
2060 float u2 = float(x + 1) / meshWidth;
2061 float v1 = float(y) / meshHeight;
2062 float v2 = float(y + 1) / meshHeight;
2064 mapper.map(u1, v1, u2, v2);
2066 int ax = i + (meshWidth + 1) * 2;
2072 int dx = i + (meshWidth + 1) * 2 + 2;
2075 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2076 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2077 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2079 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2080 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2081 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2083 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2084 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2085 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2086 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2090 if (quickRejectSetupScissor(left, top, right, bottom)) {
2091 if (cleanupColors) delete[] colors;
2092 return DrawGlInfo::kStatusDone;
2096 texture = mCaches.textureCache.get(bitmap);
2098 if (cleanupColors) delete[] colors;
2099 return DrawGlInfo::kStatusDone;
2102 const AutoTexture autoCleanup(texture);
2104 texture->setWrap(GL_CLAMP_TO_EDGE, true);
2105 texture->setFilter(getFilter(paint), true);
2108 SkXfermode::Mode mode;
2109 getAlphaAndMode(paint, &alpha, &mode);
2111 float a = alpha / 255.0f;
2114 dirtyLayer(left, top, right, bottom, *currentTransform());
2118 setupDrawWithTextureAndColor();
2119 setupDrawColor(a, a, a, a);
2120 setupDrawColorFilter(getColorFilter(paint));
2121 setupDrawBlending(paint, true);
2123 setupDrawDirtyRegionsDisabled();
2124 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f);
2125 setupDrawTexture(texture->id);
2126 setupDrawPureColorUniforms();
2127 setupDrawColorFilterUniforms(getColorFilter(paint));
2128 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2130 glDrawArrays(GL_TRIANGLES, 0, count);
2132 int slot = mCaches.currentProgram->getAttrib("colors");
2134 glDisableVertexAttribArray(slot);
2137 if (cleanupColors) delete[] colors;
2139 return DrawGlInfo::kStatusDrew;
2142 status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap,
2143 float srcLeft, float srcTop, float srcRight, float srcBottom,
2144 float dstLeft, float dstTop, float dstRight, float dstBottom,
2145 const SkPaint* paint) {
2146 if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) {
2147 return DrawGlInfo::kStatusDone;
2150 mCaches.activeTexture(0);
2151 Texture* texture = getTexture(bitmap);
2152 if (!texture) return DrawGlInfo::kStatusDone;
2153 const AutoTexture autoCleanup(texture);
2155 const float width = texture->width;
2156 const float height = texture->height;
2158 float u1 = fmax(0.0f, srcLeft / width);
2159 float v1 = fmax(0.0f, srcTop / height);
2160 float u2 = fmin(1.0f, srcRight / width);
2161 float v2 = fmin(1.0f, srcBottom / height);
2163 getMapper(texture).map(u1, v1, u2, v2);
2165 mCaches.unbindMeshBuffer();
2166 resetDrawTextureTexCoords(u1, v1, u2, v2);
2168 texture->setWrap(GL_CLAMP_TO_EDGE, true);
2170 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2171 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2173 bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2174 // Apply a scale transform on the canvas only when a shader is in use
2175 // Skia handles the ratio between the dst and src rects as a scale factor
2176 // when a shader is set
2177 bool useScaleTransform = getShader(paint) && scaled;
2178 bool ignoreTransform = false;
2180 if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) {
2181 float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f);
2182 float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f);
2184 dstRight = x + (dstRight - dstLeft);
2185 dstBottom = y + (dstBottom - dstTop);
2190 texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true);
2191 ignoreTransform = true;
2193 texture->setFilter(getFilter(paint), true);
2196 if (CC_UNLIKELY(useScaleTransform)) {
2197 save(SkCanvas::kMatrix_SaveFlag);
2198 translate(dstLeft, dstTop);
2199 scale(scaleX, scaleY);
2204 dstRight = srcRight - srcLeft;
2205 dstBottom = srcBottom - srcTop;
2208 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
2209 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2211 &mMeshVertices[0].x, &mMeshVertices[0].u,
2212 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2214 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2215 texture->id, paint, texture->blend,
2216 &mMeshVertices[0].x, &mMeshVertices[0].u,
2217 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2220 if (CC_UNLIKELY(useScaleTransform)) {
2224 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2226 return DrawGlInfo::kStatusDrew;
2229 status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
2230 float left, float top, float right, float bottom, const SkPaint* paint) {
2231 if (quickRejectSetupScissor(left, top, right, bottom)) {
2232 return DrawGlInfo::kStatusDone;
2235 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2236 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2237 right - left, bottom - top, patch);
2239 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2242 status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
2243 AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
2244 const SkPaint* paint) {
2245 if (quickRejectSetupScissor(left, top, right, bottom)) {
2246 return DrawGlInfo::kStatusDone;
2249 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2250 mCaches.activeTexture(0);
2251 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2252 if (!texture) return DrawGlInfo::kStatusDone;
2253 const AutoTexture autoCleanup(texture);
2255 texture->setWrap(GL_CLAMP_TO_EDGE, true);
2256 texture->setFilter(GL_LINEAR, true);
2258 const bool pureTranslate = currentTransform()->isPureTranslate();
2259 // Mark the current layer dirty where we are going to draw the patch
2260 if (hasLayer() && mesh->hasEmptyQuads) {
2261 const float offsetX = left + currentTransform()->getTranslateX();
2262 const float offsetY = top + currentTransform()->getTranslateY();
2263 const size_t count = mesh->quads.size();
2264 for (size_t i = 0; i < count; i++) {
2265 const Rect& bounds = mesh->quads.itemAt(i);
2266 if (CC_LIKELY(pureTranslate)) {
2267 const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2268 const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2269 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2271 dirtyLayer(left + bounds.left, top + bounds.top,
2272 left + bounds.right, top + bounds.bottom, *currentTransform());
2277 bool ignoreTransform = false;
2278 if (CC_LIKELY(pureTranslate)) {
2279 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
2280 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
2282 right = x + right - left;
2283 bottom = y + bottom - top;
2286 ignoreTransform = true;
2288 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint,
2289 texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2290 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform,
2291 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads);
2294 return DrawGlInfo::kStatusDrew;
2298 * Important note: this method is intended to draw batches of 9-patch objects and
2299 * will not set the scissor enable or dirty the current layer, if any.
2300 * The caller is responsible for properly dirtying the current layer.
2302 status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2303 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) {
2304 mCaches.activeTexture(0);
2305 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2306 if (!texture) return DrawGlInfo::kStatusDone;
2307 const AutoTexture autoCleanup(texture);
2309 texture->setWrap(GL_CLAMP_TO_EDGE, true);
2310 texture->setFilter(GL_LINEAR, true);
2312 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint,
2313 texture->blend, &vertices[0].x, &vertices[0].u,
2314 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false);
2316 return DrawGlInfo::kStatusDrew;
2319 status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
2320 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) {
2321 // not missing call to quickReject/dirtyLayer, always done at a higher level
2322 if (!vertexBuffer.getVertexCount()) {
2323 // no vertices to draw
2324 return DrawGlInfo::kStatusDone;
2327 Rect bounds(vertexBuffer.getBounds());
2328 bounds.translate(translateX, translateY);
2329 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform());
2331 int color = paint->getColor();
2332 bool isAA = paint->isAntiAlias();
2335 setupDrawNoTexture();
2336 if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp));
2337 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2338 setupDrawColorFilter(getColorFilter(paint));
2339 setupDrawShader(getShader(paint));
2340 setupDrawBlending(paint, isAA);
2342 setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset),
2343 translateX, translateY, 0, 0);
2344 setupDrawColorUniforms(getShader(paint));
2345 setupDrawColorFilterUniforms(getColorFilter(paint));
2346 setupDrawShaderUniforms(getShader(paint));
2348 const void* vertices = vertexBuffer.getBuffer();
2349 bool force = mCaches.unbindMeshBuffer();
2350 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2351 mCaches.resetTexCoordsVertexPointer();
2355 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2356 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2357 // TODO: avoid enable/disable in back to back uses of the alpha attribute
2358 glEnableVertexAttribArray(alphaSlot);
2359 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2362 const VertexBuffer::Mode mode = vertexBuffer.getMode();
2363 if (mode == VertexBuffer::kStandard) {
2364 mCaches.unbindIndicesBuffer();
2365 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2366 } else if (mode == VertexBuffer::kOnePolyRingShadow) {
2367 mCaches.bindShadowIndicesBuffer();
2368 glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2369 } else if (mode == VertexBuffer::kTwoPolyRingShadow) {
2370 mCaches.bindShadowIndicesBuffer();
2371 glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2372 } else if (mode == VertexBuffer::kIndices) {
2373 mCaches.unbindIndicesBuffer();
2374 glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), GL_UNSIGNED_SHORT,
2375 vertexBuffer.getIndices());
2379 glDisableVertexAttribArray(alphaSlot);
2382 return DrawGlInfo::kStatusDrew;
2386 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2387 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in
2388 * screen space in all directions. However, instead of using a fragment shader to compute the
2389 * translucency of the color from its position, we simply use a varying parameter to define how far
2390 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2392 * Doesn't yet support joins, caps, or path effects.
2394 status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
2395 VertexBuffer vertexBuffer;
2396 // TODO: try clipping large paths to viewport
2397 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
2398 return drawVertexBuffer(vertexBuffer, paint);
2402 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2403 * and additional geometry for defining an alpha slope perimeter.
2405 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2406 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2407 * in-shader alpha region, but found it to be taxing on some GPUs.
2409 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2410 * memory transfer by removing need for degenerate vertices.
2412 status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
2413 if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2415 count &= ~0x3; // round down to nearest four
2417 VertexBuffer buffer;
2418 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer);
2419 const Rect& bounds = buffer.getBounds();
2421 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2422 return DrawGlInfo::kStatusDone;
2425 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2426 return drawVertexBuffer(buffer, paint, displayFlags);
2429 status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
2430 if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2432 count &= ~0x1; // round down to nearest two
2434 VertexBuffer buffer;
2435 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer);
2437 const Rect& bounds = buffer.getBounds();
2438 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
2439 return DrawGlInfo::kStatusDone;
2442 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
2443 return drawVertexBuffer(buffer, paint, displayFlags);
2446 status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2447 // No need to check against the clip, we fill the clip region
2448 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2450 Rect clip(*currentClipRect());
2451 clip.snapToPixelBoundaries();
2454 paint.setColor(color);
2455 paint.setXfermodeMode(mode);
2457 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true);
2459 return DrawGlInfo::kStatusDrew;
2462 status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2463 const SkPaint* paint) {
2464 if (!texture) return DrawGlInfo::kStatusDone;
2465 const AutoTexture autoCleanup(texture);
2467 const float x = left + texture->left - texture->offset;
2468 const float y = top + texture->top - texture->offset;
2470 drawPathTexture(texture, x, y, paint);
2472 return DrawGlInfo::kStatusDrew;
2475 status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2476 float rx, float ry, const SkPaint* p) {
2477 if (currentSnapshot()->isIgnored()
2478 || quickRejectSetupScissor(left, top, right, bottom, p)
2479 || paintWillNotDraw(*p)) {
2480 return DrawGlInfo::kStatusDone;
2483 if (p->getPathEffect() != 0) {
2484 mCaches.activeTexture(0);
2485 const PathTexture* texture = mCaches.pathCache.getRoundRect(
2486 right - left, bottom - top, rx, ry, p);
2487 return drawShape(left, top, texture, p);
2490 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect(
2491 *currentTransform(), *p, right - left, bottom - top, rx, ry);
2492 return drawVertexBuffer(left, top, *vertexBuffer, p);
2495 status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
2496 if (currentSnapshot()->isIgnored()
2497 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p)
2498 || paintWillNotDraw(*p)) {
2499 return DrawGlInfo::kStatusDone;
2501 if (p->getPathEffect() != 0) {
2502 mCaches.activeTexture(0);
2503 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2504 return drawShape(x - radius, y - radius, texture, p);
2508 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2509 path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2511 path.addCircle(x, y, radius);
2513 return drawConvexPath(path, p);
2516 status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2518 if (currentSnapshot()->isIgnored()
2519 || quickRejectSetupScissor(left, top, right, bottom, p)
2520 || paintWillNotDraw(*p)) {
2521 return DrawGlInfo::kStatusDone;
2524 if (p->getPathEffect() != 0) {
2525 mCaches.activeTexture(0);
2526 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2527 return drawShape(left, top, texture, p);
2531 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2532 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2533 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2536 return drawConvexPath(path, p);
2539 status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2540 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) {
2541 if (currentSnapshot()->isIgnored()
2542 || quickRejectSetupScissor(left, top, right, bottom, p)
2543 || paintWillNotDraw(*p)) {
2544 return DrawGlInfo::kStatusDone;
2547 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2548 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2549 mCaches.activeTexture(0);
2550 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2551 startAngle, sweepAngle, useCenter, p);
2552 return drawShape(left, top, texture, p);
2555 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2556 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2557 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2562 path.moveTo(rect.centerX(), rect.centerY());
2564 path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2568 return drawConvexPath(path, p);
2571 // See SkPaintDefaults.h
2572 #define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2574 status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
2576 if (currentSnapshot()->isIgnored()
2577 || quickRejectSetupScissor(left, top, right, bottom, p)
2578 || paintWillNotDraw(*p)) {
2579 return DrawGlInfo::kStatusDone;
2582 if (p->getStyle() != SkPaint::kFill_Style) {
2583 // only fill style is supported by drawConvexPath, since others have to handle joins
2584 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2585 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2586 mCaches.activeTexture(0);
2587 const PathTexture* texture =
2588 mCaches.pathCache.getRect(right - left, bottom - top, p);
2589 return drawShape(left, top, texture, p);
2593 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2594 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2595 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2598 return drawConvexPath(path, p);
2601 if (p->isAntiAlias() && !currentTransform()->isSimple()) {
2603 path.addRect(left, top, right, bottom);
2604 return drawConvexPath(path, p);
2606 drawColorRect(left, top, right, bottom, p);
2607 return DrawGlInfo::kStatusDrew;
2611 void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text,
2612 int bytesCount, int count, const float* positions,
2613 FontRenderer& fontRenderer, int alpha, float x, float y) {
2614 mCaches.activeTexture(0);
2616 TextShadow textShadow;
2617 if (!getTextShadow(paint, &textShadow)) {
2618 LOG_ALWAYS_FATAL("failed to query shadow attributes");
2621 // NOTE: The drop shadow will not perform gamma correction
2622 // if shader-based correction is enabled
2623 mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2624 const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2625 paint, text, bytesCount, count, textShadow.radius, positions);
2626 // If the drop shadow exceeds the max texture size or couldn't be
2627 // allocated, skip drawing
2628 if (!shadow) return;
2629 const AutoTexture autoCleanup(shadow);
2631 const float sx = x - shadow->left + textShadow.dx;
2632 const float sy = y - shadow->top + textShadow.dy;
2634 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha;
2635 if (getShader(paint)) {
2636 textShadow.color = SK_ColorWHITE;
2640 setupDrawWithTexture(true);
2641 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha);
2642 setupDrawColorFilter(getColorFilter(paint));
2643 setupDrawShader(getShader(paint));
2644 setupDrawBlending(paint, true);
2646 setupDrawModelView(kModelViewMode_TranslateAndScale, false,
2647 sx, sy, sx + shadow->width, sy + shadow->height);
2648 setupDrawTexture(shadow->id);
2649 setupDrawPureColorUniforms();
2650 setupDrawColorFilterUniforms(getColorFilter(paint));
2651 setupDrawShaderUniforms(getShader(paint));
2652 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2654 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2657 bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2658 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2659 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2662 status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2663 const float* positions, const SkPaint* paint) {
2664 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2665 return DrawGlInfo::kStatusDone;
2668 // NOTE: Skia does not support perspective transform on drawPosText yet
2669 if (!currentTransform()->isSimple()) {
2670 return DrawGlInfo::kStatusDone;
2673 mCaches.enableScissor();
2677 const bool pureTranslate = currentTransform()->isPureTranslate();
2678 if (pureTranslate) {
2679 x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2680 y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2683 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2684 fontRenderer.setFont(paint, SkMatrix::I());
2687 SkXfermode::Mode mode;
2688 getAlphaAndMode(paint, &alpha, &mode);
2690 if (CC_UNLIKELY(hasTextShadow(paint))) {
2691 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2695 // Pick the appropriate texture filtering
2696 bool linearFilter = currentTransform()->changesBounds();
2697 if (pureTranslate && !linearFilter) {
2698 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2700 fontRenderer.setTextureFiltering(linearFilter);
2702 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2703 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2705 const bool hasActiveLayer = hasLayer();
2707 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2708 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2709 positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2710 if (hasActiveLayer) {
2711 if (!pureTranslate) {
2712 currentTransform()->mapRect(bounds);
2714 dirtyLayerUnchecked(bounds, getRegion());
2718 return DrawGlInfo::kStatusDrew;
2721 bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const {
2722 if (CC_LIKELY(transform.isPureTranslate())) {
2723 outMatrix->setIdentity();
2725 } else if (CC_UNLIKELY(transform.isPerspective())) {
2726 outMatrix->setIdentity();
2731 * Input is a non-perspective, scaling transform. Generate a scale-only transform,
2732 * with values rounded to the nearest int.
2735 transform.decomposeScale(sx, sy);
2736 outMatrix->setScale(
2737 roundf(fmaxf(1.0f, sx)),
2738 roundf(fmaxf(1.0f, sy)));
2742 status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2743 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
2744 DrawOpMode drawOpMode) {
2746 if (drawOpMode == kDrawOpMode_Immediate) {
2747 // The checks for corner-case ignorable text and quick rejection is only done for immediate
2748 // drawing as ops from DeferredDisplayList are already filtered for these
2749 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) ||
2750 quickRejectSetupScissor(bounds)) {
2751 return DrawGlInfo::kStatusDone;
2755 const float oldX = x;
2756 const float oldY = y;
2758 const mat4& transform = *currentTransform();
2759 const bool pureTranslate = transform.isPureTranslate();
2761 if (CC_LIKELY(pureTranslate)) {
2762 x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2763 y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2767 SkXfermode::Mode mode;
2768 getAlphaAndMode(paint, &alpha, &mode);
2770 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2772 if (CC_UNLIKELY(hasTextShadow(paint))) {
2773 fontRenderer.setFont(paint, SkMatrix::I());
2774 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2778 const bool hasActiveLayer = hasLayer();
2780 // We only pass a partial transform to the font renderer. That partial
2781 // matrix defines how glyphs are rasterized. Typically we want glyphs
2782 // to be rasterized at their final size on screen, which means the partial
2783 // matrix needs to take the scale factor into account.
2784 // When a partial matrix is used to transform glyphs during rasterization,
2785 // the mesh is generated with the inverse transform (in the case of scale,
2786 // the mesh is generated at 1.0 / scale for instance.) This allows us to
2787 // apply the full transform matrix at draw time in the vertex shader.
2788 // Applying the full matrix in the shader is the easiest way to handle
2789 // rotation and perspective and allows us to always generated quads in the
2790 // font renderer which greatly simplifies the code, clipping in particular.
2791 SkMatrix fontTransform;
2792 bool linearFilter = findBestFontTransform(transform, &fontTransform)
2793 || fabs(y - (int) y) > 0.0f
2794 || fabs(x - (int) x) > 0.0f;
2795 fontRenderer.setFont(paint, fontTransform);
2796 fontRenderer.setTextureFiltering(linearFilter);
2798 // TODO: Implement better clipping for scaled/rotated text
2799 const Rect* clip = !pureTranslate ? NULL : currentClipRect();
2800 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2803 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2805 // don't call issuedrawcommand, do it at end of batch
2806 bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2807 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2808 SkPaint paintCopy(*paint);
2809 paintCopy.setTextAlign(SkPaint::kLeft_Align);
2810 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2811 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2813 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2814 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2817 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2818 if (!pureTranslate) {
2819 transform.mapRect(layerBounds);
2821 dirtyLayerUnchecked(layerBounds, getRegion());
2824 drawTextDecorations(totalAdvance, oldX, oldY, paint);
2826 return DrawGlInfo::kStatusDrew;
2829 status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
2830 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
2831 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2832 return DrawGlInfo::kStatusDone;
2835 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2836 mCaches.enableScissor();
2838 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2839 fontRenderer.setFont(paint, SkMatrix::I());
2840 fontRenderer.setTextureFiltering(true);
2843 SkXfermode::Mode mode;
2844 getAlphaAndMode(paint, &alpha, &mode);
2845 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2847 const Rect* clip = &mSnapshot->getLocalClip();
2848 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2850 const bool hasActiveLayer = hasLayer();
2852 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2853 hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
2854 if (hasActiveLayer) {
2855 currentTransform()->mapRect(bounds);
2856 dirtyLayerUnchecked(bounds, getRegion());
2860 return DrawGlInfo::kStatusDrew;
2863 status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2864 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2866 mCaches.activeTexture(0);
2868 const PathTexture* texture = mCaches.pathCache.get(path, paint);
2869 if (!texture) return DrawGlInfo::kStatusDone;
2870 const AutoTexture autoCleanup(texture);
2872 const float x = texture->left - texture->offset;
2873 const float y = texture->top - texture->offset;
2875 drawPathTexture(texture, x, y, paint);
2877 return DrawGlInfo::kStatusDrew;
2880 status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2882 return DrawGlInfo::kStatusDone;
2885 mat4* transform = NULL;
2886 if (layer->isTextureLayer()) {
2887 transform = &layer->getTransform();
2888 if (!transform->isIdentity()) {
2889 save(SkCanvas::kMatrix_SaveFlag);
2890 concatMatrix(*transform);
2894 bool clipRequired = false;
2895 const bool rejected = calculateQuickRejectForScissor(x, y,
2896 x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false);
2899 if (transform && !transform->isIdentity()) {
2902 return DrawGlInfo::kStatusDone;
2905 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y,
2906 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired);
2908 updateLayer(layer, true);
2910 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
2911 mCaches.activeTexture(0);
2913 if (CC_LIKELY(!layer->region.isEmpty())) {
2914 if (layer->region.isRect()) {
2915 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2916 composeLayerRect(layer, layer->regionRect));
2917 } else if (layer->mesh) {
2919 const float a = getLayerAlpha(layer);
2921 setupDrawWithTexture();
2922 setupDrawColor(a, a, a, a);
2923 setupDrawColorFilter(layer->getColorFilter());
2924 setupDrawBlending(layer);
2926 setupDrawPureColorUniforms();
2927 setupDrawColorFilterUniforms(layer->getColorFilter());
2928 setupDrawTexture(layer->getTexture());
2929 if (CC_LIKELY(currentTransform()->isPureTranslate())) {
2930 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2931 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2933 layer->setFilter(GL_NEAREST);
2934 setupDrawModelView(kModelViewMode_Translate, false, tx, ty,
2935 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2937 layer->setFilter(GL_LINEAR);
2938 setupDrawModelView(kModelViewMode_Translate, false, x, y,
2939 x + layer->layer.getWidth(), y + layer->layer.getHeight());
2942 TextureVertex* mesh = &layer->mesh[0];
2943 GLsizei elementsCount = layer->meshElementCount;
2945 while (elementsCount > 0) {
2946 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
2948 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
2949 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2950 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
2952 elementsCount -= drawCount;
2953 // Though there are 4 vertices in a quad, we use 6 indices per
2954 // quad to draw with GL_TRIANGLES
2955 mesh += (drawCount / 6) * 4;
2958 #if DEBUG_LAYERS_AS_REGIONS
2959 drawRegionRectsDebug(layer->region);
2963 if (layer->debugDrawUpdate) {
2964 layer->debugDrawUpdate = false;
2967 paint.setColor(0x7f00ff00);
2968 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint);
2971 layer->hasDrawnSinceUpdate = true;
2973 if (transform && !transform->isIdentity()) {
2977 return DrawGlInfo::kStatusDrew;
2980 ///////////////////////////////////////////////////////////////////////////////
2982 ///////////////////////////////////////////////////////////////////////////////
2984 void OpenGLRenderer::resetPaintFilter() {
2985 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
2986 // comparison, see MergingDrawBatch::canMergeWith
2987 mDrawModifiers.mHasDrawFilter = false;
2988 mDrawModifiers.mPaintFilterClearBits = 0;
2989 mDrawModifiers.mPaintFilterSetBits = 0;
2992 void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2993 // TODO: don't bother with boolean, it's redundant with clear/set bits
2994 mDrawModifiers.mHasDrawFilter = true;
2995 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2996 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2999 const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) {
3000 // TODO: use CompatFlagsDrawFilter here, and combine logic with android/graphics/DrawFilter.cpp
3001 // to avoid clobbering 0x02 paint flag
3003 // Equivalent to the Java Paint's FILTER_BITMAP_FLAG.
3004 static const uint32_t sFilterBitmapFlag = 0x02;
3006 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3010 const uint32_t clearBits = mDrawModifiers.mPaintFilterClearBits;
3011 const uint32_t setBits = mDrawModifiers.mPaintFilterSetBits;
3013 const uint32_t flags = (paint->getFlags() & ~clearBits) | setBits;
3014 mFilteredPaint = *paint;
3015 mFilteredPaint.setFlags(flags);
3017 // check if paint filter trying to override bitmap filter
3018 if ((clearBits | setBits) & sFilterBitmapFlag) {
3019 mFilteredPaint.setFilterLevel(flags & sFilterBitmapFlag
3020 ? SkPaint::kLow_FilterLevel : SkPaint::kNone_FilterLevel);
3023 return &mFilteredPaint;
3026 ///////////////////////////////////////////////////////////////////////////////
3027 // Drawing implementation
3028 ///////////////////////////////////////////////////////////////////////////////
3030 Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
3031 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3033 return mCaches.textureCache.get(bitmap);
3038 void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3039 float x, float y, const SkPaint* paint) {
3040 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
3045 SkXfermode::Mode mode;
3046 getAlphaAndMode(paint, &alpha, &mode);
3049 setupDrawWithTexture(true);
3050 setupDrawAlpha8Color(paint->getColor(), alpha);
3051 setupDrawColorFilter(getColorFilter(paint));
3052 setupDrawShader(getShader(paint));
3053 setupDrawBlending(paint, true);
3055 setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3056 x, y, x + texture->width, y + texture->height);
3057 setupDrawTexture(texture->id);
3058 setupDrawPureColorUniforms();
3059 setupDrawColorFilterUniforms(getColorFilter(paint));
3060 setupDrawShaderUniforms(getShader(paint));
3061 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3063 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3066 // Same values used by Skia
3067 #define kStdStrikeThru_Offset (-6.0f / 21.0f)
3068 #define kStdUnderline_Offset (1.0f / 9.0f)
3069 #define kStdUnderline_Thickness (1.0f / 18.0f)
3071 void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y,
3072 const SkPaint* paint) {
3073 // Handle underline and strike-through
3074 uint32_t flags = paint->getFlags();
3075 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3076 SkPaint paintCopy(*paint);
3078 if (CC_LIKELY(underlineWidth > 0.0f)) {
3079 const float textSize = paintCopy.getTextSize();
3080 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3082 const float left = x;
3086 if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3087 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3089 const int pointsCount = 4 * linesCount;
3090 float points[pointsCount];
3091 int currentPoint = 0;
3093 if (flags & SkPaint::kUnderlineText_Flag) {
3094 top = y + textSize * kStdUnderline_Offset;
3095 points[currentPoint++] = left;
3096 points[currentPoint++] = top;
3097 points[currentPoint++] = left + underlineWidth;
3098 points[currentPoint++] = top;
3101 if (flags & SkPaint::kStrikeThruText_Flag) {
3102 top = y + textSize * kStdStrikeThru_Offset;
3103 points[currentPoint++] = left;
3104 points[currentPoint++] = top;
3105 points[currentPoint++] = left + underlineWidth;
3106 points[currentPoint++] = top;
3109 paintCopy.setStrokeWidth(strokeWidth);
3111 drawLines(&points[0], pointsCount, &paintCopy);
3116 status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
3117 if (currentSnapshot()->isIgnored()) {
3118 return DrawGlInfo::kStatusDone;
3121 return drawColorRects(rects, count, paint, false, true, true);
3124 static void mapPointFakeZ(Vector3& point, const mat4& transformXY, const mat4& transformZ) {
3125 // map z coordinate with true 3d matrix
3126 point.z = transformZ.mapZ(point);
3128 // map x,y coordinates with draw/Skia matrix
3129 transformXY.mapPoint(point.x, point.y);
3132 status_t OpenGLRenderer::drawShadow(float casterAlpha,
3133 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
3134 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
3136 // TODO: use quickRejectWithScissor. For now, always force enable scissor.
3137 mCaches.enableScissor();
3140 paint.setAntiAlias(true); // want to use AlphaVertex
3142 // The caller has made sure casterAlpha > 0.
3143 float ambientShadowAlpha = mAmbientShadowAlpha;
3144 if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) {
3145 ambientShadowAlpha = mCaches.propertyAmbientShadowStrength;
3147 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) {
3148 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0);
3149 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3152 float spotShadowAlpha = mSpotShadowAlpha;
3153 if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) {
3154 spotShadowAlpha = mCaches.propertySpotShadowStrength;
3156 if (spotShadowVertexBuffer && spotShadowAlpha > 0) {
3157 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0);
3158 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
3161 return DrawGlInfo::kStatusDrew;
3164 status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
3165 bool ignoreTransform, bool dirty, bool clip) {
3167 return DrawGlInfo::kStatusDone;
3170 int color = paint->getColor();
3171 // If a shader is set, preserve only the alpha
3172 if (getShader(paint)) {
3173 color |= 0x00ffffff;
3176 float left = FLT_MAX;
3177 float top = FLT_MAX;
3178 float right = FLT_MIN;
3179 float bottom = FLT_MIN;
3182 Vertex* vertex = mesh;
3184 for (int index = 0; index < count; index += 4) {
3185 float l = rects[index + 0];
3186 float t = rects[index + 1];
3187 float r = rects[index + 2];
3188 float b = rects[index + 3];
3190 Vertex::set(vertex++, l, t);
3191 Vertex::set(vertex++, r, t);
3192 Vertex::set(vertex++, l, b);
3193 Vertex::set(vertex++, r, b);
3195 left = fminf(left, l);
3196 top = fminf(top, t);
3197 right = fmaxf(right, r);
3198 bottom = fmaxf(bottom, b);
3201 if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
3202 return DrawGlInfo::kStatusDone;
3206 setupDrawNoTexture();
3207 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3208 setupDrawShader(getShader(paint));
3209 setupDrawColorFilter(getColorFilter(paint));
3210 setupDrawBlending(paint);
3212 setupDrawDirtyRegionsDisabled();
3213 setupDrawModelView(kModelViewMode_Translate, false,
3214 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform);
3215 setupDrawColorUniforms(getShader(paint));
3216 setupDrawShaderUniforms(getShader(paint));
3217 setupDrawColorFilterUniforms(getColorFilter(paint));
3219 if (dirty && hasLayer()) {
3220 dirtyLayer(left, top, right, bottom, *currentTransform());
3223 issueIndexedQuadDraw(&mesh[0], count / 4);
3225 return DrawGlInfo::kStatusDrew;
3228 void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3229 const SkPaint* paint, bool ignoreTransform) {
3230 int color = paint->getColor();
3231 // If a shader is set, preserve only the alpha
3232 if (getShader(paint)) {
3233 color |= 0x00ffffff;
3237 setupDrawNoTexture();
3238 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3239 setupDrawShader(getShader(paint));
3240 setupDrawColorFilter(getColorFilter(paint));
3241 setupDrawBlending(paint);
3243 setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3244 left, top, right, bottom, ignoreTransform);
3245 setupDrawColorUniforms(getShader(paint));
3246 setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3247 setupDrawColorFilterUniforms(getColorFilter(paint));
3248 setupDrawSimpleMesh();
3250 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3253 void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3254 Texture* texture, const SkPaint* paint) {
3255 texture->setWrap(GL_CLAMP_TO_EDGE, true);
3257 GLvoid* vertices = (GLvoid*) NULL;
3258 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3260 if (texture->uvMapper) {
3261 vertices = &mMeshVertices[0].x;
3262 texCoords = &mMeshVertices[0].u;
3264 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3265 texture->uvMapper->map(uvs);
3267 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3270 if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3271 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
3272 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
3274 texture->setFilter(GL_NEAREST, true);
3275 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3276 paint, texture->blend, vertices, texCoords,
3277 GL_TRIANGLE_STRIP, gMeshCount, false, true);
3279 texture->setFilter(getFilter(paint), true);
3280 drawTextureMesh(left, top, right, bottom, texture->id, paint,
3281 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3284 if (texture->uvMapper) {
3285 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3289 void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3290 GLuint texture, const SkPaint* paint, bool blend,
3291 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3292 bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3293 ModelViewMode modelViewMode, bool dirty) {
3296 SkXfermode::Mode mode;
3297 getAlphaAndMode(paint, &a, &mode);
3298 const float alpha = a / 255.0f;
3301 setupDrawWithTexture();
3302 setupDrawColor(alpha, alpha, alpha, alpha);
3303 setupDrawColorFilter(getColorFilter(paint));
3304 setupDrawBlending(paint, blend, swapSrcDst);
3306 if (!dirty) setupDrawDirtyRegionsDisabled();
3307 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3308 setupDrawTexture(texture);
3309 setupDrawPureColorUniforms();
3310 setupDrawColorFilterUniforms(getColorFilter(paint));
3311 setupDrawMesh(vertices, texCoords, vbo);
3313 glDrawArrays(drawMode, 0, elementsCount);
3316 void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3317 GLuint texture, const SkPaint* paint, bool blend,
3318 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3319 bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3320 ModelViewMode modelViewMode, bool dirty) {
3323 SkXfermode::Mode mode;
3324 getAlphaAndMode(paint, &a, &mode);
3325 const float alpha = a / 255.0f;
3328 setupDrawWithTexture();
3329 setupDrawColor(alpha, alpha, alpha, alpha);
3330 setupDrawColorFilter(getColorFilter(paint));
3331 setupDrawBlending(paint, blend, swapSrcDst);
3333 if (!dirty) setupDrawDirtyRegionsDisabled();
3334 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3335 setupDrawTexture(texture);
3336 setupDrawPureColorUniforms();
3337 setupDrawColorFilterUniforms(getColorFilter(paint));
3338 setupDrawMeshIndices(vertices, texCoords, vbo);
3340 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3343 void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3344 GLuint texture, const SkPaint* paint,
3345 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3346 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) {
3348 int color = paint != NULL ? paint->getColor() : 0;
3350 SkXfermode::Mode mode;
3351 getAlphaAndMode(paint, &alpha, &mode);
3354 setupDrawWithTexture(true);
3355 if (paint != NULL) {
3356 setupDrawAlpha8Color(color, alpha);
3358 setupDrawColorFilter(getColorFilter(paint));
3359 setupDrawShader(getShader(paint));
3360 setupDrawBlending(paint, true);
3362 if (!dirty) setupDrawDirtyRegionsDisabled();
3363 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3364 setupDrawTexture(texture);
3365 setupDrawPureColorUniforms();
3366 setupDrawColorFilterUniforms(getColorFilter(paint));
3367 setupDrawShaderUniforms(getShader(paint), ignoreTransform);
3368 setupDrawMesh(vertices, texCoords);
3370 glDrawArrays(drawMode, 0, elementsCount);
3373 void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3374 ProgramDescription& description, bool swapSrcDst) {
3376 if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) {
3378 mDescription.hasRoundRectClip = true;
3380 mSkipOutlineClip = true;
3382 blend = blend || mode != SkXfermode::kSrcOver_Mode;
3385 // These blend modes are not supported by OpenGL directly and have
3386 // to be implemented using shaders. Since the shader will perform
3387 // the blending, turn blending off here
3388 // If the blend mode cannot be implemented using shaders, fall
3389 // back to the default SrcOver blend mode instead
3390 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3391 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3392 description.framebufferMode = mode;
3393 description.swapSrcDst = swapSrcDst;
3395 if (mCaches.blend) {
3396 glDisable(GL_BLEND);
3397 mCaches.blend = false;
3402 mode = SkXfermode::kSrcOver_Mode;
3406 if (!mCaches.blend) {
3410 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3411 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3413 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3414 glBlendFunc(sourceMode, destMode);
3415 mCaches.lastSrcMode = sourceMode;
3416 mCaches.lastDstMode = destMode;
3418 } else if (mCaches.blend) {
3419 glDisable(GL_BLEND);
3421 mCaches.blend = blend;
3424 bool OpenGLRenderer::useProgram(Program* program) {
3425 if (!program->isInUse()) {
3426 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3428 mCaches.currentProgram = program;
3434 void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3435 TextureVertex* v = &mMeshVertices[0];
3436 TextureVertex::setUV(v++, u1, v1);
3437 TextureVertex::setUV(v++, u2, v1);
3438 TextureVertex::setUV(v++, u1, v2);
3439 TextureVertex::setUV(v++, u2, v2);
3442 void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3443 getAlphaAndModeDirect(paint, alpha, mode);
3444 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3445 // if drawing a layer, ignore the paint's alpha
3446 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3448 *alpha *= currentSnapshot()->alpha;
3451 float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {
3453 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3454 alpha = mDrawModifiers.mOverrideLayerAlpha;
3456 alpha = layer->getAlpha() / 255.0f;
3458 return alpha * currentSnapshot()->alpha;
3461 }; // namespace uirenderer
3462 }; // namespace android