OpenGLRenderer.cpp revision 2728f961614a385df1f056fc24803a9f65c90fab
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 <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include "OpenGLRenderer.h" 30 31namespace android { 32namespace uirenderer { 33 34/////////////////////////////////////////////////////////////////////////////// 35// Defines 36/////////////////////////////////////////////////////////////////////////////// 37 38#define REQUIRED_TEXTURE_UNITS_COUNT 3 39 40// Generates simple and textured vertices 41#define FV(x, y, u, v) { { x, y }, { u, v } } 42 43#define RAD_TO_DEG (180.0f / 3.14159265f) 44#define MIN_ANGLE 0.001f 45 46/////////////////////////////////////////////////////////////////////////////// 47// Globals 48/////////////////////////////////////////////////////////////////////////////// 49 50// This array is never used directly but used as a memcpy source in the 51// OpenGLRenderer constructor 52static const TextureVertex gMeshVertices[] = { 53 FV(0.0f, 0.0f, 0.0f, 0.0f), 54 FV(1.0f, 0.0f, 1.0f, 0.0f), 55 FV(0.0f, 1.0f, 0.0f, 1.0f), 56 FV(1.0f, 1.0f, 1.0f, 1.0f) 57}; 58static const GLsizei gMeshStride = sizeof(TextureVertex); 59static const GLsizei gMeshCount = 4; 60 61/** 62 * Structure mapping Skia xfermodes to OpenGL blending factors. 63 */ 64struct Blender { 65 SkXfermode::Mode mode; 66 GLenum src; 67 GLenum dst; 68}; // struct Blender 69 70// In this array, the index of each Blender equals the value of the first 71// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 72static const Blender gBlends[] = { 73 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 74 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 75 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 76 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 77 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 78 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 79 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 80 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 81 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 82 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 83 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 84 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 85}; 86 87// This array contains the swapped version of each SkXfermode. For instance 88// this array's SrcOver blending mode is actually DstOver. You can refer to 89// createLayer() for more information on the purpose of this array. 90static const Blender gBlendsSwap[] = { 91 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 92 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 93 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 94 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 95 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 96 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 97 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 98 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 99 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 100 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 101 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 103}; 104 105static const GLenum gTextureUnits[] = { 106 GL_TEXTURE0, 107 GL_TEXTURE1, 108 GL_TEXTURE2 109}; 110 111/////////////////////////////////////////////////////////////////////////////// 112// Constructors/destructor 113/////////////////////////////////////////////////////////////////////////////// 114 115OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 116 mShader = NULL; 117 mColorFilter = NULL; 118 mHasShadow = false; 119 120 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 121 122 mFirstSnapshot = new Snapshot; 123 124 GLint maxTextureUnits; 125 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits); 126 if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) { 127 LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT); 128 } 129 130 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize); 131} 132 133OpenGLRenderer::~OpenGLRenderer() { 134 // The context has already been destroyed at this point, do not call 135 // GL APIs. All GL state should be kept in Caches.h 136} 137 138/////////////////////////////////////////////////////////////////////////////// 139// Setup 140/////////////////////////////////////////////////////////////////////////////// 141 142void OpenGLRenderer::setViewport(int width, int height) { 143 glViewport(0, 0, width, height); 144 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 145 146 mWidth = width; 147 mHeight = height; 148 149 mFirstSnapshot->height = height; 150 mFirstSnapshot->viewport.set(0, 0, width, height); 151} 152 153void OpenGLRenderer::prepare(bool opaque) { 154 mSnapshot = new Snapshot(mFirstSnapshot, 155 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 156 mSaveCount = 1; 157 158 glViewport(0, 0, mWidth, mHeight); 159 160 glDisable(GL_DITHER); 161 glDisable(GL_SCISSOR_TEST); 162 163 if (!opaque) { 164 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 165 glClear(GL_COLOR_BUFFER_BIT); 166 } 167 168 glEnable(GL_SCISSOR_TEST); 169 glScissor(0, 0, mWidth, mHeight); 170 171 mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); 172} 173 174void OpenGLRenderer::finish() { 175#if DEBUG_OPENGL 176 GLenum status = GL_NO_ERROR; 177 while ((status = glGetError()) != GL_NO_ERROR) { 178 LOGD("GL error from OpenGLRenderer: 0x%x", status); 179 } 180#endif 181} 182 183void OpenGLRenderer::acquireContext() { 184 if (mCaches.currentProgram) { 185 if (mCaches.currentProgram->isInUse()) { 186 mCaches.currentProgram->remove(); 187 mCaches.currentProgram = NULL; 188 } 189 } 190} 191 192void OpenGLRenderer::releaseContext() { 193 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 194 195 glEnable(GL_SCISSOR_TEST); 196 setScissorFromClip(); 197 198 glDisable(GL_DITHER); 199 200 glBindFramebuffer(GL_FRAMEBUFFER, 0); 201 202 if (mCaches.blend) { 203 glEnable(GL_BLEND); 204 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 205 glBlendEquation(GL_FUNC_ADD); 206 } else { 207 glDisable(GL_BLEND); 208 } 209} 210 211/////////////////////////////////////////////////////////////////////////////// 212// State management 213/////////////////////////////////////////////////////////////////////////////// 214 215int OpenGLRenderer::getSaveCount() const { 216 return mSaveCount; 217} 218 219int OpenGLRenderer::save(int flags) { 220 return saveSnapshot(flags); 221} 222 223void OpenGLRenderer::restore() { 224 if (mSaveCount > 1) { 225 restoreSnapshot(); 226 } 227} 228 229void OpenGLRenderer::restoreToCount(int saveCount) { 230 if (saveCount < 1) saveCount = 1; 231 232 while (mSaveCount > saveCount) { 233 restoreSnapshot(); 234 } 235} 236 237int OpenGLRenderer::saveSnapshot(int flags) { 238 mSnapshot = new Snapshot(mSnapshot, flags); 239 return mSaveCount++; 240} 241 242bool OpenGLRenderer::restoreSnapshot() { 243 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 244 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 245 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 246 247 sp<Snapshot> current = mSnapshot; 248 sp<Snapshot> previous = mSnapshot->previous; 249 250 if (restoreOrtho) { 251 Rect& r = previous->viewport; 252 glViewport(r.left, r.top, r.right, r.bottom); 253 mOrthoMatrix.load(current->orthoMatrix); 254 } 255 256 mSaveCount--; 257 mSnapshot = previous; 258 259 if (restoreLayer) { 260 composeLayer(current, previous); 261 } 262 263 if (restoreClip) { 264 setScissorFromClip(); 265 } 266 267 return restoreClip; 268} 269 270/////////////////////////////////////////////////////////////////////////////// 271// Layers 272/////////////////////////////////////////////////////////////////////////////// 273 274int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 275 const SkPaint* p, int flags) { 276 const GLuint previousFbo = mSnapshot->fbo; 277 const int count = saveSnapshot(flags); 278 279 int alpha = 255; 280 SkXfermode::Mode mode; 281 282 if (p) { 283 alpha = p->getAlpha(); 284 if (!mExtensions.hasFramebufferFetch()) { 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 = getXfermode(p->getXfermode()); 292 } 293 } else { 294 mode = SkXfermode::kSrcOver_Mode; 295 } 296 297 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 298 299 return count; 300} 301 302int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 303 int alpha, int flags) { 304 if (alpha == 0xff) { 305 return saveLayer(left, top, right, bottom, NULL, flags); 306 } else { 307 SkPaint paint; 308 paint.setAlpha(alpha); 309 return saveLayer(left, top, right, bottom, &paint, flags); 310 } 311} 312 313/** 314 * Layers are viewed by Skia are slightly different than layers in image editing 315 * programs (for instance.) When a layer is created, previously created layers 316 * and the frame buffer still receive every drawing command. For instance, if a 317 * layer is created and a shape intersecting the bounds of the layers and the 318 * framebuffer is draw, the shape will be drawn on both (unless the layer was 319 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 320 * 321 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 322 * texture. Unfortunately, this is inefficient as it requires every primitive to 323 * be drawn n + 1 times, where n is the number of active layers. In practice this 324 * means, for every primitive: 325 * - Switch active frame buffer 326 * - Change viewport, clip and projection matrix 327 * - Issue the drawing 328 * 329 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 330 * To avoid this, layers are implemented in a different way here, at least in the 331 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 332 * is set. When this flag is set we can redirect all drawing operations into a 333 * single FBO. 334 * 335 * This implementation relies on the frame buffer being at least RGBA 8888. When 336 * a layer is created, only a texture is created, not an FBO. The content of the 337 * frame buffer contained within the layer's bounds is copied into this texture 338 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 339 * buffer and drawing continues as normal. This technique therefore treats the 340 * frame buffer as a scratch buffer for the layers. 341 * 342 * To compose the layers back onto the frame buffer, each layer texture 343 * (containing the original frame buffer data) is drawn as a simple quad over 344 * the frame buffer. The trick is that the quad is set as the composition 345 * destination in the blending equation, and the frame buffer becomes the source 346 * of the composition. 347 * 348 * Drawing layers with an alpha value requires an extra step before composition. 349 * An empty quad is drawn over the layer's region in the frame buffer. This quad 350 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 351 * quad is used to multiply the colors in the frame buffer. This is achieved by 352 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 353 * GL_ZERO, GL_SRC_ALPHA. 354 * 355 * Because glCopyTexImage2D() can be slow, an alternative implementation might 356 * be use to draw a single clipped layer. The implementation described above 357 * is correct in every case. 358 * 359 * (1) The frame buffer is actually not cleared right away. To allow the GPU 360 * to potentially optimize series of calls to glCopyTexImage2D, the frame 361 * buffer is left untouched until the first drawing operation. Only when 362 * something actually gets drawn are the layers regions cleared. 363 */ 364bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 365 float right, float bottom, int alpha, SkXfermode::Mode mode, 366 int flags, GLuint previousFbo) { 367 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 368 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 369 370 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 371 372 // Window coordinates of the layer 373 Rect bounds(left, top, right, bottom); 374 if (!fboLayer) { 375 mSnapshot->transform->mapRect(bounds); 376 // Layers only make sense if they are in the framebuffer's bounds 377 bounds.intersect(*mSnapshot->clipRect); 378 bounds.snapToPixelBoundaries(); 379 } 380 381 if (bounds.isEmpty() || bounds.getWidth() > mMaxTextureSize || 382 bounds.getHeight() > mMaxTextureSize) { 383 return false; 384 } 385 386 glActiveTexture(GL_TEXTURE0); 387 388 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 389 if (!layer) { 390 return false; 391 } 392 393 layer->mode = mode; 394 layer->alpha = alpha; 395 layer->layer.set(bounds); 396 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 397 bounds.getWidth() / float(layer->width), 0.0f); 398 399 // Save the layer in the snapshot 400 snapshot->flags |= Snapshot::kFlagIsLayer; 401 snapshot->layer = layer; 402 403 if (fboLayer) { 404 layer->fbo = mCaches.fboCache.get(); 405 406 snapshot->flags |= Snapshot::kFlagIsFboLayer; 407 snapshot->fbo = layer->fbo; 408 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 409 snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 410 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 411 snapshot->height = bounds.getHeight(); 412 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 413 snapshot->orthoMatrix.load(mOrthoMatrix); 414 415 setScissorFromClip(); 416 417 // Bind texture to FBO 418 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 419 glBindTexture(GL_TEXTURE_2D, layer->texture); 420 421 // Initialize the texture if needed 422 if (layer->empty) { 423 layer->empty = false; 424 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 425 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 426 } 427 428 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 429 layer->texture, 0); 430 431 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 432 if (status != GL_FRAMEBUFFER_COMPLETE) { 433 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 434 435 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 436 glDeleteTextures(1, &layer->texture); 437 mCaches.fboCache.put(layer->fbo); 438 439 delete layer; 440 441 return false; 442 } 443 444 // Clear the FBO 445 glDisable(GL_SCISSOR_TEST); 446 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 447 glClear(GL_COLOR_BUFFER_BIT); 448 glEnable(GL_SCISSOR_TEST); 449 450 // Change the ortho projection 451 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 452 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 453 } else { 454 // Copy the framebuffer into the layer 455 glBindTexture(GL_TEXTURE_2D, layer->texture); 456 457 // TODO: Workaround for b/3054204 458 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom, 459 layer->width, layer->height, 0); 460 461 // TODO: Waiting for b/3054204 to be fixed 462 // if (layer->empty) { 463 // glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom, 464 // layer->width, layer->height, 0); 465 // layer->empty = false; 466 // } else { 467 // glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, mHeight - bounds.bottom, 468 // bounds.getWidth(), bounds.getHeight()); 469 // } 470 471 // Enqueue the buffer coordinates to clear the corresponding region later 472 mLayers.push(new Rect(bounds)); 473 } 474 475 return true; 476} 477 478/** 479 * Read the documentation of createLayer() before doing anything in this method. 480 */ 481void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 482 if (!current->layer) { 483 LOGE("Attempting to compose a layer that does not exist"); 484 return; 485 } 486 487 const bool fboLayer = current->flags & SkCanvas::kClipToLayer_SaveFlag; 488 489 if (fboLayer) { 490 // Unbind current FBO and restore previous one 491 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 492 } 493 494 // Restore the clip from the previous snapshot 495 const Rect& clip = *previous->clipRect; 496 glScissor(clip.left, previous->height - clip.bottom, clip.getWidth(), clip.getHeight()); 497 498 Layer* layer = current->layer; 499 const Rect& rect = layer->layer; 500 501 if (!fboLayer && layer->alpha < 255) { 502 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 503 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 504 } 505 506 const Rect& texCoords = layer->texCoords; 507 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 508 509 if (fboLayer) { 510 drawTextureRect(rect.left, rect.top, rect.right, rect.bottom, 511 layer->texture, layer->alpha / 255.0f, layer->mode, layer->blend); 512 } else { 513 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 514 1.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 515 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, true, true); 516 } 517 518 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 519 520 if (fboLayer) { 521 // Detach the texture from the FBO 522 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 523 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 524 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 525 526 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 527 mCaches.fboCache.put(current->fbo); 528 } 529 530 // Failing to add the layer to the cache should happen only if the layer is too large 531 if (!mCaches.layerCache.put(layer)) { 532 LAYER_LOGD("Deleting layer"); 533 glDeleteTextures(1, &layer->texture); 534 delete layer; 535 } 536} 537 538void OpenGLRenderer::clearLayerRegions() { 539 if (mLayers.size() == 0) return; 540 541 for (uint32_t i = 0; i < mLayers.size(); i++) { 542 Rect* bounds = mLayers.itemAt(i); 543 544 // Clear the framebuffer where the layer will draw 545 glScissor(bounds->left, mHeight - bounds->bottom, 546 bounds->getWidth(), bounds->getHeight()); 547 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 548 glClear(GL_COLOR_BUFFER_BIT); 549 550 delete bounds; 551 } 552 mLayers.clear(); 553 554 // Restore the clip 555 setScissorFromClip(); 556} 557 558/////////////////////////////////////////////////////////////////////////////// 559// Transforms 560/////////////////////////////////////////////////////////////////////////////// 561 562void OpenGLRenderer::translate(float dx, float dy) { 563 mSnapshot->transform->translate(dx, dy, 0.0f); 564} 565 566void OpenGLRenderer::rotate(float degrees) { 567 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 568} 569 570void OpenGLRenderer::scale(float sx, float sy) { 571 mSnapshot->transform->scale(sx, sy, 1.0f); 572} 573 574void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 575 mSnapshot->transform->load(*matrix); 576} 577 578void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 579 mSnapshot->transform->copyTo(*matrix); 580} 581 582void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 583 mat4 m(*matrix); 584 mSnapshot->transform->multiply(m); 585} 586 587/////////////////////////////////////////////////////////////////////////////// 588// Clipping 589/////////////////////////////////////////////////////////////////////////////// 590 591void OpenGLRenderer::setScissorFromClip() { 592 const Rect& clip = *mSnapshot->clipRect; 593 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 594} 595 596const Rect& OpenGLRenderer::getClipBounds() { 597 return mSnapshot->getLocalClip(); 598} 599 600bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 601 Rect r(left, top, right, bottom); 602 mSnapshot->transform->mapRect(r); 603 return !mSnapshot->clipRect->intersects(r); 604} 605 606bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 607 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 608 if (clipped) { 609 setScissorFromClip(); 610 } 611 return !mSnapshot->clipRect->isEmpty(); 612} 613 614/////////////////////////////////////////////////////////////////////////////// 615// Drawing 616/////////////////////////////////////////////////////////////////////////////// 617 618void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) { 619 const float right = left + bitmap->width(); 620 const float bottom = top + bitmap->height(); 621 622 if (quickReject(left, top, right, bottom)) { 623 return; 624 } 625 626 glActiveTexture(GL_TEXTURE0); 627 const Texture* texture = mCaches.textureCache.get(bitmap); 628 if (!texture) return; 629 const AutoTexture autoCleanup(texture); 630 631 drawTextureRect(left, top, right, bottom, texture, paint); 632} 633 634void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) { 635 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 636 const mat4 transform(*matrix); 637 transform.mapRect(r); 638 639 if (quickReject(r.left, r.top, r.right, r.bottom)) { 640 return; 641 } 642 643 glActiveTexture(GL_TEXTURE0); 644 const Texture* texture = mCaches.textureCache.get(bitmap); 645 if (!texture) return; 646 const AutoTexture autoCleanup(texture); 647 648 drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint); 649} 650 651void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 652 float srcLeft, float srcTop, float srcRight, float srcBottom, 653 float dstLeft, float dstTop, float dstRight, float dstBottom, 654 const SkPaint* paint) { 655 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 656 return; 657 } 658 659 glActiveTexture(GL_TEXTURE0); 660 const Texture* texture = mCaches.textureCache.get(bitmap); 661 if (!texture) return; 662 const AutoTexture autoCleanup(texture); 663 664 const float width = texture->width; 665 const float height = texture->height; 666 667 const float u1 = srcLeft / width; 668 const float v1 = srcTop / height; 669 const float u2 = srcRight / width; 670 const float v2 = srcBottom / height; 671 672 resetDrawTextureTexCoords(u1, v1, u2, v2); 673 674 drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint); 675 676 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 677} 678 679void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 680 uint32_t width, uint32_t height, float left, float top, float right, float bottom, 681 const SkPaint* paint) { 682 if (quickReject(left, top, right, bottom)) { 683 return; 684 } 685 686 glActiveTexture(GL_TEXTURE0); 687 const Texture* texture = mCaches.textureCache.get(bitmap); 688 if (!texture) return; 689 const AutoTexture autoCleanup(texture); 690 691 int alpha; 692 SkXfermode::Mode mode; 693 getAlphaAndMode(paint, &alpha, &mode); 694 695 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 696 right - left, bottom - top, xDivs, yDivs, width, height); 697 698 // Specify right and bottom as +1.0f from left/top to prevent scaling since the 699 // patch mesh already defines the final size 700 drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f, 701 mode, texture->blend, &mesh->vertices[0].position[0], 702 &mesh->vertices[0].texture[0], GL_TRIANGLES, mesh->verticesCount); 703} 704 705void OpenGLRenderer::drawLines(float* points, int count, const SkPaint* paint) { 706 int alpha; 707 SkXfermode::Mode mode; 708 getAlphaAndMode(paint, &alpha, &mode); 709 710 uint32_t color = paint->getColor(); 711 const GLfloat a = alpha / 255.0f; 712 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 713 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 714 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 715 716 const bool isAA = paint->isAntiAlias(); 717 if (isAA) { 718 GLuint textureUnit = 0; 719 setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a, 720 mode, false, true, mCaches.line.getVertices(), mCaches.line.getTexCoords()); 721 } else { 722 setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false); 723 } 724 725 const float strokeWidth = paint->getStrokeWidth(); 726 const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount; 727 const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP; 728 729 for (int i = 0; i < count; i += 4) { 730 float tx = 0.0f; 731 float ty = 0.0f; 732 733 if (isAA) { 734 mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3], 735 strokeWidth, tx, ty); 736 } else { 737 ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f; 738 } 739 740 const float dx = points[i + 2] - points[i]; 741 const float dy = points[i + 3] - points[i + 1]; 742 const float mag = sqrtf(dx * dx + dy * dy); 743 const float angle = acos(dx / mag); 744 745 mModelView.loadTranslate(points[i], points[i + 1], 0.0f); 746 if (angle > MIN_ANGLE || angle < -MIN_ANGLE) { 747 mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f); 748 } 749 mModelView.translate(tx, ty, 0.0f); 750 if (!isAA) { 751 float length = mCaches.line.getLength(points[i], points[i + 1], 752 points[i + 2], points[i + 3]); 753 mModelView.scale(length, strokeWidth, 1.0f); 754 } 755 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 756 757 if (mShader) { 758 mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot); 759 } 760 761 glDrawArrays(drawMode, 0, elementsCount); 762 } 763 764 if (isAA) { 765 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 766 } 767} 768 769void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 770 const Rect& clip = *mSnapshot->clipRect; 771 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 772} 773 774void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) { 775 if (quickReject(left, top, right, bottom)) { 776 return; 777 } 778 779 SkXfermode::Mode mode; 780 if (!mExtensions.hasFramebufferFetch()) { 781 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 782 if (!isMode) { 783 // Assume SRC_OVER 784 mode = SkXfermode::kSrcOver_Mode; 785 } 786 } else { 787 mode = getXfermode(p->getXfermode()); 788 } 789 790 // Skia draws using the color's alpha channel if < 255 791 // Otherwise, it uses the paint's alpha 792 int color = p->getColor(); 793 if (((color >> 24) & 0xff) == 255) { 794 color |= p->getAlpha() << 24; 795 } 796 797 drawColorRect(left, top, right, bottom, color, mode); 798} 799 800void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 801 float x, float y, SkPaint* paint) { 802 if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 803 return; 804 } 805 806 paint->setAntiAlias(true); 807 808 float length = -1.0f; 809 switch (paint->getTextAlign()) { 810 case SkPaint::kCenter_Align: 811 length = paint->measureText(text, bytesCount); 812 x -= length / 2.0f; 813 break; 814 case SkPaint::kRight_Align: 815 length = paint->measureText(text, bytesCount); 816 x -= length; 817 break; 818 default: 819 break; 820 } 821 822 int alpha; 823 SkXfermode::Mode mode; 824 getAlphaAndMode(paint, &alpha, &mode); 825 826 uint32_t color = paint->getColor(); 827 const GLfloat a = alpha / 255.0f; 828 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 829 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 830 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 831 832 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 833 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 834 paint->getTextSize()); 835 836 if (mHasShadow) { 837 glActiveTexture(gTextureUnits[0]); 838 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 839 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 840 count, mShadowRadius); 841 const AutoTexture autoCleanup(shadow); 842 843 setupShadow(shadow, x, y, mode, a); 844 845 // Draw the mesh 846 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 847 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 848 } 849 850 GLuint textureUnit = 0; 851 glActiveTexture(gTextureUnits[textureUnit]); 852 853 // Assume that the modelView matrix does not force scales, rotates, etc. 854 const bool linearFilter = mSnapshot->transform->changesBounds(); 855 setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit, 856 x, y, r, g, b, a, mode, false, true); 857 858 const Rect& clip = mSnapshot->getLocalClip(); 859 clearLayerRegions(); 860 fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y); 861 862 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 863 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 864 865 drawTextDecorations(text, bytesCount, length, x, y, paint); 866} 867 868void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 869 GLuint textureUnit = 0; 870 glActiveTexture(gTextureUnits[textureUnit]); 871 872 const PathTexture* texture = mCaches.pathCache.get(path, paint); 873 if (!texture) return; 874 const AutoTexture autoCleanup(texture); 875 876 const float x = texture->left - texture->offset; 877 const float y = texture->top - texture->offset; 878 879 if (quickReject(x, y, x + texture->width, y + texture->height)) { 880 return; 881 } 882 883 int alpha; 884 SkXfermode::Mode mode; 885 getAlphaAndMode(paint, &alpha, &mode); 886 887 uint32_t color = paint->getColor(); 888 const GLfloat a = alpha / 255.0f; 889 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 890 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 891 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 892 893 setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true); 894 895 clearLayerRegions(); 896 897 // Draw the mesh 898 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 899 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 900} 901 902/////////////////////////////////////////////////////////////////////////////// 903// Shaders 904/////////////////////////////////////////////////////////////////////////////// 905 906void OpenGLRenderer::resetShader() { 907 mShader = NULL; 908} 909 910void OpenGLRenderer::setupShader(SkiaShader* shader) { 911 mShader = shader; 912 if (mShader) { 913 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 914 } 915} 916 917/////////////////////////////////////////////////////////////////////////////// 918// Color filters 919/////////////////////////////////////////////////////////////////////////////// 920 921void OpenGLRenderer::resetColorFilter() { 922 mColorFilter = NULL; 923} 924 925void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 926 mColorFilter = filter; 927} 928 929/////////////////////////////////////////////////////////////////////////////// 930// Drop shadow 931/////////////////////////////////////////////////////////////////////////////// 932 933void OpenGLRenderer::resetShadow() { 934 mHasShadow = false; 935} 936 937void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 938 mHasShadow = true; 939 mShadowRadius = radius; 940 mShadowDx = dx; 941 mShadowDy = dy; 942 mShadowColor = color; 943} 944 945/////////////////////////////////////////////////////////////////////////////// 946// Drawing implementation 947/////////////////////////////////////////////////////////////////////////////// 948 949void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y, 950 SkXfermode::Mode mode, float alpha) { 951 const float sx = x - texture->left + mShadowDx; 952 const float sy = y - texture->top + mShadowDy; 953 954 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 955 const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha; 956 const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f; 957 const GLfloat g = a * ((mShadowColor >> 8) & 0xFF) / 255.0f; 958 const GLfloat b = a * ((mShadowColor ) & 0xFF) / 255.0f; 959 960 GLuint textureUnit = 0; 961 setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false); 962} 963 964void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, 965 float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode, 966 bool transforms, bool applyFilters) { 967 setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit, 968 x, y, r, g, b, a, mode, transforms, applyFilters, 969 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 970} 971 972void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 973 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 974 SkXfermode::Mode mode, bool transforms, bool applyFilters) { 975 setupTextureAlpha8(texture, width, height, textureUnit, 976 x, y, r, g, b, a, mode, transforms, applyFilters, 977 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 978} 979 980void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 981 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 982 SkXfermode::Mode mode, bool transforms, bool applyFilters, 983 GLvoid* vertices, GLvoid* texCoords) { 984 // Describe the required shaders 985 ProgramDescription description; 986 description.hasTexture = true; 987 description.hasAlpha8Texture = true; 988 989 if (applyFilters) { 990 if (mShader) { 991 mShader->describe(description, mExtensions); 992 } 993 if (mColorFilter) { 994 mColorFilter->describe(description, mExtensions); 995 } 996 } 997 998 // Setup the blending mode 999 chooseBlending(true, mode, description); 1000 1001 // Build and use the appropriate shader 1002 useProgram(mCaches.programCache.get(description)); 1003 1004 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit); 1005 glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit); 1006 1007 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1008 glEnableVertexAttribArray(texCoordsSlot); 1009 1010 // Setup attributes 1011 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1012 gMeshStride, vertices); 1013 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, 1014 gMeshStride, texCoords); 1015 1016 // Setup uniforms 1017 if (transforms) { 1018 mModelView.loadTranslate(x, y, 0.0f); 1019 mModelView.scale(width, height, 1.0f); 1020 } else { 1021 mModelView.loadIdentity(); 1022 } 1023 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1024 glUniform4f(mCaches.currentProgram->color, r, g, b, a); 1025 1026 textureUnit++; 1027 if (applyFilters) { 1028 // Setup attributes and uniforms required by the shaders 1029 if (mShader) { 1030 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1031 } 1032 if (mColorFilter) { 1033 mColorFilter->setupProgram(mCaches.currentProgram); 1034 } 1035 } 1036} 1037 1038// Same values used by Skia 1039#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1040#define kStdUnderline_Offset (1.0f / 9.0f) 1041#define kStdUnderline_Thickness (1.0f / 18.0f) 1042 1043void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1044 float x, float y, SkPaint* paint) { 1045 // Handle underline and strike-through 1046 uint32_t flags = paint->getFlags(); 1047 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1048 float underlineWidth = length; 1049 // If length is > 0.0f, we already measured the text for the text alignment 1050 if (length <= 0.0f) { 1051 underlineWidth = paint->measureText(text, bytesCount); 1052 } 1053 1054 float offsetX = 0; 1055 switch (paint->getTextAlign()) { 1056 case SkPaint::kCenter_Align: 1057 offsetX = underlineWidth * 0.5f; 1058 break; 1059 case SkPaint::kRight_Align: 1060 offsetX = underlineWidth; 1061 break; 1062 default: 1063 break; 1064 } 1065 1066 if (underlineWidth > 0.0f) { 1067 const float textSize = paint->getTextSize(); 1068 const float strokeWidth = textSize * kStdUnderline_Thickness; 1069 1070 const float left = x - offsetX; 1071 float top = 0.0f; 1072 1073 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 1074 float points[pointsCount]; 1075 int currentPoint = 0; 1076 1077 if (flags & SkPaint::kUnderlineText_Flag) { 1078 top = y + textSize * kStdUnderline_Offset; 1079 points[currentPoint++] = left; 1080 points[currentPoint++] = top; 1081 points[currentPoint++] = left + underlineWidth; 1082 points[currentPoint++] = top; 1083 } 1084 1085 if (flags & SkPaint::kStrikeThruText_Flag) { 1086 top = y + textSize * kStdStrikeThru_Offset; 1087 points[currentPoint++] = left; 1088 points[currentPoint++] = top; 1089 points[currentPoint++] = left + underlineWidth; 1090 points[currentPoint++] = top; 1091 } 1092 1093 SkPaint linesPaint(*paint); 1094 linesPaint.setStrokeWidth(strokeWidth); 1095 1096 drawLines(&points[0], pointsCount, &linesPaint); 1097 } 1098 } 1099} 1100 1101void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1102 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1103 clearLayerRegions(); 1104 1105 // If a shader is set, preserve only the alpha 1106 if (mShader) { 1107 color |= 0x00ffffff; 1108 } 1109 1110 // Render using pre-multiplied alpha 1111 const int alpha = (color >> 24) & 0xFF; 1112 const GLfloat a = alpha / 255.0f; 1113 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1114 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1115 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1116 1117 setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform); 1118 1119 // Draw the mesh 1120 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1121} 1122 1123void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom, 1124 float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform) { 1125 GLuint textureUnit = 0; 1126 1127 // Describe the required shaders 1128 ProgramDescription description; 1129 if (mShader) { 1130 mShader->describe(description, mExtensions); 1131 } 1132 if (mColorFilter) { 1133 mColorFilter->describe(description, mExtensions); 1134 } 1135 1136 // Setup the blending mode 1137 chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description); 1138 1139 // Build and use the appropriate shader 1140 useProgram(mCaches.programCache.get(description)); 1141 1142 // Setup attributes 1143 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1144 gMeshStride, &mMeshVertices[0].position[0]); 1145 1146 // Setup uniforms 1147 mModelView.loadTranslate(left, top, 0.0f); 1148 mModelView.scale(right - left, bottom - top, 1.0f); 1149 if (!ignoreTransform) { 1150 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1151 } else { 1152 mat4 identity; 1153 mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity); 1154 } 1155 glUniform4f(mCaches.currentProgram->color, r, g, b, a); 1156 1157 // Setup attributes and uniforms required by the shaders 1158 if (mShader) { 1159 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1160 } 1161 if (mColorFilter) { 1162 mColorFilter->setupProgram(mCaches.currentProgram); 1163 } 1164} 1165 1166void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1167 const Texture* texture, const SkPaint* paint) { 1168 int alpha; 1169 SkXfermode::Mode mode; 1170 getAlphaAndMode(paint, &alpha, &mode); 1171 1172 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1173 texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1174 GL_TRIANGLE_STRIP, gMeshCount); 1175} 1176 1177void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1178 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1179 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1180 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1181 GL_TRIANGLE_STRIP, gMeshCount); 1182} 1183 1184void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1185 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1186 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1187 bool swapSrcDst, bool ignoreTransform) { 1188 clearLayerRegions(); 1189 1190 ProgramDescription description; 1191 description.hasTexture = true; 1192 if (mColorFilter) { 1193 mColorFilter->describe(description, mExtensions); 1194 } 1195 1196 mModelView.loadTranslate(left, top, 0.0f); 1197 mModelView.scale(right - left, bottom - top, 1.0f); 1198 1199 chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst); 1200 1201 useProgram(mCaches.programCache.get(description)); 1202 if (!ignoreTransform) { 1203 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1204 } else { 1205 mat4 m; 1206 mCaches.currentProgram->set(mOrthoMatrix, mModelView, m); 1207 } 1208 1209 // Texture 1210 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0); 1211 glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); 1212 1213 // Always premultiplied 1214 glUniform4f(mCaches.currentProgram->color, alpha, alpha, alpha, alpha); 1215 1216 // Mesh 1217 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1218 glEnableVertexAttribArray(texCoordsSlot); 1219 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1220 gMeshStride, vertices); 1221 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1222 1223 // Color filter 1224 if (mColorFilter) { 1225 mColorFilter->setupProgram(mCaches.currentProgram); 1226 } 1227 1228 glDrawArrays(drawMode, 0, elementsCount); 1229 glDisableVertexAttribArray(texCoordsSlot); 1230} 1231 1232void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1233 ProgramDescription& description, bool swapSrcDst) { 1234 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1235 if (blend) { 1236 if (mode < SkXfermode::kPlus_Mode) { 1237 if (!mCaches.blend) { 1238 glEnable(GL_BLEND); 1239 } 1240 1241 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1242 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1243 1244 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1245 glBlendFunc(sourceMode, destMode); 1246 mCaches.lastSrcMode = sourceMode; 1247 mCaches.lastDstMode = destMode; 1248 } 1249 } else { 1250 // These blend modes are not supported by OpenGL directly and have 1251 // to be implemented using shaders. Since the shader will perform 1252 // the blending, turn blending off here 1253 if (mExtensions.hasFramebufferFetch()) { 1254 description.framebufferMode = mode; 1255 description.swapSrcDst = swapSrcDst; 1256 } 1257 1258 if (mCaches.blend) { 1259 glDisable(GL_BLEND); 1260 } 1261 blend = false; 1262 } 1263 } else if (mCaches.blend) { 1264 glDisable(GL_BLEND); 1265 } 1266 mCaches.blend = blend; 1267} 1268 1269bool OpenGLRenderer::useProgram(Program* program) { 1270 if (!program->isInUse()) { 1271 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1272 program->use(); 1273 mCaches.currentProgram = program; 1274 return false; 1275 } 1276 return true; 1277} 1278 1279void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1280 TextureVertex* v = &mMeshVertices[0]; 1281 TextureVertex::setUV(v++, u1, v1); 1282 TextureVertex::setUV(v++, u2, v1); 1283 TextureVertex::setUV(v++, u1, v2); 1284 TextureVertex::setUV(v++, u2, v2); 1285} 1286 1287void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1288 if (paint) { 1289 if (!mExtensions.hasFramebufferFetch()) { 1290 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1291 if (!isMode) { 1292 // Assume SRC_OVER 1293 *mode = SkXfermode::kSrcOver_Mode; 1294 } 1295 } else { 1296 *mode = getXfermode(paint->getXfermode()); 1297 } 1298 1299 // Skia draws using the color's alpha channel if < 255 1300 // Otherwise, it uses the paint's alpha 1301 int color = paint->getColor(); 1302 *alpha = (color >> 24) & 0xFF; 1303 if (*alpha == 255) { 1304 *alpha = paint->getAlpha(); 1305 } 1306 } else { 1307 *mode = SkXfermode::kSrcOver_Mode; 1308 *alpha = 255; 1309 } 1310} 1311 1312SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1313 if (mode == NULL) { 1314 return SkXfermode::kSrcOver_Mode; 1315 } 1316 return mode->fMode; 1317} 1318 1319void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) { 1320 glActiveTexture(gTextureUnits[textureUnit]); 1321 glBindTexture(GL_TEXTURE_2D, texture); 1322 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1323 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1324} 1325 1326}; // namespace uirenderer 1327}; // namespace android 1328