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/*
* 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.
*/
#include "BakedOpDispatcher.h"
#include "BakedOpRenderer.h"
#include "Caches.h"
#include "DeferredLayerUpdater.h"
#include "Glop.h"
#include "GlopBuilder.h"
#include "Patch.h"
#include "PathTessellator.h"
#include "renderstate/OffscreenBufferPool.h"
#include "renderstate/RenderState.h"
#include "utils/GLUtils.h"
#include "VertexBuffer.h"
#include <algorithm>
#include <math.h>
#include <SkPaintDefaults.h>
#include <SkPathOps.h>
namespace android {
namespace uirenderer {
static void storeTexturedRect(TextureVertex* vertices, const Rect& bounds) {
vertices[0] = { bounds.left, bounds.top, 0, 0 };
vertices[1] = { bounds.right, bounds.top, 1, 0 };
vertices[2] = { bounds.left, bounds.bottom, 0, 1 };
vertices[3] = { bounds.right, bounds.bottom, 1, 1 };
}
void BakedOpDispatcher::onMergedBitmapOps(BakedOpRenderer& renderer,
const MergedBakedOpList& opList) {
const BakedOpState& firstState = *(opList.states[0]);
Bitmap* bitmap = (static_cast<const BitmapOp*>(opList.states[0]->op))->bitmap;
Texture* texture = renderer.caches().textureCache.get(bitmap);
if (!texture) return;
const AutoTexture autoCleanup(texture);
TextureVertex vertices[opList.count * 4];
for (size_t i = 0; i < opList.count; i++) {
const BakedOpState& state = *(opList.states[i]);
TextureVertex* rectVerts = &vertices[i * 4];
// calculate unclipped bounds, since they'll determine texture coordinates
Rect opBounds = state.op->unmappedBounds;
state.computedState.transform.mapRect(opBounds);
if (CC_LIKELY(state.computedState.transform.isPureTranslate())) {
// pure translate, so snap (same behavior as onBitmapOp)
opBounds.snapToPixelBoundaries();
}
storeTexturedRect(rectVerts, opBounds);
renderer.dirtyRenderTarget(opBounds);
}
const int textureFillFlags = (bitmap->colorType() == kAlpha_8_SkColorType)
? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None;
Glop glop;
GlopBuilder(renderer.renderState(), renderer.caches(), &glop)
.setRoundRectClipState(firstState.roundRectClipState)
.setMeshTexturedIndexedQuads(vertices, opList.count * 6)
.setFillTexturePaint(*texture, textureFillFlags, firstState.op->paint, firstState.alpha)
.setTransform(Matrix4::identity(), TransformFlags::None)
.setModelViewIdentityEmptyBounds()
.build();
ClipRect renderTargetClip(opList.clip);
const ClipBase* clip = opList.clipSideFlags ? &renderTargetClip : nullptr;
renderer.renderGlop(nullptr, clip, glop);
}
void BakedOpDispatcher::onMergedPatchOps(BakedOpRenderer& renderer,
const MergedBakedOpList& opList) {
const PatchOp& firstOp = *(static_cast<const PatchOp*>(opList.states[0]->op));
const BakedOpState& firstState = *(opList.states[0]);
// Batches will usually contain a small number of items so it's
// worth performing a first iteration to count the exact number
// of vertices we need in the new mesh
uint32_t totalVertices = 0;
for (size_t i = 0; i < opList.count; i++) {
const PatchOp& op = *(static_cast<const PatchOp*>(opList.states[i]->op));
// TODO: cache mesh lookups
const Patch* opMesh = renderer.caches().patchCache.get(
op.bitmap->width(), op.bitmap->height(),
op.unmappedBounds.getWidth(), op.unmappedBounds.getHeight(), op.patch);
totalVertices += opMesh->verticesCount;
}
const bool dirtyRenderTarget = renderer.offscreenRenderTarget();
uint32_t indexCount = 0;
TextureVertex vertices[totalVertices];
TextureVertex* vertex = &vertices[0];
// Create a mesh that contains the transformed vertices for all the
// 9-patch objects that are part of the batch. Note that onDefer()
// enforces ops drawn by this function to have a pure translate or
// identity matrix
for (size_t i = 0; i < opList.count; i++) {
const PatchOp& op = *(static_cast<const PatchOp*>(opList.states[i]->op));
const BakedOpState& state = *opList.states[i];
// TODO: cache mesh lookups
const Patch* opMesh = renderer.caches().patchCache.get(
op.bitmap->width(), op.bitmap->height(),
op.unmappedBounds.getWidth(), op.unmappedBounds.getHeight(), op.patch);
uint32_t vertexCount = opMesh->verticesCount;
if (vertexCount == 0) continue;
// We use the bounds to know where to translate our vertices
// Using patchOp->state.mBounds wouldn't work because these
// bounds are clipped
const float tx = floorf(state.computedState.transform.getTranslateX()
+ op.unmappedBounds.left + 0.5f);
const float ty = floorf(state.computedState.transform.getTranslateY()
+ op.unmappedBounds.top + 0.5f);
// Copy & transform all the vertices for the current operation
TextureVertex* opVertices = opMesh->vertices.get();
for (uint32_t j = 0; j < vertexCount; j++, opVertices++) {
TextureVertex::set(vertex++,
opVertices->x + tx, opVertices->y + ty,
opVertices->u, opVertices->v);
}
// Dirty the current layer if possible. When the 9-patch does not
// contain empty quads we can take a shortcut and simply set the
// dirty rect to the object's bounds.
if (dirtyRenderTarget) {
if (!opMesh->hasEmptyQuads) {
renderer.dirtyRenderTarget(Rect(tx, ty,
tx + op.unmappedBounds.getWidth(), ty + op.unmappedBounds.getHeight()));
} else {
const size_t count = opMesh->quads.size();
for (size_t i = 0; i < count; i++) {
const Rect& quadBounds = opMesh->quads[i];
const float x = tx + quadBounds.left;
const float y = ty + quadBounds.top;
renderer.dirtyRenderTarget(Rect(x, y,
x + quadBounds.getWidth(), y + quadBounds.getHeight()));
}
}
}
indexCount += opMesh->indexCount;
}
Texture* texture = renderer.caches().textureCache.get(firstOp.bitmap);
if (!texture) return;
const AutoTexture autoCleanup(texture);
// 9 patches are built for stretching - always filter
int textureFillFlags = TextureFillFlags::ForceFilter;
if (firstOp.bitmap->colorType() == kAlpha_8_SkColorType) {
textureFillFlags |= TextureFillFlags::IsAlphaMaskTexture;
}
Glop glop;
GlopBuilder(renderer.renderState(), renderer.caches(), &glop)
.setRoundRectClipState(firstState.roundRectClipState)
.setMeshTexturedIndexedQuads(vertices, indexCount)
.setFillTexturePaint(*texture, textureFillFlags, firstOp.paint, firstState.alpha)
.setTransform(Matrix4::identity(), TransformFlags::None)
.setModelViewIdentityEmptyBounds()
.build();
ClipRect renderTargetClip(opList.clip);
const ClipBase* clip = opList.clipSideFlags ? &renderTargetClip : nullptr;
renderer.renderGlop(nullptr, clip, glop);
}
static void renderTextShadow(BakedOpRenderer& renderer,
const TextOp& op, const BakedOpState& textOpState) {
if (CC_LIKELY(!PaintUtils::hasTextShadow(op.paint))) return;
FontRenderer& fontRenderer = renderer.caches().fontRenderer.getFontRenderer();
fontRenderer.setFont(op.paint, SkMatrix::I());
renderer.caches().textureState().activateTexture(0);
PaintUtils::TextShadow textShadow;
if (!PaintUtils::getTextShadow(op.paint, &textShadow)) {
LOG_ALWAYS_FATAL("failed to query shadow attributes");
}
renderer.caches().dropShadowCache.setFontRenderer(fontRenderer);
ShadowTexture* texture = renderer.caches().dropShadowCache.get(
op.paint, op.glyphs, op.glyphCount, textShadow.radius, op.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 = op.x - texture->left + textShadow.dx;
const float sy = op.y - texture->top + textShadow.dy;
Glop glop;
GlopBuilder(renderer.renderState(), renderer.caches(), &glop)
.setRoundRectClipState(textOpState.roundRectClipState)
.setMeshTexturedUnitQuad(nullptr)
.setFillShadowTexturePaint(*texture, textShadow.color, *op.paint, textOpState.alpha)
.setTransform(textOpState.computedState.transform, TransformFlags::None)
.setModelViewMapUnitToRect(Rect(sx, sy, sx + texture->width(), sy + texture->height()))
.build();
// Compute damage bounds and clip (since may differ from those in textOpState).
// Bounds should be same as text op, but with dx/dy offset and radius outset
// applied in local space.
auto& transform = textOpState.computedState.transform;
Rect shadowBounds = op.unmappedBounds; // STROKE
const bool expandForStroke = op.paint->getStyle() != SkPaint::kFill_Style;
if (expandForStroke) {
shadowBounds.outset(op.paint->getStrokeWidth() * 0.5f);
}
shadowBounds.translate(textShadow.dx, textShadow.dy);
shadowBounds.outset(textShadow.radius, textShadow.radius);
transform.mapRect(shadowBounds);
if (CC_UNLIKELY(expandForStroke &&
(!transform.isPureTranslate() || op.paint->getStrokeWidth() < 1.0f))) {
shadowBounds.outset(0.5f);
}
auto clipState = textOpState.computedState.clipState;
if (clipState->mode != ClipMode::Rectangle
|| !clipState->rect.contains(shadowBounds)) {
// need clip, so pass it and clip bounds
shadowBounds.doIntersect(clipState->rect);
} else {
// don't need clip, ignore
clipState = nullptr;
}
renderer.renderGlop(&shadowBounds, clipState, glop);
}
enum class TextRenderType {
Defer,
Flush
};
static void renderText(BakedOpRenderer& renderer, const TextOp& op, const BakedOpState& state,
const ClipBase* renderClip, TextRenderType renderType) {
FontRenderer& fontRenderer = renderer.caches().fontRenderer.getFontRenderer();
float x = op.x;
float y = op.y;
const Matrix4& transform = state.computedState.transform;
const bool pureTranslate = transform.isPureTranslate();
if (CC_LIKELY(pureTranslate)) {
x = floorf(x + transform.getTranslateX() + 0.5f);
y = floorf(y + transform.getTranslateY() + 0.5f);
fontRenderer.setFont(op.paint, SkMatrix::I());
fontRenderer.setTextureFiltering(false);
} else if (CC_UNLIKELY(transform.isPerspective())) {
fontRenderer.setFont(op.paint, SkMatrix::I());
fontRenderer.setTextureFiltering(true);
} else {
// 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.
float sx, sy;
transform.decomposeScale(sx, sy);
fontRenderer.setFont(op.paint, SkMatrix::MakeScale(
roundf(std::max(1.0f, sx)),
roundf(std::max(1.0f, sy))));
fontRenderer.setTextureFiltering(true);
}
Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
int alpha = PaintUtils::getAlphaDirect(op.paint) * state.alpha;
SkBlendMode mode = PaintUtils::getBlendModeDirect(op.paint);
TextDrawFunctor functor(&renderer, &state, renderClip,
x, y, pureTranslate, alpha, mode, op.paint);
bool forceFinish = (renderType == TextRenderType::Flush);
bool mustDirtyRenderTarget = renderer.offscreenRenderTarget();
const Rect* localOpClip = pureTranslate ? &state.computedState.clipRect() : nullptr;
fontRenderer.renderPosText(op.paint, localOpClip, op.glyphs, op.glyphCount, x, y,
op.positions, mustDirtyRenderTarget ? &layerBounds : nullptr, &functor, forceFinish);
if (mustDirtyRenderTarget) {
if (!pureTranslate) {
transform.mapRect(layerBounds);
}
renderer.dirtyRenderTarget(layerBounds);
}
}
void BakedOpDispatcher::onMergedTextOps(BakedOpRenderer& renderer,
const MergedBakedOpList& opList) {
for (size_t i = 0; i < opList.count; i++) {
const BakedOpState& state = *(opList.states[i]);
const TextOp& op = *(static_cast<const TextOp*>(state.op));
renderTextShadow(renderer, op, state);
}
ClipRect renderTargetClip(opList.clip);
const ClipBase* clip = opList.clipSideFlags ? &renderTargetClip : nullptr;
for (size_t i = 0; i < opList.count; i++) {
const BakedOpState& state = *(opList.states[i]);
const TextOp& op = *(static_cast<const TextOp*>(state.op));
TextRenderType renderType = (i + 1 == opList.count)
? TextRenderType::Flush : TextRenderType::Defer;
renderText(renderer, op, state, clip, renderType);
}
}
namespace VertexBufferRenderFlags {
enum {
Offset = 0x1,
ShadowInterp = 0x2,
};
}
static void renderVertexBuffer(BakedOpRenderer& renderer, const BakedOpState& state,
const VertexBuffer& vertexBuffer, float translateX, float translateY,
const SkPaint& paint, int vertexBufferRenderFlags) {
if (CC_LIKELY(vertexBuffer.getVertexCount())) {
bool shadowInterp = vertexBufferRenderFlags & VertexBufferRenderFlags::ShadowInterp;
const int transformFlags = vertexBufferRenderFlags & VertexBufferRenderFlags::Offset
? TransformFlags::OffsetByFudgeFactor : 0;
Glop glop;
GlopBuilder(renderer.renderState(), renderer.caches(), &glop)
.setRoundRectClipState(state.roundRectClipState)
.setMeshVertexBuffer(vertexBuffer)
.setFillPaint(paint, state.alpha, shadowInterp)
.setTransform(state.computedState.transform, transformFlags)
.setModelViewOffsetRect(translateX, translateY, vertexBuffer.getBounds())
.build();
renderer.renderGlop(state, glop);
}
}
static void renderConvexPath(BakedOpRenderer& renderer, const BakedOpState& state,
const SkPath& path, const SkPaint& paint) {
VertexBuffer vertexBuffer;
// TODO: try clipping large paths to viewport
PathTessellator::tessellatePath(path, &paint, state.computedState.transform, vertexBuffer);
renderVertexBuffer(renderer, state, vertexBuffer, 0.0f, 0.0f, paint, 0);
}
static void renderPathTexture(BakedOpRenderer& renderer, const BakedOpState& state,
float xOffset, float yOffset, PathTexture& texture, const SkPaint& paint) {
Rect dest(texture.width(), texture.height());
dest.translate(xOffset + texture.left - texture.offset,
yOffset + texture.top - texture.offset);
Glop glop;
GlopBuilder(renderer.renderState(), renderer.caches(), &glop)
.setRoundRectClipState(state.roundRectClipState)
.setMeshTexturedUnitQuad(nullptr)
.setFillPathTexturePaint(texture, paint, state.alpha)
.setTransform(state.computedState.transform, TransformFlags::None)
.setModelViewMapUnitToRect(dest)
.build();
renderer.renderGlop(state, glop);
}
SkRect getBoundsOfFill(const RecordedOp& op) {
SkRect bounds = op.unmappedBounds.toSkRect();
if (op.paint->getStyle() == SkPaint::kStrokeAndFill_Style) {
float outsetDistance = op.paint->getStrokeWidth() / 2;
bounds.outset(outsetDistance, outsetDistance);
}
return bounds;
}
void BakedOpDispatcher::onArcOp(BakedOpRenderer& renderer, const ArcOp& op, const BakedOpState& state) {
// TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
if (op.paint->getStyle() != SkPaint::kStroke_Style
|| op.paint->getPathEffect() != nullptr
|| op.useCenter) {
PathTexture* texture = renderer.caches().pathCache.getArc(
op.unmappedBounds.getWidth(), op.unmappedBounds.getHeight(),
op.startAngle, op.sweepAngle, op.useCenter, op.paint);
const AutoTexture holder(texture);
if (CC_LIKELY(holder.texture)) {
renderPathTexture(renderer, state, op.unmappedBounds.left, op.unmappedBounds.top,
*texture, *(op.paint));
}
} else {
SkRect rect = getBoundsOfFill(op);
SkPath path;
if (op.useCenter) {
path.moveTo(rect.centerX(), rect.centerY());
}
path.arcTo(rect, op.startAngle, op.sweepAngle, !op.useCenter);
if (op.useCenter) {
path.close();
}
renderConvexPath(renderer, state, path, *(op.paint));
}
}
void BakedOpDispatcher::onBitmapOp(BakedOpRenderer& renderer, const BitmapOp& op, const BakedOpState& state) {
Texture* texture = renderer.getTexture(op.bitmap);
if (!texture) return;
const AutoTexture autoCleanup(texture);
const int textureFillFlags = (op.bitmap->colorType() == kAlpha_8_SkColorType)
? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None;
Glop glop;
GlopBuilder(renderer.renderState(), renderer.caches(), &glop)
.setRoundRectClipState(state.roundRectClipState)
.setMeshTexturedUnitQuad(texture->uvMapper)
.setFillTexturePaint(*texture, textureFillFlags, op.paint, state.alpha)
.setTransform(state.computedState.transform, TransformFlags::None)
.setModelViewMapUnitToRectSnap(Rect(texture->width(), texture->height()))
.build();
renderer.renderGlop(state, glop);
}
void BakedOpDispatcher::onBitmapMeshOp(BakedOpRenderer& renderer, const BitmapMeshOp& op, const BakedOpState& state) {
Texture* texture = renderer.caches().textureCache.get(op.bitmap);
if (!texture) {
return;
}
const AutoTexture autoCleanup(texture);
const uint32_t elementCount = op.meshWidth * op.meshHeight * 6;
std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[elementCount]);
ColorTextureVertex* vertex = &mesh[0];
const int* colors = op.colors;
std::unique_ptr<int[]> tempColors;
if (!colors) {
uint32_t colorsCount = (op.meshWidth + 1) * (op.meshHeight + 1);
tempColors.reset(new int[colorsCount]);
memset(tempColors.get(), 0xff, colorsCount * sizeof(int));
colors = tempColors.get();
}
for (int32_t y = 0; y < op.meshHeight; y++) {
for (int32_t x = 0; x < op.meshWidth; x++) {
uint32_t i = (y * (op.meshWidth + 1) + x) * 2;
float u1 = float(x) / op.meshWidth;
float u2 = float(x + 1) / op.meshWidth;
float v1 = float(y) / op.meshHeight;
float v2 = float(y + 1) / op.meshHeight;
int ax = i + (op.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 + (op.meshWidth + 1) * 2 + 2;
int dy = dx + 1;
const float* vertices = op.vertices;
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]);
}
}
/*
* 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(renderer.renderState(), renderer.caches(), &glop)
.setRoundRectClipState(state.roundRectClipState)
.setMeshColoredTexturedMesh(mesh.get(), elementCount)
.setFillTexturePaint(*texture, textureFillFlags, op.paint, state.alpha)
.setTransform(state.computedState.transform, TransformFlags::None)
.setModelViewOffsetRect(0, 0, op.unmappedBounds)
.build();
renderer.renderGlop(state, glop);
}
void BakedOpDispatcher::onBitmapRectOp(BakedOpRenderer& renderer, const BitmapRectOp& op, const BakedOpState& state) {
Texture* texture = renderer.getTexture(op.bitmap);
if (!texture) return;
const AutoTexture autoCleanup(texture);
Rect uv(std::max(0.0f, op.src.left / texture->width()),
std::max(0.0f, op.src.top / texture->height()),
std::min(1.0f, op.src.right / texture->width()),
std::min(1.0f, op.src.bottom / texture->height()));
const int textureFillFlags = (op.bitmap->colorType() == kAlpha_8_SkColorType)
? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None;
const bool tryToSnap = MathUtils::areEqual(op.src.getWidth(), op.unmappedBounds.getWidth())
&& MathUtils::areEqual(op.src.getHeight(), op.unmappedBounds.getHeight());
Glop glop;
GlopBuilder(renderer.renderState(), renderer.caches(), &glop)
.setRoundRectClipState(state.roundRectClipState)
.setMeshTexturedUvQuad(texture->uvMapper, uv)
.setFillTexturePaint(*texture, textureFillFlags, op.paint, state.alpha)
.setTransform(state.computedState.transform, TransformFlags::None)
.setModelViewMapUnitToRectOptionalSnap(tryToSnap, op.unmappedBounds)
.build();
renderer.renderGlop(state, glop);
}
void BakedOpDispatcher::onColorOp(BakedOpRenderer& renderer, const ColorOp& op, const BakedOpState& state) {
SkPaint paint;
paint.setColor(op.color);
paint.setBlendMode(op.mode);
Glop glop;
GlopBuilder(renderer.renderState(), renderer.caches(), &glop)
.setRoundRectClipState(state.roundRectClipState)
.setMeshUnitQuad()
.setFillPaint(paint, state.alpha)
.setTransform(Matrix4::identity(), TransformFlags::None)
.setModelViewMapUnitToRect(state.computedState.clipState->rect)
.build();
renderer.renderGlop(state, glop);
}
void BakedOpDispatcher::onFunctorOp(BakedOpRenderer& renderer, const FunctorOp& op, const BakedOpState& state) {
renderer.renderFunctor(op, state);
}
void BakedOpDispatcher::onLinesOp(BakedOpRenderer& renderer, const LinesOp& op, const BakedOpState& state) {
VertexBuffer buffer;
PathTessellator::tessellateLines(op.points, op.floatCount, op.paint,
state.computedState.transform, buffer);
int displayFlags = op.paint->isAntiAlias() ? 0 : VertexBufferRenderFlags::Offset;
renderVertexBuffer(renderer, state, buffer, 0, 0, *(op.paint), displayFlags);
}
void BakedOpDispatcher::onOvalOp(BakedOpRenderer& renderer, const OvalOp& op, const BakedOpState& state) {
if (op.paint->getPathEffect() != nullptr) {
PathTexture* texture = renderer.caches().pathCache.getOval(
op.unmappedBounds.getWidth(), op.unmappedBounds.getHeight(), op.paint);
const AutoTexture holder(texture);
if (CC_LIKELY(holder.texture)) {
renderPathTexture(renderer, state, op.unmappedBounds.left, op.unmappedBounds.top,
*texture, *(op.paint));
}
} else {
SkPath path;
SkRect rect = getBoundsOfFill(op);
path.addOval(rect);
if (state.computedState.localProjectionPathMask != nullptr) {
// Mask the ripple path by the local space projection mask in local space.
// Note that this can create CCW paths.
Op(path, *state.computedState.localProjectionPathMask, kIntersect_SkPathOp, &path);
}
renderConvexPath(renderer, state, path, *(op.paint));
}
}
void BakedOpDispatcher::onPatchOp(BakedOpRenderer& renderer, const PatchOp& op, const BakedOpState& state) {
// 9 patches are built for stretching - always filter
int textureFillFlags = TextureFillFlags::ForceFilter;
if (op.bitmap->colorType() == kAlpha_8_SkColorType) {
textureFillFlags |= TextureFillFlags::IsAlphaMaskTexture;
}
// TODO: avoid redoing the below work each frame:
const Patch* mesh = renderer.caches().patchCache.get(
op.bitmap->width(), op.bitmap->height(),
op.unmappedBounds.getWidth(), op.unmappedBounds.getHeight(), op.patch);
Texture* texture = renderer.caches().textureCache.get(op.bitmap);
if (CC_LIKELY(texture)) {
const AutoTexture autoCleanup(texture);
Glop glop;
GlopBuilder(renderer.renderState(), renderer.caches(), &glop)
.setRoundRectClipState(state.roundRectClipState)
.setMeshPatchQuads(*mesh)
.setFillTexturePaint(*texture, textureFillFlags, op.paint, state.alpha)
.setTransform(state.computedState.transform, TransformFlags::None)
.setModelViewOffsetRectSnap(op.unmappedBounds.left, op.unmappedBounds.top,
Rect(op.unmappedBounds.getWidth(), op.unmappedBounds.getHeight()))
.build();
renderer.renderGlop(state, glop);
}
}
void BakedOpDispatcher::onPathOp(BakedOpRenderer& renderer, const PathOp& op, const BakedOpState& state) {
PathTexture* texture = renderer.caches().pathCache.get(op.path, op.paint);
const AutoTexture holder(texture);
if (CC_LIKELY(holder.texture)) {
// Unlike other callers to renderPathTexture, no offsets are used because PathOp doesn't
// have any translate built in, other than what's in the SkPath itself
renderPathTexture(renderer, state, 0, 0, *texture, *(op.paint));
}
}
void BakedOpDispatcher::onPointsOp(BakedOpRenderer& renderer, const PointsOp& op, const BakedOpState& state) {
VertexBuffer buffer;
PathTessellator::tessellatePoints(op.points, op.floatCount, op.paint,
state.computedState.transform, buffer);
int displayFlags = op.paint->isAntiAlias() ? 0 : VertexBufferRenderFlags::Offset;
renderVertexBuffer(renderer, state, buffer, 0, 0, *(op.paint), displayFlags);
}
// See SkPaintDefaults.h
#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
void BakedOpDispatcher::onRectOp(BakedOpRenderer& renderer, const RectOp& op, const BakedOpState& state) {
if (op.paint->getStyle() != SkPaint::kFill_Style) {
// only fill + default miter is supported by drawConvexPath, since others must handle joins
static_assert(SkPaintDefaults_MiterLimit == 4.0f, "Miter limit has changed");
if (CC_UNLIKELY(op.paint->getPathEffect() != nullptr
|| op.paint->getStrokeJoin() != SkPaint::kMiter_Join
|| op.paint->getStrokeMiter() != SkPaintDefaults_MiterLimit)) {
PathTexture* texture = renderer.caches().pathCache.getRect(
op.unmappedBounds.getWidth(), op.unmappedBounds.getHeight(), op.paint);
const AutoTexture holder(texture);
if (CC_LIKELY(holder.texture)) {
renderPathTexture(renderer, state, op.unmappedBounds.left, op.unmappedBounds.top,
*texture, *(op.paint));
}
} else {
SkPath path;
path.addRect(getBoundsOfFill(op));
renderConvexPath(renderer, state, path, *(op.paint));
}
} else {
if (op.paint->isAntiAlias() && !state.computedState.transform.isSimple()) {
SkPath path;
path.addRect(op.unmappedBounds.toSkRect());
renderConvexPath(renderer, state, path, *(op.paint));
} else {
// render simple unit quad, no tessellation required
Glop glop;
GlopBuilder(renderer.renderState(), renderer.caches(), &glop)
.setRoundRectClipState(state.roundRectClipState)
.setMeshUnitQuad()
.setFillPaint(*op.paint, state.alpha)
.setTransform(state.computedState.transform, TransformFlags::None)
.setModelViewMapUnitToRect(op.unmappedBounds)
.build();
renderer.renderGlop(state, glop);
}
}
}
void BakedOpDispatcher::onRoundRectOp(BakedOpRenderer& renderer, const RoundRectOp& op, const BakedOpState& state) {
if (op.paint->getPathEffect() != nullptr) {
PathTexture* texture = renderer.caches().pathCache.getRoundRect(
op.unmappedBounds.getWidth(), op.unmappedBounds.getHeight(),
op.rx, op.ry, op.paint);
const AutoTexture holder(texture);
if (CC_LIKELY(holder.texture)) {
renderPathTexture(renderer, state, op.unmappedBounds.left, op.unmappedBounds.top,
*texture, *(op.paint));
}
} else {
const VertexBuffer* buffer = renderer.caches().tessellationCache.getRoundRect(
state.computedState.transform, *(op.paint),
op.unmappedBounds.getWidth(), op.unmappedBounds.getHeight(), op.rx, op.ry);
renderVertexBuffer(renderer, state, *buffer,
op.unmappedBounds.left, op.unmappedBounds.top, *(op.paint), 0);
}
}
static void renderShadow(BakedOpRenderer& renderer, const BakedOpState& state, float casterAlpha,
const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
SkPaint paint;
paint.setAntiAlias(true); // want to use AlphaVertex
// The caller has made sure casterAlpha > 0.
uint8_t ambientShadowAlpha = renderer.getLightInfo().ambientShadowAlpha;
if (CC_UNLIKELY(Properties::overrideAmbientShadowStrength >= 0)) {
ambientShadowAlpha = Properties::overrideAmbientShadowStrength;
}
if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) {
paint.setAlpha((uint8_t)(casterAlpha * ambientShadowAlpha));
renderVertexBuffer(renderer, state, *ambientShadowVertexBuffer, 0, 0,
paint, VertexBufferRenderFlags::ShadowInterp);
}
uint8_t spotShadowAlpha = renderer.getLightInfo().spotShadowAlpha;
if (CC_UNLIKELY(Properties::overrideSpotShadowStrength >= 0)) {
spotShadowAlpha = Properties::overrideSpotShadowStrength;
}
if (spotShadowVertexBuffer && spotShadowAlpha > 0) {
paint.setAlpha((uint8_t)(casterAlpha * spotShadowAlpha));
renderVertexBuffer(renderer, state, *spotShadowVertexBuffer, 0, 0,
paint, VertexBufferRenderFlags::ShadowInterp);
}
}
void BakedOpDispatcher::onShadowOp(BakedOpRenderer& renderer, const ShadowOp& op, const BakedOpState& state) {
TessellationCache::vertexBuffer_pair_t buffers = op.shadowTask->getResult();
renderShadow(renderer, state, op.casterAlpha, buffers.first, buffers.second);
}
void BakedOpDispatcher::onSimpleRectsOp(BakedOpRenderer& renderer, const SimpleRectsOp& op, const BakedOpState& state) {
Glop glop;
GlopBuilder(renderer.renderState(), renderer.caches(), &glop)
.setRoundRectClipState(state.roundRectClipState)
.setMeshIndexedQuads(&op.vertices[0], op.vertexCount / 4)
.setFillPaint(*op.paint, state.alpha)
.setTransform(state.computedState.transform, TransformFlags::None)
.setModelViewOffsetRect(0, 0, op.unmappedBounds)
.build();
renderer.renderGlop(state, glop);
}
void BakedOpDispatcher::onTextOp(BakedOpRenderer& renderer, const TextOp& op, const BakedOpState& state) {
renderTextShadow(renderer, op, state);
renderText(renderer, op, state, state.computedState.getClipIfNeeded(), TextRenderType::Flush);
}
void BakedOpDispatcher::onTextOnPathOp(BakedOpRenderer& renderer, const TextOnPathOp& op, const BakedOpState& state) {
// Note: can't trust clipSideFlags since we record with unmappedBounds == clip.
// TODO: respect clipSideFlags, once we record with bounds
auto renderTargetClip = state.computedState.clipState;
FontRenderer& fontRenderer = renderer.caches().fontRenderer.getFontRenderer();
fontRenderer.setFont(op.paint, SkMatrix::I());
fontRenderer.setTextureFiltering(true);
Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
int alpha = PaintUtils::getAlphaDirect(op.paint) * state.alpha;
SkBlendMode mode = PaintUtils::getBlendModeDirect(op.paint);
TextDrawFunctor functor(&renderer, &state, renderTargetClip,
0.0f, 0.0f, false, alpha, mode, op.paint);
bool mustDirtyRenderTarget = renderer.offscreenRenderTarget();
const Rect localSpaceClip = state.computedState.computeLocalSpaceClip();
if (fontRenderer.renderTextOnPath(op.paint, &localSpaceClip, op.glyphs, op.glyphCount,
op.path, op.hOffset, op.vOffset,
mustDirtyRenderTarget ? &layerBounds : nullptr, &functor)) {
if (mustDirtyRenderTarget) {
// manually dirty render target, since TextDrawFunctor won't
state.computedState.transform.mapRect(layerBounds);
renderer.dirtyRenderTarget(layerBounds);
}
}
}
void BakedOpDispatcher::onTextureLayerOp(BakedOpRenderer& renderer, const TextureLayerOp& op, const BakedOpState& state) {
GlLayer* layer = static_cast<GlLayer*>(op.layerHandle->backingLayer());
if (!layer) {
return;
}
const bool tryToSnap = layer->getForceFilter();
float alpha = (layer->getAlpha() / 255.0f) * state.alpha;
Glop glop;
GlopBuilder(renderer.renderState(), renderer.caches(), &glop)
.setRoundRectClipState(state.roundRectClipState)
.setMeshTexturedUvQuad(nullptr, Rect(0, 1, 1, 0)) // TODO: simplify with VBO
.setFillTextureLayer(*(layer), alpha)
.setTransform(state.computedState.transform, TransformFlags::None)
.setModelViewMapUnitToRectOptionalSnap(tryToSnap, Rect(layer->getWidth(), layer->getHeight()))
.build();
renderer.renderGlop(state, glop);
}
void renderRectForLayer(BakedOpRenderer& renderer, const LayerOp& op, const BakedOpState& state,
int color, SkBlendMode mode, SkColorFilter* colorFilter) {
SkPaint paint;
paint.setColor(color);
paint.setBlendMode(mode);
paint.setColorFilter(sk_ref_sp(colorFilter));
RectOp rectOp(op.unmappedBounds, op.localMatrix, op.localClip, &paint);
BakedOpDispatcher::onRectOp(renderer, rectOp, state);
}
void BakedOpDispatcher::onLayerOp(BakedOpRenderer& renderer, const LayerOp& op, const BakedOpState& state) {
// Note that we don't use op->paint in this function - it's never set on a LayerOp
OffscreenBuffer* buffer = *op.layerHandle;
if (CC_UNLIKELY(!buffer)) return;
float layerAlpha = op.alpha * state.alpha;
Glop glop;
GlopBuilder(renderer.renderState(), renderer.caches(), &glop)
.setRoundRectClipState(state.roundRectClipState)
.setMeshTexturedIndexedVbo(buffer->vbo, buffer->elementCount)
.setFillLayer(buffer->texture, op.colorFilter, layerAlpha, op.mode, Blend::ModeOrderSwap::NoSwap)
.setTransform(state.computedState.transform, TransformFlags::None)
.setModelViewOffsetRectSnap(op.unmappedBounds.left, op.unmappedBounds.top,
Rect(op.unmappedBounds.getWidth(), op.unmappedBounds.getHeight()))
.build();
renderer.renderGlop(state, glop);
if (!buffer->hasRenderedSinceRepaint) {
buffer->hasRenderedSinceRepaint = true;
if (CC_UNLIKELY(Properties::debugLayersUpdates)) {
// render debug layer highlight
renderRectForLayer(renderer, op, state,
0x7f00ff00, SkBlendMode::kSrcOver, nullptr);
} else if (CC_UNLIKELY(Properties::debugOverdraw)) {
// render transparent to increment overdraw for repaint area
renderRectForLayer(renderer, op, state,
SK_ColorTRANSPARENT, SkBlendMode::kSrcOver, nullptr);
}
}
}
void BakedOpDispatcher::onCopyToLayerOp(BakedOpRenderer& renderer, const CopyToLayerOp& op, const BakedOpState& state) {
LOG_ALWAYS_FATAL_IF(*(op.layerHandle) != nullptr, "layer already exists!");
*(op.layerHandle) = renderer.copyToLayer(state.computedState.clippedBounds);
LOG_ALWAYS_FATAL_IF(*op.layerHandle == nullptr, "layer copy failed");
}
void BakedOpDispatcher::onCopyFromLayerOp(BakedOpRenderer& renderer, const CopyFromLayerOp& op, const BakedOpState& state) {
LOG_ALWAYS_FATAL_IF(*op.layerHandle == nullptr, "no layer to draw underneath!");
if (!state.computedState.clippedBounds.isEmpty()) {
if (op.paint && op.paint->getAlpha() < 255) {
SkPaint layerPaint;
layerPaint.setAlpha(op.paint->getAlpha());
layerPaint.setBlendMode(SkBlendMode::kDstIn);
layerPaint.setColorFilter(sk_ref_sp(op.paint->getColorFilter()));
RectOp rectOp(state.computedState.clippedBounds, Matrix4::identity(), nullptr, &layerPaint);
BakedOpDispatcher::onRectOp(renderer, rectOp, state);
}
OffscreenBuffer& layer = **(op.layerHandle);
auto mode = PaintUtils::getBlendModeDirect(op.paint);
Glop glop;
GlopBuilder(renderer.renderState(), renderer.caches(), &glop)
.setRoundRectClipState(state.roundRectClipState)
.setMeshTexturedUvQuad(nullptr, layer.getTextureCoordinates())
.setFillLayer(layer.texture, nullptr, 1.0f, mode, Blend::ModeOrderSwap::Swap)
.setTransform(state.computedState.transform, TransformFlags::None)
.setModelViewMapUnitToRect(state.computedState.clippedBounds)
.build();
renderer.renderGlop(state, glop);
}
renderer.renderState().layerPool().putOrDelete(*op.layerHandle);
}
} // namespace uirenderer
} // namespace android