diff options
Diffstat (limited to 'obsolete/SkGLDevice.cpp')
-rw-r--r-- | obsolete/SkGLDevice.cpp | 960 |
1 files changed, 0 insertions, 960 deletions
diff --git a/obsolete/SkGLDevice.cpp b/obsolete/SkGLDevice.cpp deleted file mode 100644 index d4606d936a..0000000000 --- a/obsolete/SkGLDevice.cpp +++ /dev/null @@ -1,960 +0,0 @@ - -/* - * Copyright 2011 Google Inc. - * - * Use of this source code is governed by a BSD-style license that can be - * found in the LICENSE file. - */ -#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" - -SK_DECLARE_STATIC_MUTEX(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 -)); -} - |