OpenGLRenderer.cpp revision 4aa90573bbf86db0d33a3a790c5dbd0d93b95cfe
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 LOGD("Create OpenGLRenderer"); 117 118 mShader = NULL; 119 mColorFilter = NULL; 120 mHasShadow = false; 121 122 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 123 124 mFirstSnapshot = new Snapshot; 125 126 GLint maxTextureUnits; 127 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits); 128 if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) { 129 LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT); 130 } 131 132 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize); 133} 134 135OpenGLRenderer::~OpenGLRenderer() { 136 LOGD("Destroy OpenGLRenderer"); 137 // The context has already been destroyed at this point, do not call 138 // GL APIs. All GL state should be kept in Caches.h 139} 140 141/////////////////////////////////////////////////////////////////////////////// 142// Setup 143/////////////////////////////////////////////////////////////////////////////// 144 145void OpenGLRenderer::setViewport(int width, int height) { 146 glViewport(0, 0, width, height); 147 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 148 149 mWidth = width; 150 mHeight = height; 151} 152 153void OpenGLRenderer::prepare() { 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 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 164 glClear(GL_COLOR_BUFFER_BIT); 165 166 glEnable(GL_SCISSOR_TEST); 167 glScissor(0, 0, mWidth, mHeight); 168 169 mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); 170} 171 172void OpenGLRenderer::finish() { 173#if DEBUG_OPENGL 174 GLenum status = GL_NO_ERROR; 175 while ((status = glGetError()) != GL_NO_ERROR) { 176 LOGD("GL error from OpenGLRenderer: 0x%x", status); 177 } 178#endif 179} 180 181void OpenGLRenderer::acquireContext() { 182 if (mCaches.currentProgram) { 183 if (mCaches.currentProgram->isInUse()) { 184 mCaches.currentProgram->remove(); 185 mCaches.currentProgram = NULL; 186 } 187 } 188} 189 190void OpenGLRenderer::releaseContext() { 191 glViewport(0, 0, mWidth, mHeight); 192 193 glEnable(GL_SCISSOR_TEST); 194 setScissorFromClip(); 195 196 glDisable(GL_DITHER); 197 198 glBindFramebuffer(GL_FRAMEBUFFER, 0); 199 200 if (mCaches.blend) { 201 glEnable(GL_BLEND); 202 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 203 glBlendEquation(GL_FUNC_ADD); 204 } else { 205 glDisable(GL_BLEND); 206 } 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(flags); 219} 220 221void OpenGLRenderer::restore() { 222 if (mSaveCount > 1) { 223 restoreSnapshot(); 224 } 225} 226 227void OpenGLRenderer::restoreToCount(int saveCount) { 228 if (saveCount < 1) saveCount = 1; 229 230 while (mSaveCount > saveCount) { 231 restoreSnapshot(); 232 } 233} 234 235int OpenGLRenderer::saveSnapshot(int flags) { 236 mSnapshot = new Snapshot(mSnapshot, flags); 237 return mSaveCount++; 238} 239 240bool OpenGLRenderer::restoreSnapshot() { 241 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 242 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 243 244 sp<Snapshot> current = mSnapshot; 245 sp<Snapshot> previous = mSnapshot->previous; 246 247 mSaveCount--; 248 mSnapshot = previous; 249 250 if (restoreLayer) { 251 composeLayer(current, previous); 252 } 253 254 if (restoreClip) { 255 setScissorFromClip(); 256 } 257 258 return restoreClip; 259} 260 261/////////////////////////////////////////////////////////////////////////////// 262// Layers 263/////////////////////////////////////////////////////////////////////////////// 264 265int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 266 const SkPaint* p, int flags) { 267 int count = saveSnapshot(flags); 268 269 int alpha = 255; 270 SkXfermode::Mode mode; 271 272 if (p) { 273 alpha = p->getAlpha(); 274 if (!mExtensions.hasFramebufferFetch()) { 275 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 276 if (!isMode) { 277 // Assume SRC_OVER 278 mode = SkXfermode::kSrcOver_Mode; 279 } 280 } else { 281 mode = getXfermode(p->getXfermode()); 282 } 283 } else { 284 mode = SkXfermode::kSrcOver_Mode; 285 } 286 287 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags); 288 289 return count; 290} 291 292int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 293 int alpha, int flags) { 294 if (alpha == 0xff) { 295 return saveLayer(left, top, right, bottom, NULL, flags); 296 } else { 297 SkPaint paint; 298 paint.setAlpha(alpha); 299 return saveLayer(left, top, right, bottom, &paint, flags); 300 } 301} 302 303/** 304 * Layers are viewed by Skia are slightly different than layers in image editing 305 * programs (for instance.) When a layer is created, previously created layers 306 * and the frame buffer still receive every drawing command. For instance, if a 307 * layer is created and a shape intersecting the bounds of the layers and the 308 * framebuffer is draw, the shape will be drawn on both (unless the layer was 309 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 310 * 311 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 312 * texture. Unfortunately, this is inefficient as it requires every primitive to 313 * be drawn n + 1 times, where n is the number of active layers. In practice this 314 * means, for every primitive: 315 * - Switch active frame buffer 316 * - Change viewport, clip and projection matrix 317 * - Issue the drawing 318 * 319 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 320 * To avoid this, layers are implemented in a different way here. 321 * 322 * This implementation relies on the frame buffer being at least RGBA 8888. When 323 * a layer is created, only a texture is created, not an FBO. The content of the 324 * frame buffer contained within the layer's bounds is copied into this texture 325 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 326 * buffer and drawing continues as normal. This technique therefore treats the 327 * frame buffer as a scratch buffer for the layers. 328 * 329 * To compose the layers back onto the frame buffer, each layer texture 330 * (containing the original frame buffer data) is drawn as a simple quad over 331 * the frame buffer. The trick is that the quad is set as the composition 332 * destination in the blending equation, and the frame buffer becomes the source 333 * of the composition. 334 * 335 * Drawing layers with an alpha value requires an extra step before composition. 336 * An empty quad is drawn over the layer's region in the frame buffer. This quad 337 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 338 * quad is used to multiply the colors in the frame buffer. This is achieved by 339 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 340 * GL_ZERO, GL_SRC_ALPHA. 341 * 342 * Because glCopyTexImage2D() can be slow, an alternative implementation might 343 * be use to draw a single clipped layer. The implementation described above 344 * is correct in every case. 345 * 346 * (1) The frame buffer is actually not cleared right away. To allow the GPU 347 * to potentially optimize series of calls to glCopyTexImage2D, the frame 348 * buffer is left untouched until the first drawing operation. Only when 349 * something actually gets drawn are the layers regions cleared. 350 */ 351bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 352 float right, float bottom, int alpha, SkXfermode::Mode mode,int flags) { 353 LAYER_LOGD("Requesting layer %fx%f", right - left, bottom - top); 354 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 355 356 // Window coordinates of the layer 357 Rect bounds(left, top, right, bottom); 358 mSnapshot->transform->mapRect(bounds); 359 360 // Layers only make sense if they are in the framebuffer's bounds 361 bounds.intersect(*mSnapshot->clipRect); 362 bounds.snapToPixelBoundaries(); 363 364 if (bounds.isEmpty() || bounds.getWidth() > mMaxTextureSize || 365 bounds.getHeight() > mMaxTextureSize) { 366 return false; 367 } 368 369 LayerSize size(bounds.getWidth(), bounds.getHeight()); 370 Layer* layer = mCaches.layerCache.get(size); 371 if (!layer) { 372 return false; 373 } 374 375 layer->mode = mode; 376 layer->alpha = alpha; 377 layer->layer.set(bounds); 378 379 // Save the layer in the snapshot 380 snapshot->flags |= Snapshot::kFlagIsLayer; 381 snapshot->layer = layer; 382 383 // Copy the framebuffer into the layer 384 glBindTexture(GL_TEXTURE_2D, layer->texture); 385 386 if (layer->empty) { 387 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom, 388 bounds.getWidth(), bounds.getHeight(), 0); 389 layer->empty = false; 390 } else { 391 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, mHeight - bounds.bottom, 392 bounds.getWidth(), bounds.getHeight()); 393 } 394 395 if (flags & SkCanvas::kClipToLayer_SaveFlag) { 396 if (mSnapshot->clipTransformed(bounds)) setScissorFromClip(); 397 } 398 399 // Enqueue the buffer coordinates to clear the corresponding region later 400 mLayers.push(new Rect(bounds)); 401 402 return true; 403} 404 405/** 406 * Read the documentation of createLayer() before doing anything in this method. 407 */ 408void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 409 if (!current->layer) { 410 LOGE("Attempting to compose a layer that does not exist"); 411 return; 412 } 413 414 // Restore the clip from the previous snapshot 415 const Rect& clip = *previous->clipRect; 416 glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight()); 417 418 Layer* layer = current->layer; 419 const Rect& rect = layer->layer; 420 421 if (layer->alpha < 255) { 422 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 423 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 424 } 425 426 // Layers are already drawn with a top-left origin, don't flip the texture 427 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 428 429 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 430 1.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 431 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, true, true); 432 433 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 434 435 LayerSize size(rect.getWidth(), rect.getHeight()); 436 // Failing to add the layer to the cache should happen only if the 437 // layer is too large 438 if (!mCaches.layerCache.put(size, layer)) { 439 LAYER_LOGD("Deleting layer"); 440 441 glDeleteTextures(1, &layer->texture); 442 443 delete layer; 444 } 445} 446 447void OpenGLRenderer::clearLayerRegions() { 448 if (mLayers.size() == 0) return; 449 450 for (uint32_t i = 0; i < mLayers.size(); i++) { 451 Rect* bounds = mLayers.itemAt(i); 452 453 // Clear the framebuffer where the layer will draw 454 glScissor(bounds->left, mHeight - bounds->bottom, 455 bounds->getWidth(), bounds->getHeight()); 456 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 457 glClear(GL_COLOR_BUFFER_BIT); 458 459 delete bounds; 460 } 461 mLayers.clear(); 462 463 // Restore the clip 464 setScissorFromClip(); 465} 466 467/////////////////////////////////////////////////////////////////////////////// 468// Transforms 469/////////////////////////////////////////////////////////////////////////////// 470 471void OpenGLRenderer::translate(float dx, float dy) { 472 mSnapshot->transform->translate(dx, dy, 0.0f); 473} 474 475void OpenGLRenderer::rotate(float degrees) { 476 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 477} 478 479void OpenGLRenderer::scale(float sx, float sy) { 480 mSnapshot->transform->scale(sx, sy, 1.0f); 481} 482 483void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 484 mSnapshot->transform->load(*matrix); 485} 486 487void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 488 mSnapshot->transform->copyTo(*matrix); 489} 490 491void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 492 mat4 m(*matrix); 493 mSnapshot->transform->multiply(m); 494} 495 496/////////////////////////////////////////////////////////////////////////////// 497// Clipping 498/////////////////////////////////////////////////////////////////////////////// 499 500void OpenGLRenderer::setScissorFromClip() { 501 const Rect& clip = *mSnapshot->clipRect; 502 glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight()); 503} 504 505const Rect& OpenGLRenderer::getClipBounds() { 506 return mSnapshot->getLocalClip(); 507} 508 509bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 510 Rect r(left, top, right, bottom); 511 mSnapshot->transform->mapRect(r); 512 return !mSnapshot->clipRect->intersects(r); 513} 514 515bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 516 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 517 if (clipped) { 518 setScissorFromClip(); 519 } 520 return !mSnapshot->clipRect->isEmpty(); 521} 522 523/////////////////////////////////////////////////////////////////////////////// 524// Drawing 525/////////////////////////////////////////////////////////////////////////////// 526 527void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) { 528 const float right = left + bitmap->width(); 529 const float bottom = top + bitmap->height(); 530 531 if (quickReject(left, top, right, bottom)) { 532 return; 533 } 534 535 glActiveTexture(GL_TEXTURE0); 536 const Texture* texture = mCaches.textureCache.get(bitmap); 537 if (!texture) return; 538 const AutoTexture autoCleanup(texture); 539 540 drawTextureRect(left, top, right, bottom, texture, paint); 541} 542 543void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) { 544 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 545 const mat4 transform(*matrix); 546 transform.mapRect(r); 547 548 if (quickReject(r.left, r.top, r.right, r.bottom)) { 549 return; 550 } 551 552 glActiveTexture(GL_TEXTURE0); 553 const Texture* texture = mCaches.textureCache.get(bitmap); 554 if (!texture) return; 555 const AutoTexture autoCleanup(texture); 556 557 drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint); 558} 559 560void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 561 float srcLeft, float srcTop, float srcRight, float srcBottom, 562 float dstLeft, float dstTop, float dstRight, float dstBottom, 563 const SkPaint* paint) { 564 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 565 return; 566 } 567 568 glActiveTexture(GL_TEXTURE0); 569 const Texture* texture = mCaches.textureCache.get(bitmap); 570 if (!texture) return; 571 const AutoTexture autoCleanup(texture); 572 573 const float width = texture->width; 574 const float height = texture->height; 575 576 const float u1 = srcLeft / width; 577 const float v1 = srcTop / height; 578 const float u2 = srcRight / width; 579 const float v2 = srcBottom / height; 580 581 resetDrawTextureTexCoords(u1, v1, u2, v2); 582 583 drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint); 584 585 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 586} 587 588void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 589 uint32_t width, uint32_t height, float left, float top, float right, float bottom, 590 const SkPaint* paint) { 591 if (quickReject(left, top, right, bottom)) { 592 return; 593 } 594 595 glActiveTexture(GL_TEXTURE0); 596 const Texture* texture = mCaches.textureCache.get(bitmap); 597 if (!texture) return; 598 const AutoTexture autoCleanup(texture); 599 600 int alpha; 601 SkXfermode::Mode mode; 602 getAlphaAndMode(paint, &alpha, &mode); 603 604 Patch* mesh = mCaches.patchCache.get(width, height); 605 mesh->updateVertices(bitmap->width(), bitmap->height(),left, top, right, bottom, 606 xDivs, yDivs, width, height); 607 608 // Specify right and bottom as +1.0f from left/top to prevent scaling since the 609 // patch mesh already defines the final size 610 drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f, 611 mode, texture->blend, &mesh->vertices[0].position[0], 612 &mesh->vertices[0].texture[0], GL_TRIANGLES, mesh->verticesCount); 613} 614 615void OpenGLRenderer::drawLines(float* points, int count, const SkPaint* paint) { 616 int alpha; 617 SkXfermode::Mode mode; 618 getAlphaAndMode(paint, &alpha, &mode); 619 620 uint32_t color = paint->getColor(); 621 const GLfloat a = alpha / 255.0f; 622 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 623 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 624 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 625 626 const bool isAA = paint->isAntiAlias(); 627 if (isAA) { 628 GLuint textureUnit = 0; 629 setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a, 630 mode, false, true, mCaches.line.getVertices(), mCaches.line.getTexCoords()); 631 } else { 632 setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false); 633 } 634 635 const float strokeWidth = paint->getStrokeWidth(); 636 const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount; 637 const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP; 638 639 for (int i = 0; i < count; i += 4) { 640 float tx = 0.0f; 641 float ty = 0.0f; 642 643 if (isAA) { 644 mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3], 645 strokeWidth, tx, ty); 646 } else { 647 ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f; 648 } 649 650 const float dx = points[i + 2] - points[i]; 651 const float dy = points[i + 3] - points[i + 1]; 652 const float mag = sqrtf(dx * dx + dy * dy); 653 const float angle = acos(dx / mag); 654 655 mModelView.loadTranslate(points[i], points[i + 1], 0.0f); 656 if (angle > MIN_ANGLE || angle < -MIN_ANGLE) { 657 mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f); 658 } 659 mModelView.translate(tx, ty, 0.0f); 660 if (!isAA) { 661 float length = mCaches.line.getLength(points[i], points[i + 1], 662 points[i + 2], points[i + 3]); 663 mModelView.scale(length, strokeWidth, 1.0f); 664 } 665 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 666 667 if (mShader) { 668 mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot); 669 } 670 671 glDrawArrays(drawMode, 0, elementsCount); 672 } 673 674 if (isAA) { 675 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 676 } 677} 678 679void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 680 const Rect& clip = *mSnapshot->clipRect; 681 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 682} 683 684void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) { 685 if (quickReject(left, top, right, bottom)) { 686 return; 687 } 688 689 SkXfermode::Mode mode; 690 if (!mExtensions.hasFramebufferFetch()) { 691 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 692 if (!isMode) { 693 // Assume SRC_OVER 694 mode = SkXfermode::kSrcOver_Mode; 695 } 696 } else { 697 mode = getXfermode(p->getXfermode()); 698 } 699 700 // Skia draws using the color's alpha channel if < 255 701 // Otherwise, it uses the paint's alpha 702 int color = p->getColor(); 703 if (((color >> 24) & 0xff) == 255) { 704 color |= p->getAlpha() << 24; 705 } 706 707 drawColorRect(left, top, right, bottom, color, mode); 708} 709 710void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 711 float x, float y, SkPaint* paint) { 712 if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 713 return; 714 } 715 716 paint->setAntiAlias(true); 717 718 float length = -1.0f; 719 switch (paint->getTextAlign()) { 720 case SkPaint::kCenter_Align: 721 length = paint->measureText(text, bytesCount); 722 x -= length / 2.0f; 723 break; 724 case SkPaint::kRight_Align: 725 length = paint->measureText(text, bytesCount); 726 x -= length; 727 break; 728 default: 729 break; 730 } 731 732 int alpha; 733 SkXfermode::Mode mode; 734 getAlphaAndMode(paint, &alpha, &mode); 735 736 uint32_t color = paint->getColor(); 737 const GLfloat a = alpha / 255.0f; 738 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 739 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 740 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 741 742 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 743 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 744 paint->getTextSize()); 745 746 if (mHasShadow) { 747 glActiveTexture(gTextureUnits[0]); 748 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 749 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 750 count, mShadowRadius); 751 const AutoTexture autoCleanup(shadow); 752 753 setupShadow(shadow, x, y, mode, a); 754 755 // Draw the mesh 756 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 757 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 758 } 759 760 GLuint textureUnit = 0; 761 glActiveTexture(gTextureUnits[textureUnit]); 762 763 setupTextureAlpha8(fontRenderer.getTexture(), 0, 0, textureUnit, x, y, r, g, b, a, 764 mode, false, true); 765 766 const Rect& clip = mSnapshot->getLocalClip(); 767 clearLayerRegions(); 768 fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y); 769 770 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 771 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 772 773 drawTextDecorations(text, bytesCount, length, x, y, paint); 774} 775 776void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 777 GLuint textureUnit = 0; 778 glActiveTexture(gTextureUnits[textureUnit]); 779 780 const PathTexture* texture = mCaches.pathCache.get(path, paint); 781 if (!texture) return; 782 const AutoTexture autoCleanup(texture); 783 784 const float x = texture->left - texture->offset; 785 const float y = texture->top - texture->offset; 786 787 if (quickReject(x, y, x + texture->width, y + texture->height)) { 788 return; 789 } 790 791 int alpha; 792 SkXfermode::Mode mode; 793 getAlphaAndMode(paint, &alpha, &mode); 794 795 uint32_t color = paint->getColor(); 796 const GLfloat a = alpha / 255.0f; 797 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 798 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 799 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 800 801 setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true); 802 803 clearLayerRegions(); 804 805 // Draw the mesh 806 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 807 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 808} 809 810/////////////////////////////////////////////////////////////////////////////// 811// Shaders 812/////////////////////////////////////////////////////////////////////////////// 813 814void OpenGLRenderer::resetShader() { 815 mShader = NULL; 816} 817 818void OpenGLRenderer::setupShader(SkiaShader* shader) { 819 mShader = shader; 820 if (mShader) { 821 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 822 } 823} 824 825/////////////////////////////////////////////////////////////////////////////// 826// Color filters 827/////////////////////////////////////////////////////////////////////////////// 828 829void OpenGLRenderer::resetColorFilter() { 830 mColorFilter = NULL; 831} 832 833void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 834 mColorFilter = filter; 835} 836 837/////////////////////////////////////////////////////////////////////////////// 838// Drop shadow 839/////////////////////////////////////////////////////////////////////////////// 840 841void OpenGLRenderer::resetShadow() { 842 mHasShadow = false; 843} 844 845void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 846 mHasShadow = true; 847 mShadowRadius = radius; 848 mShadowDx = dx; 849 mShadowDy = dy; 850 mShadowColor = color; 851} 852 853/////////////////////////////////////////////////////////////////////////////// 854// Drawing implementation 855/////////////////////////////////////////////////////////////////////////////// 856 857void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y, 858 SkXfermode::Mode mode, float alpha) { 859 const float sx = x - texture->left + mShadowDx; 860 const float sy = y - texture->top + mShadowDy; 861 862 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 863 const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha; 864 const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f; 865 const GLfloat g = a * ((mShadowColor >> 8) & 0xFF) / 255.0f; 866 const GLfloat b = a * ((mShadowColor ) & 0xFF) / 255.0f; 867 868 GLuint textureUnit = 0; 869 setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false); 870} 871 872void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, 873 float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode, 874 bool transforms, bool applyFilters) { 875 setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit, 876 x, y, r, g, b, a, mode, transforms, applyFilters, 877 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 878} 879 880void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 881 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 882 SkXfermode::Mode mode, bool transforms, bool applyFilters) { 883 setupTextureAlpha8(texture, width, height, textureUnit, 884 x, y, r, g, b, a, mode, transforms, applyFilters, 885 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 886} 887 888void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 889 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 890 SkXfermode::Mode mode, bool transforms, bool applyFilters, 891 GLvoid* vertices, GLvoid* texCoords) { 892 // Describe the required shaders 893 ProgramDescription description; 894 description.hasTexture = true; 895 description.hasAlpha8Texture = true; 896 897 if (applyFilters) { 898 if (mShader) { 899 mShader->describe(description, mExtensions); 900 } 901 if (mColorFilter) { 902 mColorFilter->describe(description, mExtensions); 903 } 904 } 905 906 // Setup the blending mode 907 chooseBlending(true, mode, description); 908 909 // Build and use the appropriate shader 910 useProgram(mCaches.programCache.get(description)); 911 912 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit); 913 glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit); 914 915 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 916 glEnableVertexAttribArray(texCoordsSlot); 917 918 // Setup attributes 919 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 920 gMeshStride, vertices); 921 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, 922 gMeshStride, texCoords); 923 924 // Setup uniforms 925 if (transforms) { 926 mModelView.loadTranslate(x, y, 0.0f); 927 mModelView.scale(width, height, 1.0f); 928 } else { 929 mModelView.loadIdentity(); 930 } 931 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 932 glUniform4f(mCaches.currentProgram->color, r, g, b, a); 933 934 textureUnit++; 935 if (applyFilters) { 936 // Setup attributes and uniforms required by the shaders 937 if (mShader) { 938 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 939 } 940 if (mColorFilter) { 941 mColorFilter->setupProgram(mCaches.currentProgram); 942 } 943 } 944} 945 946// Same values used by Skia 947#define kStdStrikeThru_Offset (-6.0f / 21.0f) 948#define kStdUnderline_Offset (1.0f / 9.0f) 949#define kStdUnderline_Thickness (1.0f / 18.0f) 950 951void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 952 float x, float y, SkPaint* paint) { 953 // Handle underline and strike-through 954 uint32_t flags = paint->getFlags(); 955 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 956 float underlineWidth = length; 957 // If length is > 0.0f, we already measured the text for the text alignment 958 if (length <= 0.0f) { 959 underlineWidth = paint->measureText(text, bytesCount); 960 } 961 962 float offsetX = 0; 963 switch (paint->getTextAlign()) { 964 case SkPaint::kCenter_Align: 965 offsetX = underlineWidth * 0.5f; 966 break; 967 case SkPaint::kRight_Align: 968 offsetX = underlineWidth; 969 break; 970 default: 971 break; 972 } 973 974 if (underlineWidth > 0.0f) { 975 const float textSize = paint->getTextSize(); 976 const float strokeWidth = textSize * kStdUnderline_Thickness; 977 978 const float left = x - offsetX; 979 float top = 0.0f; 980 981 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 982 float points[pointsCount]; 983 int currentPoint = 0; 984 985 if (flags & SkPaint::kUnderlineText_Flag) { 986 top = y + textSize * kStdUnderline_Offset; 987 points[currentPoint++] = left; 988 points[currentPoint++] = top; 989 points[currentPoint++] = left + underlineWidth; 990 points[currentPoint++] = top; 991 } 992 993 if (flags & SkPaint::kStrikeThruText_Flag) { 994 top = y + textSize * kStdStrikeThru_Offset; 995 points[currentPoint++] = left; 996 points[currentPoint++] = top; 997 points[currentPoint++] = left + underlineWidth; 998 points[currentPoint++] = top; 999 } 1000 1001 SkPaint linesPaint(*paint); 1002 linesPaint.setStrokeWidth(strokeWidth); 1003 1004 drawLines(&points[0], pointsCount, &linesPaint); 1005 } 1006 } 1007} 1008 1009void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1010 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1011 clearLayerRegions(); 1012 1013 // If a shader is set, preserve only the alpha 1014 if (mShader) { 1015 color |= 0x00ffffff; 1016 } 1017 1018 // Render using pre-multiplied alpha 1019 const int alpha = (color >> 24) & 0xFF; 1020 const GLfloat a = alpha / 255.0f; 1021 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1022 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1023 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1024 1025 setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform); 1026 1027 // Draw the mesh 1028 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1029} 1030 1031void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom, 1032 float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform) { 1033 GLuint textureUnit = 0; 1034 1035 // Describe the required shaders 1036 ProgramDescription description; 1037 if (mShader) { 1038 mShader->describe(description, mExtensions); 1039 } 1040 if (mColorFilter) { 1041 mColorFilter->describe(description, mExtensions); 1042 } 1043 1044 // Setup the blending mode 1045 chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description); 1046 1047 // Build and use the appropriate shader 1048 useProgram(mCaches.programCache.get(description)); 1049 1050 // Setup attributes 1051 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1052 gMeshStride, &mMeshVertices[0].position[0]); 1053 1054 // Setup uniforms 1055 mModelView.loadTranslate(left, top, 0.0f); 1056 mModelView.scale(right - left, bottom - top, 1.0f); 1057 if (!ignoreTransform) { 1058 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1059 } else { 1060 mat4 identity; 1061 mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity); 1062 } 1063 glUniform4f(mCaches.currentProgram->color, r, g, b, a); 1064 1065 // Setup attributes and uniforms required by the shaders 1066 if (mShader) { 1067 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1068 } 1069 if (mColorFilter) { 1070 mColorFilter->setupProgram(mCaches.currentProgram); 1071 } 1072} 1073 1074void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1075 const Texture* texture, const SkPaint* paint) { 1076 int alpha; 1077 SkXfermode::Mode mode; 1078 getAlphaAndMode(paint, &alpha, &mode); 1079 1080 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1081 texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1082 GL_TRIANGLE_STRIP, gMeshCount); 1083} 1084 1085void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1086 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1087 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1088 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1089 GL_TRIANGLE_STRIP, gMeshCount); 1090} 1091 1092void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1093 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1094 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1095 bool swapSrcDst, bool ignoreTransform) { 1096 clearLayerRegions(); 1097 1098 ProgramDescription description; 1099 description.hasTexture = true; 1100 if (mColorFilter) { 1101 mColorFilter->describe(description, mExtensions); 1102 } 1103 1104 mModelView.loadTranslate(left, top, 0.0f); 1105 mModelView.scale(right - left, bottom - top, 1.0f); 1106 1107 chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst); 1108 1109 useProgram(mCaches.programCache.get(description)); 1110 if (!ignoreTransform) { 1111 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1112 } else { 1113 mat4 m; 1114 mCaches.currentProgram->set(mOrthoMatrix, mModelView, m); 1115 } 1116 1117 // Texture 1118 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0); 1119 glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); 1120 1121 // Always premultiplied 1122 glUniform4f(mCaches.currentProgram->color, alpha, alpha, alpha, alpha); 1123 1124 // Mesh 1125 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1126 glEnableVertexAttribArray(texCoordsSlot); 1127 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1128 gMeshStride, vertices); 1129 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1130 1131 // Color filter 1132 if (mColorFilter) { 1133 mColorFilter->setupProgram(mCaches.currentProgram); 1134 } 1135 1136 glDrawArrays(drawMode, 0, elementsCount); 1137 glDisableVertexAttribArray(texCoordsSlot); 1138} 1139 1140void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1141 ProgramDescription& description, bool swapSrcDst) { 1142 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1143 if (blend) { 1144 if (mode < SkXfermode::kPlus_Mode) { 1145 if (!mCaches.blend) { 1146 glEnable(GL_BLEND); 1147 } 1148 1149 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1150 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1151 1152 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1153 glBlendFunc(sourceMode, destMode); 1154 mCaches.lastSrcMode = sourceMode; 1155 mCaches.lastDstMode = destMode; 1156 } 1157 } else { 1158 // These blend modes are not supported by OpenGL directly and have 1159 // to be implemented using shaders. Since the shader will perform 1160 // the blending, turn blending off here 1161 if (mExtensions.hasFramebufferFetch()) { 1162 description.framebufferMode = mode; 1163 description.swapSrcDst = swapSrcDst; 1164 } 1165 1166 if (mCaches.blend) { 1167 glDisable(GL_BLEND); 1168 } 1169 blend = false; 1170 } 1171 } else if (mCaches.blend) { 1172 glDisable(GL_BLEND); 1173 } 1174 mCaches.blend = blend; 1175} 1176 1177bool OpenGLRenderer::useProgram(Program* program) { 1178 if (!program->isInUse()) { 1179 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1180 program->use(); 1181 mCaches.currentProgram = program; 1182 return false; 1183 } 1184 return true; 1185} 1186 1187void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1188 TextureVertex* v = &mMeshVertices[0]; 1189 TextureVertex::setUV(v++, u1, v1); 1190 TextureVertex::setUV(v++, u2, v1); 1191 TextureVertex::setUV(v++, u1, v2); 1192 TextureVertex::setUV(v++, u2, v2); 1193} 1194 1195void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1196 if (paint) { 1197 if (!mExtensions.hasFramebufferFetch()) { 1198 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1199 if (!isMode) { 1200 // Assume SRC_OVER 1201 *mode = SkXfermode::kSrcOver_Mode; 1202 } 1203 } else { 1204 *mode = getXfermode(paint->getXfermode()); 1205 } 1206 1207 // Skia draws using the color's alpha channel if < 255 1208 // Otherwise, it uses the paint's alpha 1209 int color = paint->getColor(); 1210 *alpha = (color >> 24) & 0xFF; 1211 if (*alpha == 255) { 1212 *alpha = paint->getAlpha(); 1213 } 1214 } else { 1215 *mode = SkXfermode::kSrcOver_Mode; 1216 *alpha = 255; 1217 } 1218} 1219 1220SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1221 if (mode == NULL) { 1222 return SkXfermode::kSrcOver_Mode; 1223 } 1224 return mode->fMode; 1225} 1226 1227void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) { 1228 glActiveTexture(gTextureUnits[textureUnit]); 1229 glBindTexture(GL_TEXTURE_2D, texture); 1230 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1231 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1232} 1233 1234}; // namespace uirenderer 1235}; // namespace android 1236