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-rw-r--r--libs/hwui/OpenGLRenderer.cpp2451
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diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
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--- a/libs/hwui/OpenGLRenderer.cpp
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-/*
- * Copyright (C) 2010 The Android Open Source Project
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- */
-
-#include <GpuMemoryTracker.h>
-#include "OpenGLRenderer.h"
-
-#include "DeferredDisplayList.h"
-#include "GammaFontRenderer.h"
-#include "Glop.h"
-#include "GlopBuilder.h"
-#include "Patch.h"
-#include "PathTessellator.h"
-#include "Properties.h"
-#include "RenderNode.h"
-#include "renderstate/MeshState.h"
-#include "renderstate/RenderState.h"
-#include "ShadowTessellator.h"
-#include "SkiaShader.h"
-#include "Vector.h"
-#include "VertexBuffer.h"
-#include "hwui/Canvas.h"
-#include "utils/GLUtils.h"
-#include "utils/PaintUtils.h"
-#include "utils/TraceUtils.h"
-
-#include <stdlib.h>
-#include <stdint.h>
-#include <sys/types.h>
-
-#include <SkColor.h>
-#include <SkPaintDefaults.h>
-#include <SkPathOps.h>
-#include <SkShader.h>
-#include <SkTypeface.h>
-
-#include <utils/Log.h>
-#include <utils/StopWatch.h>
-
-#include <private/hwui/DrawGlInfo.h>
-
-#include <ui/Rect.h>
-
-#if DEBUG_DETAILED_EVENTS
- #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__)
-#else
- #define EVENT_LOGD(...)
-#endif
-
-namespace android {
-namespace uirenderer {
-
-///////////////////////////////////////////////////////////////////////////////
-// Constructors/destructor
-///////////////////////////////////////////////////////////////////////////////
-
-OpenGLRenderer::OpenGLRenderer(RenderState& renderState)
- : mState(*this)
- , mCaches(Caches::getInstance())
- , mRenderState(renderState)
- , mFrameStarted(false)
- , mScissorOptimizationDisabled(false)
- , mDirty(false)
- , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN})
- , mLightRadius(FLT_MIN)
- , mAmbientShadowAlpha(0)
- , mSpotShadowAlpha(0) {
-}
-
-OpenGLRenderer::~OpenGLRenderer() {
- // The context has already been destroyed at this point, do not call
- // GL APIs. All GL state should be kept in Caches.h
-}
-
-void OpenGLRenderer::initProperties() {
- char property[PROPERTY_VALUE_MAX];
- if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
- mScissorOptimizationDisabled = !strcasecmp(property, "true");
- INIT_LOGD(" Scissor optimization %s",
- mScissorOptimizationDisabled ? "disabled" : "enabled");
- } else {
- INIT_LOGD(" Scissor optimization enabled");
- }
-}
-
-void OpenGLRenderer::initLight(float lightRadius, uint8_t ambientShadowAlpha,
- uint8_t spotShadowAlpha) {
- mLightRadius = lightRadius;
- mAmbientShadowAlpha = ambientShadowAlpha;
- mSpotShadowAlpha = spotShadowAlpha;
-}
-
-void OpenGLRenderer::setLightCenter(const Vector3& lightCenter) {
- mLightCenter = lightCenter;
-}
-
-///////////////////////////////////////////////////////////////////////////////
-// Setup
-///////////////////////////////////////////////////////////////////////////////
-
-void OpenGLRenderer::onViewportInitialized() {
- glDisable(GL_DITHER);
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
-}
-
-void OpenGLRenderer::setupFrameState(int viewportWidth, int viewportHeight,
- float left, float top, float right, float bottom, bool opaque) {
- mCaches.clearGarbage();
- mState.initializeSaveStack(viewportWidth, viewportHeight,
- left, top, right, bottom, mLightCenter);
- mOpaque = opaque;
- mTilingClip.set(left, top, right, bottom);
-}
-
-void OpenGLRenderer::startFrame() {
- if (mFrameStarted) return;
- mFrameStarted = true;
-
- mState.setDirtyClip(true);
-
- discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
-
- mRenderState.setViewport(mState.getWidth(), mState.getHeight());
-
- debugOverdraw(true, true);
-
- clear(mTilingClip.left, mTilingClip.top,
- mTilingClip.right, mTilingClip.bottom, mOpaque);
-}
-
-void OpenGLRenderer::prepareDirty(int viewportWidth, int viewportHeight,
- float left, float top, float right, float bottom, bool opaque) {
-
- setupFrameState(viewportWidth, viewportHeight, left, top, right, bottom, opaque);
-
- // Layer renderers will start the frame immediately
- // The framebuffer renderer will first defer the display list
- // for each layer and wait until the first drawing command
- // to start the frame
- if (currentSnapshot()->fbo == 0) {
- mRenderState.blend().syncEnabled();
- updateLayers();
- } else {
- startFrame();
- }
-}
-
-void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
- // If we know that we are going to redraw the entire framebuffer,
- // perform a discard to let the driver know we don't need to preserve
- // the back buffer for this frame.
- if (mCaches.extensions().hasDiscardFramebuffer() &&
- left <= 0.0f && top <= 0.0f && right >= mState.getWidth() && bottom >= mState.getHeight()) {
- const bool isFbo = getTargetFbo() == 0;
- const GLenum attachments[] = {
- isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
- isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
- glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
- }
-}
-
-void OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
- if (!opaque) {
- mRenderState.scissor().setEnabled(true);
- mRenderState.scissor().set(left, getViewportHeight() - bottom, right - left, bottom - top);
- glClear(GL_COLOR_BUFFER_BIT);
- mDirty = true;
- return;
- }
-
- mRenderState.scissor().reset();
-}
-
-bool OpenGLRenderer::finish() {
- renderOverdraw();
- mTempPaths.clear();
-
- // When finish() is invoked on FBO 0 we've reached the end
- // of the current frame
- if (getTargetFbo() == 0) {
- mCaches.pathCache.trim();
- mCaches.tessellationCache.trim();
- }
-
- if (!suppressErrorChecks()) {
- GL_CHECKPOINT(MODERATE);
-
-#if DEBUG_MEMORY_USAGE
- mCaches.dumpMemoryUsage();
- GPUMemoryTracker::dump();
-#else
- if (Properties::debugLevel & kDebugMemory) {
- mCaches.dumpMemoryUsage();
- }
-#endif
- }
-
- mFrameStarted = false;
-
- return reportAndClearDirty();
-}
-
-void OpenGLRenderer::resumeAfterLayer() {
- mRenderState.setViewport(getViewportWidth(), getViewportHeight());
- mRenderState.bindFramebuffer(currentSnapshot()->fbo);
- debugOverdraw(true, false);
-
- mRenderState.scissor().reset();
- dirtyClip();
-}
-
-void OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
- if (mState.currentlyIgnored()) return;
-
- Rect clip(mState.currentRenderTargetClip());
- clip.snapToPixelBoundaries();
-
- // Since we don't know what the functor will draw, let's dirty
- // the entire clip region
- if (hasLayer()) {
- dirtyLayerUnchecked(clip, getRegion());
- }
-
- DrawGlInfo info;
- info.clipLeft = clip.left;
- info.clipTop = clip.top;
- info.clipRight = clip.right;
- info.clipBottom = clip.bottom;
- info.isLayer = hasLayer();
- info.width = getViewportWidth();
- info.height = getViewportHeight();
- currentTransform()->copyTo(&info.transform[0]);
-
- bool prevDirtyClip = mState.getDirtyClip();
- // setup GL state for functor
- if (mState.getDirtyClip()) {
- setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
- }
- if (mRenderState.scissor().setEnabled(true) || prevDirtyClip) {
- setScissorFromClip();
- }
-
- mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info);
- // Scissor may have been modified, reset dirty clip
- dirtyClip();
-
- mDirty = true;
-}
-
-///////////////////////////////////////////////////////////////////////////////
-// Debug
-///////////////////////////////////////////////////////////////////////////////
-
-void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const {
-#if DEBUG_DETAILED_EVENTS
- const int BUFFER_SIZE = 256;
- va_list ap;
- char buf[BUFFER_SIZE];
-
- va_start(ap, fmt);
- vsnprintf(buf, BUFFER_SIZE, fmt, ap);
- va_end(ap);
-
- eventMark(buf);
-#endif
-}
-
-
-void OpenGLRenderer::eventMark(const char* name) const {
- mCaches.eventMark(0, name);
-}
-
-void OpenGLRenderer::startMark(const char* name) const {
- mCaches.startMark(0, name);
-}
-
-void OpenGLRenderer::endMark() const {
- mCaches.endMark();
-}
-
-void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
- mRenderState.debugOverdraw(enable, clear);
-}
-
-void OpenGLRenderer::renderOverdraw() {
- if (Properties::debugOverdraw && getTargetFbo() == 0) {
- const Rect* clip = &mTilingClip;
-
- mRenderState.scissor().setEnabled(true);
- mRenderState.scissor().set(clip->left,
- mState.firstSnapshot()->getViewportHeight() - clip->bottom,
- clip->right - clip->left,
- clip->bottom - clip->top);
-
- // 1x overdraw
- mRenderState.stencil().enableDebugTest(2);
- drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
-
- // 2x overdraw
- mRenderState.stencil().enableDebugTest(3);
- drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
-
- // 3x overdraw
- mRenderState.stencil().enableDebugTest(4);
- drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
-
- // 4x overdraw and higher
- mRenderState.stencil().enableDebugTest(4, true);
- drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
-
- mRenderState.stencil().disable();
- }
-}
-
-///////////////////////////////////////////////////////////////////////////////
-// Layers
-///////////////////////////////////////////////////////////////////////////////
-
-bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
- if (layer->deferredUpdateScheduled && layer->renderer
- && layer->renderNode.get() && layer->renderNode->isRenderable()) {
-
- if (inFrame) {
- debugOverdraw(false, false);
- }
-
- if (CC_UNLIKELY(inFrame || Properties::drawDeferDisabled)) {
- layer->render(*this);
- } else {
- layer->defer(*this);
- }
-
- if (inFrame) {
- resumeAfterLayer();
- }
-
- layer->debugDrawUpdate = Properties::debugLayersUpdates;
- layer->hasDrawnSinceUpdate = false;
-
- return true;
- }
-
- return false;
-}
-
-void OpenGLRenderer::updateLayers() {
- // If draw deferring is enabled this method will simply defer
- // the display list of each individual layer. The layers remain
- // in the layer updates list which will be cleared by flushLayers().
- int count = mLayerUpdates.size();
- if (count > 0) {
- if (CC_UNLIKELY(Properties::drawDeferDisabled)) {
- startMark("Layer Updates");
- } else {
- startMark("Defer Layer Updates");
- }
-
- // Note: it is very important to update the layers in order
- for (int i = 0; i < count; i++) {
- Layer* layer = mLayerUpdates[i].get();
- updateLayer(layer, false);
- }
-
- if (CC_UNLIKELY(Properties::drawDeferDisabled)) {
- mLayerUpdates.clear();
- mRenderState.bindFramebuffer(getTargetFbo());
- }
- endMark();
- }
-}
-
-void OpenGLRenderer::flushLayers() {
- int count = mLayerUpdates.size();
- if (count > 0) {
- startMark("Apply Layer Updates");
-
- // Note: it is very important to update the layers in order
- for (int i = 0; i < count; i++) {
- mLayerUpdates[i]->flush();
- }
-
- mLayerUpdates.clear();
- mRenderState.bindFramebuffer(getTargetFbo());
-
- endMark();
- }
-}
-
-void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
- if (layer) {
- // Make sure we don't introduce duplicates.
- // SortedVector would do this automatically but we need to respect
- // the insertion order. The linear search is not an issue since
- // this list is usually very short (typically one item, at most a few)
- for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
- if (mLayerUpdates[i] == layer) {
- return;
- }
- }
- mLayerUpdates.push_back(layer);
- }
-}
-
-void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
- if (layer) {
- for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
- if (mLayerUpdates[i] == layer) {
- mLayerUpdates.erase(mLayerUpdates.begin() + i);
- break;
- }
- }
- }
-}
-
-void OpenGLRenderer::flushLayerUpdates() {
- ATRACE_NAME("Update HW Layers");
- mRenderState.blend().syncEnabled();
- updateLayers();
- flushLayers();
- // Wait for all the layer updates to be executed
- glFinish();
-}
-
-void OpenGLRenderer::markLayersAsBuildLayers() {
- for (size_t i = 0; i < mLayerUpdates.size(); i++) {
- mLayerUpdates[i]->wasBuildLayered = true;
- }
-}
-
-///////////////////////////////////////////////////////////////////////////////
-// State management
-///////////////////////////////////////////////////////////////////////////////
-
-void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
- bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer;
- bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
- bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
-
- if (restoreViewport) {
- mRenderState.setViewport(getViewportWidth(), getViewportHeight());
- }
-
- if (restoreClip) {
- dirtyClip();
- }
-
- if (restoreLayer) {
- endMark(); // Savelayer
- ATRACE_END(); // SaveLayer
- startMark("ComposeLayer");
- composeLayer(removed, restored);
- endMark();
- }
-}
-
-///////////////////////////////////////////////////////////////////////////////
-// Layers
-///////////////////////////////////////////////////////////////////////////////
-
-int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
- const SkPaint* paint, int flags, const SkPath* convexMask) {
- // force matrix/clip isolation for layer
- flags |= SaveFlags::MatrixClip;
-
- const int count = mState.saveSnapshot(flags);
-
- if (!mState.currentlyIgnored()) {
- createLayer(left, top, right, bottom, paint, flags, convexMask);
- }
-
- return count;
-}
-
-void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
- const Rect untransformedBounds(bounds);
-
- currentTransform()->mapRect(bounds);
-
- // Layers only make sense if they are in the framebuffer's bounds
- bounds.doIntersect(mState.currentRenderTargetClip());
- if (!bounds.isEmpty()) {
- // We cannot work with sub-pixels in this case
- bounds.snapToPixelBoundaries();
-
- // When the layer is not an FBO, we may use glCopyTexImage so we
- // need to make sure the layer does not extend outside the bounds
- // of the framebuffer
- const Snapshot& previous = *(currentSnapshot()->previous);
- Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight());
-
- bounds.doIntersect(previousViewport);
- if (!bounds.isEmpty() && fboLayer) {
- clip.set(bounds);
- mat4 inverse;
- inverse.loadInverse(*currentTransform());
- inverse.mapRect(clip);
- clip.snapToPixelBoundaries();
- clip.doIntersect(untransformedBounds);
- if (!clip.isEmpty()) {
- clip.translate(-untransformedBounds.left, -untransformedBounds.top);
- bounds.set(untransformedBounds);
- }
- }
- }
-}
-
-void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
- bool fboLayer, int alpha) {
- if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
- bounds.getHeight() > mCaches.maxTextureSize ||
- (fboLayer && clip.isEmpty())) {
- writableSnapshot()->empty = fboLayer;
- } else {
- writableSnapshot()->invisible = writableSnapshot()->invisible || (alpha <= 0 && fboLayer);
- }
-}
-
-int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
- const SkPaint* paint, int flags) {
- const int count = mState.saveSnapshot(flags);
-
- if (!mState.currentlyIgnored() && (flags & SaveFlags::ClipToLayer)) {
- // initialize the snapshot as though it almost represents an FBO layer so deferred draw
- // operations will be able to store and restore the current clip and transform info, and
- // quick rejection will be correct (for display lists)
-
- Rect bounds(left, top, right, bottom);
- Rect clip;
- calculateLayerBoundsAndClip(bounds, clip, true);
- updateSnapshotIgnoreForLayer(bounds, clip, true, PaintUtils::getAlphaDirect(paint));
-
- if (!mState.currentlyIgnored()) {
- writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f);
- writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom);
- writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight());
- writableSnapshot()->roundRectClipState = nullptr;
- }
- }
-
- return count;
-}
-
-/**
- * Layers are viewed by Skia are slightly different than layers in image editing
- * programs (for instance.) When a layer is created, previously created layers
- * and the frame buffer still receive every drawing command. For instance, if a
- * layer is created and a shape intersecting the bounds of the layers and the
- * framebuffer is draw, the shape will be drawn on both (unless the layer was
- * created with the SaveFlags::ClipToLayer flag.)
- *
- * A way to implement layers is to create an FBO for each layer, backed by an RGBA
- * texture. Unfortunately, this is inefficient as it requires every primitive to
- * be drawn n + 1 times, where n is the number of active layers. In practice this
- * means, for every primitive:
- * - Switch active frame buffer
- * - Change viewport, clip and projection matrix
- * - Issue the drawing
- *
- * Switching rendering target n + 1 times per drawn primitive is extremely costly.
- * To avoid this, layers are implemented in a different way here, at least in the
- * general case. FBOs are used, as an optimization, when the "clip to layer" flag
- * is set. When this flag is set we can redirect all drawing operations into a
- * single FBO.
- *
- * This implementation relies on the frame buffer being at least RGBA 8888. When
- * a layer is created, only a texture is created, not an FBO. The content of the
- * frame buffer contained within the layer's bounds is copied into this texture
- * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
- * buffer and drawing continues as normal. This technique therefore treats the
- * frame buffer as a scratch buffer for the layers.
- *
- * To compose the layers back onto the frame buffer, each layer texture
- * (containing the original frame buffer data) is drawn as a simple quad over
- * the frame buffer. The trick is that the quad is set as the composition
- * destination in the blending equation, and the frame buffer becomes the source
- * of the composition.
- *
- * Drawing layers with an alpha value requires an extra step before composition.
- * An empty quad is drawn over the layer's region in the frame buffer. This quad
- * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
- * quad is used to multiply the colors in the frame buffer. This is achieved by
- * changing the GL blend functions for the GL_FUNC_ADD blend equation to
- * GL_ZERO, GL_SRC_ALPHA.
- *
- * Because glCopyTexImage2D() can be slow, an alternative implementation might
- * be use to draw a single clipped layer. The implementation described above
- * is correct in every case.
- *
- * (1) The frame buffer is actually not cleared right away. To allow the GPU
- * to potentially optimize series of calls to glCopyTexImage2D, the frame
- * buffer is left untouched until the first drawing operation. Only when
- * something actually gets drawn are the layers regions cleared.
- */
-bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
- const SkPaint* paint, int flags, const SkPath* convexMask) {
- LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
- LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
-
- const bool fboLayer = flags & SaveFlags::ClipToLayer;
-
- // Window coordinates of the layer
- Rect clip;
- Rect bounds(left, top, right, bottom);
- calculateLayerBoundsAndClip(bounds, clip, fboLayer);
- updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, PaintUtils::getAlphaDirect(paint));
-
- // Bail out if we won't draw in this snapshot
- if (mState.currentlyIgnored()) {
- return false;
- }
-
- mCaches.textureState().activateTexture(0);
- Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight());
- if (!layer) {
- return false;
- }
-
- layer->setPaint(paint);
- layer->layer.set(bounds);
- layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
- bounds.getWidth() / float(layer->getWidth()), 0.0f);
-
- layer->setBlend(true);
- layer->setDirty(false);
- layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache
-
- // Save the layer in the snapshot
- writableSnapshot()->flags |= Snapshot::kFlagIsLayer;
- writableSnapshot()->layer = layer;
-
- ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u",
- fboLayer ? "" : "unclipped ",
- layer->getWidth(), layer->getHeight());
- startMark("SaveLayer");
- if (fboLayer) {
- return createFboLayer(layer, bounds, clip);
- } else {
- // Copy the framebuffer into the layer
- layer->bindTexture();
- if (!bounds.isEmpty()) {
- if (layer->isEmpty()) {
- // Workaround for some GL drivers. When reading pixels lying outside
- // of the window we should get undefined values for those pixels.
- // Unfortunately some drivers will turn the entire target texture black
- // when reading outside of the window.
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
- 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
- layer->setEmpty(false);
- }
-
- glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
- bounds.left, getViewportHeight() - bounds.bottom,
- bounds.getWidth(), bounds.getHeight());
-
- // Enqueue the buffer coordinates to clear the corresponding region later
- mLayers.push_back(Rect(bounds));
- }
- }
-
- return true;
-}
-
-bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
- layer->clipRect.set(clip);
- layer->setFbo(mRenderState.createFramebuffer());
-
- writableSnapshot()->region = &writableSnapshot()->layer->region;
- writableSnapshot()->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer;
- writableSnapshot()->fbo = layer->getFbo();
- writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f);
- writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom);
- writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight());
- writableSnapshot()->roundRectClipState = nullptr;
-
- debugOverdraw(false, false);
- // Bind texture to FBO
- mRenderState.bindFramebuffer(layer->getFbo());
- layer->bindTexture();
-
- // Initialize the texture if needed
- if (layer->isEmpty()) {
- layer->allocateTexture();
- layer->setEmpty(false);
- }
-
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
- layer->getTextureId(), 0);
-
- // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
- mRenderState.scissor().setEnabled(true);
- mRenderState.scissor().set(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
- clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
- glClear(GL_COLOR_BUFFER_BIT);
-
- dirtyClip();
-
- // Change the ortho projection
- mRenderState.setViewport(bounds.getWidth(), bounds.getHeight());
- return true;
-}
-
-/**
- * Read the documentation of createLayer() before doing anything in this method.
- */
-void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
- if (!removed.layer) {
- ALOGE("Attempting to compose a layer that does not exist");
- return;
- }
-
- Layer* layer = removed.layer;
- const Rect& rect = layer->layer;
- const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
-
- bool clipRequired = false;
- mState.calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
- &clipRequired, nullptr, false); // safely ignore return, should never be rejected
- mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired);
-
- if (fboLayer) {
- // Detach the texture from the FBO
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
-
- layer->removeFbo(false);
-
- // Unbind current FBO and restore previous one
- mRenderState.bindFramebuffer(restored.fbo);
- debugOverdraw(true, false);
- }
-
- if (!fboLayer && layer->getAlpha() < 255) {
- SkPaint layerPaint;
- layerPaint.setAlpha(layer->getAlpha());
- layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode);
- layerPaint.setColorFilter(layer->getColorFilter());
-
- drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true);
- // Required below, composeLayerRect() will divide by 255
- layer->setAlpha(255);
- }
-
- mRenderState.meshState().unbindMeshBuffer();
-
- mCaches.textureState().activateTexture(0);
-
- // When the layer is stored in an FBO, we can save a bit of fillrate by
- // drawing only the dirty region
- if (fboLayer) {
- dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
- composeLayerRegion(layer, rect);
- } else if (!rect.isEmpty()) {
- dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
-
- save(0);
- // the layer contains screen buffer content that shouldn't be alpha modulated
- // (and any necessary alpha modulation was handled drawing into the layer)
- writableSnapshot()->alpha = 1.0f;
- composeLayerRectSwapped(layer, rect);
- restore();
- }
-
- dirtyClip();
-
- // Failing to add the layer to the cache should happen only if the layer is too large
- layer->setConvexMask(nullptr);
- if (!mCaches.layerCache.put(layer)) {
- LAYER_LOGD("Deleting layer");
- layer->decStrong(nullptr);
- }
-}
-
-void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
- const bool tryToSnap = !layer->getForceFilter()
- && layer->getWidth() == (uint32_t) rect.getWidth()
- && layer->getHeight() == (uint32_t) rect.getHeight();
- Glop glop;
- GlopBuilder(mRenderState, mCaches, &glop)
- .setRoundRectClipState(currentSnapshot()->roundRectClipState)
- .setMeshTexturedUvQuad(nullptr, Rect(0, 1, 1, 0)) // TODO: simplify with VBO
- .setFillTextureLayer(*layer, getLayerAlpha(layer))
- .setTransform(*currentSnapshot(), TransformFlags::None)
- .setModelViewMapUnitToRectOptionalSnap(tryToSnap, rect)
- .build();
- renderGlop(glop);
-}
-
-void OpenGLRenderer::composeLayerRectSwapped(Layer* layer, const Rect& rect) {
- Glop glop;
- GlopBuilder(mRenderState, mCaches, &glop)
- .setRoundRectClipState(currentSnapshot()->roundRectClipState)
- .setMeshTexturedUvQuad(nullptr, layer->texCoords)
- .setFillLayer(layer->getTexture(), layer->getColorFilter(),
- getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::Swap)
- .setTransform(*currentSnapshot(), TransformFlags::MeshIgnoresCanvasTransform)
- .setModelViewMapUnitToRect(rect)
- .build();
- renderGlop(glop);
-}
-
-void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect) {
- if (layer->isTextureLayer()) {
- EVENT_LOGD("composeTextureLayerRect");
- drawTextureLayer(layer, rect);
- } else {
- EVENT_LOGD("composeHardwareLayerRect");
-
- const bool tryToSnap = layer->getWidth() == static_cast<uint32_t>(rect.getWidth())
- && layer->getHeight() == static_cast<uint32_t>(rect.getHeight());
- Glop glop;
- GlopBuilder(mRenderState, mCaches, &glop)
- .setRoundRectClipState(currentSnapshot()->roundRectClipState)
- .setMeshTexturedUvQuad(nullptr, layer->texCoords)
- .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap)
- .setTransform(*currentSnapshot(), TransformFlags::None)
- .setModelViewMapUnitToRectOptionalSnap(tryToSnap, rect)
- .build();
- renderGlop(glop);
- }
-}
-
-/**
- * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
- * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
- * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
- * by saveLayer's restore
- */
-#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \
- DRAW_COMMAND; \
- if (CC_UNLIKELY(Properties::debugOverdraw && getTargetFbo() == 0 && (COND))) { \
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \
- DRAW_COMMAND; \
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \
- } \
- }
-
-#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
-
-// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to
-// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque.
-class LayerShader : public SkShader {
-public:
- LayerShader(Layer* layer, const SkMatrix* localMatrix)
- : INHERITED(localMatrix)
- , mLayer(layer) {
- }
-
- virtual bool asACustomShader(void** data) const override {
- if (data) {
- *data = static_cast<void*>(mLayer);
- }
- return true;
- }
-
- virtual bool isOpaque() const override {
- return !mLayer->isBlend();
- }
-
-protected:
- virtual void shadeSpan(int x, int y, SkPMColor[], int count) {
- LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend.");
- }
-
- virtual void flatten(SkWriteBuffer&) const override {
- LOG_ALWAYS_FATAL("LayerShader should never be flattened.");
- }
-
- virtual Factory getFactory() const override {
- LOG_ALWAYS_FATAL("LayerShader should never be created from a stream.");
- return nullptr;
- }
-private:
- // Unowned.
- Layer* mLayer;
- typedef SkShader INHERITED;
-};
-
-void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
- if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw
-
- if (layer->getConvexMask()) {
- save(SaveFlags::MatrixClip);
-
- // clip to the area of the layer the mask can be larger
- clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op);
-
- SkPaint paint;
- paint.setAntiAlias(true);
- paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0));
-
- // create LayerShader to map SaveLayer content into subsequent draw
- SkMatrix shaderMatrix;
- shaderMatrix.setTranslate(rect.left, rect.bottom);
- shaderMatrix.preScale(1, -1);
- LayerShader layerShader(layer, &shaderMatrix);
- paint.setShader(&layerShader);
-
- // Since the drawing primitive is defined in local drawing space,
- // we don't need to modify the draw matrix
- const SkPath* maskPath = layer->getConvexMask();
- DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint));
-
- paint.setShader(nullptr);
- restore();
-
- return;
- }
-
- if (layer->region.isRect()) {
- layer->setRegionAsRect();
-
- DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
-
- layer->region.clear();
- return;
- }
-
- EVENT_LOGD("composeLayerRegion");
- // standard Region based draw
- size_t count;
- const android::Rect* rects;
- Region safeRegion;
- if (CC_LIKELY(hasRectToRectTransform())) {
- rects = layer->region.getArray(&count);
- } else {
- safeRegion = Region::createTJunctionFreeRegion(layer->region);
- rects = safeRegion.getArray(&count);
- }
-
- const float texX = 1.0f / float(layer->getWidth());
- const float texY = 1.0f / float(layer->getHeight());
- const float height = rect.getHeight();
-
- TextureVertex quadVertices[count * 4];
- TextureVertex* mesh = &quadVertices[0];
- for (size_t i = 0; i < count; i++) {
- const android::Rect* r = &rects[i];
-
- const float u1 = r->left * texX;
- const float v1 = (height - r->top) * texY;
- const float u2 = r->right * texX;
- const float v2 = (height - r->bottom) * texY;
-
- // TODO: Reject quads outside of the clip
- TextureVertex::set(mesh++, r->left, r->top, u1, v1);
- TextureVertex::set(mesh++, r->right, r->top, u2, v1);
- TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
- TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
- }
- Rect modelRect = Rect(rect.getWidth(), rect.getHeight());
- Glop glop;
- GlopBuilder(mRenderState, mCaches, &glop)
- .setRoundRectClipState(currentSnapshot()->roundRectClipState)
- .setMeshTexturedIndexedQuads(&quadVertices[0], count * 6)
- .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap)
- .setTransform(*currentSnapshot(), TransformFlags::None)
- .setModelViewOffsetRectSnap(rect.left, rect.top, modelRect)
- .build();
- DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop));
-
-#if DEBUG_LAYERS_AS_REGIONS
- drawRegionRectsDebug(layer->region);
-#endif
-
- layer->region.clear();
-}
-
-#if DEBUG_LAYERS_AS_REGIONS
-void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
- size_t count;
- const android::Rect* rects = region.getArray(&count);
-
- uint32_t colors[] = {
- 0x7fff0000, 0x7f00ff00,
- 0x7f0000ff, 0x7fff00ff,
- };
-
- int offset = 0;
- int32_t top = rects[0].top;
-
- for (size_t i = 0; i < count; i++) {
- if (top != rects[i].top) {
- offset ^= 0x2;
- top = rects[i].top;
- }
-
- SkPaint paint;
- paint.setColor(colors[offset + (i & 0x1)]);
- Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
- drawColorRect(r.left, r.top, r.right, r.bottom, paint);
- }
-}
-#endif
-
-void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) {
- Vector<float> rects;
-
- SkRegion::Iterator it(region);
- while (!it.done()) {
- const SkIRect& r = it.rect();
- rects.push(r.fLeft);
- rects.push(r.fTop);
- rects.push(r.fRight);
- rects.push(r.fBottom);
- it.next();
- }
-
- drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false);
-}
-
-void OpenGLRenderer::dirtyLayer(const float left, const float top,
- const float right, const float bottom, const Matrix4& transform) {
- if (hasLayer()) {
- Rect bounds(left, top, right, bottom);
- transform.mapRect(bounds);
- dirtyLayerUnchecked(bounds, getRegion());
- }
-}
-
-void OpenGLRenderer::dirtyLayer(const float left, const float top,
- const float right, const float bottom) {
- if (hasLayer()) {
- Rect bounds(left, top, right, bottom);
- dirtyLayerUnchecked(bounds, getRegion());
- }
-}
-
-void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
- bounds.doIntersect(mState.currentRenderTargetClip());
- if (!bounds.isEmpty()) {
- bounds.snapToPixelBoundaries();
- android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
- if (!dirty.isEmpty()) {
- region->orSelf(dirty);
- }
- }
-}
-
-void OpenGLRenderer::clearLayerRegions() {
- const size_t quadCount = mLayers.size();
- if (quadCount == 0) return;
-
- if (!mState.currentlyIgnored()) {
- EVENT_LOGD("clearLayerRegions");
- // Doing several glScissor/glClear here can negatively impact
- // GPUs with a tiler architecture, instead we draw quads with
- // the Clear blending mode
-
- // The list contains bounds that have already been clipped
- // against their initial clip rect, and the current clip
- // is likely different so we need to disable clipping here
- bool scissorChanged = mRenderState.scissor().setEnabled(false);
-
- Vertex mesh[quadCount * 4];
- Vertex* vertex = mesh;
-
- for (uint32_t i = 0; i < quadCount; i++) {
- const Rect& bounds = mLayers[i];
-
- Vertex::set(vertex++, bounds.left, bounds.top);
- Vertex::set(vertex++, bounds.right, bounds.top);
- Vertex::set(vertex++, bounds.left, bounds.bottom);
- Vertex::set(vertex++, bounds.right, bounds.bottom);
- }
- // We must clear the list of dirty rects before we
- // call clearLayerRegions() in renderGlop to prevent
- // stencil setup from doing the same thing again
- mLayers.clear();
-
- const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform;
- Glop glop;
- GlopBuilder(mRenderState, mCaches, &glop)
- .setRoundRectClipState(nullptr) // clear ignores clip state
- .setMeshIndexedQuads(&mesh[0], quadCount)
- .setFillClear()
- .setTransform(*currentSnapshot(), transformFlags)
- .setModelViewOffsetRect(0, 0, Rect(currentSnapshot()->getRenderTargetClip()))
- .build();
- renderGlop(glop, GlopRenderType::LayerClear);
-
- if (scissorChanged) mRenderState.scissor().setEnabled(true);
- } else {
- mLayers.clear();
- }
-}
-
-///////////////////////////////////////////////////////////////////////////////
-// State Deferral
-///////////////////////////////////////////////////////////////////////////////
-
-bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
- const Rect& currentClip = mState.currentRenderTargetClip();
- const mat4* currentMatrix = currentTransform();
-
- if (stateDeferFlags & kStateDeferFlag_Draw) {
- // state has bounds initialized in local coordinates
- if (!state.mBounds.isEmpty()) {
- currentMatrix->mapRect(state.mBounds);
- Rect clippedBounds(state.mBounds);
- // NOTE: if we ever want to use this clipping info to drive whether the scissor
- // is used, it should more closely duplicate the quickReject logic (in how it uses
- // snapToPixelBoundaries)
-
- clippedBounds.doIntersect(currentClip);
- if (clippedBounds.isEmpty()) {
- // quick rejected
- return true;
- }
-
- state.mClipSideFlags = kClipSide_None;
- if (!currentClip.contains(state.mBounds)) {
- int& flags = state.mClipSideFlags;
- // op partially clipped, so record which sides are clipped for clip-aware merging
- if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left;
- if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top;
- if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right;
- if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
- }
- state.mBounds.set(clippedBounds);
- } else {
- // Empty bounds implies size unknown. Label op as conservatively clipped to disable
- // overdraw avoidance (since we don't know what it overlaps)
- state.mClipSideFlags = kClipSide_ConservativeFull;
- state.mBounds.set(currentClip);
- }
- }
-
- state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
- if (state.mClipValid) {
- state.mClip.set(currentClip);
- }
-
- // Transform and alpha always deferred, since they are used by state operations
- // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
- state.mMatrix = *currentMatrix;
- state.mAlpha = currentSnapshot()->alpha;
-
- // always store/restore, since these are just pointers
- state.mRoundRectClipState = currentSnapshot()->roundRectClipState;
-#if !HWUI_NEW_OPS
- state.mProjectionPathMask = currentSnapshot()->projectionPathMask;
-#endif
- return false;
-}
-
-void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
- setGlobalMatrix(state.mMatrix);
- writableSnapshot()->alpha = state.mAlpha;
- writableSnapshot()->roundRectClipState = state.mRoundRectClipState;
-#if !HWUI_NEW_OPS
- writableSnapshot()->projectionPathMask = state.mProjectionPathMask;
-#endif
-
- if (state.mClipValid && !skipClipRestore) {
- writableSnapshot()->setClip(state.mClip.left, state.mClip.top,
- state.mClip.right, state.mClip.bottom);
- dirtyClip();
- }
-}
-
-/**
- * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
- * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
- * least one op is clipped), or disabled entirely (because no merged op is clipped)
- *
- * This method should be called when restoreDisplayState() won't be restoring the clip
- */
-void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
- if (clipRect != nullptr) {
- writableSnapshot()->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
- } else {
- writableSnapshot()->setClip(0, 0, mState.getWidth(), mState.getHeight());
- }
- dirtyClip();
- bool enableScissor = (clipRect != nullptr) || mScissorOptimizationDisabled;
- mRenderState.scissor().setEnabled(enableScissor);
-}
-
-///////////////////////////////////////////////////////////////////////////////
-// Clipping
-///////////////////////////////////////////////////////////////////////////////
-
-void OpenGLRenderer::setScissorFromClip() {
- Rect clip(mState.currentRenderTargetClip());
- clip.snapToPixelBoundaries();
-
- if (mRenderState.scissor().set(clip.left, getViewportHeight() - clip.bottom,
- clip.getWidth(), clip.getHeight())) {
- mState.setDirtyClip(false);
- }
-}
-
-void OpenGLRenderer::ensureStencilBuffer() {
- // Thanks to the mismatch between EGL and OpenGL ES FBO we
- // cannot attach a stencil buffer to fbo0 dynamically. Let's
- // just hope we have one when hasLayer() returns false.
- if (hasLayer()) {
- attachStencilBufferToLayer(currentSnapshot()->layer);
- }
-}
-
-void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
- // The layer's FBO is already bound when we reach this stage
- if (!layer->getStencilRenderBuffer()) {
- RenderBuffer* buffer = mCaches.renderBufferCache.get(
- Stencil::getLayerStencilFormat(),
- layer->getWidth(), layer->getHeight());
- layer->setStencilRenderBuffer(buffer);
- }
-}
-
-static void handlePoint(std::vector<Vertex>& rectangleVertices, const Matrix4& transform,
- float x, float y) {
- Vertex v;
- v.x = x;
- v.y = y;
- transform.mapPoint(v.x, v.y);
- rectangleVertices.push_back(v);
-}
-
-static void handlePointNoTransform(std::vector<Vertex>& rectangleVertices, float x, float y) {
- Vertex v;
- v.x = x;
- v.y = y;
- rectangleVertices.push_back(v);
-}
-
-void OpenGLRenderer::drawRectangleList(const RectangleList& rectangleList) {
- int quadCount = rectangleList.getTransformedRectanglesCount();
- std::vector<Vertex> rectangleVertices(quadCount * 4);
- Rect scissorBox = rectangleList.calculateBounds();
- scissorBox.snapToPixelBoundaries();
- for (int i = 0; i < quadCount; ++i) {
- const TransformedRectangle& tr(rectangleList.getTransformedRectangle(i));
- const Matrix4& transform = tr.getTransform();
- Rect bounds = tr.getBounds();
- if (transform.rectToRect()) {
- transform.mapRect(bounds);
- bounds.doIntersect(scissorBox);
- if (!bounds.isEmpty()) {
- handlePointNoTransform(rectangleVertices, bounds.left, bounds.top);
- handlePointNoTransform(rectangleVertices, bounds.right, bounds.top);
- handlePointNoTransform(rectangleVertices, bounds.left, bounds.bottom);
- handlePointNoTransform(rectangleVertices, bounds.right, bounds.bottom);
- }
- } else {
- handlePoint(rectangleVertices, transform, bounds.left, bounds.top);
- handlePoint(rectangleVertices, transform, bounds.right, bounds.top);
- handlePoint(rectangleVertices, transform, bounds.left, bounds.bottom);
- handlePoint(rectangleVertices, transform, bounds.right, bounds.bottom);
- }
- }
-
- mRenderState.scissor().set(scissorBox.left, getViewportHeight() - scissorBox.bottom,
- scissorBox.getWidth(), scissorBox.getHeight());
- const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform;
- Glop glop;
- Vertex* vertices = &rectangleVertices[0];
- GlopBuilder(mRenderState, mCaches, &glop)
- .setRoundRectClipState(currentSnapshot()->roundRectClipState)
- .setMeshIndexedQuads(vertices, rectangleVertices.size() / 4)
- .setFillBlack()
- .setTransform(*currentSnapshot(), transformFlags)
- .setModelViewOffsetRect(0, 0, scissorBox)
- .build();
- renderGlop(glop);
-}
-
-void OpenGLRenderer::setStencilFromClip() {
- if (!Properties::debugOverdraw) {
- if (!currentSnapshot()->clipIsSimple()) {
- int incrementThreshold;
- EVENT_LOGD("setStencilFromClip - enabling");
-
- // NOTE: The order here is important, we must set dirtyClip to false
- // before any draw call to avoid calling back into this method
- mState.setDirtyClip(false);
-
- ensureStencilBuffer();
-
- const ClipArea& clipArea = currentSnapshot()->getClipArea();
-
- bool isRectangleList = clipArea.isRectangleList();
- if (isRectangleList) {
- incrementThreshold = clipArea.getRectangleList().getTransformedRectanglesCount();
- } else {
- incrementThreshold = 0;
- }
-
- mRenderState.stencil().enableWrite(incrementThreshold);
-
- // Clean and update the stencil, but first make sure we restrict drawing
- // to the region's bounds
- bool resetScissor = mRenderState.scissor().setEnabled(true);
- if (resetScissor) {
- // The scissor was not set so we now need to update it
- setScissorFromClip();
- }
-
- mRenderState.stencil().clear();
-
- // stash and disable the outline clip state, since stencil doesn't account for outline
- bool storedSkipOutlineClip = mSkipOutlineClip;
- mSkipOutlineClip = true;
-
- SkPaint paint;
- paint.setColor(SK_ColorBLACK);
- paint.setXfermodeMode(SkXfermode::kSrc_Mode);
-
- if (isRectangleList) {
- drawRectangleList(clipArea.getRectangleList());
- } else {
- // NOTE: We could use the region contour path to generate a smaller mesh
- // Since we are using the stencil we could use the red book path
- // drawing technique. It might increase bandwidth usage though.
-
- // The last parameter is important: we are not drawing in the color buffer
- // so we don't want to dirty the current layer, if any
- drawRegionRects(clipArea.getClipRegion(), paint, false);
- }
- if (resetScissor) mRenderState.scissor().setEnabled(false);
- mSkipOutlineClip = storedSkipOutlineClip;
-
- mRenderState.stencil().enableTest(incrementThreshold);
-
- // Draw the region used to generate the stencil if the appropriate debug
- // mode is enabled
- // TODO: Implement for rectangle list clip areas
- if (Properties::debugStencilClip == StencilClipDebug::ShowRegion
- && !clipArea.isRectangleList()) {
- paint.setColor(0x7f0000ff);
- paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
- drawRegionRects(currentSnapshot()->getClipRegion(), paint);
- }
- } else {
- EVENT_LOGD("setStencilFromClip - disabling");
- mRenderState.stencil().disable();
- }
- }
-}
-
-/**
- * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
- *
- * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
- * style, and tessellated AA ramp
- */
-bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
- const SkPaint* paint) {
- bool snapOut = paint && paint->isAntiAlias();
-
- if (paint && paint->getStyle() != SkPaint::kFill_Style) {
- float outset = paint->getStrokeWidth() * 0.5f;
- left -= outset;
- top -= outset;
- right += outset;
- bottom += outset;
- }
-
- bool clipRequired = false;
- bool roundRectClipRequired = false;
- if (mState.calculateQuickRejectForScissor(left, top, right, bottom,
- &clipRequired, &roundRectClipRequired, snapOut)) {
- return true;
- }
-
- // not quick rejected, so enable the scissor if clipRequired
- mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired);
- mSkipOutlineClip = !roundRectClipRequired;
- return false;
-}
-
-void OpenGLRenderer::debugClip() {
-#if DEBUG_CLIP_REGIONS
- if (!currentSnapshot()->clipRegion->isEmpty()) {
- SkPaint paint;
- paint.setColor(0x7f00ff00);
- drawRegionRects(*(currentSnapshot()->clipRegion, paint);
-
- }
-#endif
-}
-
-void OpenGLRenderer::renderGlop(const Glop& glop, GlopRenderType type) {
- // TODO: It would be best if we could do this before quickRejectSetupScissor()
- // changes the scissor test state
- if (type != GlopRenderType::LayerClear) {
- // Regular draws need to clear the dirty area on the layer before they start drawing on top
- // of it. If this draw *is* a layer clear, it skips the clear step (since it would
- // infinitely recurse)
- clearLayerRegions();
- }
-
- if (mState.getDirtyClip()) {
- if (mRenderState.scissor().isEnabled()) {
- setScissorFromClip();
- }
-
- setStencilFromClip();
- }
- mRenderState.render(glop, currentSnapshot()->getOrthoMatrix());
- if (type == GlopRenderType::Standard && !mRenderState.stencil().isWriteEnabled()) {
- // TODO: specify more clearly when a draw should dirty the layer.
- // is writing to the stencil the only time we should ignore this?
-#if !HWUI_NEW_OPS
- dirtyLayer(glop.bounds.left, glop.bounds.top, glop.bounds.right, glop.bounds.bottom);
-#endif
- mDirty = true;
- }
-}
-
-///////////////////////////////////////////////////////////////////////////////
-// Drawing
-///////////////////////////////////////////////////////////////////////////////
-
-void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
- // All the usual checks and setup operations (quickReject, setupDraw, etc.)
- // will be performed by the display list itself
- if (renderNode && renderNode->isRenderable()) {
- // compute 3d ordering
- renderNode->computeOrdering();
- if (CC_UNLIKELY(Properties::drawDeferDisabled)) {
- startFrame();
- ReplayStateStruct replayStruct(*this, dirty, replayFlags);
- renderNode->replay(replayStruct, 0);
- return;
- }
-
- DeferredDisplayList deferredList(mState.currentRenderTargetClip());
- DeferStateStruct deferStruct(deferredList, *this, replayFlags);
- renderNode->defer(deferStruct, 0);
-
- flushLayers();
- startFrame();
-
- deferredList.flush(*this, dirty);
- } else {
- // Even if there is no drawing command(Ex: invisible),
- // it still needs startFrame to clear buffer and start tiling.
- startFrame();
- }
-}
-
-/**
- * Important note: this method is intended to draw batches of bitmaps and
- * will not set the scissor enable or dirty the current layer, if any.
- * The caller is responsible for properly dirtying the current layer.
- */
-void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
- int bitmapCount, TextureVertex* vertices, bool pureTranslate,
- const Rect& bounds, const SkPaint* paint) {
- Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
- if (!texture) return;
-
- const AutoTexture autoCleanup(texture);
-
- // TODO: remove layer dirty in multi-draw callers
- // TODO: snap doesn't need to touch transform, only texture filter.
- bool snap = pureTranslate;
- const float x = floorf(bounds.left + 0.5f);
- const float y = floorf(bounds.top + 0.5f);
-
- const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType)
- ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None;
- const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform;
- Glop glop;
- GlopBuilder(mRenderState, mCaches, &glop)
- .setRoundRectClipState(currentSnapshot()->roundRectClipState)
- .setMeshTexturedMesh(vertices, bitmapCount * 6)
- .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
- .setTransform(*currentSnapshot(), transformFlags)
- .setModelViewOffsetRectOptionalSnap(snap, x, y, Rect(bounds.getWidth(), bounds.getHeight()))
- .build();
- renderGlop(glop, GlopRenderType::Multi);
-}
-
-void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) {
- if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) {
- return;
- }
-
- mCaches.textureState().activateTexture(0);
- Texture* texture = getTexture(bitmap);
- if (!texture) return;
- const AutoTexture autoCleanup(texture);
-
- const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType)
- ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None;
- Glop glop;
- GlopBuilder(mRenderState, mCaches, &glop)
- .setRoundRectClipState(currentSnapshot()->roundRectClipState)
- .setMeshTexturedUnitQuad(texture->uvMapper)
- .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
- .setTransform(*currentSnapshot(), TransformFlags::None)
- .setModelViewMapUnitToRectSnap(Rect(texture->width(), texture->height()))
- .build();
- renderGlop(glop);
-}
-
-void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
- const float* vertices, const int* colors, const SkPaint* paint) {
- if (!vertices || mState.currentlyIgnored()) {
- return;
- }
-
- float left = FLT_MAX;
- float top = FLT_MAX;
- float right = FLT_MIN;
- float bottom = FLT_MIN;
-
- const uint32_t elementCount = meshWidth * meshHeight * 6;
-
- std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[elementCount]);
- ColorTextureVertex* vertex = &mesh[0];
-
- std::unique_ptr<int[]> tempColors;
- if (!colors) {
- uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
- tempColors.reset(new int[colorsCount]);
- memset(tempColors.get(), 0xff, colorsCount * sizeof(int));
- colors = tempColors.get();
- }
-
- Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap->pixelRef());
- const UvMapper& mapper(getMapper(texture));
-
- for (int32_t y = 0; y < meshHeight; y++) {
- for (int32_t x = 0; x < meshWidth; x++) {
- uint32_t i = (y * (meshWidth + 1) + x) * 2;
-
- float u1 = float(x) / meshWidth;
- float u2 = float(x + 1) / meshWidth;
- float v1 = float(y) / meshHeight;
- float v2 = float(y + 1) / meshHeight;
-
- mapper.map(u1, v1, u2, v2);
-
- int ax = i + (meshWidth + 1) * 2;
- int ay = ax + 1;
- int bx = i;
- int by = bx + 1;
- int cx = i + 2;
- int cy = cx + 1;
- int dx = i + (meshWidth + 1) * 2 + 2;
- int dy = dx + 1;
-
- ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
- ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
- ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
-
- ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
- ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
- ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
-
- left = std::min(left, std::min(vertices[ax], std::min(vertices[bx], vertices[cx])));
- top = std::min(top, std::min(vertices[ay], std::min(vertices[by], vertices[cy])));
- right = std::max(right, std::max(vertices[ax], std::max(vertices[bx], vertices[cx])));
- bottom = std::max(bottom, std::max(vertices[ay], std::max(vertices[by], vertices[cy])));
- }
- }
-
- if (quickRejectSetupScissor(left, top, right, bottom)) {
- return;
- }
-
- if (!texture) {
- texture = mCaches.textureCache.get(bitmap);
- if (!texture) {
- return;
- }
- }
- const AutoTexture autoCleanup(texture);
-
- /*
- * TODO: handle alpha_8 textures correctly by applying paint color, but *not*
- * shader in that case to mimic the behavior in SkiaCanvas::drawBitmapMesh.
- */
- const int textureFillFlags = TextureFillFlags::None;
- Glop glop;
- GlopBuilder(mRenderState, mCaches, &glop)
- .setRoundRectClipState(currentSnapshot()->roundRectClipState)
- .setMeshColoredTexturedMesh(mesh.get(), elementCount)
- .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
- .setTransform(*currentSnapshot(), TransformFlags::None)
- .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom))
- .build();
- renderGlop(glop);
-}
-
-void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, Rect src, Rect dst, const SkPaint* paint) {
- if (quickRejectSetupScissor(dst)) {
- return;
- }
-
- Texture* texture = getTexture(bitmap);
- if (!texture) return;
- const AutoTexture autoCleanup(texture);
-
- Rect uv(std::max(0.0f, src.left / texture->width()),
- std::max(0.0f, src.top / texture->height()),
- std::min(1.0f, src.right / texture->width()),
- std::min(1.0f, src.bottom / texture->height()));
-
- const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType)
- ? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None;
- const bool tryToSnap = MathUtils::areEqual(src.getWidth(), dst.getWidth())
- && MathUtils::areEqual(src.getHeight(), dst.getHeight());
- Glop glop;
- GlopBuilder(mRenderState, mCaches, &glop)
- .setRoundRectClipState(currentSnapshot()->roundRectClipState)
- .setMeshTexturedUvQuad(texture->uvMapper, uv)
- .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
- .setTransform(*currentSnapshot(), TransformFlags::None)
- .setModelViewMapUnitToRectOptionalSnap(tryToSnap, dst)
- .build();
- renderGlop(glop);
-}
-
-void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
- AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
- const SkPaint* paint) {
- if (!mesh || !mesh->verticesCount || quickRejectSetupScissor(left, top, right, bottom)) {
- return;
- }
-
- Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
- if (!texture) return;
- const AutoTexture autoCleanup(texture);
-
- // 9 patches are built for stretching - always filter
- int textureFillFlags = TextureFillFlags::ForceFilter;
- if (bitmap->colorType() == kAlpha_8_SkColorType) {
- textureFillFlags |= TextureFillFlags::IsAlphaMaskTexture;
- }
- Glop glop;
- GlopBuilder(mRenderState, mCaches, &glop)
- .setRoundRectClipState(currentSnapshot()->roundRectClipState)
- .setMeshPatchQuads(*mesh)
- .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
- .setTransform(*currentSnapshot(), TransformFlags::None)
- .setModelViewOffsetRectSnap(left, top, Rect(right - left, bottom - top)) // TODO: get minimal bounds from patch
- .build();
- renderGlop(glop);
-}
-
-/**
- * Important note: this method is intended to draw batches of 9-patch objects and
- * will not set the scissor enable or dirty the current layer, if any.
- * The caller is responsible for properly dirtying the current layer.
- */
-void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
- TextureVertex* vertices, uint32_t elementCount, const SkPaint* paint) {
- mCaches.textureState().activateTexture(0);
- Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
- if (!texture) return;
- const AutoTexture autoCleanup(texture);
-
- // TODO: get correct bounds from caller
- const int transformFlags = TransformFlags::MeshIgnoresCanvasTransform;
- // 9 patches are built for stretching - always filter
- int textureFillFlags = TextureFillFlags::ForceFilter;
- if (bitmap->colorType() == kAlpha_8_SkColorType) {
- textureFillFlags |= TextureFillFlags::IsAlphaMaskTexture;
- }
- Glop glop;
- GlopBuilder(mRenderState, mCaches, &glop)
- .setRoundRectClipState(currentSnapshot()->roundRectClipState)
- .setMeshTexturedIndexedQuads(vertices, elementCount)
- .setFillTexturePaint(*texture, textureFillFlags, paint, currentSnapshot()->alpha)
- .setTransform(*currentSnapshot(), transformFlags)
- .setModelViewOffsetRect(0, 0, Rect())
- .build();
- renderGlop(glop, GlopRenderType::Multi);
-}
-
-void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
- const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) {
- // not missing call to quickReject/dirtyLayer, always done at a higher level
- if (!vertexBuffer.getVertexCount()) {
- // no vertices to draw
- return;
- }
-
- bool shadowInterp = displayFlags & kVertexBuffer_ShadowInterp;
- const int transformFlags = TransformFlags::OffsetByFudgeFactor;
- Glop glop;
- GlopBuilder(mRenderState, mCaches, &glop)
- .setRoundRectClipState(currentSnapshot()->roundRectClipState)
- .setMeshVertexBuffer(vertexBuffer)
- .setFillPaint(*paint, currentSnapshot()->alpha, shadowInterp)
- .setTransform(*currentSnapshot(), transformFlags)
- .setModelViewOffsetRect(translateX, translateY, vertexBuffer.getBounds())
- .build();
- renderGlop(glop);
-}
-
-/**
- * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
- * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in
- * screen space in all directions. However, instead of using a fragment shader to compute the
- * translucency of the color from its position, we simply use a varying parameter to define how far
- * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
- *
- * Doesn't yet support joins, caps, or path effects.
- */
-void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
- VertexBuffer vertexBuffer;
- // TODO: try clipping large paths to viewport
-
- PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
- drawVertexBuffer(vertexBuffer, paint);
-}
-
-/**
- * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
- * and additional geometry for defining an alpha slope perimeter.
- *
- * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
- * unexpected results, and may vary between hardware devices. Previously we used a varying-base
- * in-shader alpha region, but found it to be taxing on some GPUs.
- *
- * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
- * memory transfer by removing need for degenerate vertices.
- */
-void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
- if (mState.currentlyIgnored() || count < 4) return;
-
- count &= ~0x3; // round down to nearest four
-
- VertexBuffer buffer;
- PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer);
- const Rect& bounds = buffer.getBounds();
-
- if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
- return;
- }
-
- int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
- drawVertexBuffer(buffer, paint, displayFlags);
-}
-
-void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
- if (mState.currentlyIgnored() || count < 2) return;
-
- count &= ~0x1; // round down to nearest two
-
- VertexBuffer buffer;
- PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer);
-
- const Rect& bounds = buffer.getBounds();
- if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) {
- return;
- }
-
- int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset;
- drawVertexBuffer(buffer, paint, displayFlags);
-
- mDirty = true;
-}
-
-void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
- // No need to check against the clip, we fill the clip region
- if (mState.currentlyIgnored()) return;
-
- Rect clip(mState.currentRenderTargetClip());
- clip.snapToPixelBoundaries();
-
- SkPaint paint;
- paint.setColor(color);
- paint.setXfermodeMode(mode);
-
- drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true);
-
- mDirty = true;
-}
-
-void OpenGLRenderer::drawShape(float left, float top, PathTexture* texture,
- const SkPaint* paint) {
- if (!texture) return;
- const AutoTexture autoCleanup(texture);
-
- const float x = left + texture->left - texture->offset;
- const float y = top + texture->top - texture->offset;
-
- drawPathTexture(texture, x, y, paint);
-
- mDirty = true;
-}
-
-void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
- float rx, float ry, const SkPaint* p) {
- if (mState.currentlyIgnored()
- || quickRejectSetupScissor(left, top, right, bottom, p)
- || PaintUtils::paintWillNotDraw(*p)) {
- return;
- }
-
- if (p->getPathEffect() != nullptr) {
- mCaches.textureState().activateTexture(0);
- PathTexture* texture = mCaches.pathCache.getRoundRect(
- right - left, bottom - top, rx, ry, p);
- drawShape(left, top, texture, p);
- } else {
- const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect(
- *currentTransform(), *p, right - left, bottom - top, rx, ry);
- drawVertexBuffer(left, top, *vertexBuffer, p);
- }
-}
-
-void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
- if (mState.currentlyIgnored()
- || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p)
- || PaintUtils::paintWillNotDraw(*p)) {
- return;
- }
-
- if (p->getPathEffect() != nullptr) {
- mCaches.textureState().activateTexture(0);
- PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
- drawShape(x - radius, y - radius, texture, p);
- return;
- }
-
- SkPath path;
- if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
- path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
- } else {
- path.addCircle(x, y, radius);
- }
-
-#if !HWUI_NEW_OPS
- if (CC_UNLIKELY(currentSnapshot()->projectionPathMask != nullptr)) {
- // mask ripples with projection mask
- SkPath maskPath = *(currentSnapshot()->projectionPathMask->projectionMask);
-
- Matrix4 screenSpaceTransform;
- currentSnapshot()->buildScreenSpaceTransform(&screenSpaceTransform);
-
- Matrix4 totalTransform;
- totalTransform.loadInverse(screenSpaceTransform);
- totalTransform.multiply(currentSnapshot()->projectionPathMask->projectionMaskTransform);
-
- SkMatrix skTotalTransform;
- totalTransform.copyTo(skTotalTransform);
- maskPath.transform(skTotalTransform);
-
- // Mask the ripple path by the projection mask, now that it's
- // in local space. Note that this can create CCW paths.
- Op(path, maskPath, kIntersect_SkPathOp, &path);
- }
-#endif
- drawConvexPath(path, p);
-}
-
-void OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
- const SkPaint* p) {
- if (mState.currentlyIgnored()
- || quickRejectSetupScissor(left, top, right, bottom, p)
- || PaintUtils::paintWillNotDraw(*p)) {
- return;
- }
-
- if (p->getPathEffect() != nullptr) {
- mCaches.textureState().activateTexture(0);
- PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
- drawShape(left, top, texture, p);
- } else {
- SkPath path;
- SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
- if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
- rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
- }
- path.addOval(rect);
- drawConvexPath(path, p);
- }
-}
-
-void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
- float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) {
- if (mState.currentlyIgnored()
- || quickRejectSetupScissor(left, top, right, bottom, p)
- || PaintUtils::paintWillNotDraw(*p)) {
- return;
- }
-
- // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
- if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != nullptr || useCenter) {
- mCaches.textureState().activateTexture(0);
- PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
- startAngle, sweepAngle, useCenter, p);
- drawShape(left, top, texture, p);
- return;
- }
- SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
- if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
- rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
- }
-
- SkPath path;
- if (useCenter) {
- path.moveTo(rect.centerX(), rect.centerY());
- }
- path.arcTo(rect, startAngle, sweepAngle, !useCenter);
- if (useCenter) {
- path.close();
- }
- drawConvexPath(path, p);
-}
-
-void OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
- const SkPaint* p) {
- if (mState.currentlyIgnored()
- || quickRejectSetupScissor(left, top, right, bottom, p)
- || PaintUtils::paintWillNotDraw(*p)) {
- return;
- }
-
- if (p->getStyle() != SkPaint::kFill_Style) {
- // only fill style is supported by drawConvexPath, since others have to handle joins
- static_assert(SkPaintDefaults_MiterLimit == 4.0f, "Miter limit has changed");
- if (p->getPathEffect() != nullptr || p->getStrokeJoin() != SkPaint::kMiter_Join ||
- p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
- mCaches.textureState().activateTexture(0);
- PathTexture* texture =
- mCaches.pathCache.getRect(right - left, bottom - top, p);
- drawShape(left, top, texture, p);
- } else {
- SkPath path;
- SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
- if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
- rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
- }
- path.addRect(rect);
- drawConvexPath(path, p);
- }
- } else {
- if (p->isAntiAlias() && !currentTransform()->isSimple()) {
- SkPath path;
- path.addRect(left, top, right, bottom);
- drawConvexPath(path, p);
- } else {
- drawColorRect(left, top, right, bottom, p);
-
- mDirty = true;
- }
- }
-}
-
-void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const glyph_t* glyphs,
- int count, const float* positions,
- FontRenderer& fontRenderer, int alpha, float x, float y) {
- mCaches.textureState().activateTexture(0);
-
- PaintUtils::TextShadow textShadow;
- if (!PaintUtils::getTextShadow(paint, &textShadow)) {
- LOG_ALWAYS_FATAL("failed to query shadow attributes");
- }
-
- // NOTE: The drop shadow will not perform gamma correction
- // if shader-based correction is enabled
- mCaches.dropShadowCache.setFontRenderer(fontRenderer);
- ShadowTexture* texture = mCaches.dropShadowCache.get(
- paint, glyphs, count, textShadow.radius, positions);
- // If the drop shadow exceeds the max texture size or couldn't be
- // allocated, skip drawing
- if (!texture) return;
- const AutoTexture autoCleanup(texture);
-
- const float sx = x - texture->left + textShadow.dx;
- const float sy = y - texture->top + textShadow.dy;
-
- Glop glop;
- GlopBuilder(mRenderState, mCaches, &glop)
- .setRoundRectClipState(currentSnapshot()->roundRectClipState)
- .setMeshTexturedUnitQuad(nullptr)
- .setFillShadowTexturePaint(*texture, textShadow.color, *paint, currentSnapshot()->alpha)
- .setTransform(*currentSnapshot(), TransformFlags::None)
- .setModelViewMapUnitToRect(Rect(sx, sy, sx + texture->width(), sy + texture->height()))
- .build();
- renderGlop(glop);
-}
-
-// TODO: remove this, once mState.currentlyIgnored captures snapshot alpha
-bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
- float alpha = (PaintUtils::hasTextShadow(paint)
- ? 1.0f : paint->getAlpha()) * currentSnapshot()->alpha;
- return MathUtils::isZero(alpha)
- && PaintUtils::getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
-}
-
-bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const {
- if (CC_LIKELY(transform.isPureTranslate())) {
- outMatrix->setIdentity();
- return false;
- } else if (CC_UNLIKELY(transform.isPerspective())) {
- outMatrix->setIdentity();
- return true;
- }
-
- /**
- * Input is a non-perspective, scaling transform. Generate a scale-only transform,
- * with values rounded to the nearest int.
- */
- float sx, sy;
- transform.decomposeScale(sx, sy);
- outMatrix->setScale(
- roundf(std::max(1.0f, sx)),
- roundf(std::max(1.0f, sy)));
- return true;
-}
-
-int OpenGLRenderer::getSaveCount() const {
- return mState.getSaveCount();
-}
-
-int OpenGLRenderer::save(int flags) {
- return mState.save(flags);
-}
-
-void OpenGLRenderer::restore() {
- mState.restore();
-}
-
-void OpenGLRenderer::restoreToCount(int saveCount) {
- mState.restoreToCount(saveCount);
-}
-
-
-void OpenGLRenderer::translate(float dx, float dy, float dz) {
- mState.translate(dx, dy, dz);
-}
-
-void OpenGLRenderer::rotate(float degrees) {
- mState.rotate(degrees);
-}
-
-void OpenGLRenderer::scale(float sx, float sy) {
- mState.scale(sx, sy);
-}
-
-void OpenGLRenderer::skew(float sx, float sy) {
- mState.skew(sx, sy);
-}
-
-void OpenGLRenderer::setLocalMatrix(const Matrix4& matrix) {
- mState.setMatrix(mBaseTransform);
- mState.concatMatrix(matrix);
-}
-
-void OpenGLRenderer::setLocalMatrix(const SkMatrix& matrix) {
- mState.setMatrix(mBaseTransform);
- mState.concatMatrix(matrix);
-}
-
-void OpenGLRenderer::concatMatrix(const Matrix4& matrix) {
- mState.concatMatrix(matrix);
-}
-
-bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
- return mState.clipRect(left, top, right, bottom, op);
-}
-
-bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) {
- return mState.clipPath(path, op);
-}
-
-bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) {
- return mState.clipRegion(region, op);
-}
-
-void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) {
- mState.setClippingOutline(allocator, outline);
-}
-
-void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator,
- const Rect& rect, float radius, bool highPriority) {
- mState.setClippingRoundRect(allocator, rect, radius, highPriority);
-}
-
-void OpenGLRenderer::setProjectionPathMask(LinearAllocator& allocator, const SkPath* path) {
- mState.setProjectionPathMask(allocator, path);
-}
-
-void OpenGLRenderer::drawText(const glyph_t* glyphs, int bytesCount, int count, float x, float y,
- const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
- DrawOpMode drawOpMode) {
-
- if (drawOpMode == DrawOpMode::kImmediate) {
- // The checks for corner-case ignorable text and quick rejection is only done for immediate
- // drawing as ops from DeferredDisplayList are already filtered for these
- if (glyphs == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint) ||
- quickRejectSetupScissor(bounds)) {
- return;
- }
- }
-
- const float oldX = x;
- const float oldY = y;
-
- const mat4& transform = *currentTransform();
- const bool pureTranslate = transform.isPureTranslate();
-
- if (CC_LIKELY(pureTranslate)) {
- x = floorf(x + transform.getTranslateX() + 0.5f);
- y = floorf(y + transform.getTranslateY() + 0.5f);
- }
-
- int alpha = PaintUtils::getAlphaDirect(paint) * currentSnapshot()->alpha;
- SkXfermode::Mode mode = PaintUtils::getXfermodeDirect(paint);
-
- FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer();
-
- if (CC_UNLIKELY(PaintUtils::hasTextShadow(paint))) {
- fontRenderer.setFont(paint, SkMatrix::I());
- drawTextShadow(paint, glyphs, count, positions, fontRenderer,
- alpha, oldX, oldY);
- }
-
- const bool hasActiveLayer = hasLayer();
-
- // We only pass a partial transform to the font renderer. That partial
- // matrix defines how glyphs are rasterized. Typically we want glyphs
- // to be rasterized at their final size on screen, which means the partial
- // matrix needs to take the scale factor into account.
- // When a partial matrix is used to transform glyphs during rasterization,
- // the mesh is generated with the inverse transform (in the case of scale,
- // the mesh is generated at 1.0 / scale for instance.) This allows us to
- // apply the full transform matrix at draw time in the vertex shader.
- // Applying the full matrix in the shader is the easiest way to handle
- // rotation and perspective and allows us to always generated quads in the
- // font renderer which greatly simplifies the code, clipping in particular.
- SkMatrix fontTransform;
- bool linearFilter = findBestFontTransform(transform, &fontTransform)
- || fabs(y - (int) y) > 0.0f
- || fabs(x - (int) x) > 0.0f;
- fontRenderer.setFont(paint, fontTransform);
- fontRenderer.setTextureFiltering(linearFilter);
-
- // TODO: Implement better clipping for scaled/rotated text
- const Rect* clip = !pureTranslate ? nullptr : &mState.currentRenderTargetClip();
- Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
-
- bool status;
-#if HWUI_NEW_OPS
- LOG_ALWAYS_FATAL("unsupported");
- TextDrawFunctor functor(nullptr, nullptr, nullptr, x, y, pureTranslate, alpha, mode, paint);
-#else
- TextDrawFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
-#endif
-
- // don't call issuedrawcommand, do it at end of batch
- bool forceFinish = (drawOpMode != DrawOpMode::kDefer);
- if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
- SkPaint paintCopy(*paint);
- paintCopy.setTextAlign(SkPaint::kLeft_Align);
- status = fontRenderer.renderPosText(&paintCopy, clip, glyphs, count, x, y,
- positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish);
- } else {
- status = fontRenderer.renderPosText(paint, clip, glyphs, count, x, y,
- positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish);
- }
-
- if ((status || drawOpMode != DrawOpMode::kImmediate) && hasActiveLayer) {
- if (!pureTranslate) {
- transform.mapRect(layerBounds);
- }
- dirtyLayerUnchecked(layerBounds, getRegion());
- }
-
- mDirty = true;
-}
-
-void OpenGLRenderer::drawTextOnPath(const glyph_t* glyphs, int bytesCount, int count,
- const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
- if (glyphs == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) {
- return;
- }
-
- // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
- mRenderState.scissor().setEnabled(true);
-
- FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer();
- fontRenderer.setFont(paint, SkMatrix::I());
- fontRenderer.setTextureFiltering(true);
-
- int alpha = PaintUtils::getAlphaDirect(paint) * currentSnapshot()->alpha;
- SkXfermode::Mode mode = PaintUtils::getXfermodeDirect(paint);
-#if HWUI_NEW_OPS
- LOG_ALWAYS_FATAL("unsupported");
- TextDrawFunctor functor(nullptr, nullptr, nullptr, 0.0f, 0.0f, false, alpha, mode, paint);
-#else
- TextDrawFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
-#endif
-
- const Rect* clip = &writableSnapshot()->getLocalClip();
- Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
-
- if (fontRenderer.renderTextOnPath(paint, clip, glyphs, count, path,
- hOffset, vOffset, hasLayer() ? &bounds : nullptr, &functor)) {
- dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform());
- mDirty = true;
- }
-}
-
-void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
- if (mState.currentlyIgnored()) return;
-
- mCaches.textureState().activateTexture(0);
-
- PathTexture* texture = mCaches.pathCache.get(path, paint);
- if (!texture) return;
-
- const float x = texture->left - texture->offset;
- const float y = texture->top - texture->offset;
-
- drawPathTexture(texture, x, y, paint);
-
- if (texture->cleanup) {
- mCaches.pathCache.remove(path, paint);
- }
- mDirty = true;
-}
-
-void OpenGLRenderer::drawLayer(Layer* layer) {
- if (!layer) {
- return;
- }
-
- mat4* transform = nullptr;
- if (layer->isTextureLayer()) {
- transform = &layer->getTransform();
- if (!transform->isIdentity()) {
- save(SaveFlags::Matrix);
- concatMatrix(*transform);
- }
- }
-
- bool clipRequired = false;
- const bool rejected = mState.calculateQuickRejectForScissor(
- 0, 0, layer->layer.getWidth(), layer->layer.getHeight(),
- &clipRequired, nullptr, false);
-
- if (rejected) {
- if (transform && !transform->isIdentity()) {
- restore();
- }
- return;
- }
-
- EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y,
- x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired);
-
- updateLayer(layer, true);
-
- mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired);
- mCaches.textureState().activateTexture(0);
-
- if (CC_LIKELY(!layer->region.isEmpty())) {
- if (layer->region.isRect()) {
- DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
- composeLayerRect(layer, layer->regionRect));
- } else if (layer->mesh) {
- Glop glop;
- GlopBuilder(mRenderState, mCaches, &glop)
- .setRoundRectClipState(currentSnapshot()->roundRectClipState)
- .setMeshTexturedIndexedQuads(layer->mesh, layer->meshElementCount)
- .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode(), Blend::ModeOrderSwap::NoSwap)
- .setTransform(*currentSnapshot(), TransformFlags::None)
- .setModelViewOffsetRectSnap(0, 0, Rect(layer->layer.getWidth(), layer->layer.getHeight()))
- .build();
- DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop));
-#if DEBUG_LAYERS_AS_REGIONS
- drawRegionRectsDebug(layer->region);
-#endif
- }
-
- if (layer->debugDrawUpdate) {
- layer->debugDrawUpdate = false;
-
- SkPaint paint;
- paint.setColor(0x7f00ff00);
- drawColorRect(0, 0, layer->layer.getWidth(), layer->layer.getHeight(), &paint);
- }
- }
- layer->hasDrawnSinceUpdate = true;
-
- if (transform && !transform->isIdentity()) {
- restore();
- }
-
- mDirty = true;
-}
-
-///////////////////////////////////////////////////////////////////////////////
-// Draw filters
-///////////////////////////////////////////////////////////////////////////////
-void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) {
- // We should never get here since we apply the draw filter when stashing
- // the paints in the DisplayList.
- LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters");
-}
-
-///////////////////////////////////////////////////////////////////////////////
-// Drawing implementation
-///////////////////////////////////////////////////////////////////////////////
-
-Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
- Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap->pixelRef());
- if (!texture) {
- return mCaches.textureCache.get(bitmap);
- }
- return texture;
-}
-
-void OpenGLRenderer::drawPathTexture(PathTexture* texture, float x, float y,
- const SkPaint* paint) {
- if (quickRejectSetupScissor(x, y, x + texture->width(), y + texture->height())) {
- return;
- }
-
- Glop glop;
- GlopBuilder(mRenderState, mCaches, &glop)
- .setRoundRectClipState(currentSnapshot()->roundRectClipState)
- .setMeshTexturedUnitQuad(nullptr)
- .setFillPathTexturePaint(*texture, *paint, currentSnapshot()->alpha)
- .setTransform(*currentSnapshot(), TransformFlags::None)
- .setModelViewMapUnitToRect(Rect(x, y, x + texture->width(), y + texture->height()))
- .build();
- renderGlop(glop);
-}
-
-void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
- if (mState.currentlyIgnored()) {
- return;
- }
-
- drawColorRects(rects, count, paint, false, true, true);
-}
-
-void OpenGLRenderer::drawShadow(float casterAlpha,
- const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
- if (mState.currentlyIgnored()) return;
-
- // TODO: use quickRejectWithScissor. For now, always force enable scissor.
- mRenderState.scissor().setEnabled(true);
-
- SkPaint paint;
- paint.setAntiAlias(true); // want to use AlphaVertex
-
- // The caller has made sure casterAlpha > 0.
- float ambientShadowAlpha = mAmbientShadowAlpha;
- if (CC_UNLIKELY(Properties::overrideAmbientShadowStrength >= 0)) {
- ambientShadowAlpha = Properties::overrideAmbientShadowStrength;
- }
- if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) {
- paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0);
- drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
- }
-
- float spotShadowAlpha = mSpotShadowAlpha;
- if (CC_UNLIKELY(Properties::overrideSpotShadowStrength >= 0)) {
- spotShadowAlpha = Properties::overrideSpotShadowStrength;
- }
- if (spotShadowVertexBuffer && spotShadowAlpha > 0) {
- paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0);
- drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
- }
-
- mDirty=true;
-}
-
-void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
- bool ignoreTransform, bool dirty, bool clip) {
- if (count == 0) {
- return;
- }
-
- float left = FLT_MAX;
- float top = FLT_MAX;
- float right = FLT_MIN;
- float bottom = FLT_MIN;
-
- Vertex mesh[count];
- Vertex* vertex = mesh;
-
- for (int index = 0; index < count; index += 4) {
- float l = rects[index + 0];
- float t = rects[index + 1];
- float r = rects[index + 2];
- float b = rects[index + 3];
-
- Vertex::set(vertex++, l, t);
- Vertex::set(vertex++, r, t);
- Vertex::set(vertex++, l, b);
- Vertex::set(vertex++, r, b);
-
- left = std::min(left, l);
- top = std::min(top, t);
- right = std::max(right, r);
- bottom = std::max(bottom, b);
- }
-
- if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
- return;
- }
-
- const int transformFlags = ignoreTransform
- ? TransformFlags::MeshIgnoresCanvasTransform : TransformFlags::None;
- Glop glop;
- GlopBuilder(mRenderState, mCaches, &glop)
- .setRoundRectClipState(currentSnapshot()->roundRectClipState)
- .setMeshIndexedQuads(&mesh[0], count / 4)
- .setFillPaint(*paint, currentSnapshot()->alpha)
- .setTransform(*currentSnapshot(), transformFlags)
- .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom))
- .build();
- renderGlop(glop);
-}
-
-void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
- const SkPaint* paint, bool ignoreTransform) {
- const int transformFlags = ignoreTransform
- ? TransformFlags::MeshIgnoresCanvasTransform : TransformFlags::None;
- Glop glop;
- GlopBuilder(mRenderState, mCaches, &glop)
- .setRoundRectClipState(currentSnapshot()->roundRectClipState)
- .setMeshUnitQuad()
- .setFillPaint(*paint, currentSnapshot()->alpha)
- .setTransform(*currentSnapshot(), transformFlags)
- .setModelViewMapUnitToRect(Rect(left, top, right, bottom))
- .build();
- renderGlop(glop);
-}
-
-float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {
- return (layer->getAlpha() / 255.0f) * currentSnapshot()->alpha;
-}
-
-}; // namespace uirenderer
-}; // namespace android