OpenGLRenderer.cpp revision 1e45aae5de003657e5d18f74d34998f5de5db5b7
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); 186 187 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 188 189 mWidth = width; 190 mHeight = height; 191 mFirstSnapshot->height = 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 mOrthoMatrix.load(current->orthoMatrix); 258 } 259 260 if (restoreLayer) { 261 composeLayer(current, previous); 262 } 263 264 mSnapshot = previous; 265 mSaveCount--; 266 267 return restoreClip; 268} 269 270void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 271 if (!current->layer) { 272 LOGE("Attempting to compose a layer that does not exist"); 273 return; 274 } 275 276 // Unbind current FBO and restore previous one 277 // Most of the time, previous->fbo will be 0 to bind the default buffer 278 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 279 280 // Restore the clip from the previous snapshot 281 const Rect& clip = previous->clipRect; 282 glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight()); 283 284 Layer* layer = current->layer; 285 const Rect& rect = layer->layer; 286 287 drawTextureRect(rect.left, rect.top, rect.right, rect.bottom, 288 layer->texture, layer->alpha, layer->mode, layer->blend); 289 290 LayerSize size(rect.getWidth(), rect.getHeight()); 291 // Failing to add the layer to the cache should happen only if the 292 // layer is too large 293 if (!mLayerCache.put(size, layer)) { 294 LAYER_LOGD("Deleting layer"); 295 296 glDeleteFramebuffers(1, &layer->fbo); 297 glDeleteTextures(1, &layer->texture); 298 299 delete layer; 300 } 301} 302 303/////////////////////////////////////////////////////////////////////////////// 304// Layers 305/////////////////////////////////////////////////////////////////////////////// 306 307int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 308 const SkPaint* p, int flags) { 309 int count = saveSnapshot(); 310 311 int alpha = 255; 312 SkXfermode::Mode mode; 313 314 if (p) { 315 alpha = p->getAlpha(); 316 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 317 if (!isMode) { 318 // Assume SRC_OVER 319 mode = SkXfermode::kSrcOver_Mode; 320 } 321 } else { 322 mode = SkXfermode::kSrcOver_Mode; 323 } 324 325 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags); 326 327 return count; 328} 329 330int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 331 int alpha, int flags) { 332 int count = saveSnapshot(); 333 createLayer(mSnapshot, left, top, right, bottom, alpha, SkXfermode::kSrcOver_Mode, flags); 334 return count; 335} 336 337bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 338 float right, float bottom, int alpha, SkXfermode::Mode mode,int flags) { 339 LAYER_LOGD("Requesting layer %fx%f", right - left, bottom - top); 340 LAYER_LOGD("Layer cache size = %d", mLayerCache.getSize()); 341 342 GLuint previousFbo = snapshot->previous.get() ? snapshot->previous->fbo : 0; 343 LayerSize size(right - left, bottom - top); 344 345 Layer* layer = mLayerCache.get(size, previousFbo); 346 if (!layer) { 347 return false; 348 } 349 350 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 351 352 // Clear the FBO 353 glDisable(GL_SCISSOR_TEST); 354 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 355 glClear(GL_COLOR_BUFFER_BIT); 356 glEnable(GL_SCISSOR_TEST); 357 358 // Save the layer in the snapshot 359 snapshot->flags |= Snapshot::kFlagIsLayer; 360 layer->mode = mode; 361 layer->alpha = alpha / 255.0f; 362 layer->layer.set(left, top, right, bottom); 363 364 snapshot->layer = layer; 365 snapshot->fbo = layer->fbo; 366 367 // Creates a new snapshot to draw into the FBO 368 saveSnapshot(); 369 // TODO: This doesn't preserve other transformations (check Skia first) 370 mSnapshot->transform.loadTranslate(-left, -top, 0.0f); 371 mSnapshot->setClip(0.0f, 0.0f, right - left, bottom - top); 372 mSnapshot->height = bottom - top; 373 setScissorFromClip(); 374 375 mSnapshot->flags = Snapshot::kFlagDirtyOrtho | Snapshot::kFlagClipSet; 376 mSnapshot->orthoMatrix.load(mOrthoMatrix); 377 378 // Change the ortho projection 379 mOrthoMatrix.loadOrtho(0.0f, right - left, bottom - top, 0.0f, 0.0f, 1.0f); 380 381 return true; 382} 383 384/////////////////////////////////////////////////////////////////////////////// 385// Transforms 386/////////////////////////////////////////////////////////////////////////////// 387 388void OpenGLRenderer::translate(float dx, float dy) { 389 mSnapshot->transform.translate(dx, dy, 0.0f); 390} 391 392void OpenGLRenderer::rotate(float degrees) { 393 mSnapshot->transform.rotate(degrees, 0.0f, 0.0f, 1.0f); 394} 395 396void OpenGLRenderer::scale(float sx, float sy) { 397 mSnapshot->transform.scale(sx, sy, 1.0f); 398} 399 400void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 401 mSnapshot->transform.load(*matrix); 402} 403 404void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 405 mSnapshot->transform.copyTo(*matrix); 406} 407 408void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 409 mat4 m(*matrix); 410 mSnapshot->transform.multiply(m); 411} 412 413/////////////////////////////////////////////////////////////////////////////// 414// Clipping 415/////////////////////////////////////////////////////////////////////////////// 416 417void OpenGLRenderer::setScissorFromClip() { 418 const Rect& clip = mSnapshot->clipRect; 419 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 420} 421 422const Rect& OpenGLRenderer::getClipBounds() { 423 return mSnapshot->getLocalClip(); 424} 425 426bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 427 SkRect sr; 428 sr.set(left, top, right, bottom); 429 430 SkMatrix m; 431 mSnapshot->transform.copyTo(m); 432 m.mapRect(&sr); 433 434 Rect r(sr.fLeft, sr.fTop, sr.fRight, sr.fBottom); 435 return !mSnapshot->clipRect.intersects(r); 436} 437 438bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 439 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 440 if (clipped) { 441 setScissorFromClip(); 442 } 443 return !mSnapshot->clipRect.isEmpty(); 444} 445 446/////////////////////////////////////////////////////////////////////////////// 447// Drawing 448/////////////////////////////////////////////////////////////////////////////// 449 450void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) { 451 const float right = left + bitmap->width(); 452 const float bottom = top + bitmap->height(); 453 454 if (quickReject(left, top, right, bottom)) { 455 return; 456 } 457 458 glActiveTexture(GL_TEXTURE0); 459 const Texture* texture = mTextureCache.get(bitmap); 460 if (!texture) return; 461 const AutoTexture autoCleanup(texture); 462 463 drawTextureRect(left, top, right, bottom, texture, paint); 464} 465 466void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) { 467 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 468 const mat4 transform(*matrix); 469 transform.mapRect(r); 470 471 if (quickReject(r.left, r.top, r.right, r.bottom)) { 472 return; 473 } 474 475 glActiveTexture(GL_TEXTURE0); 476 const Texture* texture = mTextureCache.get(bitmap); 477 if (!texture) return; 478 const AutoTexture autoCleanup(texture); 479 480 drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint); 481} 482 483void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 484 float srcLeft, float srcTop, float srcRight, float srcBottom, 485 float dstLeft, float dstTop, float dstRight, float dstBottom, 486 const SkPaint* paint) { 487 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 488 return; 489 } 490 491 glActiveTexture(GL_TEXTURE0); 492 const Texture* texture = mTextureCache.get(bitmap); 493 if (!texture) return; 494 const AutoTexture autoCleanup(texture); 495 496 const float width = texture->width; 497 const float height = texture->height; 498 499 const float u1 = srcLeft / width; 500 const float v1 = srcTop / height; 501 const float u2 = srcRight / width; 502 const float v2 = srcBottom / height; 503 504 resetDrawTextureTexCoords(u1, v1, u2, v2); 505 506 drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint); 507 508 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 509} 510 511void OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, 512 float left, float top, float right, float bottom, const SkPaint* paint) { 513 if (quickReject(left, top, right, bottom)) { 514 return; 515 } 516 517 glActiveTexture(GL_TEXTURE0); 518 const Texture* texture = mTextureCache.get(bitmap); 519 if (!texture) return; 520 const AutoTexture autoCleanup(texture); 521 522 int alpha; 523 SkXfermode::Mode mode; 524 getAlphaAndMode(paint, &alpha, &mode); 525 526 Patch* mesh = mPatchCache.get(patch); 527 mesh->updateVertices(bitmap, left, top, right, bottom, 528 &patch->xDivs[0], &patch->yDivs[0], patch->numXDivs, patch->numYDivs); 529 530 // Specify right and bottom as +1.0f from left/top to prevent scaling since the 531 // patch mesh already defines the final size 532 drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f, 533 mode, texture->blend, &mesh->vertices[0].position[0], 534 &mesh->vertices[0].texture[0], mesh->indices, mesh->indicesCount); 535} 536 537void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 538 const Rect& clip = mSnapshot->clipRect; 539 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 540} 541 542void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) { 543 if (quickReject(left, top, right, bottom)) { 544 return; 545 } 546 547 SkXfermode::Mode mode; 548 549 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 550 if (!isMode) { 551 // Assume SRC_OVER 552 mode = SkXfermode::kSrcOver_Mode; 553 } 554 555 // Skia draws using the color's alpha channel if < 255 556 // Otherwise, it uses the paint's alpha 557 int color = p->getColor(); 558 if (((color >> 24) & 0xff) == 255) { 559 color |= p->getAlpha() << 24; 560 } 561 562 drawColorRect(left, top, right, bottom, color, mode); 563} 564 565void OpenGLRenderer::renderShadow(const ShadowTexture* texture, float x, float y, 566 SkXfermode::Mode mode) { 567 const float sx = x - texture->left + mShadowDx; 568 const float sy = y - texture->top + mShadowDy; 569 570 const GLfloat a = ((mShadowColor >> 24) & 0xFF) / 255.0f; 571 const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f; 572 const GLfloat g = a * ((mShadowColor >> 8) & 0xFF) / 255.0f; 573 const GLfloat b = a * ((mShadowColor ) & 0xFF) / 255.0f; 574 575 GLuint textureUnit = 0; 576 renderTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, false); 577} 578 579void OpenGLRenderer::renderTextureAlpha8(const Texture* texture, GLuint& textureUnit, 580 float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode, 581 bool applyFilters) { 582 // Describe the required shaders 583 ProgramDescription description; 584 description.hasTexture = true; 585 description.hasAlpha8Texture = true; 586 587 if (applyFilters) { 588 if (mShader) { 589 mShader->describe(description, mExtensions); 590 } 591 if (mColorFilter) { 592 mColorFilter->describe(description, mExtensions); 593 } 594 } 595 596 // Build and use the appropriate shader 597 useProgram(mProgramCache.get(description)); 598 599 // Setup the blending mode 600 chooseBlending(true, mode); 601 bindTexture(texture->id, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit); 602 glUniform1i(mCurrentProgram->getUniform("sampler"), textureUnit); 603 604 int texCoordsSlot = mCurrentProgram->getAttrib("texCoords"); 605 glEnableVertexAttribArray(texCoordsSlot); 606 607 // Setup attributes 608 glVertexAttribPointer(mCurrentProgram->position, 2, GL_FLOAT, GL_FALSE, 609 gMeshStride, &mMeshVertices[0].position[0]); 610 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, 611 gMeshStride, &mMeshVertices[0].texture[0]); 612 613 // Setup uniforms 614 mModelView.loadTranslate(x, y, 0.0f); 615 mModelView.scale(texture->width, texture->height, 1.0f); 616 mCurrentProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform); 617 618 glUniform4f(mCurrentProgram->color, r, g, b, a); 619 620 textureUnit++; 621 if (applyFilters) { 622 // Setup attributes and uniforms required by the shaders 623 if (mShader) { 624 mShader->setupProgram(mCurrentProgram, mModelView, *mSnapshot, &textureUnit); 625 } 626 if (mColorFilter) { 627 mColorFilter->setupProgram(mCurrentProgram); 628 } 629 } 630 631 // Draw the mesh 632 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 633 634 glDisableVertexAttribArray(texCoordsSlot); 635} 636 637#define kStdStrikeThru_Offset (-6.0f / 21.0f) 638#define kStdUnderline_Offset (1.0f / 9.0f) 639#define kStdUnderline_Thickness (1.0f / 18.0f) 640 641void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 642 float x, float y, SkPaint* paint) { 643 if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 644 return; 645 } 646 647 float length = -1.0f; 648 switch (paint->getTextAlign()) { 649 case SkPaint::kCenter_Align: 650 length = paint->measureText(text, bytesCount); 651 x -= length / 2.0f; 652 break; 653 case SkPaint::kRight_Align: 654 length = paint->measureText(text, bytesCount); 655 x -= length; 656 break; 657 default: 658 break; 659 } 660 661 int alpha; 662 SkXfermode::Mode mode; 663 getAlphaAndMode(paint, &alpha, &mode); 664 665 mFontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), paint->getTextSize()); 666 if (mHasShadow) { 667 glActiveTexture(gTextureUnits[0]); 668 const ShadowTexture* shadow = mDropShadowCache.get(paint, text, bytesCount, 669 count, mShadowRadius); 670 const AutoTexture autoCleanup(shadow); 671 renderShadow(shadow, x, y, mode); 672 } 673 674 uint32_t color = paint->getColor(); 675 const GLfloat a = alpha / 255.0f; 676 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 677 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 678 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 679 680 mModelView.loadIdentity(); 681 682 GLuint textureUnit = 0; 683 // Needs to be set prior to calling FontRenderer::getTexture() 684 glActiveTexture(gTextureUnits[textureUnit]); 685 686 ProgramDescription description; 687 description.hasTexture = true; 688 description.hasAlpha8Texture = true; 689 if (mShader) { 690 mShader->describe(description, mExtensions); 691 } 692 if (mColorFilter) { 693 mColorFilter->describe(description, mExtensions); 694 } 695 696 useProgram(mProgramCache.get(description)); 697 mCurrentProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform); 698 699 // Text is always blended, no need to check the shader 700 chooseBlending(true, mode); 701 bindTexture(mFontRenderer.getTexture(), GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit); 702 glUniform1i(mCurrentProgram->getUniform("sampler"), textureUnit); 703 704 int texCoordsSlot = mCurrentProgram->getAttrib("texCoords"); 705 glEnableVertexAttribArray(texCoordsSlot); 706 707 // Always premultiplied 708 glUniform4f(mCurrentProgram->color, r, g, b, a); 709 710 textureUnit++; 711 // Setup attributes and uniforms required by the shaders 712 if (mShader) { 713 mShader->setupProgram(mCurrentProgram, mModelView, *mSnapshot, &textureUnit); 714 } 715 if (mColorFilter) { 716 mColorFilter->setupProgram(mCurrentProgram); 717 } 718 719 const Rect& clip = mSnapshot->getLocalClip(); 720 mFontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y); 721 722 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 723 glDisableVertexAttribArray(texCoordsSlot); 724 725 // Handle underline and strike-through 726 uint32_t flags = paint->getFlags(); 727 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 728 float underlineWidth = length; 729 // If length is > 0.0f, we already measured the text for the text alignment 730 if (length <= 0.0f) { 731 underlineWidth = paint->measureText(text, bytesCount); 732 } 733 734 float offsetX = 0; 735 switch (paint->getTextAlign()) { 736 case SkPaint::kCenter_Align: 737 offsetX = underlineWidth * 0.5f; 738 break; 739 case SkPaint::kRight_Align: 740 offsetX = underlineWidth; 741 break; 742 default: 743 break; 744 } 745 746 if (underlineWidth > 0.0f) { 747 float textSize = paint->getTextSize(); 748 float height = textSize * kStdUnderline_Thickness; 749 750 float left = x - offsetX; 751 float top = 0.0f; 752 float right = left + underlineWidth; 753 float bottom = 0.0f; 754 755 if (flags & SkPaint::kUnderlineText_Flag) { 756 top = y + textSize * kStdUnderline_Offset; 757 bottom = top + height; 758 drawRect(left, top, right, bottom, paint); 759 } 760 761 if (flags & SkPaint::kStrikeThruText_Flag) { 762 top = y + textSize * kStdStrikeThru_Offset; 763 bottom = top + height; 764 drawRect(left, top, right, bottom, paint); 765 } 766 } 767 } 768} 769 770void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 771 GLuint textureUnit = 0; 772 glActiveTexture(gTextureUnits[textureUnit]); 773 774 const PathTexture* texture = mPathCache.get(path, paint); 775 if (!texture) return; 776 const AutoTexture autoCleanup(texture); 777 778 int alpha; 779 SkXfermode::Mode mode; 780 getAlphaAndMode(paint, &alpha, &mode); 781 782 uint32_t color = paint->getColor(); 783 const GLfloat a = alpha / 255.0f; 784 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 785 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 786 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 787 788 const float x = texture->left - texture->offset; 789 const float y = texture->top - texture->offset; 790 renderTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true); 791} 792 793/////////////////////////////////////////////////////////////////////////////// 794// Shaders 795/////////////////////////////////////////////////////////////////////////////// 796 797void OpenGLRenderer::resetShader() { 798 mShader = NULL; 799} 800 801void OpenGLRenderer::setupShader(SkiaShader* shader) { 802 mShader = shader; 803 if (mShader) { 804 mShader->set(&mTextureCache, &mGradientCache); 805 } 806} 807 808/////////////////////////////////////////////////////////////////////////////// 809// Color filters 810/////////////////////////////////////////////////////////////////////////////// 811 812void OpenGLRenderer::resetColorFilter() { 813 mColorFilter = NULL; 814} 815 816void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 817 mColorFilter = filter; 818} 819 820/////////////////////////////////////////////////////////////////////////////// 821// Drop shadow 822/////////////////////////////////////////////////////////////////////////////// 823 824void OpenGLRenderer::resetShadow() { 825 mHasShadow = false; 826} 827 828void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 829 mHasShadow = true; 830 mShadowRadius = radius; 831 mShadowDx = dx; 832 mShadowDy = dy; 833 mShadowColor = color; 834} 835 836/////////////////////////////////////////////////////////////////////////////// 837// Drawing implementation 838/////////////////////////////////////////////////////////////////////////////// 839 840void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 841 int color, SkXfermode::Mode mode, bool ignoreTransform) { 842 // If a shader is set, preserve only the alpha 843 if (mShader) { 844 color |= 0x00ffffff; 845 } 846 847 // Render using pre-multiplied alpha 848 const int alpha = (color >> 24) & 0xFF; 849 const GLfloat a = alpha / 255.0f; 850 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 851 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 852 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 853 854 GLuint textureUnit = 0; 855 856 // Setup the blending mode 857 chooseBlending(alpha < 255 || (mShader && mShader->blend()), mode); 858 859 // Describe the required shaders 860 ProgramDescription description; 861 if (mShader) { 862 mShader->describe(description, mExtensions); 863 } 864 if (mColorFilter) { 865 mColorFilter->describe(description, mExtensions); 866 } 867 868 // Build and use the appropriate shader 869 useProgram(mProgramCache.get(description)); 870 871 // Setup attributes 872 glVertexAttribPointer(mCurrentProgram->position, 2, GL_FLOAT, GL_FALSE, 873 gMeshStride, &mMeshVertices[0].position[0]); 874 875 // Setup uniforms 876 mModelView.loadTranslate(left, top, 0.0f); 877 mModelView.scale(right - left, bottom - top, 1.0f); 878 if (!ignoreTransform) { 879 mCurrentProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform); 880 } else { 881 mat4 identity; 882 mCurrentProgram->set(mOrthoMatrix, mModelView, identity); 883 } 884 glUniform4f(mCurrentProgram->color, r, g, b, a); 885 886 // Setup attributes and uniforms required by the shaders 887 if (mShader) { 888 mShader->setupProgram(mCurrentProgram, mModelView, *mSnapshot, &textureUnit); 889 } 890 if (mColorFilter) { 891 mColorFilter->setupProgram(mCurrentProgram); 892 } 893 894 // Draw the mesh 895 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 896} 897 898void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 899 const Texture* texture, const SkPaint* paint) { 900 int alpha; 901 SkXfermode::Mode mode; 902 getAlphaAndMode(paint, &alpha, &mode); 903 904 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, texture->blend, 905 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], NULL); 906} 907 908void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 909 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 910 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 911 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], NULL); 912} 913 914void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 915 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 916 GLvoid* vertices, GLvoid* texCoords, GLvoid* indices, GLsizei elementsCount) { 917 ProgramDescription description; 918 description.hasTexture = true; 919 if (mColorFilter) { 920 mColorFilter->describe(description, mExtensions); 921 } 922 923 mModelView.loadTranslate(left, top, 0.0f); 924 mModelView.scale(right - left, bottom - top, 1.0f); 925 926 useProgram(mProgramCache.get(description)); 927 mCurrentProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform); 928 929 chooseBlending(blend || alpha < 1.0f, mode); 930 931 // Texture 932 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0); 933 glUniform1i(mCurrentProgram->getUniform("sampler"), 0); 934 935 // Always premultiplied 936 glUniform4f(mCurrentProgram->color, alpha, alpha, alpha, alpha); 937 938 // Mesh 939 int texCoordsSlot = mCurrentProgram->getAttrib("texCoords"); 940 glEnableVertexAttribArray(texCoordsSlot); 941 glVertexAttribPointer(mCurrentProgram->position, 2, GL_FLOAT, GL_FALSE, 942 gMeshStride, vertices); 943 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 944 945 // Color filter 946 if (mColorFilter) { 947 mColorFilter->setupProgram(mCurrentProgram); 948 } 949 950 if (!indices) { 951 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 952 } else { 953 glDrawElements(GL_TRIANGLES, elementsCount, GL_UNSIGNED_SHORT, indices); 954 } 955 glDisableVertexAttribArray(texCoordsSlot); 956} 957 958void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, bool isPremultiplied) { 959 blend = blend || mode != SkXfermode::kSrcOver_Mode; 960 if (blend) { 961 if (!mBlend) { 962 glEnable(GL_BLEND); 963 } 964 965 GLenum sourceMode = gBlends[mode].src; 966 GLenum destMode = gBlends[mode].dst; 967 if (!isPremultiplied && sourceMode == GL_ONE) { 968 sourceMode = GL_SRC_ALPHA; 969 } 970 971 if (sourceMode != mLastSrcMode || destMode != mLastDstMode) { 972 glBlendFunc(sourceMode, destMode); 973 mLastSrcMode = sourceMode; 974 mLastDstMode = destMode; 975 } 976 } else if (mBlend) { 977 glDisable(GL_BLEND); 978 } 979 mBlend = blend; 980} 981 982bool OpenGLRenderer::useProgram(Program* program) { 983 if (!program->isInUse()) { 984 if (mCurrentProgram != NULL) mCurrentProgram->remove(); 985 program->use(); 986 mCurrentProgram = program; 987 return false; 988 } 989 return true; 990} 991 992void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 993 TextureVertex* v = &mMeshVertices[0]; 994 TextureVertex::setUV(v++, u1, v1); 995 TextureVertex::setUV(v++, u2, v1); 996 TextureVertex::setUV(v++, u1, v2); 997 TextureVertex::setUV(v++, u2, v2); 998} 999 1000void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1001 if (paint) { 1002 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1003 if (!isMode) { 1004 // Assume SRC_OVER 1005 *mode = SkXfermode::kSrcOver_Mode; 1006 } 1007 1008 // Skia draws using the color's alpha channel if < 255 1009 // Otherwise, it uses the paint's alpha 1010 int color = paint->getColor(); 1011 *alpha = (color >> 24) & 0xFF; 1012 if (*alpha == 255) { 1013 *alpha = paint->getAlpha(); 1014 } 1015 } else { 1016 *mode = SkXfermode::kSrcOver_Mode; 1017 *alpha = 255; 1018 } 1019} 1020 1021void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) { 1022 glActiveTexture(gTextureUnits[textureUnit]); 1023 glBindTexture(GL_TEXTURE_2D, texture); 1024 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1025 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1026} 1027 1028}; // namespace uirenderer 1029}; // namespace android 1030