Merge "Glop Bitmap and RoundRect clipping support"

This commit is contained in:
Chris Craik
2015-02-12 20:32:56 +00:00
committed by Android (Google) Code Review
14 changed files with 436 additions and 204 deletions

View File

@@ -668,7 +668,8 @@ public:
}
virtual void output(int level, uint32_t logFlags) const override {
OP_LOG("Draw bitmap %p at %f %f%s", mBitmap, mLocalBounds.left, mLocalBounds.top,
OP_LOG("Draw bitmap %p of size %dx%d%s",
mBitmap, mBitmap->width(), mBitmap->height(),
mEntry ? " using AssetAtlas" : "");
}

36
libs/hwui/FloatColor.h Normal file
View File

@@ -0,0 +1,36 @@
/*
* Copyright (C) 2015 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.
*/
#ifndef FLOATCOLOR_H
#define FLOATCOLOR_H
#include "utils/Macros.h"
namespace android {
namespace uirenderer {
struct FloatColor {
float r;
float g;
float b;
float a;
};
REQUIRE_COMPATIBLE_LAYOUT(FloatColor);
} /* namespace uirenderer */
} /* namespace android */
#endif /* FLOATCOLOR_H */

View File

@@ -17,6 +17,7 @@
#ifndef ANDROID_HWUI_GLOP_H
#define ANDROID_HWUI_GLOP_H
#include "FloatColor.h"
#include "Matrix.h"
#include "Rect.h"
#include "utils/Macros.h"
@@ -29,6 +30,7 @@ namespace android {
namespace uirenderer {
class Program;
class RoundRectClipState;
/*
* Enumerates optional vertex attributes
@@ -44,22 +46,23 @@ enum VertexAttribFlags {
kAlpha_Attrib = 1 << 2,
};
/**
* Structure containing all data required to issue a single OpenGL draw
* Structure containing all data required to issue an OpenGL draw
*
* Includes all of the mesh, fill, and GL state required to perform
* the operation. Pieces of data are either directly copied into the
* structure, or stored as a pointer or GL object reference to data
* managed
* managed.
*
* Eventually, a Glop should be able to be drawn multiple times from
* a single construction, up until GL context destruction. Currently,
* vertex/index/Texture/RoundRectClipState pointers prevent this from
* being safe.
*/
// TODO: PREVENT_COPY_AND_ASSIGN(...) or similar
struct Glop {
struct FloatColor {
float a, r, g, b;
};
Rect bounds;
const RoundRectClipState* roundRectClipState;
/*
* Stores mesh - vertex and index data.
@@ -74,12 +77,18 @@ struct Glop {
GLuint indexBufferObject;
const void* vertices;
const void* indices;
int vertexCount;
int elementCount;
GLsizei stride;
GLvoid* texCoordOffset;
TextureVertex mappedVertices[4];
} mesh;
struct Fill {
Program* program;
Texture* texture;
GLenum textureFilter;
bool colorEnabled;
FloatColor color;
/* TODO

View File

@@ -33,19 +33,91 @@ namespace uirenderer {
#define TRIGGER_STAGE(stageFlag) \
LOG_ALWAYS_FATAL_IF(stageFlag & mStageFlags, "Stage %d cannot be run twice"); \
mStageFlags = static_cast<StageFlags>(mStageFlags | stageFlag)
mStageFlags = static_cast<StageFlags>(mStageFlags | (stageFlag))
#define REQUIRE_STAGES(requiredFlags) \
LOG_ALWAYS_FATAL_IF((mStageFlags & requiredFlags) != requiredFlags, \
LOG_ALWAYS_FATAL_IF((mStageFlags & (requiredFlags)) != (requiredFlags), \
"not prepared for current stage")
static void setUnitQuadTextureCoords(Rect uvs, TextureVertex* quadVertex) {;
TextureVertex::setUV(quadVertex++, uvs.left, uvs.top);
TextureVertex::setUV(quadVertex++, uvs.right, uvs.top);
TextureVertex::setUV(quadVertex++, uvs.left, uvs.bottom);
TextureVertex::setUV(quadVertex++, uvs.right, uvs.bottom);
}
GlopBuilder::GlopBuilder(RenderState& renderState, Caches& caches, Glop* outGlop)
: mRenderState(renderState)
, mCaches(caches)
, mOutGlop(outGlop){
, mOutGlop(outGlop) {
mStageFlags = kInitialStage;
}
////////////////////////////////////////////////////////////////////////////////
// Mesh
////////////////////////////////////////////////////////////////////////////////
GlopBuilder& GlopBuilder::setMeshUnitQuad() {
TRIGGER_STAGE(kMeshStage);
mOutGlop->mesh.vertexFlags = kNone_Attrib;
mOutGlop->mesh.primitiveMode = GL_TRIANGLE_STRIP;
mOutGlop->mesh.vertexBufferObject = mRenderState.meshState().getUnitQuadVBO();
mOutGlop->mesh.vertices = nullptr;
mOutGlop->mesh.indexBufferObject = 0;
mOutGlop->mesh.indices = nullptr;
mOutGlop->mesh.elementCount = 4;
mOutGlop->mesh.stride = kTextureVertexStride;
mOutGlop->mesh.texCoordOffset = nullptr;
return *this;
}
GlopBuilder& GlopBuilder::setMeshTexturedUnitQuad(const UvMapper* uvMapper,
bool isAlphaMaskTexture) {
TRIGGER_STAGE(kMeshStage);
mOutGlop->mesh.vertexFlags = kTextureCoord_Attrib;
mOutGlop->mesh.primitiveMode = GL_TRIANGLE_STRIP;
if (CC_UNLIKELY(uvMapper)) {
Rect uvs(0, 0, 1, 1);
uvMapper->map(uvs);
setUnitQuadTextureCoords(uvs, &mOutGlop->mesh.mappedVertices[0]);
mOutGlop->mesh.vertexBufferObject = 0;
mOutGlop->mesh.vertices = &mOutGlop->mesh.mappedVertices[0];
} else {
// standard UV coordinates, use regular unit quad VBO
mOutGlop->mesh.vertexBufferObject = mRenderState.meshState().getUnitQuadVBO();
mOutGlop->mesh.vertices = nullptr;
}
mOutGlop->mesh.indexBufferObject = 0;
mOutGlop->mesh.indices = nullptr;
mOutGlop->mesh.elementCount = 4;
mOutGlop->mesh.stride = kTextureVertexStride;
mOutGlop->mesh.texCoordOffset = (GLvoid*) kMeshTextureOffset;
mDescription.hasTexture = true;
mDescription.hasAlpha8Texture = isAlphaMaskTexture;
return *this;
}
GlopBuilder& GlopBuilder::setMeshIndexedQuads(void* vertexData, int quadCount) {
TRIGGER_STAGE(kMeshStage);
mOutGlop->mesh.vertexFlags = kNone_Attrib;
mOutGlop->mesh.primitiveMode = GL_TRIANGLES;
mOutGlop->mesh.vertexBufferObject = 0;
mOutGlop->mesh.vertices = vertexData;
mOutGlop->mesh.indexBufferObject = mRenderState.meshState().getQuadListIBO();
mOutGlop->mesh.indices = nullptr;
mOutGlop->mesh.elementCount = 6 * quadCount;
mOutGlop->mesh.stride = kVertexStride;
mOutGlop->mesh.texCoordOffset = nullptr;
return *this;
}
GlopBuilder& GlopBuilder::setMeshVertexBuffer(const VertexBuffer& vertexBuffer, bool shadowInterp) {
TRIGGER_STAGE(kMeshStage);
@@ -59,7 +131,7 @@ GlopBuilder& GlopBuilder::setMeshVertexBuffer(const VertexBuffer& vertexBuffer,
mOutGlop->mesh.vertices = vertexBuffer.getBuffer();
mOutGlop->mesh.indexBufferObject = 0;
mOutGlop->mesh.indices = vertexBuffer.getIndices();
mOutGlop->mesh.vertexCount = indices
mOutGlop->mesh.elementCount = indices
? vertexBuffer.getIndexCount() : vertexBuffer.getVertexCount();
mOutGlop->mesh.stride = alphaVertex ? kAlphaVertexStride : kVertexStride;
@@ -68,115 +140,35 @@ GlopBuilder& GlopBuilder::setMeshVertexBuffer(const VertexBuffer& vertexBuffer,
return *this;
}
GlopBuilder& GlopBuilder::setMeshUnitQuad() {
TRIGGER_STAGE(kMeshStage);
////////////////////////////////////////////////////////////////////////////////
// Fill
////////////////////////////////////////////////////////////////////////////////
mOutGlop->mesh.vertexFlags = kNone_Attrib;
mOutGlop->mesh.primitiveMode = GL_TRIANGLE_STRIP;
mOutGlop->mesh.vertexBufferObject = mRenderState.meshState().getUnitQuadVBO();
mOutGlop->mesh.vertices = nullptr;
mOutGlop->mesh.indexBufferObject = 0;
mOutGlop->mesh.indices = nullptr;
mOutGlop->mesh.vertexCount = 4;
mOutGlop->mesh.stride = kTextureVertexStride;
return *this;
}
GlopBuilder& GlopBuilder::setMeshIndexedQuads(void* vertexData, int quadCount) {
TRIGGER_STAGE(kMeshStage);
mOutGlop->mesh.vertexFlags = kNone_Attrib;
mOutGlop->mesh.primitiveMode = GL_TRIANGLES;
mOutGlop->mesh.vertexBufferObject = 0;
mOutGlop->mesh.vertices = vertexData;
mOutGlop->mesh.indexBufferObject = mRenderState.meshState().getQuadListIBO();
mOutGlop->mesh.indices = nullptr;
mOutGlop->mesh.vertexCount = 6 * quadCount;
mOutGlop->mesh.stride = kVertexStride;
return *this;
}
GlopBuilder& GlopBuilder::setTransform(const Matrix4& ortho,
const Matrix4& transform, bool fudgingOffset) {
TRIGGER_STAGE(kTransformStage);
mOutGlop->transform.ortho.load(ortho);
mOutGlop->transform.canvas.load(transform);
mOutGlop->transform.fudgingOffset = fudgingOffset;
return *this;
}
GlopBuilder& GlopBuilder::setModelViewMapUnitToRect(const Rect destination) {
TRIGGER_STAGE(kModelViewStage);
mOutGlop->transform.modelView.loadTranslate(destination.left, destination.top, 0.0f);
mOutGlop->transform.modelView.scale(destination.getWidth(), destination.getHeight(), 1.0f);
mOutGlop->bounds = destination;
return *this;
}
GlopBuilder& GlopBuilder::setModelViewOffsetRect(float offsetX, float offsetY, const Rect source) {
TRIGGER_STAGE(kModelViewStage);
mOutGlop->transform.modelView.loadTranslate(offsetX, offsetY, 0.0f);
mOutGlop->bounds = source;
mOutGlop->bounds.translate(offsetX, offsetY);
return *this;
}
GlopBuilder& GlopBuilder::setOptionalPaint(const SkPaint* paint, float alphaScale) {
if (paint) {
return setPaint(*paint, alphaScale);
}
TRIGGER_STAGE(kFillStage);
REQUIRE_STAGES(kMeshStage);
mOutGlop->fill.color = { alphaScale, alphaScale, alphaScale, alphaScale };
const bool SWAP_SRC_DST = false;
// TODO: account for texture blend
if (alphaScale < 1.0f
|| (mOutGlop->mesh.vertexFlags & kAlpha_Attrib)) {
Blend::getFactors(SkXfermode::kSrcOver_Mode, SWAP_SRC_DST,
&mOutGlop->blend.src, &mOutGlop->blend.dst);
} else {
mOutGlop->blend = { GL_ZERO, GL_ZERO };
}
return *this;
}
GlopBuilder& GlopBuilder::setPaint(const SkPaint& paint, float alphaScale) {
TRIGGER_STAGE(kFillStage);
REQUIRE_STAGES(kMeshStage);
const SkShader* shader = paint.getShader();
const SkColorFilter* colorFilter = paint.getColorFilter();
SkXfermode::Mode mode = PaintUtils::getXfermode(paint.getXfermode());
void GlopBuilder::setFill(int color, float alphaScale, SkXfermode::Mode mode,
const SkShader* shader, const SkColorFilter* colorFilter) {
if (mode != SkXfermode::kClear_Mode) {
int color = paint.getColor();
float alpha = (SkColorGetA(color) / 255.0f) * alphaScale;
if (!shader) {
float colorScale = alpha / 255.0f;
mOutGlop->fill.color = {
alpha,
colorScale * SkColorGetR(color),
colorScale * SkColorGetG(color),
colorScale * SkColorGetB(color)
colorScale * SkColorGetB(color),
alpha
};
} else {
mOutGlop->fill.color = { alpha, 1, 1, 1 };
mOutGlop->fill.color = { 1, 1, 1, alpha };
}
} else {
mOutGlop->fill.color = { 1, 0, 0, 0 };
mOutGlop->fill.color = { 0, 0, 0, 1 };
}
const bool SWAP_SRC_DST = false;
mOutGlop->blend = { GL_ZERO, GL_ZERO };
if (mOutGlop->fill.color.a < 1.0f
|| (mOutGlop->mesh.vertexFlags & kAlpha_Attrib)
|| (mOutGlop->fill.texture && mOutGlop->fill.texture->blend)
|| mOutGlop->roundRectClipState
|| PaintUtils::isBlendedShader(shader)
|| PaintUtils::isBlendedColorFilter(colorFilter)
|| mode != SkXfermode::kSrcOver_Mode) {
@@ -218,10 +210,10 @@ GlopBuilder& GlopBuilder::setPaint(const SkPaint& paint, float alphaScale) {
const float alpha = SkColorGetA(color) / 255.0f;
float colorScale = alpha / 255.0f;
mOutGlop->fill.filter.color = {
alpha,
colorScale * SkColorGetR(color),
colorScale * SkColorGetG(color),
colorScale * SkColorGetB(color),
alpha,
};
} else if (colorFilter->asColorMatrix(srcColorMatrix)) {
mOutGlop->fill.filterMode = mDescription.colorOp = ProgramDescription::kColorMatrix;
@@ -245,18 +237,151 @@ GlopBuilder& GlopBuilder::setPaint(const SkPaint& paint, float alphaScale) {
} else {
mOutGlop->fill.filterMode = ProgramDescription::kColorNone;
}
}
GlopBuilder& GlopBuilder::setFillTexturePaint(Texture& texture, bool isAlphaMaskTexture,
const SkPaint* paint, float alphaScale) {
TRIGGER_STAGE(kFillStage);
REQUIRE_STAGES(kMeshStage);
mOutGlop->fill.texture = &texture;
mOutGlop->fill.textureFilter = PaintUtils::getFilter(paint);
if (paint) {
int color = paint->getColor();
SkShader* shader = paint->getShader();
if (!isAlphaMaskTexture) {
// Texture defines color, so disable shaders, and reset all non-alpha color channels
color |= 0x00FFFFFF;
shader = nullptr;
}
setFill(color, alphaScale, PaintUtils::getXfermode(paint->getXfermode()),
shader, paint->getColorFilter());
} else {
mOutGlop->fill.color = { alphaScale, alphaScale, alphaScale, alphaScale };
const bool SWAP_SRC_DST = false;
if (alphaScale < 1.0f
|| (mOutGlop->mesh.vertexFlags & kAlpha_Attrib)
|| texture.blend
|| mOutGlop->roundRectClipState) {
Blend::getFactors(SkXfermode::kSrcOver_Mode, SWAP_SRC_DST,
&mOutGlop->blend.src, &mOutGlop->blend.dst);
} else {
mOutGlop->blend = { GL_ZERO, GL_ZERO };
}
}
if (isAlphaMaskTexture) {
mDescription.modulate = mOutGlop->fill.color.a < 1.0f
|| mOutGlop->fill.color.r > 0.0f
|| mOutGlop->fill.color.g > 0.0f
|| mOutGlop->fill.color.b > 0.0f;
} else {
mDescription.modulate = mOutGlop->fill.color.a < 1.0f;
}
return *this;
}
GlopBuilder& GlopBuilder::setFillPaint(const SkPaint& paint, float alphaScale) {
TRIGGER_STAGE(kFillStage);
REQUIRE_STAGES(kMeshStage);
mOutGlop->fill.texture = nullptr;
mOutGlop->fill.textureFilter = GL_NEAREST;
setFill(paint.getColor(), alphaScale, PaintUtils::getXfermode(paint.getXfermode()),
paint.getShader(), paint.getColorFilter());
mDescription.modulate = mOutGlop->fill.color.a < 1.0f;
return *this;
}
////////////////////////////////////////////////////////////////////////////////
// Transform
////////////////////////////////////////////////////////////////////////////////
GlopBuilder& GlopBuilder::setTransformClip(const Matrix4& ortho,
const Matrix4& transform, bool fudgingOffset) {
TRIGGER_STAGE(kTransformStage);
mOutGlop->transform.ortho.load(ortho);
mOutGlop->transform.canvas.load(transform);
mOutGlop->transform.fudgingOffset = fudgingOffset;
return *this;
}
////////////////////////////////////////////////////////////////////////////////
// ModelView
////////////////////////////////////////////////////////////////////////////////
GlopBuilder& GlopBuilder::setModelViewMapUnitToRect(const Rect destination) {
TRIGGER_STAGE(kModelViewStage);
mOutGlop->transform.modelView.loadTranslate(destination.left, destination.top, 0.0f);
mOutGlop->transform.modelView.scale(destination.getWidth(), destination.getHeight(), 1.0f);
mOutGlop->bounds = destination;
return *this;
}
GlopBuilder& GlopBuilder::setModelViewMapUnitToRectSnap(const Rect destination) {
TRIGGER_STAGE(kModelViewStage);
REQUIRE_STAGES(kTransformStage | kFillStage);
float left = destination.left;
float top = destination.top;
const Matrix4& canvasTransform = mOutGlop->transform.canvas;
if (CC_LIKELY(canvasTransform.isPureTranslate())) {
const float translateX = canvasTransform.getTranslateX();
const float translateY = canvasTransform.getTranslateY();
left = (int) floorf(left + translateX + 0.5f) - translateX;
top = (int) floorf(top + translateY + 0.5f) - translateY;
mOutGlop->fill.textureFilter = GL_NEAREST;
}
mOutGlop->transform.modelView.loadTranslate(left, top, 0.0f);
mOutGlop->transform.modelView.scale(destination.getWidth(), destination.getHeight(), 1.0f);
mOutGlop->bounds = destination;
return *this;
}
GlopBuilder& GlopBuilder::setModelViewOffsetRect(float offsetX, float offsetY, const Rect source) {
TRIGGER_STAGE(kModelViewStage);
mOutGlop->transform.modelView.loadTranslate(offsetX, offsetY, 0.0f);
mOutGlop->bounds = source;
mOutGlop->bounds.translate(offsetX, offsetY);
return *this;
}
GlopBuilder& GlopBuilder::setRoundRectClipState(const RoundRectClipState* roundRectClipState) {
TRIGGER_STAGE(kRoundRectClipStage);
mOutGlop->roundRectClipState = roundRectClipState;
mDescription.hasRoundRectClip = roundRectClipState != nullptr;
return *this;
}
////////////////////////////////////////////////////////////////////////////////
// Build
////////////////////////////////////////////////////////////////////////////////
void GlopBuilder::build() {
REQUIRE_STAGES(kAllStages);
mDescription.modulate = mOutGlop->fill.color.a < 1.0f;
mOutGlop->fill.program = mCaches.programCache.get(mDescription);
mOutGlop->transform.canvas.mapRect(mOutGlop->bounds);
// duplicates ProgramCache's definition of color uniform presence
const bool singleColor = !mDescription.hasTexture
&& !mDescription.hasExternalTexture
&& !mDescription.hasGradient
&& !mDescription.hasBitmap;
mOutGlop->fill.colorEnabled = mDescription.modulate || singleColor;
}
} /* namespace uirenderer */
} /* namespace android */

View File

@@ -38,25 +38,35 @@ public:
GlopBuilder(RenderState& renderState, Caches& caches, Glop* outGlop);
GlopBuilder& setMeshUnitQuad();
GlopBuilder& setMeshTexturedUnitQuad(const UvMapper* uvMapper, bool isAlphaMaskTexture);
GlopBuilder& setMeshVertexBuffer(const VertexBuffer& vertexBuffer, bool shadowInterp);
GlopBuilder& setMeshIndexedQuads(void* vertexData, int quadCount);
GlopBuilder& setTransform(const Matrix4& ortho, const Matrix4& transform, bool fudgingOffset);
GlopBuilder& setFillPaint(const SkPaint& paint, float alphaScale);
GlopBuilder& setFillTexturePaint(Texture& texture, bool isAlphaMaskTexture,
const SkPaint* paint, float alphaScale);
GlopBuilder& setTransformClip(const Matrix4& ortho, const Matrix4& transform, bool fudgingOffset);
GlopBuilder& setModelViewMapUnitToRect(const Rect destination);
GlopBuilder& setModelViewMapUnitToRectSnap(const Rect destination);
GlopBuilder& setModelViewOffsetRect(float offsetX, float offsetY, const Rect source);
GlopBuilder& setOptionalPaint(const SkPaint* paint, float alphaScale);
GlopBuilder& setPaint(const SkPaint& paint, float alphaScale);
GlopBuilder& setRoundRectClipState(const RoundRectClipState* roundRectClipState);
void build();
private:
void setFill(int color, float alphaScale, SkXfermode::Mode mode,
const SkShader* shader, const SkColorFilter* colorFilter);
enum StageFlags {
kInitialStage = 0,
kMeshStage = 1 << 0,
kTransformStage = 1 << 1,
kModelViewStage = 1 << 2,
kFillStage = 1 << 3,
kAllStages = kMeshStage | kTransformStage | kModelViewStage | kFillStage,
kRoundRectClipStage = 1 << 4,
kAllStages = kMeshStage | kFillStage | kTransformStage | kModelViewStage | kRoundRectClipStage,
} mStageFlags;
ProgramDescription mDescription;

View File

@@ -57,16 +57,11 @@
#define EVENT_LOGD(...)
#endif
#define USE_GLOPS true
namespace android {
namespace uirenderer {
static GLenum getFilter(const SkPaint* paint) {
if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) {
return GL_LINEAR;
}
return GL_NEAREST;
}
///////////////////////////////////////////////////////////////////////////////
// Globals
///////////////////////////////////////////////////////////////////////////////
@@ -1586,6 +1581,7 @@ void OpenGLRenderer::renderGlop(const Glop& glop) {
// TODO: specify more clearly when a draw should dirty the layer.
// is writing to the stencil the only time we should ignore this?
dirtyLayer(glop.bounds.left, glop.bounds.top, glop.bounds.right, glop.bounds.bottom);
mDirty = true;
}
}
@@ -1611,7 +1607,7 @@ void OpenGLRenderer::setupDraw(bool clearLayer) {
mSetShaderColor = false;
mColorSet = false;
mColorA = mColorR = mColorG = mColorB = 0.0f;
mColor.a = mColor.r = mColor.g = mColor.b = 0.0f;
mTextureUnit = 0;
mTrackDirtyRegions = true;
@@ -1647,21 +1643,21 @@ void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) {
}
void OpenGLRenderer::setupDrawColor(int color, int alpha) {
mColorA = alpha / 255.0f;
mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f;
mColorB = mColorA * ((color ) & 0xFF) / 255.0f;
mColor.a = alpha / 255.0f;
mColor.r = mColor.a * ((color >> 16) & 0xFF) / 255.0f;
mColor.g = mColor.a * ((color >> 8) & 0xFF) / 255.0f;
mColor.b = mColor.a * ((color ) & 0xFF) / 255.0f;
mColorSet = true;
mSetShaderColor = mDescription.setColorModulate(mColorA);
mSetShaderColor = mDescription.setColorModulate(mColor.a);
}
void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
mColorA = alpha / 255.0f;
mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f;
mColorB = mColorA * ((color ) & 0xFF) / 255.0f;
mColor.a = alpha / 255.0f;
mColor.r = mColor.a * ((color >> 16) & 0xFF) / 255.0f;
mColor.g = mColor.a * ((color >> 8) & 0xFF) / 255.0f;
mColor.b = mColor.a * ((color ) & 0xFF) / 255.0f;
mColorSet = true;
mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA);
mSetShaderColor = mDescription.setAlpha8ColorModulate(mColor.r, mColor.g, mColor.b, mColor.a);
}
void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
@@ -1669,10 +1665,10 @@ void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
}
void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
mColorA = a;
mColorR = r;
mColorG = g;
mColorB = b;
mColor.a = a;
mColor.r = r;
mColor.g = g;
mColor.b = b;
mColorSet = true;
mSetShaderColor = mDescription.setColorModulate(a);
}
@@ -1699,8 +1695,8 @@ void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) {
void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
if (mColorSet && mode == SkXfermode::kClear_Mode) {
mColorA = 1.0f;
mColorR = mColorG = mColorB = 0.0f;
mColor.a = 1.0f;
mColor.r = mColor.g = mColor.b = 0.0f;
mSetShaderColor = mDescription.modulate = true;
}
}
@@ -1713,7 +1709,7 @@ void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) {
// TODO: check shader blending, once we have shader drawing support for layers.
bool blend = layer->isBlend()
|| getLayerAlpha(layer) < 1.0f
|| (mColorSet && mColorA < 1.0f)
|| (mColorSet && mColor.a < 1.0f)
|| PaintUtils::isBlendedColorFilter(layer->getColorFilter());
chooseBlending(blend, mode, mDescription, swapSrcDst);
}
@@ -1723,7 +1719,7 @@ void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool sw
// When the blending mode is kClear_Mode, we need to use a modulate color
// argb=1,0,0,0
accountForClear(mode);
blend |= (mColorSet && mColorA < 1.0f)
blend |= (mColorSet && mColor.a < 1.0f)
|| (getShader(paint) && !getShader(paint)->isOpaque())
|| PaintUtils::isBlendedColorFilter(getColorFilter(paint));
chooseBlending(blend, mode, mDescription, swapSrcDst);
@@ -1775,13 +1771,13 @@ void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) {
if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) {
mCaches.program().setColor(mColorR, mColorG, mColorB, mColorA);
mCaches.program().setColor(mColor);
}
}
void OpenGLRenderer::setupDrawPureColorUniforms() {
if (mSetShaderColor) {
mCaches.program().setColor(mColorR, mColorG, mColorB, mColorA);
mCaches.program().setColor(mColor);
}
}
@@ -1973,22 +1969,34 @@ void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t
}
}
void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top,
const SkPaint* paint) {
float x = left;
float y = top;
void OpenGLRenderer::drawAlphaBitmap(Texture* texture, const SkPaint* paint) {
if (USE_GLOPS && (!paint || !paint->getShader())) {
Glop glop;
GlopBuilder aBuilder(mRenderState, mCaches, &glop);
aBuilder.setMeshTexturedUnitQuad(texture->uvMapper, true)
.setFillTexturePaint(*texture, true, paint, currentSnapshot()->alpha)
.setTransformClip(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false)
.setModelViewMapUnitToRectSnap(Rect(0, 0, texture->width, texture->height))
.setRoundRectClipState(currentSnapshot()->roundRectClipState)
.build();
renderGlop(glop);
return;
}
float x = 0;
float y = 0;
texture->setWrap(GL_CLAMP_TO_EDGE, true);
bool ignoreTransform = false;
if (currentTransform()->isPureTranslate()) {
x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
x = (int) floorf(currentTransform()->getTranslateX() + 0.5f);
y = (int) floorf(currentTransform()->getTranslateY() + 0.5f);
ignoreTransform = true;
texture->setFilter(GL_NEAREST, true);
} else {
texture->setFilter(getFilter(paint), true);
texture->setFilter(PaintUtils::getFilter(paint), true);
}
// No need to check for a UV mapper on the texture object, only ARGB_8888
@@ -2013,7 +2021,7 @@ void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entr
const AutoTexture autoCleanup(texture);
texture->setWrap(GL_CLAMP_TO_EDGE, true);
texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true);
texture->setFilter(pureTranslate ? GL_NEAREST : PaintUtils::getFilter(paint), true);
const float x = (int) floorf(bounds.left + 0.5f);
const float y = (int) floorf(bounds.top + 0.5f);
@@ -2043,9 +2051,9 @@ void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) {
const AutoTexture autoCleanup(texture);
if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) {
drawAlphaBitmap(texture, 0, 0, paint);
drawAlphaBitmap(texture, paint);
} else {
drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint);
drawTextureRect(texture, paint);
}
mDirty = true;
@@ -2130,7 +2138,7 @@ void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int m
const AutoTexture autoCleanup(texture);
texture->setWrap(GL_CLAMP_TO_EDGE, true);
texture->setFilter(getFilter(paint), true);
texture->setFilter(PaintUtils::getFilter(paint), true);
int alpha;
SkXfermode::Mode mode;
@@ -2213,10 +2221,10 @@ void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap,
dstLeft = x;
dstTop = y;
texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true);
texture->setFilter(scaled ? PaintUtils::getFilter(paint) : GL_NEAREST, true);
ignoreTransform = true;
} else {
texture->setFilter(getFilter(paint), true);
texture->setFilter(PaintUtils::getFilter(paint), true);
}
if (CC_UNLIKELY(useScaleTransform)) {
@@ -2350,15 +2358,16 @@ void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
return;
}
if (!paint->getShader() && !currentSnapshot()->roundRectClipState) {
if (USE_GLOPS && !paint->getShader()) {
Glop glop;
GlopBuilder aBuilder(mRenderState, mCaches, &glop);
bool fudgeOffset = displayFlags & kVertexBuffer_Offset;
bool shadowInterp = displayFlags & kVertexBuffer_ShadowInterp;
aBuilder.setMeshVertexBuffer(vertexBuffer, shadowInterp)
.setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), fudgeOffset)
.setFillPaint(*paint, currentSnapshot()->alpha)
.setTransformClip(currentSnapshot()->getOrthoMatrix(), *currentTransform(), fudgeOffset)
.setModelViewOffsetRect(translateX, translateY, vertexBuffer.getBounds())
.setPaint(*paint, currentSnapshot()->alpha)
.setRoundRectClipState(currentSnapshot()->roundRectClipState)
.build();
renderGlop(glop);
return;
@@ -3251,14 +3260,15 @@ void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint
return;
}
if (!paint->getShader() && !currentSnapshot()->roundRectClipState) {
if (USE_GLOPS && !paint->getShader()) {
const Matrix4& transform = ignoreTransform ? Matrix4::identity() : *currentTransform();
Glop glop;
GlopBuilder aBuilder(mRenderState, mCaches, &glop);
aBuilder.setMeshIndexedQuads(&mesh[0], count / 4)
.setTransform(currentSnapshot()->getOrthoMatrix(), transform, false)
.setFillPaint(*paint, currentSnapshot()->alpha)
.setTransformClip(currentSnapshot()->getOrthoMatrix(), transform, false)
.setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom))
.setPaint(*paint, currentSnapshot()->alpha)
.setRoundRectClipState(currentSnapshot()->roundRectClipState)
.build();
renderGlop(glop);
return;
@@ -3296,14 +3306,15 @@ void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint
void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
const SkPaint* paint, bool ignoreTransform) {
if (!paint->getShader() && !currentSnapshot()->roundRectClipState) {
if (USE_GLOPS && !paint->getShader()) {
const Matrix4& transform = ignoreTransform ? Matrix4::identity() : *currentTransform();
Glop glop;
GlopBuilder aBuilder(mRenderState, mCaches, &glop);
aBuilder.setMeshUnitQuad()
.setTransform(currentSnapshot()->getOrthoMatrix(), transform, false)
.setFillPaint(*paint, currentSnapshot()->alpha)
.setTransformClip(currentSnapshot()->getOrthoMatrix(), transform, false)
.setModelViewMapUnitToRect(Rect(left, top, right, bottom))
.setPaint(*paint, currentSnapshot()->alpha)
.setRoundRectClipState(currentSnapshot()->roundRectClipState)
.build();
renderGlop(glop);
return;
@@ -3332,8 +3343,20 @@ void OpenGLRenderer::drawColorRect(float left, float top, float right, float bot
glDrawArrays(GL_TRIANGLE_STRIP, 0, kUnitQuadCount);
}
void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
Texture* texture, const SkPaint* paint) {
void OpenGLRenderer::drawTextureRect(Texture* texture, const SkPaint* paint) {
if (USE_GLOPS) {
Glop glop;
GlopBuilder aBuilder(mRenderState, mCaches, &glop);
aBuilder.setMeshTexturedUnitQuad(texture->uvMapper, false)
.setFillTexturePaint(*texture, false, paint, currentSnapshot()->alpha)
.setTransformClip(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false)
.setModelViewMapUnitToRectSnap(Rect(0, 0, texture->width, texture->height))
.setRoundRectClipState(currentSnapshot()->roundRectClipState)
.build();
renderGlop(glop);
return;
}
texture->setWrap(GL_CLAMP_TO_EDGE, true);
GLvoid* vertices = (GLvoid*) nullptr;
@@ -3350,16 +3373,16 @@ void OpenGLRenderer::drawTextureRect(float left, float top, float right, float b
}
if (CC_LIKELY(currentTransform()->isPureTranslate())) {
const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
const float x = (int) floorf(currentTransform()->getTranslateX() + 0.5f);
const float y = (int) floorf(currentTransform()->getTranslateY() + 0.5f);
texture->setFilter(GL_NEAREST, true);
drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
paint, texture->blend, vertices, texCoords,
GL_TRIANGLE_STRIP, kUnitQuadCount, false, true);
} else {
texture->setFilter(getFilter(paint), true);
drawTextureMesh(left, top, right, bottom, texture->id, paint,
texture->setFilter(PaintUtils::getFilter(paint), true);
drawTextureMesh(0, 0, texture->width, texture->height, texture->id, paint,
texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, kUnitQuadCount);
}

View File

@@ -697,11 +697,9 @@ private:
* different compositing rules.
*
* @param texture The texture to draw with
* @param left The x coordinate of the bitmap
* @param top The y coordinate of the bitmap
* @param paint The paint to render with
*/
void drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint);
void drawAlphaBitmap(Texture* texture, const SkPaint* paint);
/**
* Renders a strip of polygons with the specified paint, used for tessellated geometry.
@@ -730,18 +728,12 @@ private:
void drawConvexPath(const SkPath& path, const SkPaint* paint);
/**
* Draws a textured rectangle with the specified texture. The specified coordinates
* are transformed by the current snapshot's transform matrix.
* Draws a textured rectangle with the specified texture.
*
* @param left The left coordinate of the rectangle
* @param top The top coordinate of the rectangle
* @param right The right coordinate of the rectangle
* @param bottom The bottom coordinate of the rectangle
* @param texture The texture to use
* @param paint The paint containing the alpha, blending mode, etc.
*/
void drawTextureRect(float left, float top, float right, float bottom,
Texture* texture, const SkPaint* paint);
void drawTextureRect(Texture* texture, const SkPaint* paint);
/**
* Draws a textured mesh with the specified texture. If the indices are omitted,
@@ -1010,7 +1002,7 @@ private:
ProgramDescription mDescription;
// Color description
bool mColorSet;
float mColorA, mColorR, mColorG, mColorB;
FloatColor mColor;
// Indicates that the shader should get a color
bool mSetShaderColor;
// Current texture unit

View File

@@ -177,12 +177,12 @@ void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix,
glUniformMatrix4fv(transform, 1, GL_FALSE, &t.data[0]);
}
void Program::setColor(const float r, const float g, const float b, const float a) {
void Program::setColor(FloatColor color) {
if (!mHasColorUniform) {
mColorUniform = getUniform("color");
mHasColorUniform = true;
}
glUniform4f(mColorUniform, r, g, b, a);
glUniform4f(mColorUniform, color.r, color.g, color.b, color.a);
}
void Program::use() {

View File

@@ -25,6 +25,7 @@
#include <SkXfermode.h>
#include "Debug.h"
#include "FloatColor.h"
#include "Matrix.h"
#include "Properties.h"
@@ -363,7 +364,7 @@ public:
/**
* Sets the color associated with this shader.
*/
void setColor(const float r, const float g, const float b, const float a);
void setColor(FloatColor color);
/**
* Name of the texCoords attribute if it exists (kBindingTexCoords), -1 otherwise.

View File

@@ -19,11 +19,9 @@
#include "Vector.h"
#include <type_traits>
#include "utils/Macros.h"
#define REQUIRE_COMPATIBLE_LAYOUT(TARGET_TYPE) \
static_assert(std::is_standard_layout<TARGET_TYPE>::value, \
#TARGET_TYPE " must have standard layout")
#include <type_traits>
namespace android {
namespace uirenderer {

View File

@@ -119,7 +119,7 @@ void Blend::setFactors(GLenum srcMode, GLenum dstMode) {
mEnabled = true;
}
if (srcMode != mSrcMode || dstMode != mSrcMode) {
if (srcMode != mSrcMode || dstMode != mDstMode) {
glBlendFunc(srcMode, dstMode);
mSrcMode = srcMode;
mDstMode = dstMode;

View File

@@ -209,23 +209,25 @@ void RenderState::postDecStrong(VirtualLightRefBase* object) {
void RenderState::render(const Glop& glop) {
const Glop::Mesh& mesh = glop.mesh;
const Glop::Fill& shader = glop.fill;
const Glop::Fill& fill = glop.fill;
// --------------------------------------------
// ---------- Shader + uniform setup ----------
// --------------------------------------------
mCaches->setProgram(shader.program);
// ---------------------------------------------
// ---------- Program + uniform setup ----------
// ---------------------------------------------
mCaches->setProgram(fill.program);
Glop::FloatColor color = shader.color;
shader.program->setColor(color.r, color.g, color.b, color.a);
if (fill.colorEnabled) {
fill.program->setColor(fill.color);
}
shader.program->set(glop.transform.ortho,
fill.program->set(glop.transform.ortho,
glop.transform.modelView,
glop.transform.canvas,
glop.transform.fudgingOffset);
// Color filter uniforms
if (glop.fill.filterMode == ProgramDescription::kColorBlend) {
const Glop::FloatColor& color = glop.fill.filter.color;
const FloatColor& color = glop.fill.filter.color;
glUniform4f(mCaches->program().getUniform("colorBlend"),
color.r, color.g, color.b, color.a);
} else if (glop.fill.filterMode == ProgramDescription::kColorMatrix) {
@@ -235,11 +237,28 @@ void RenderState::render(const Glop& glop) {
glop.fill.filter.matrix.vector);
}
// Round rect clipping uniforms
if (glop.roundRectClipState) {
// TODO: avoid query, and cache values (or RRCS ptr) in program
const RoundRectClipState* state = glop.roundRectClipState;
const Rect& innerRect = state->innerRect;
glUniform4f(fill.program->getUniform("roundRectInnerRectLTRB"),
innerRect.left, innerRect.top,
innerRect.right, innerRect.bottom);
glUniformMatrix4fv(fill.program->getUniform("roundRectInvTransform"),
1, GL_FALSE, &state->matrix.data[0]);
// add half pixel to round out integer rect space to cover pixel centers
float roundedOutRadius = state->radius + 0.5f;
glUniform1f(fill.program->getUniform("roundRectRadius"),
roundedOutRadius);
}
// --------------------------------
// ---------- Mesh setup ----------
// --------------------------------
// vertices
bool force = meshState().bindMeshBufferInternal(mesh.vertexBufferObject)
const bool force = meshState().bindMeshBufferInternal(mesh.vertexBufferObject)
|| (mesh.vertices != nullptr);
meshState().bindPositionVertexPointer(force, mesh.vertices, mesh.stride);
@@ -247,19 +266,26 @@ void RenderState::render(const Glop& glop) {
meshState().bindIndicesBufferInternal(mesh.indexBufferObject);
if (mesh.vertexFlags & kTextureCoord_Attrib) {
// TODO: support textures
LOG_ALWAYS_FATAL("textures not yet supported");
// TODO: to support shaders, increment texture unit
mCaches->textureState().activateTexture(0);
glop.fill.texture->setWrap(GL_CLAMP_TO_EDGE, true);
glop.fill.texture->setFilter(glop.fill.textureFilter, true);
mCaches->textureState().bindTexture(fill.texture->id);
meshState().enableTexCoordsVertexArray();
meshState().bindTexCoordsVertexPointer(force, mesh.texCoordOffset);
} else {
meshState().disableTexCoordsVertexArray();
}
if (mesh.vertexFlags & kColor_Attrib) {
LOG_ALWAYS_FATAL("color vertex attribute not yet supported");
// TODO: enable color, disable when done
// TODO: enable color attribute, disable when done
}
int alphaSlot = -1;
if (mesh.vertexFlags & kAlpha_Attrib) {
const void* alphaCoords = ((const GLbyte*) glop.mesh.vertices) + kVertexAlphaOffset;
alphaSlot = shader.program->getAttrib("vtxAlpha");
alphaSlot = fill.program->getAttrib("vtxAlpha");
glEnableVertexAttribArray(alphaSlot);
glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, kAlphaVertexStride, alphaCoords);
}
@@ -275,7 +301,7 @@ void RenderState::render(const Glop& glop) {
if (mesh.indexBufferObject == meshState().getQuadListIBO()) {
// Since the indexed quad list is of limited length, we loop over
// the glDrawXXX method while updating the vertex pointer
GLsizei elementsCount = mesh.vertexCount;
GLsizei elementsCount = mesh.elementCount;
const GLbyte* vertices = static_cast<const GLbyte*>(mesh.vertices);
while (elementsCount > 0) {
GLsizei drawCount = MathUtils::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6);
@@ -287,9 +313,9 @@ void RenderState::render(const Glop& glop) {
vertices += (drawCount / 6) * 4 * mesh.stride;
}
} else if (mesh.indexBufferObject || mesh.indices) {
glDrawElements(mesh.primitiveMode, mesh.vertexCount, GL_UNSIGNED_SHORT, mesh.indices);
glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, mesh.indices);
} else {
glDrawArrays(mesh.primitiveMode, 0, mesh.vertexCount);
glDrawArrays(mesh.primitiveMode, 0, mesh.elementCount);
}
// -----------------------------------

View File

@@ -29,4 +29,8 @@
friend inline int compare_type(const Type& lhs, const Type& rhs) { return lhs.compare(rhs); } \
friend inline hash_t hash_type(const Type& entry) { return entry.hash(); }
#define REQUIRE_COMPATIBLE_LAYOUT(Type) \
static_assert(std::is_standard_layout<Type>::value, \
#Type " must have standard layout")
#endif /* MACROS_H */

View File

@@ -37,6 +37,13 @@ public:
return resultMode;
}
static inline GLenum getFilter(const SkPaint* paint) {
if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) {
return GL_LINEAR;
}
return GL_NEAREST;
}
// TODO: move to a method on android:Paint? replace with SkPaint::nothingToDraw()?
static inline bool paintWillNotDraw(const SkPaint& paint) {
return paint.getAlpha() == 0