1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
|
#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
));
}
|