OpenGLRenderer.cpp revision 1d83e1981c8b89da93dff37a4f8b2b1ad8480b44
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <cutils/properties.h> 27#include <utils/Log.h> 28 29#include "OpenGLRenderer.h" 30#include "Properties.h" 31 32namespace android { 33namespace uirenderer { 34 35/////////////////////////////////////////////////////////////////////////////// 36// Defines 37/////////////////////////////////////////////////////////////////////////////// 38 39#define DEFAULT_TEXTURE_CACHE_SIZE 20.0f 40#define DEFAULT_LAYER_CACHE_SIZE 6.0f 41#define DEFAULT_PATH_CACHE_SIZE 6.0f 42#define DEFAULT_PATCH_CACHE_SIZE 100 43#define DEFAULT_GRADIENT_CACHE_SIZE 0.5f 44#define DEFAULT_DROP_SHADOW_CACHE_SIZE 1.0f 45 46#define REQUIRED_TEXTURE_UNITS_COUNT 3 47 48// Converts a number of mega-bytes into bytes 49#define MB(s) s * 1024 * 1024 50 51// Generates simple and textured vertices 52#define FV(x, y, u, v) { { x, y }, { u, v } } 53 54/////////////////////////////////////////////////////////////////////////////// 55// Globals 56/////////////////////////////////////////////////////////////////////////////// 57 58// This array is never used directly but used as a memcpy source in the 59// OpenGLRenderer constructor 60static const TextureVertex gMeshVertices[] = { 61 FV(0.0f, 0.0f, 0.0f, 0.0f), 62 FV(1.0f, 0.0f, 1.0f, 0.0f), 63 FV(0.0f, 1.0f, 0.0f, 1.0f), 64 FV(1.0f, 1.0f, 1.0f, 1.0f) 65}; 66static const GLsizei gMeshStride = sizeof(TextureVertex); 67static const GLsizei gMeshCount = 4; 68 69/** 70 * Structure mapping Skia xfermodes to OpenGL blending factors. 71 */ 72struct Blender { 73 SkXfermode::Mode mode; 74 GLenum src; 75 GLenum dst; 76}; // struct Blender 77 78// In this array, the index of each Blender equals the value of the first 79// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 80static const Blender gBlends[] = { 81 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 82 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 83 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 84 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 85 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 86 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 87 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 88 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 89 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 90 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 91 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 92 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 93}; 94 95static const GLenum gTextureUnits[] = { 96 GL_TEXTURE0, 97 GL_TEXTURE1, 98 GL_TEXTURE2 99}; 100 101/////////////////////////////////////////////////////////////////////////////// 102// Constructors/destructor 103/////////////////////////////////////////////////////////////////////////////// 104 105OpenGLRenderer::OpenGLRenderer(): 106 mBlend(false), mLastSrcMode(GL_ZERO), mLastDstMode(GL_ZERO), 107 mTextureCache(MB(DEFAULT_TEXTURE_CACHE_SIZE)), 108 mLayerCache(MB(DEFAULT_LAYER_CACHE_SIZE)), 109 mGradientCache(MB(DEFAULT_GRADIENT_CACHE_SIZE)), 110 mPathCache(MB(DEFAULT_PATH_CACHE_SIZE)), 111 mPatchCache(DEFAULT_PATCH_CACHE_SIZE), 112 mDropShadowCache(MB(DEFAULT_DROP_SHADOW_CACHE_SIZE)) { 113 LOGD("Create OpenGLRenderer"); 114 115 char property[PROPERTY_VALUE_MAX]; 116 if (property_get(PROPERTY_TEXTURE_CACHE_SIZE, property, NULL) > 0) { 117 LOGD(" Setting texture cache size to %sMB", property); 118 mTextureCache.setMaxSize(MB(atof(property))); 119 } else { 120 LOGD(" Using default texture cache size of %.2fMB", DEFAULT_TEXTURE_CACHE_SIZE); 121 } 122 123 if (property_get(PROPERTY_LAYER_CACHE_SIZE, property, NULL) > 0) { 124 LOGD(" Setting layer cache size to %sMB", property); 125 mLayerCache.setMaxSize(MB(atof(property))); 126 } else { 127 LOGD(" Using default layer cache size of %.2fMB", DEFAULT_LAYER_CACHE_SIZE); 128 } 129 130 if (property_get(PROPERTY_GRADIENT_CACHE_SIZE, property, NULL) > 0) { 131 LOGD(" Setting gradient cache size to %sMB", property); 132 mGradientCache.setMaxSize(MB(atof(property))); 133 } else { 134 LOGD(" Using default gradient cache size of %.2fMB", DEFAULT_GRADIENT_CACHE_SIZE); 135 } 136 137 if (property_get(PROPERTY_PATH_CACHE_SIZE, property, NULL) > 0) { 138 LOGD(" Setting path cache size to %sMB", property); 139 mPathCache.setMaxSize(MB(atof(property))); 140 } else { 141 LOGD(" Using default path cache size of %.2fMB", DEFAULT_PATH_CACHE_SIZE); 142 } 143 144 if (property_get(PROPERTY_DROP_SHADOW_CACHE_SIZE, property, NULL) > 0) { 145 LOGD(" Setting drop shadow cache size to %sMB", property); 146 mDropShadowCache.setMaxSize(MB(atof(property))); 147 } else { 148 LOGD(" Using default drop shadow cache size of %.2fMB", DEFAULT_DROP_SHADOW_CACHE_SIZE); 149 } 150 mDropShadowCache.setFontRenderer(mFontRenderer); 151 152 mCurrentProgram = NULL; 153 mShader = NULL; 154 mColorFilter = NULL; 155 mHasShadow = false; 156 157 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 158 159 mFirstSnapshot = new Snapshot; 160 161 GLint maxTextureUnits; 162 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits); 163 if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) { 164 LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT); 165 } 166} 167 168OpenGLRenderer::~OpenGLRenderer() { 169 LOGD("Destroy OpenGLRenderer"); 170 171 mTextureCache.clear(); 172 mLayerCache.clear(); 173 mGradientCache.clear(); 174 mPathCache.clear(); 175 mPatchCache.clear(); 176 mProgramCache.clear(); 177 mDropShadowCache.clear(); 178} 179 180/////////////////////////////////////////////////////////////////////////////// 181// Setup 182/////////////////////////////////////////////////////////////////////////////// 183 184void OpenGLRenderer::setViewport(int width, int height) { 185 glViewport(0, 0, width, height); 186 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 187 188 mWidth = width; 189 mHeight = height; 190 mFirstSnapshot->height = height; 191 mFirstSnapshot->viewport.set(0, 0, width, height); 192} 193 194void OpenGLRenderer::prepare() { 195 mSnapshot = new Snapshot(mFirstSnapshot); 196 mSaveCount = 0; 197 198 glDisable(GL_SCISSOR_TEST); 199 200 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 201 glClear(GL_COLOR_BUFFER_BIT); 202 203 glEnable(GL_SCISSOR_TEST); 204 glScissor(0, 0, mWidth, mHeight); 205 206 mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); 207} 208 209/////////////////////////////////////////////////////////////////////////////// 210// State management 211/////////////////////////////////////////////////////////////////////////////// 212 213int OpenGLRenderer::getSaveCount() const { 214 return mSaveCount; 215} 216 217int OpenGLRenderer::save(int flags) { 218 return saveSnapshot(); 219} 220 221void OpenGLRenderer::restore() { 222 if (mSaveCount == 0) return; 223 224 if (restoreSnapshot()) { 225 setScissorFromClip(); 226 } 227} 228 229void OpenGLRenderer::restoreToCount(int saveCount) { 230 if (saveCount <= 0 || saveCount > mSaveCount) return; 231 232 bool restoreClip = false; 233 234 while (mSaveCount != saveCount - 1) { 235 restoreClip |= restoreSnapshot(); 236 } 237 238 if (restoreClip) { 239 setScissorFromClip(); 240 } 241} 242 243int OpenGLRenderer::saveSnapshot() { 244 mSnapshot = new Snapshot(mSnapshot); 245 return ++mSaveCount; 246} 247 248bool OpenGLRenderer::restoreSnapshot() { 249 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 250 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 251 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 252 253 sp<Snapshot> current = mSnapshot; 254 sp<Snapshot> previous = mSnapshot->previous; 255 256 if (restoreOrtho) { 257 Rect& r = previous->viewport; 258 glViewport(r.left, r.top, r.right, r.bottom); 259 mOrthoMatrix.load(current->orthoMatrix); 260 } 261 262 if (restoreLayer) { 263 composeLayer(current, previous); 264 } 265 266 mSnapshot = previous; 267 mSaveCount--; 268 269 return restoreClip; 270} 271 272/////////////////////////////////////////////////////////////////////////////// 273// Layers 274/////////////////////////////////////////////////////////////////////////////// 275 276int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 277 const SkPaint* p, int flags) { 278 int count = saveSnapshot(); 279 280 int alpha = 255; 281 SkXfermode::Mode mode; 282 283 if (p) { 284 alpha = p->getAlpha(); 285 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 286 if (!isMode) { 287 // Assume SRC_OVER 288 mode = SkXfermode::kSrcOver_Mode; 289 } 290 } else { 291 mode = SkXfermode::kSrcOver_Mode; 292 } 293 294 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags); 295 296 return count; 297} 298 299int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 300 int alpha, int flags) { 301 int count = saveSnapshot(); 302 createLayer(mSnapshot, left, top, right, bottom, alpha, SkXfermode::kSrcOver_Mode, flags); 303 return count; 304} 305 306bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 307 float right, float bottom, int alpha, SkXfermode::Mode mode,int flags) { 308 LAYER_LOGD("Requesting layer %fx%f", right - left, bottom - top); 309 LAYER_LOGD("Layer cache size = %d", mLayerCache.getSize()); 310 311 GLuint previousFbo = snapshot->previous.get() ? snapshot->previous->fbo : 0; 312 LayerSize size(right - left, bottom - top); 313 314 Layer* layer = mLayerCache.get(size, previousFbo); 315 if (!layer) { 316 return false; 317 } 318 319 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 320 321 // Clear the FBO 322 glDisable(GL_SCISSOR_TEST); 323 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 324 glClear(GL_COLOR_BUFFER_BIT); 325 glEnable(GL_SCISSOR_TEST); 326 327 // Save the layer in the snapshot 328 snapshot->flags |= Snapshot::kFlagIsLayer; 329 layer->mode = mode; 330 layer->alpha = alpha / 255.0f; 331 layer->layer.set(left, top, right, bottom); 332 333 snapshot->layer = layer; 334 snapshot->fbo = layer->fbo; 335 336 // Creates a new snapshot to draw into the FBO 337 saveSnapshot(); 338 339 mSnapshot->transform.loadTranslate(-left, -top, 0.0f); 340 mSnapshot->setClip(0.0f, 0.0f, right - left, bottom - top); 341 mSnapshot->viewport.set(0.0f, 0.0f, right - left, bottom - top); 342 mSnapshot->height = bottom - top; 343 344 setScissorFromClip(); 345 346 mSnapshot->flags = Snapshot::kFlagDirtyOrtho | Snapshot::kFlagClipSet; 347 mSnapshot->orthoMatrix.load(mOrthoMatrix); 348 349 // Change the ortho projection 350 glViewport(0, 0, right - left, bottom - top); 351 // Don't flip the FBO, it will get flipped when drawing back to the framebuffer 352 mOrthoMatrix.loadOrtho(0.0f, right - left, 0.0f, bottom - top, -1.0f, 1.0f); 353 354 return true; 355} 356 357void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 358 if (!current->layer) { 359 LOGE("Attempting to compose a layer that does not exist"); 360 return; 361 } 362 363 // Unbind current FBO and restore previous one 364 // Most of the time, previous->fbo will be 0 to bind the default buffer 365 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 366 367 // Restore the clip from the previous snapshot 368 const Rect& clip = previous->clipRect; 369 glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight()); 370 371 Layer* layer = current->layer; 372 const Rect& rect = layer->layer; 373 374 drawTextureRect(rect.left, rect.top, rect.right, rect.bottom, 375 layer->texture, layer->alpha, layer->mode, layer->blend); 376 377 LayerSize size(rect.getWidth(), rect.getHeight()); 378 // Failing to add the layer to the cache should happen only if the 379 // layer is too large 380 if (!mLayerCache.put(size, layer)) { 381 LAYER_LOGD("Deleting layer"); 382 383 glDeleteFramebuffers(1, &layer->fbo); 384 glDeleteTextures(1, &layer->texture); 385 386 delete layer; 387 } 388} 389 390/////////////////////////////////////////////////////////////////////////////// 391// Transforms 392/////////////////////////////////////////////////////////////////////////////// 393 394void OpenGLRenderer::translate(float dx, float dy) { 395 mSnapshot->transform.translate(dx, dy, 0.0f); 396} 397 398void OpenGLRenderer::rotate(float degrees) { 399 mSnapshot->transform.rotate(degrees, 0.0f, 0.0f, 1.0f); 400} 401 402void OpenGLRenderer::scale(float sx, float sy) { 403 mSnapshot->transform.scale(sx, sy, 1.0f); 404} 405 406void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 407 mSnapshot->transform.load(*matrix); 408} 409 410void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 411 mSnapshot->transform.copyTo(*matrix); 412} 413 414void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 415 mat4 m(*matrix); 416 mSnapshot->transform.multiply(m); 417} 418 419/////////////////////////////////////////////////////////////////////////////// 420// Clipping 421/////////////////////////////////////////////////////////////////////////////// 422 423void OpenGLRenderer::setScissorFromClip() { 424 const Rect& clip = mSnapshot->clipRect; 425 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 426} 427 428const Rect& OpenGLRenderer::getClipBounds() { 429 return mSnapshot->getLocalClip(); 430} 431 432bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 433 Rect r(left, top, right, bottom); 434 mSnapshot->transform.mapRect(r); 435 436 return !mSnapshot->clipRect.intersects(r); 437} 438 439bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 440 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 441 if (clipped) { 442 setScissorFromClip(); 443 } 444 return !mSnapshot->clipRect.isEmpty(); 445} 446 447/////////////////////////////////////////////////////////////////////////////// 448// Drawing 449/////////////////////////////////////////////////////////////////////////////// 450 451void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) { 452 const float right = left + bitmap->width(); 453 const float bottom = top + bitmap->height(); 454 455 if (quickReject(left, top, right, bottom)) { 456 return; 457 } 458 459 glActiveTexture(GL_TEXTURE0); 460 const Texture* texture = mTextureCache.get(bitmap); 461 if (!texture) return; 462 const AutoTexture autoCleanup(texture); 463 464 drawTextureRect(left, top, right, bottom, texture, paint); 465} 466 467void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) { 468 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 469 const mat4 transform(*matrix); 470 transform.mapRect(r); 471 472 if (quickReject(r.left, r.top, r.right, r.bottom)) { 473 return; 474 } 475 476 glActiveTexture(GL_TEXTURE0); 477 const Texture* texture = mTextureCache.get(bitmap); 478 if (!texture) return; 479 const AutoTexture autoCleanup(texture); 480 481 drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint); 482} 483 484void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 485 float srcLeft, float srcTop, float srcRight, float srcBottom, 486 float dstLeft, float dstTop, float dstRight, float dstBottom, 487 const SkPaint* paint) { 488 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 489 return; 490 } 491 492 glActiveTexture(GL_TEXTURE0); 493 const Texture* texture = mTextureCache.get(bitmap); 494 if (!texture) return; 495 const AutoTexture autoCleanup(texture); 496 497 const float width = texture->width; 498 const float height = texture->height; 499 500 const float u1 = srcLeft / width; 501 const float v1 = srcTop / height; 502 const float u2 = srcRight / width; 503 const float v2 = srcBottom / height; 504 505 resetDrawTextureTexCoords(u1, v1, u2, v2); 506 507 drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint); 508 509 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 510} 511 512void OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, 513 float left, float top, float right, float bottom, const SkPaint* paint) { 514 if (quickReject(left, top, right, bottom)) { 515 return; 516 } 517 518 glActiveTexture(GL_TEXTURE0); 519 const Texture* texture = mTextureCache.get(bitmap); 520 if (!texture) return; 521 const AutoTexture autoCleanup(texture); 522 523 int alpha; 524 SkXfermode::Mode mode; 525 getAlphaAndMode(paint, &alpha, &mode); 526 527 Patch* mesh = mPatchCache.get(patch); 528 mesh->updateVertices(bitmap, left, top, right, bottom, 529 &patch->xDivs[0], &patch->yDivs[0], patch->numXDivs, patch->numYDivs); 530 531 // Specify right and bottom as +1.0f from left/top to prevent scaling since the 532 // patch mesh already defines the final size 533 drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f, 534 mode, texture->blend, &mesh->vertices[0].position[0], 535 &mesh->vertices[0].texture[0], mesh->indices, mesh->indicesCount); 536} 537 538void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 539 const Rect& clip = mSnapshot->clipRect; 540 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 541} 542 543void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) { 544 if (quickReject(left, top, right, bottom)) { 545 return; 546 } 547 548 SkXfermode::Mode mode; 549 550 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 551 if (!isMode) { 552 // Assume SRC_OVER 553 mode = SkXfermode::kSrcOver_Mode; 554 } 555 556 // Skia draws using the color's alpha channel if < 255 557 // Otherwise, it uses the paint's alpha 558 int color = p->getColor(); 559 if (((color >> 24) & 0xff) == 255) { 560 color |= p->getAlpha() << 24; 561 } 562 563 drawColorRect(left, top, right, bottom, color, mode); 564} 565 566void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 567 float x, float y, SkPaint* paint) { 568 if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 569 return; 570 } 571 572 float length = -1.0f; 573 switch (paint->getTextAlign()) { 574 case SkPaint::kCenter_Align: 575 length = paint->measureText(text, bytesCount); 576 x -= length / 2.0f; 577 break; 578 case SkPaint::kRight_Align: 579 length = paint->measureText(text, bytesCount); 580 x -= length; 581 break; 582 default: 583 break; 584 } 585 586 int alpha; 587 SkXfermode::Mode mode; 588 getAlphaAndMode(paint, &alpha, &mode); 589 590 mFontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), paint->getTextSize()); 591 if (mHasShadow) { 592 glActiveTexture(gTextureUnits[0]); 593 const ShadowTexture* shadow = mDropShadowCache.get(paint, text, bytesCount, 594 count, mShadowRadius); 595 const AutoTexture autoCleanup(shadow); 596 597 setupShadow(shadow, x, y, mode); 598 599 // Draw the mesh 600 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 601 glDisableVertexAttribArray(mCurrentProgram->getAttrib("texCoords")); 602 } 603 604 uint32_t color = paint->getColor(); 605 const GLfloat a = alpha / 255.0f; 606 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 607 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 608 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 609 610 GLuint textureUnit = 0; 611 glActiveTexture(gTextureUnits[textureUnit]); 612 613 setupTextureAlpha8(mFontRenderer.getTexture(), 0, 0, textureUnit, x, y, r, g, b, a, 614 mode, false, true); 615 616 const Rect& clip = mSnapshot->getLocalClip(); 617 mFontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y); 618 619 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 620 glDisableVertexAttribArray(mCurrentProgram->getAttrib("texCoords")); 621 622 drawTextDecorations(text, bytesCount, length, x, y, paint); 623} 624 625void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 626 GLuint textureUnit = 0; 627 glActiveTexture(gTextureUnits[textureUnit]); 628 629 const PathTexture* texture = mPathCache.get(path, paint); 630 if (!texture) return; 631 const AutoTexture autoCleanup(texture); 632 633 int alpha; 634 SkXfermode::Mode mode; 635 getAlphaAndMode(paint, &alpha, &mode); 636 637 uint32_t color = paint->getColor(); 638 const GLfloat a = alpha / 255.0f; 639 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 640 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 641 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 642 643 const float x = texture->left - texture->offset; 644 const float y = texture->top - texture->offset; 645 646 setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true); 647 648 // Draw the mesh 649 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 650 glDisableVertexAttribArray(mCurrentProgram->getAttrib("texCoords")); 651} 652 653/////////////////////////////////////////////////////////////////////////////// 654// Shaders 655/////////////////////////////////////////////////////////////////////////////// 656 657void OpenGLRenderer::resetShader() { 658 mShader = NULL; 659} 660 661void OpenGLRenderer::setupShader(SkiaShader* shader) { 662 mShader = shader; 663 if (mShader) { 664 mShader->set(&mTextureCache, &mGradientCache); 665 } 666} 667 668/////////////////////////////////////////////////////////////////////////////// 669// Color filters 670/////////////////////////////////////////////////////////////////////////////// 671 672void OpenGLRenderer::resetColorFilter() { 673 mColorFilter = NULL; 674} 675 676void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 677 mColorFilter = filter; 678} 679 680/////////////////////////////////////////////////////////////////////////////// 681// Drop shadow 682/////////////////////////////////////////////////////////////////////////////// 683 684void OpenGLRenderer::resetShadow() { 685 mHasShadow = false; 686} 687 688void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 689 mHasShadow = true; 690 mShadowRadius = radius; 691 mShadowDx = dx; 692 mShadowDy = dy; 693 mShadowColor = color; 694} 695 696/////////////////////////////////////////////////////////////////////////////// 697// Drawing implementation 698/////////////////////////////////////////////////////////////////////////////// 699 700void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y, 701 SkXfermode::Mode mode) { 702 const float sx = x - texture->left + mShadowDx; 703 const float sy = y - texture->top + mShadowDy; 704 705 const GLfloat a = ((mShadowColor >> 24) & 0xFF) / 255.0f; 706 const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f; 707 const GLfloat g = a * ((mShadowColor >> 8) & 0xFF) / 255.0f; 708 const GLfloat b = a * ((mShadowColor ) & 0xFF) / 255.0f; 709 710 GLuint textureUnit = 0; 711 setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false); 712} 713 714void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, 715 float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode, 716 bool transforms, bool applyFilters) { 717 setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit, 718 x, y, r, g, b, a, mode, transforms, applyFilters); 719} 720 721void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 722 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 723 SkXfermode::Mode mode, bool transforms, bool applyFilters) { 724 // Describe the required shaders 725 ProgramDescription description; 726 description.hasTexture = true; 727 description.hasAlpha8Texture = true; 728 729 if (applyFilters) { 730 if (mShader) { 731 mShader->describe(description, mExtensions); 732 } 733 if (mColorFilter) { 734 mColorFilter->describe(description, mExtensions); 735 } 736 } 737 738 // Build and use the appropriate shader 739 useProgram(mProgramCache.get(description)); 740 741 // Setup the blending mode 742 chooseBlending(true, mode); 743 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit); 744 glUniform1i(mCurrentProgram->getUniform("sampler"), textureUnit); 745 746 int texCoordsSlot = mCurrentProgram->getAttrib("texCoords"); 747 glEnableVertexAttribArray(texCoordsSlot); 748 749 // Setup attributes 750 glVertexAttribPointer(mCurrentProgram->position, 2, GL_FLOAT, GL_FALSE, 751 gMeshStride, &mMeshVertices[0].position[0]); 752 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, 753 gMeshStride, &mMeshVertices[0].texture[0]); 754 755 // Setup uniforms 756 if (transforms) { 757 mModelView.loadTranslate(x, y, 0.0f); 758 mModelView.scale(width, height, 1.0f); 759 } else { 760 mModelView.loadIdentity(); 761 } 762 mCurrentProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform); 763 glUniform4f(mCurrentProgram->color, r, g, b, a); 764 765 textureUnit++; 766 if (applyFilters) { 767 // Setup attributes and uniforms required by the shaders 768 if (mShader) { 769 mShader->setupProgram(mCurrentProgram, mModelView, *mSnapshot, &textureUnit); 770 } 771 if (mColorFilter) { 772 mColorFilter->setupProgram(mCurrentProgram); 773 } 774 } 775} 776 777#define kStdStrikeThru_Offset (-6.0f / 21.0f) 778#define kStdUnderline_Offset (1.0f / 9.0f) 779#define kStdUnderline_Thickness (1.0f / 18.0f) 780 781void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 782 float x, float y, SkPaint* paint) { 783 // Handle underline and strike-through 784 uint32_t flags = paint->getFlags(); 785 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 786 float underlineWidth = length; 787 // If length is > 0.0f, we already measured the text for the text alignment 788 if (length <= 0.0f) { 789 underlineWidth = paint->measureText(text, bytesCount); 790 } 791 792 float offsetX = 0; 793 switch (paint->getTextAlign()) { 794 case SkPaint::kCenter_Align: 795 offsetX = underlineWidth * 0.5f; 796 break; 797 case SkPaint::kRight_Align: 798 offsetX = underlineWidth; 799 break; 800 default: 801 break; 802 } 803 804 if (underlineWidth > 0.0f) { 805 float textSize = paint->getTextSize(); 806 float height = textSize * kStdUnderline_Thickness; 807 808 float left = x - offsetX; 809 float top = 0.0f; 810 float right = left + underlineWidth; 811 float bottom = 0.0f; 812 813 if (flags & SkPaint::kUnderlineText_Flag) { 814 top = y + textSize * kStdUnderline_Offset; 815 bottom = top + height; 816 drawRect(left, top, right, bottom, paint); 817 } 818 819 if (flags & SkPaint::kStrikeThruText_Flag) { 820 top = y + textSize * kStdStrikeThru_Offset; 821 bottom = top + height; 822 drawRect(left, top, right, bottom, paint); 823 } 824 } 825 } 826} 827 828void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 829 int color, SkXfermode::Mode mode, bool ignoreTransform) { 830 // If a shader is set, preserve only the alpha 831 if (mShader) { 832 color |= 0x00ffffff; 833 } 834 835 // Render using pre-multiplied alpha 836 const int alpha = (color >> 24) & 0xFF; 837 const GLfloat a = alpha / 255.0f; 838 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 839 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 840 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 841 842 GLuint textureUnit = 0; 843 844 // Setup the blending mode 845 chooseBlending(alpha < 255 || (mShader && mShader->blend()), mode); 846 847 // Describe the required shaders 848 ProgramDescription description; 849 if (mShader) { 850 mShader->describe(description, mExtensions); 851 } 852 if (mColorFilter) { 853 mColorFilter->describe(description, mExtensions); 854 } 855 856 // Build and use the appropriate shader 857 useProgram(mProgramCache.get(description)); 858 859 // Setup attributes 860 glVertexAttribPointer(mCurrentProgram->position, 2, GL_FLOAT, GL_FALSE, 861 gMeshStride, &mMeshVertices[0].position[0]); 862 863 // Setup uniforms 864 mModelView.loadTranslate(left, top, 0.0f); 865 mModelView.scale(right - left, bottom - top, 1.0f); 866 if (!ignoreTransform) { 867 mCurrentProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform); 868 } else { 869 mat4 identity; 870 mCurrentProgram->set(mOrthoMatrix, mModelView, identity); 871 } 872 glUniform4f(mCurrentProgram->color, r, g, b, a); 873 874 // Setup attributes and uniforms required by the shaders 875 if (mShader) { 876 mShader->setupProgram(mCurrentProgram, mModelView, *mSnapshot, &textureUnit); 877 } 878 if (mColorFilter) { 879 mColorFilter->setupProgram(mCurrentProgram); 880 } 881 882 // Draw the mesh 883 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 884} 885 886void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 887 const Texture* texture, const SkPaint* paint) { 888 int alpha; 889 SkXfermode::Mode mode; 890 getAlphaAndMode(paint, &alpha, &mode); 891 892 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, texture->blend, 893 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], NULL); 894} 895 896void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 897 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 898 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 899 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], NULL); 900} 901 902void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 903 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 904 GLvoid* vertices, GLvoid* texCoords, GLvoid* indices, GLsizei elementsCount) { 905 ProgramDescription description; 906 description.hasTexture = true; 907 if (mColorFilter) { 908 mColorFilter->describe(description, mExtensions); 909 } 910 911 mModelView.loadTranslate(left, top, 0.0f); 912 mModelView.scale(right - left, bottom - top, 1.0f); 913 914 useProgram(mProgramCache.get(description)); 915 mCurrentProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform); 916 917 chooseBlending(blend || alpha < 1.0f, mode); 918 919 // Texture 920 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0); 921 glUniform1i(mCurrentProgram->getUniform("sampler"), 0); 922 923 // Always premultiplied 924 glUniform4f(mCurrentProgram->color, alpha, alpha, alpha, alpha); 925 926 // Mesh 927 int texCoordsSlot = mCurrentProgram->getAttrib("texCoords"); 928 glEnableVertexAttribArray(texCoordsSlot); 929 glVertexAttribPointer(mCurrentProgram->position, 2, GL_FLOAT, GL_FALSE, 930 gMeshStride, vertices); 931 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 932 933 // Color filter 934 if (mColorFilter) { 935 mColorFilter->setupProgram(mCurrentProgram); 936 } 937 938 if (!indices) { 939 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 940 } else { 941 glDrawElements(GL_TRIANGLES, elementsCount, GL_UNSIGNED_SHORT, indices); 942 } 943 glDisableVertexAttribArray(texCoordsSlot); 944} 945 946void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, bool isPremultiplied) { 947 blend = blend || mode != SkXfermode::kSrcOver_Mode; 948 if (blend) { 949 if (!mBlend) { 950 glEnable(GL_BLEND); 951 } 952 953 GLenum sourceMode = gBlends[mode].src; 954 GLenum destMode = gBlends[mode].dst; 955 if (!isPremultiplied && sourceMode == GL_ONE) { 956 sourceMode = GL_SRC_ALPHA; 957 } 958 959 if (sourceMode != mLastSrcMode || destMode != mLastDstMode) { 960 glBlendFunc(sourceMode, destMode); 961 mLastSrcMode = sourceMode; 962 mLastDstMode = destMode; 963 } 964 } else if (mBlend) { 965 glDisable(GL_BLEND); 966 } 967 mBlend = blend; 968} 969 970bool OpenGLRenderer::useProgram(Program* program) { 971 if (!program->isInUse()) { 972 if (mCurrentProgram != NULL) mCurrentProgram->remove(); 973 program->use(); 974 mCurrentProgram = program; 975 return false; 976 } 977 return true; 978} 979 980void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 981 TextureVertex* v = &mMeshVertices[0]; 982 TextureVertex::setUV(v++, u1, v1); 983 TextureVertex::setUV(v++, u2, v1); 984 TextureVertex::setUV(v++, u1, v2); 985 TextureVertex::setUV(v++, u2, v2); 986} 987 988void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 989 if (paint) { 990 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 991 if (!isMode) { 992 // Assume SRC_OVER 993 *mode = SkXfermode::kSrcOver_Mode; 994 } 995 996 // Skia draws using the color's alpha channel if < 255 997 // Otherwise, it uses the paint's alpha 998 int color = paint->getColor(); 999 *alpha = (color >> 24) & 0xFF; 1000 if (*alpha == 255) { 1001 *alpha = paint->getAlpha(); 1002 } 1003 } else { 1004 *mode = SkXfermode::kSrcOver_Mode; 1005 *alpha = 255; 1006 } 1007} 1008 1009void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) { 1010 glActiveTexture(gTextureUnits[textureUnit]); 1011 glBindTexture(GL_TEXTURE_2D, texture); 1012 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1013 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1014} 1015 1016}; // namespace uirenderer 1017}; // namespace android 1018