| #include "SkGLDevice.h" |
| #include "SkGL.h" |
| #include "SkDrawProcs.h" |
| #include "SkRegion.h" |
| #include "SkThread.h" |
| |
| #ifdef SK_GL_DEVICE_FBO |
| #define USE_FBO_DEVICE |
| #include "SkGLDevice_FBO.h" |
| #else |
| #define USE_SWLAYER_DEVICE |
| #include "SkGLDevice_SWLayer.h" |
| #endif |
| |
| // maximum number of entries in our texture cache (before purging) |
| #define kTexCountMax_Default 256 |
| // maximum number of bytes used (by gl) for the texture cache (before purging) |
| #define kTexSizeMax_Default (4 * 1024 * 1024) |
| |
| static void TRACE_DRAW(const char func[], SkGLDevice* device, |
| const SkDraw& draw) { |
| // SkDebugf("--- <%s> %p %p\n", func, canvas, draw.fDevice); |
| } |
| |
| struct SkGLDrawProcs : public SkDrawProcs { |
| public: |
| void init(const SkRegion* clip, int height) { |
| fCurrQuad = 0; |
| fCurrTexture = 0; |
| fClip = clip; |
| fViewportHeight = height; |
| |
| glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
| glTexCoordPointer(2, SK_TextGLType, 0, fTexs); |
| glDisableClientState(GL_COLOR_ARRAY); |
| glVertexPointer(2, SK_TextGLType, 0, fVerts); |
| } |
| |
| GLenum texture() const { return fCurrTexture; } |
| |
| void flush() { |
| if (fCurrQuad && fCurrTexture) { |
| this->drawQuads(); |
| } |
| fCurrQuad = 0; |
| } |
| |
| void addQuad(GLuint texture, int x, int y, const SkGlyph& glyph, |
| SkFixed left, SkFixed right, SkFixed bottom) { |
| SkASSERT((size_t)fCurrQuad <= SK_ARRAY_COUNT(fVerts)); |
| |
| if (fCurrTexture != texture || fCurrQuad == SK_ARRAY_COUNT(fVerts)) { |
| if (fCurrQuad && fCurrTexture) { |
| this->drawQuads(); |
| } |
| fCurrQuad = 0; |
| fCurrTexture = texture; |
| } |
| |
| fVerts[fCurrQuad].setIRectFan(x, y, |
| x + glyph.fWidth, y + glyph.fHeight); |
| fTexs[fCurrQuad].setXRectFan(left, 0, right, bottom); |
| fCurrQuad += 4; |
| } |
| |
| void drawQuads(); |
| |
| private: |
| enum { |
| MAX_QUADS = 32 |
| }; |
| |
| SkGLTextVertex fVerts[MAX_QUADS * 4]; |
| SkGLTextVertex fTexs[MAX_QUADS * 4]; |
| |
| // these are initialized in setupForText |
| GLuint fCurrTexture; |
| int fCurrQuad; |
| int fViewportHeight; |
| const SkRegion* fClip; |
| }; |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| SkDevice* SkGLDeviceFactory::newDevice(SkBitmap::Config config, int width, |
| int height, bool isOpaque, |
| bool isForLayer) { |
| SkBitmap bitmap; |
| |
| bitmap.setConfig(SkBitmap::kARGB_8888_Config, width, height); |
| bitmap.setIsOpaque(isOpaque); |
| |
| #ifdef USE_FBO_DEVICE |
| return SkNEW_ARGS(SkGLDevice_FBO, (bitmap, isForLayer)); |
| #elif defined(USE_SWLAYER_DEVICE) |
| if (isForLayer) { |
| bitmap.allocPixels(); |
| if (!bitmap.isOpaque()) { |
| bitmap.eraseColor(0); |
| } |
| return SkNEW_ARGS(SkGLDevice_SWLayer, (bitmap)); |
| } else { |
| return SkNEW_ARGS(SkGLDevice, (bitmap, isForLayer)); |
| } |
| #else |
| return SkNEW_ARGS(SkGLDevice, (bitmap, isForLayer)); |
| #endif |
| } |
| |
| SkGLDevice::SkGLDevice(const SkBitmap& bitmap, bool offscreen) |
| : SkDevice(bitmap), fClipIter(bitmap.height()) { |
| glEnable(GL_TEXTURE_2D); |
| glEnable(GL_SCISSOR_TEST); |
| glEnableClientState(GL_VERTEX_ARRAY); |
| |
| glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
| |
| fDrawProcs = NULL; |
| } |
| |
| SkGLDevice::~SkGLDevice() { |
| if (fDrawProcs) { |
| SkDELETE(fDrawProcs); |
| } |
| } |
| |
| void SkGLDevice::setMatrixClip(const SkMatrix& matrix, const SkRegion& clip) { |
| this->INHERITED::setMatrixClip(matrix, clip); |
| |
| fGLMatrix.set(matrix); |
| fMatrix = matrix; |
| fClip = clip; |
| fDirty = true; |
| } |
| |
| SkGLDevice::TexOrientation SkGLDevice::bindDeviceAsTexture() { |
| return kNo_TexOrientation; |
| } |
| |
| void SkGLDevice::gainFocus(SkCanvas* canvas) { |
| this->INHERITED::gainFocus(canvas); |
| |
| const int w = this->width(); |
| const int h = this->height(); |
| glViewport(0, 0, w, h); |
| glMatrixMode(GL_PROJECTION); |
| glLoadIdentity(); |
| SkGL::Ortho(0, w, h, 0, -1, 1); |
| glMatrixMode(GL_MODELVIEW); |
| fDirty = true; |
| } |
| |
| SkGLClipIter* SkGLDevice::updateMatrixClip() { |
| bool useIter = false; |
| |
| // first handle the clip |
| if (fDirty || !fClip.isRect()) { |
| fClipIter.reset(fClip); |
| useIter = true; |
| } else if (fDirty) { |
| // no iter means caller is not respecting complex clips :( |
| SkGL::Scissor(fClip.getBounds(), this->height()); |
| } |
| // else we're just a rect, and we've already call scissor |
| |
| // now handle the matrix |
| if (fDirty) { |
| MAKE_GL(glLoadMatrix)(fGLMatrix.fMat); |
| #if 0 |
| SkDebugf("--- gldevice update matrix %p %p\n", this, fFBO); |
| for (int y = 0; y < 4; y++) { |
| SkDebugf(" [ "); |
| for (int x = 0; x < 4; x++) { |
| SkDebugf("%g ", fGLMatrix.fMat[y*4 + x]); |
| } |
| SkDebugf("]\n"); |
| } |
| #endif |
| fDirty = false; |
| } |
| |
| return useIter ? &fClipIter : NULL; |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| // must be in the same order as SkXfermode::Coeff in SkXfermode.h |
| SkGLDevice::AutoPaintShader::AutoPaintShader(SkGLDevice* device, |
| const SkPaint& paint) { |
| fDevice = device; |
| fTexCache = device->setupGLPaintShader(paint); |
| } |
| |
| SkGLDevice::AutoPaintShader::~AutoPaintShader() { |
| if (fTexCache) { |
| SkGLDevice::UnlockTexCache(fTexCache); |
| } |
| } |
| |
| SkGLDevice::TexCache* SkGLDevice::setupGLPaintShader(const SkPaint& paint) { |
| SkGL::SetPaint(paint); |
| |
| SkShader* shader = paint.getShader(); |
| if (NULL == shader) { |
| return NULL; |
| } |
| |
| if (!shader->setContext(this->accessBitmap(false), paint, this->matrix())) { |
| return NULL; |
| } |
| |
| SkBitmap bitmap; |
| SkMatrix matrix; |
| SkShader::TileMode tileModes[2]; |
| if (!shader->asABitmap(&bitmap, &matrix, tileModes)) { |
| SkGL_unimpl("shader->asABitmap() == false"); |
| return NULL; |
| } |
| |
| bitmap.lockPixels(); |
| if (!bitmap.readyToDraw()) { |
| return NULL; |
| } |
| |
| // see if we've already cached the bitmap from the shader |
| SkPoint max; |
| GLuint name; |
| TexCache* cache = SkGLDevice::LockTexCache(bitmap, &name, &max); |
| // the lock has already called glBindTexture for us |
| SkGL::SetTexParams(paint.isFilterBitmap(), tileModes[0], tileModes[1]); |
| |
| // since our texture coords will be in local space, we wack the texture |
| // matrix to map them back into 0...1 before we load it |
| SkMatrix localM; |
| if (shader->getLocalMatrix(&localM)) { |
| SkMatrix inverse; |
| if (localM.invert(&inverse)) { |
| matrix.preConcat(inverse); |
| } |
| } |
| |
| matrix.postScale(max.fX / bitmap.width(), max.fY / bitmap.height()); |
| glMatrixMode(GL_TEXTURE); |
| SkGL::LoadMatrix(matrix); |
| glMatrixMode(GL_MODELVIEW); |
| |
| // since we're going to use a shader/texture, we don't want the color, |
| // just its alpha |
| SkGL::SetAlpha(paint.getAlpha()); |
| // report that we have setup the texture |
| return cache; |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| void SkGLDevice::drawPaint(const SkDraw& draw, const SkPaint& paint) { |
| TRACE_DRAW("coreDrawPaint", this, draw); |
| |
| AutoPaintShader shader(this, paint); |
| SkGLVertex vertex[4]; |
| const SkGLVertex* texs = shader.useTex() ? vertex : NULL; |
| |
| // set vert to be big enough to fill the space, but not super-huge, to we |
| // don't overflow fixed-point implementations |
| { |
| SkRect r; |
| r.set(this->clip().getBounds()); |
| SkMatrix inverse; |
| if (draw.fMatrix->invert(&inverse)) { |
| inverse.mapRect(&r); |
| } |
| vertex->setRectFan(r); |
| } |
| |
| SkGL::DrawVertices(4, GL_TRIANGLE_FAN, vertex, texs, NULL, NULL, |
| this->updateMatrixClip()); |
| } |
| |
| // must be in SkCanvas::PointMode order |
| static const GLenum gPointMode2GL[] = { |
| GL_POINTS, |
| GL_LINES, |
| GL_LINE_STRIP |
| }; |
| |
| void SkGLDevice::drawPoints(const SkDraw& draw, SkCanvas::PointMode mode, |
| size_t count, const SkPoint pts[], const SkPaint& paint) { |
| TRACE_DRAW("coreDrawPoints", this, draw); |
| |
| SkScalar width = paint.getStrokeWidth(); |
| if (width < 0) { |
| return; |
| } |
| |
| /* We should really only use drawverts for hairlines, since gl and skia |
| treat the thickness differently... |
| */ |
| |
| AutoPaintShader shader(this, paint); |
| |
| if (width <= 0) { |
| width = SK_Scalar1; |
| } |
| |
| if (SkCanvas::kPoints_PointMode == mode) { |
| glPointSize(SkScalarToFloat(width)); |
| } else { |
| glLineWidth(SkScalarToFloat(width)); |
| } |
| |
| const SkGLVertex* verts; |
| |
| #if GLSCALAR_IS_SCALAR |
| verts = (const SkGLVertex*)pts; |
| #else |
| SkAutoSTMalloc<32, SkGLVertex> storage(count); |
| SkGLVertex* v = storage.get(); |
| |
| v->setPoints(pts, count); |
| verts = v; |
| #endif |
| |
| const SkGLVertex* texs = shader.useTex() ? verts : NULL; |
| |
| SkGL::DrawVertices(count, gPointMode2GL[mode], verts, texs, NULL, NULL, |
| this->updateMatrixClip()); |
| } |
| |
| /* create a triangle strip that strokes the specified triangle. There are 8 |
| unique vertices, but we repreat the last 2 to close up. Alternatively we |
| could use an indices array, and then only send 8 verts, but not sure that |
| would be faster. |
| */ |
| static void setStrokeRectStrip(SkGLVertex verts[10], const SkRect& rect, |
| SkScalar width) { |
| const SkScalar rad = SkScalarHalf(width); |
| |
| verts[0].setScalars(rect.fLeft + rad, rect.fTop + rad); |
| verts[1].setScalars(rect.fLeft - rad, rect.fTop - rad); |
| verts[2].setScalars(rect.fRight - rad, rect.fTop + rad); |
| verts[3].setScalars(rect.fRight + rad, rect.fTop - rad); |
| verts[4].setScalars(rect.fRight - rad, rect.fBottom - rad); |
| verts[5].setScalars(rect.fRight + rad, rect.fBottom + rad); |
| verts[6].setScalars(rect.fLeft + rad, rect.fBottom - rad); |
| verts[7].setScalars(rect.fLeft - rad, rect.fBottom + rad); |
| verts[8] = verts[0]; |
| verts[9] = verts[1]; |
| } |
| |
| void SkGLDevice::drawRect(const SkDraw& draw, const SkRect& rect, |
| const SkPaint& paint) { |
| TRACE_DRAW("coreDrawRect", this, draw); |
| |
| bool doStroke = paint.getStyle() == SkPaint::kStroke_Style; |
| |
| if (doStroke) { |
| if (paint.getStrokeJoin() != SkPaint::kMiter_Join) { |
| SkGL_unimpl("non-miter stroke rect"); |
| return; |
| } |
| } else if (paint.getStrokeJoin() != SkPaint::kMiter_Join) { |
| SkPath path; |
| path.addRect(rect); |
| this->drawPath(draw, path, paint); |
| return; |
| } |
| |
| AutoPaintShader shader(this, paint); |
| SkScalar width = paint.getStrokeWidth(); |
| SkGLVertex vertex[10]; // max needed for all cases |
| int vertCount; |
| GLenum vertMode; |
| |
| if (doStroke) { |
| if (width > 0) { |
| vertCount = 10; |
| vertMode = GL_TRIANGLE_STRIP; |
| setStrokeRectStrip(vertex, rect, width); |
| } else { // hairline |
| vertCount = 5; |
| vertMode = GL_LINE_STRIP; |
| vertex[0].setScalars(rect.fLeft, rect.fTop); |
| vertex[1].setScalars(rect.fRight, rect.fTop); |
| vertex[2].setScalars(rect.fRight, rect.fBottom); |
| vertex[3].setScalars(rect.fLeft, rect.fBottom); |
| vertex[4].setScalars(rect.fLeft, rect.fTop); |
| glLineWidth(1); |
| } |
| } else { |
| vertCount = 4; |
| vertMode = GL_TRIANGLE_FAN; |
| vertex->setRectFan(rect); |
| } |
| |
| const SkGLVertex* texs = shader.useTex() ? vertex : NULL; |
| SkGL::DrawVertices(vertCount, vertMode, vertex, texs, NULL, NULL, |
| this->updateMatrixClip()); |
| } |
| |
| void SkGLDevice::drawPath(const SkDraw& draw, const SkPath& path, |
| const SkPaint& paint) { |
| TRACE_DRAW("coreDrawPath", this, draw); |
| if (paint.getStyle() == SkPaint::kStroke_Style) { |
| SkGL_unimpl("stroke path"); |
| return; |
| } |
| |
| AutoPaintShader shader(this, paint); |
| |
| SkGL::FillPath(path, paint, shader.useTex(), this->updateMatrixClip()); |
| } |
| |
| void SkGLDevice::drawBitmap(const SkDraw& draw, const SkBitmap& bitmap, |
| const SkMatrix& m, const SkPaint& paint) { |
| TRACE_DRAW("coreDrawBitmap", this, draw); |
| |
| SkAutoLockPixels alp(bitmap); |
| if (!bitmap.readyToDraw()) { |
| return; |
| } |
| |
| SkGLClipIter* iter = this->updateMatrixClip(); |
| |
| SkPoint max; |
| GLenum name; |
| SkAutoLockTexCache(bitmap, &name, &max); |
| // the lock has already called glBindTexture for us |
| SkGL::SetTexParamsClamp(paint.isFilterBitmap()); |
| |
| glMatrixMode(GL_TEXTURE); |
| glLoadIdentity(); |
| glMatrixMode(GL_MODELVIEW); |
| glPushMatrix(); |
| SkGL::MultMatrix(m); |
| |
| SkGLVertex pts[4], tex[4]; |
| |
| pts->setIRectFan(0, 0, bitmap.width(), bitmap.height()); |
| tex->setRectFan(0, 0, max.fX, max.fY); |
| |
| // now draw the mesh |
| SkGL::SetPaintAlpha(paint); |
| glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
| |
| SkGL::DrawVertices(4, GL_TRIANGLE_FAN, pts, tex, NULL, NULL, iter); |
| |
| glPopMatrix(); |
| } |
| |
| // move this guy into SkGL, so we can call it from SkGLDevice |
| static void gl_drawSprite(int x, int y, int w, int h, const SkPoint& max, |
| const SkPaint& paint, SkGLClipIter* iter) { |
| SkGL::SetTexParamsClamp(false); |
| |
| glMatrixMode(GL_TEXTURE); |
| glLoadIdentity(); |
| glMatrixMode(GL_MODELVIEW); |
| glPushMatrix(); |
| glLoadIdentity(); |
| |
| SkGLVertex pts[4], tex[4]; |
| |
| // if h < 0, then the texture is bottom-to-top, but since our projection |
| // matrix always inverts Y, we have to re-invert our texture coord here |
| if (h < 0) { |
| h = -h; |
| tex->setRectFan(0, max.fY, max.fX, 0); |
| } else { |
| tex->setRectFan(0, 0, max.fX, max.fY); |
| } |
| pts->setIRectFan(x, y, x + w, y + h); |
| |
| SkGL::SetPaintAlpha(paint); |
| glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
| |
| // should look to use glDrawTexi() has we do for text... |
| SkGL::DrawVertices(4, GL_TRIANGLE_FAN, pts, tex, NULL, NULL, iter); |
| |
| glPopMatrix(); |
| } |
| |
| void SkGLDevice::drawSprite(const SkDraw& draw, const SkBitmap& bitmap, |
| int left, int top, const SkPaint& paint) { |
| TRACE_DRAW("coreDrawSprite", this, draw); |
| |
| SkAutoLockPixels alp(bitmap); |
| if (!bitmap.readyToDraw()) { |
| return; |
| } |
| |
| SkGLClipIter* iter = this->updateMatrixClip(); |
| |
| SkPoint max; |
| GLuint name; |
| SkAutoLockTexCache(bitmap, &name, &max); |
| |
| gl_drawSprite(left, top, bitmap.width(), bitmap.height(), max, paint, iter); |
| } |
| |
| void SkGLDevice::drawDevice(const SkDraw& draw, SkDevice* dev, |
| int x, int y, const SkPaint& paint) { |
| TRACE_DRAW("coreDrawDevice", this, draw); |
| |
| SkGLDevice::TexOrientation to = ((SkGLDevice*)dev)->bindDeviceAsTexture(); |
| if (SkGLDevice::kNo_TexOrientation != to) { |
| SkGLClipIter* iter = this->updateMatrixClip(); |
| |
| const SkBitmap& bm = dev->accessBitmap(false); |
| int w = bm.width(); |
| int h = bm.height(); |
| SkPoint max; |
| |
| max.set(SkFixedToScalar(w << (16 - SkNextLog2(bm.rowBytesAsPixels()))), |
| SkFixedToScalar(h << (16 - SkNextLog2(h)))); |
| |
| if (SkGLDevice::kBottomToTop_TexOrientation == to) { |
| h = -h; |
| } |
| gl_drawSprite(x, y, w, h, max, paint, iter); |
| } |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| static const GLenum gVertexModeToGL[] = { |
| GL_TRIANGLES, // kTriangles_VertexMode, |
| GL_TRIANGLE_STRIP, // kTriangleStrip_VertexMode, |
| GL_TRIANGLE_FAN // kTriangleFan_VertexMode |
| }; |
| |
| #include "SkShader.h" |
| |
| void SkGLDevice::drawVertices(const SkDraw& draw, SkCanvas::VertexMode vmode, |
| int vertexCount, const SkPoint vertices[], |
| const SkPoint texs[], const SkColor colors[], |
| SkXfermode* xmode, |
| const uint16_t indices[], int indexCount, |
| const SkPaint& paint) { |
| |
| if (false) { |
| SkRect bounds; |
| SkIRect ibounds; |
| |
| bounds.set(vertices, vertexCount); |
| bounds.round(&ibounds); |
| |
| SkDebugf("---- drawverts: %d pts, texs=%d colors=%d indices=%d bounds [%d %d]\n", |
| vertexCount, texs!=0, colors!=0, indexCount, ibounds.width(), ibounds.height()); |
| } |
| |
| SkGLClipIter* iter = this->updateMatrixClip(); |
| |
| SkGL::SetPaint(paint); |
| |
| const SkGLVertex* glVerts; |
| const SkGLVertex* glTexs = NULL; |
| |
| #if GLSCALAR_IS_SCALAR |
| glVerts = (const SkGLVertex*)vertices; |
| #else |
| SkAutoSTMalloc<32, SkGLVertex> storage(vertexCount); |
| storage.get()->setPoints(vertices, vertexCount); |
| glVerts = storage.get(); |
| #endif |
| |
| uint8_t* colorArray = NULL; |
| if (colors) { |
| colorArray = (uint8_t*)sk_malloc_throw(vertexCount*4); |
| SkGL::SetRGBA(colorArray, colors, vertexCount); |
| } |
| SkAutoFree afca(colorArray); |
| |
| SkGLVertex* texArray = NULL; |
| TexCache* cache = NULL; |
| |
| if (texs && paint.getShader()) { |
| SkShader* shader = paint.getShader(); |
| |
| // if (!shader->setContext(this->accessBitmap(), paint, *draw.fMatrix)) { |
| if (!shader->setContext(*draw.fBitmap, paint, *draw.fMatrix)) { |
| goto DONE; |
| } |
| |
| SkBitmap bitmap; |
| SkMatrix matrix; |
| SkShader::TileMode tileModes[2]; |
| if (shader->asABitmap(&bitmap, &matrix, tileModes)) { |
| SkPoint max; |
| GLuint name; |
| cache = SkGLDevice::LockTexCache(bitmap, &name, &max); |
| if (NULL == cache) { |
| return; |
| } |
| |
| matrix.postScale(max.fX / bitmap.width(), max.fY / bitmap.height()); |
| glMatrixMode(GL_TEXTURE); |
| SkGL::LoadMatrix(matrix); |
| glMatrixMode(GL_MODELVIEW); |
| |
| #if GLSCALAR_IS_SCALAR |
| glTexs = (const SkGLVertex*)texs; |
| #else |
| texArray = (SkGLVertex*)sk_malloc_throw(vertexCount * sizeof(SkGLVertex)); |
| texArray->setPoints(texs, vertexCount); |
| glTexs = texArray; |
| #endif |
| |
| SkGL::SetPaintAlpha(paint); |
| SkGL::SetTexParams(paint.isFilterBitmap(), |
| tileModes[0], tileModes[1]); |
| } |
| } |
| DONE: |
| SkAutoFree aftex(texArray); |
| |
| SkGL::DrawVertices(indices ? indexCount : vertexCount, |
| gVertexModeToGL[vmode], |
| glVerts, glTexs, colorArray, indices, iter); |
| |
| if (cache) { |
| SkGLDevice::UnlockTexCache(cache); |
| } |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| #include "SkGlyphCache.h" |
| #include "SkGLTextCache.h" |
| |
| void SkGLDevice::GlyphCacheAuxProc(void* data) { |
| SkDebugf("-------------- delete text texture cache\n"); |
| SkDELETE((SkGLTextCache*)data); |
| } |
| |
| #ifdef SK_SCALAR_IS_FIXED |
| #define SkDiv16ToScalar(numer, denom) (SkIntToFixed(numer) / (denom)) |
| #else |
| #define SkDiv16ToScalar(numer, denom) SkScalarDiv(numer, denom) |
| #endif |
| |
| // stolen from SkDraw.cpp - D1G_NoBounder_RectClip |
| static void SkGL_Draw1Glyph(const SkDraw1Glyph& state, const SkGlyph& glyph, |
| int x, int y) { |
| SkASSERT(glyph.fWidth > 0 && glyph.fHeight > 0); |
| |
| SkGLDrawProcs* procs = (SkGLDrawProcs*)state.fDraw->fProcs; |
| |
| x += glyph.fLeft; |
| y += glyph.fTop; |
| |
| // check if we're clipped out (nothing to draw) |
| SkIRect bounds; |
| bounds.set(x, y, x + glyph.fWidth, y + glyph.fHeight); |
| if (!SkIRect::Intersects(state.fClip->getBounds(), bounds)) { |
| return; |
| } |
| |
| // now dig up our texture cache |
| |
| SkGlyphCache* gcache = state.fCache; |
| void* auxData; |
| SkGLTextCache* textCache = NULL; |
| |
| if (gcache->getAuxProcData(SkGLDevice::GlyphCacheAuxProc, &auxData)) { |
| textCache = (SkGLTextCache*)auxData; |
| } |
| if (NULL == textCache) { |
| // need to create one |
| textCache = SkNEW(SkGLTextCache); |
| gcache->setAuxProc(SkGLDevice::GlyphCacheAuxProc, textCache); |
| } |
| |
| int offset; |
| SkGLTextCache::Strike* strike = textCache->findGlyph(glyph, &offset); |
| if (NULL == strike) { |
| // make sure the glyph has an image |
| uint8_t* aa = (uint8_t*)glyph.fImage; |
| if (NULL == aa) { |
| aa = (uint8_t*)gcache->findImage(glyph); |
| if (NULL == aa) { |
| return; // can't rasterize glyph |
| } |
| } |
| strike = textCache->addGlyphAndBind(glyph, aa, &offset); |
| if (NULL == strike) { |
| SkGL_unimpl("addGlyphAndBind failed, too big"); |
| // too big to cache, need to draw as is... |
| return; |
| } |
| } |
| |
| const int shiftW = strike->widthShift(); |
| const int shiftH = strike->heightShift(); |
| |
| SkFixed left = offset << (16 - shiftW); |
| SkFixed right = (offset + glyph.fWidth) << (16 - shiftW); |
| SkFixed bottom = glyph.fHeight << (16 - shiftH); |
| |
| procs->addQuad(strike->texture(), x, y, glyph, left, right, bottom); |
| } |
| |
| #if 1 |
| // matches the orientation used in SkGL::setRectFan. Too bad we can't rely on |
| // QUADS in android's GL |
| static const uint8_t gQuadIndices[] = { |
| 0, 1, 2, 0, 2, 3, |
| 4, 5, 6, 4, 6, 7, |
| 8, 9, 10, 8, 10, 11, |
| 12, 13, 14, 12, 14, 15, |
| 16, 17, 18, 16, 18, 19, |
| 20, 21, 22, 20, 22, 23, |
| 24, 25, 26, 24, 26, 27, |
| 28, 29, 30, 28, 30, 31, |
| 32, 33, 34, 32, 34, 35, |
| 36, 37, 38, 36, 38, 39, |
| 40, 41, 42, 40, 42, 43, |
| 44, 45, 46, 44, 46, 47, |
| 48, 49, 50, 48, 50, 51, |
| 52, 53, 54, 52, 54, 55, |
| 56, 57, 58, 56, 58, 59, |
| 60, 61, 62, 60, 62, 63, |
| 64, 65, 66, 64, 66, 67, |
| 68, 69, 70, 68, 70, 71, |
| 72, 73, 74, 72, 74, 75, |
| 76, 77, 78, 76, 78, 79, |
| 80, 81, 82, 80, 82, 83, |
| 84, 85, 86, 84, 86, 87, |
| 88, 89, 90, 88, 90, 91, |
| 92, 93, 94, 92, 94, 95, |
| 96, 97, 98, 96, 98, 99, |
| 100, 101, 102, 100, 102, 103, |
| 104, 105, 106, 104, 106, 107, |
| 108, 109, 110, 108, 110, 111, |
| 112, 113, 114, 112, 114, 115, |
| 116, 117, 118, 116, 118, 119, |
| 120, 121, 122, 120, 122, 123, |
| 124, 125, 126, 124, 126, 127 |
| }; |
| #else |
| static void generateQuadIndices(int n) { |
| int index = 0; |
| for (int i = 0; i < n; i++) { |
| SkDebugf(" %3d, %3d, %3d, %3d, %3d, %3d,\n", |
| index, index + 1, index + 2, index, index + 2, index + 3); |
| index += 4; |
| } |
| } |
| #endif |
| |
| void SkGLDrawProcs::drawQuads() { |
| SkASSERT(SK_ARRAY_COUNT(gQuadIndices) == MAX_QUADS * 6); |
| |
| glBindTexture(GL_TEXTURE_2D, fCurrTexture); |
| |
| #if 0 |
| static bool gOnce; |
| if (!gOnce) { |
| generateQuadIndices(MAX_QUADS); |
| gOnce = true; |
| } |
| #endif |
| |
| // convert from quad vertex count to triangle vertex count |
| // 6/4 * n == n + (n >> 1) since n is always a multiple of 4 |
| SkASSERT((fCurrQuad & 3) == 0); |
| int count = fCurrQuad + (fCurrQuad >> 1); |
| |
| if (fClip->isComplex()) { |
| SkGLClipIter iter(fViewportHeight); |
| iter.reset(*fClip); |
| while (!iter.done()) { |
| iter.scissor(); |
| glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_BYTE, gQuadIndices); |
| iter.next(); |
| } |
| } else { |
| glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_BYTE, gQuadIndices); |
| } |
| } |
| |
| void SkGLDevice::setupForText(SkDraw* draw, const SkPaint& paint) { |
| // we handle complex clips in the SkDraw common code, so we don't check |
| // for it here |
| this->updateMatrixClip(); |
| |
| SkGL::SetPaint(paint, false); |
| |
| glMatrixMode(GL_TEXTURE); |
| glLoadIdentity(); |
| |
| glMatrixMode(GL_MODELVIEW); |
| glPushMatrix(); |
| glLoadIdentity(); |
| |
| // deferred allocation |
| if (NULL == fDrawProcs) { |
| fDrawProcs = SkNEW(SkGLDrawProcs); |
| fDrawProcs->fD1GProc = SkGL_Draw1Glyph; |
| } |
| |
| // init our (and GL's) state |
| fDrawProcs->init(draw->fClip, this->height()); |
| // assign to the caller's SkDraw |
| draw->fProcs = fDrawProcs; |
| |
| glEnable(GL_TEXTURE_2D); |
| glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
| glShadeModel(GL_FLAT); |
| } |
| |
| void SkGLDevice::drawText(const SkDraw& draw, const void* text, |
| size_t byteLength, SkScalar x, SkScalar y, |
| const SkPaint& paint) { |
| /* Currently, perspective text is draw via paths, invoked directly by |
| SkDraw. This can't work for us, since the bitmap that our draw points |
| to has no pixels, so we just abort if we're in perspective. |
| |
| Better fix would be to... |
| - have a callback inside draw to handle path drawing |
| - option to have draw call the font cache, which we could patch (?) |
| */ |
| if (draw.fMatrix->getType() & SkMatrix::kPerspective_Mask) { |
| SkGL_unimpl("drawText in perspective"); |
| return; |
| } |
| |
| SkDraw myDraw(draw); |
| this->setupForText(&myDraw, paint); |
| this->INHERITED::drawText(myDraw, text, byteLength, x, y, paint); |
| fDrawProcs->flush(); |
| glPopMatrix(); // GL_MODELVIEW |
| } |
| |
| void SkGLDevice::drawPosText(const SkDraw& draw, const void* text, |
| size_t byteLength, const SkScalar pos[], |
| SkScalar constY, int scalarsPerPos, |
| const SkPaint& paint) { |
| if (draw.fMatrix->getType() & SkMatrix::kPerspective_Mask) { |
| SkGL_unimpl("drawPosText in perspective"); |
| return; |
| } |
| |
| SkDraw myDraw(draw); |
| this->setupForText(&myDraw, paint); |
| this->INHERITED::drawPosText(myDraw, text, byteLength, pos, constY, |
| scalarsPerPos, paint); |
| fDrawProcs->flush(); |
| glPopMatrix(); // GL_MODELVIEW |
| } |
| |
| void SkGLDevice::drawTextOnPath(const SkDraw& draw, const void* text, |
| size_t byteLength, const SkPath& path, |
| const SkMatrix* m, const SkPaint& paint) { |
| SkGL_unimpl("drawTextOnPath"); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| #include "SkTextureCache.h" |
| #include "SkThread.h" |
| |
| static SkMutex gTextureCacheMutex; |
| static SkTextureCache gTextureCache(kTexCountMax_Default, kTexSizeMax_Default); |
| |
| SkGLDevice::TexCache* SkGLDevice::LockTexCache(const SkBitmap& bitmap, |
| GLuint* name, SkPoint* size) { |
| SkAutoMutexAcquire amc(gTextureCacheMutex); |
| |
| SkTextureCache::Entry* entry = gTextureCache.lock(bitmap); |
| if (NULL != entry) { |
| if (name) { |
| *name = entry->name(); |
| } |
| if (size) { |
| *size = entry->texSize(); |
| } |
| } |
| return (TexCache*)entry; |
| } |
| |
| void SkGLDevice::UnlockTexCache(TexCache* cache) { |
| SkAutoMutexAcquire amc(gTextureCacheMutex); |
| gTextureCache.unlock((SkTextureCache::Entry*)cache); |
| } |
| |
| // public exposure of texture cache settings |
| |
| size_t SkGLDevice::GetTextureCacheMaxCount() { |
| SkAutoMutexAcquire amc(gTextureCacheMutex); |
| return gTextureCache.getMaxCount(); |
| } |
| |
| size_t SkGLDevice::GetTextureCacheMaxSize() { |
| SkAutoMutexAcquire amc(gTextureCacheMutex); |
| return gTextureCache.getMaxSize(); |
| } |
| |
| void SkGLDevice::SetTextureCacheMaxCount(size_t count) { |
| SkAutoMutexAcquire amc(gTextureCacheMutex); |
| gTextureCache.setMaxCount(count); |
| } |
| |
| void SkGLDevice::SetTextureCacheMaxSize(size_t size) { |
| SkAutoMutexAcquire amc(gTextureCacheMutex); |
| gTextureCache.setMaxSize(size); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| #include "SkGLTextCache.h" |
| |
| static bool deleteCachesProc(SkGlyphCache* cache, void* texturesAreValid) { |
| void* auxData; |
| if (cache->getAuxProcData(SkGLDevice::GlyphCacheAuxProc, &auxData)) { |
| bool valid = texturesAreValid != NULL; |
| SkGLTextCache* textCache = static_cast<SkGLTextCache*>(auxData); |
| // call this before delete, in case valid is false |
| textCache->deleteAllStrikes(valid); |
| // now free the memory for the cache itself |
| SkDELETE(textCache); |
| // now remove the entry in the glyphcache (does not call the proc) |
| cache->removeAuxProc(SkGLDevice::GlyphCacheAuxProc); |
| } |
| return false; // keep going |
| } |
| |
| void SkGLDevice::DeleteAllTextures() { |
| // free the textures in our cache |
| |
| gTextureCacheMutex.acquire(); |
| gTextureCache.deleteAllCaches(true); |
| gTextureCacheMutex.release(); |
| |
| // now free the textures in the font cache |
| |
| SkGlyphCache::VisitAllCaches(deleteCachesProc, reinterpret_cast<void*>(true) |
| ); |
| } |
| |
| void SkGLDevice::AbandonAllTextures() { |
| // abandon the textures in our cache |
| |
| gTextureCacheMutex.acquire(); |
| gTextureCache.deleteAllCaches(false); |
| gTextureCacheMutex.release(); |
| |
| // abandon the textures in the font cache |
| |
| SkGlyphCache::VisitAllCaches(deleteCachesProc, reinterpret_cast<void*>(false |
| )); |
| } |
| |