OpenGLRenderer.cpp revision 50c0f093d942a59d4e01b2c76d26c0e9d6ed796c
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 RAD_TO_DEG (180.0f / 3.14159265f) 39#define MIN_ANGLE 0.001f 40 41// TODO: This should be set in properties 42#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 43 44/////////////////////////////////////////////////////////////////////////////// 45// Globals 46/////////////////////////////////////////////////////////////////////////////// 47 48/** 49 * Structure mapping Skia xfermodes to OpenGL blending factors. 50 */ 51struct Blender { 52 SkXfermode::Mode mode; 53 GLenum src; 54 GLenum dst; 55}; // struct Blender 56 57// In this array, the index of each Blender equals the value of the first 58// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 59static const Blender gBlends[] = { 60 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 61 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 62 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 63 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 64 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 65 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 66 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 67 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 68 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 69 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 70 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 71 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 72}; 73 74// This array contains the swapped version of each SkXfermode. For instance 75// this array's SrcOver blending mode is actually DstOver. You can refer to 76// createLayer() for more information on the purpose of this array. 77static const Blender gBlendsSwap[] = { 78 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 79 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 80 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 81 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 82 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 83 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 84 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 85 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 86 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 87 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 88 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 89 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 90}; 91 92static const GLenum gTextureUnits[] = { 93 GL_TEXTURE0, 94 GL_TEXTURE1, 95 GL_TEXTURE2 96}; 97 98/////////////////////////////////////////////////////////////////////////////// 99// Constructors/destructor 100/////////////////////////////////////////////////////////////////////////////// 101 102OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 103 mShader = NULL; 104 mColorFilter = NULL; 105 mHasShadow = false; 106 107 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 108 109 mFirstSnapshot = new Snapshot; 110 111 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize); 112} 113 114OpenGLRenderer::~OpenGLRenderer() { 115 // The context has already been destroyed at this point, do not call 116 // GL APIs. All GL state should be kept in Caches.h 117} 118 119/////////////////////////////////////////////////////////////////////////////// 120// Setup 121/////////////////////////////////////////////////////////////////////////////// 122 123void OpenGLRenderer::setViewport(int width, int height) { 124 glViewport(0, 0, width, height); 125 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 126 127 mWidth = width; 128 mHeight = height; 129 130 mFirstSnapshot->height = height; 131 mFirstSnapshot->viewport.set(0, 0, width, height); 132} 133 134void OpenGLRenderer::prepare(bool opaque) { 135 mSnapshot = new Snapshot(mFirstSnapshot, 136 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 137 mSaveCount = 1; 138 139 glViewport(0, 0, mWidth, mHeight); 140 141 glDisable(GL_DITHER); 142 glDisable(GL_SCISSOR_TEST); 143 144 if (!opaque) { 145 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 146 glClear(GL_COLOR_BUFFER_BIT); 147 } 148 149 glEnable(GL_SCISSOR_TEST); 150 glScissor(0, 0, mWidth, mHeight); 151 152 mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); 153} 154 155void OpenGLRenderer::finish() { 156#if DEBUG_OPENGL 157 GLenum status = GL_NO_ERROR; 158 while ((status = glGetError()) != GL_NO_ERROR) { 159 LOGD("GL error from OpenGLRenderer: 0x%x", status); 160 } 161#endif 162} 163 164void OpenGLRenderer::acquireContext() { 165 if (mCaches.currentProgram) { 166 if (mCaches.currentProgram->isInUse()) { 167 mCaches.currentProgram->remove(); 168 mCaches.currentProgram = NULL; 169 } 170 } 171 mCaches.unbindMeshBuffer(); 172} 173 174void OpenGLRenderer::releaseContext() { 175 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 176 177 glEnable(GL_SCISSOR_TEST); 178 setScissorFromClip(); 179 180 glDisable(GL_DITHER); 181 182 glBindFramebuffer(GL_FRAMEBUFFER, 0); 183 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 184 185 mCaches.blend = true; 186 glEnable(GL_BLEND); 187 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 188 glBlendEquation(GL_FUNC_ADD); 189} 190 191/////////////////////////////////////////////////////////////////////////////// 192// State management 193/////////////////////////////////////////////////////////////////////////////// 194 195int OpenGLRenderer::getSaveCount() const { 196 return mSaveCount; 197} 198 199int OpenGLRenderer::save(int flags) { 200 return saveSnapshot(flags); 201} 202 203void OpenGLRenderer::restore() { 204 if (mSaveCount > 1) { 205 restoreSnapshot(); 206 } 207} 208 209void OpenGLRenderer::restoreToCount(int saveCount) { 210 if (saveCount < 1) saveCount = 1; 211 212 while (mSaveCount > saveCount) { 213 restoreSnapshot(); 214 } 215} 216 217int OpenGLRenderer::saveSnapshot(int flags) { 218 mSnapshot = new Snapshot(mSnapshot, flags); 219 return mSaveCount++; 220} 221 222bool OpenGLRenderer::restoreSnapshot() { 223 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 224 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 225 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 226 227 sp<Snapshot> current = mSnapshot; 228 sp<Snapshot> previous = mSnapshot->previous; 229 230 if (restoreOrtho) { 231 Rect& r = previous->viewport; 232 glViewport(r.left, r.top, r.right, r.bottom); 233 mOrthoMatrix.load(current->orthoMatrix); 234 } 235 236 mSaveCount--; 237 mSnapshot = previous; 238 239 if (restoreLayer) { 240 composeLayer(current, previous); 241 } 242 243 if (restoreClip) { 244 setScissorFromClip(); 245 } 246 247 return restoreClip; 248} 249 250/////////////////////////////////////////////////////////////////////////////// 251// Layers 252/////////////////////////////////////////////////////////////////////////////// 253 254int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 255 const SkPaint* p, int flags) { 256 const GLuint previousFbo = mSnapshot->fbo; 257 const int count = saveSnapshot(flags); 258 259 int alpha = 255; 260 SkXfermode::Mode mode; 261 262 if (p) { 263 alpha = p->getAlpha(); 264 if (!mExtensions.hasFramebufferFetch()) { 265 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 266 if (!isMode) { 267 // Assume SRC_OVER 268 mode = SkXfermode::kSrcOver_Mode; 269 } 270 } else { 271 mode = getXfermode(p->getXfermode()); 272 } 273 } else { 274 mode = SkXfermode::kSrcOver_Mode; 275 } 276 277 if (!mSnapshot->previous->invisible) { 278 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 279 } 280 281 return count; 282} 283 284int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 285 int alpha, int flags) { 286 if (alpha == 0xff) { 287 return saveLayer(left, top, right, bottom, NULL, flags); 288 } else { 289 SkPaint paint; 290 paint.setAlpha(alpha); 291 return saveLayer(left, top, right, bottom, &paint, flags); 292 } 293} 294 295/** 296 * Layers are viewed by Skia are slightly different than layers in image editing 297 * programs (for instance.) When a layer is created, previously created layers 298 * and the frame buffer still receive every drawing command. For instance, if a 299 * layer is created and a shape intersecting the bounds of the layers and the 300 * framebuffer is draw, the shape will be drawn on both (unless the layer was 301 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 302 * 303 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 304 * texture. Unfortunately, this is inefficient as it requires every primitive to 305 * be drawn n + 1 times, where n is the number of active layers. In practice this 306 * means, for every primitive: 307 * - Switch active frame buffer 308 * - Change viewport, clip and projection matrix 309 * - Issue the drawing 310 * 311 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 312 * To avoid this, layers are implemented in a different way here, at least in the 313 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 314 * is set. When this flag is set we can redirect all drawing operations into a 315 * single FBO. 316 * 317 * This implementation relies on the frame buffer being at least RGBA 8888. When 318 * a layer is created, only a texture is created, not an FBO. The content of the 319 * frame buffer contained within the layer's bounds is copied into this texture 320 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 321 * buffer and drawing continues as normal. This technique therefore treats the 322 * frame buffer as a scratch buffer for the layers. 323 * 324 * To compose the layers back onto the frame buffer, each layer texture 325 * (containing the original frame buffer data) is drawn as a simple quad over 326 * the frame buffer. The trick is that the quad is set as the composition 327 * destination in the blending equation, and the frame buffer becomes the source 328 * of the composition. 329 * 330 * Drawing layers with an alpha value requires an extra step before composition. 331 * An empty quad is drawn over the layer's region in the frame buffer. This quad 332 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 333 * quad is used to multiply the colors in the frame buffer. This is achieved by 334 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 335 * GL_ZERO, GL_SRC_ALPHA. 336 * 337 * Because glCopyTexImage2D() can be slow, an alternative implementation might 338 * be use to draw a single clipped layer. The implementation described above 339 * is correct in every case. 340 * 341 * (1) The frame buffer is actually not cleared right away. To allow the GPU 342 * to potentially optimize series of calls to glCopyTexImage2D, the frame 343 * buffer is left untouched until the first drawing operation. Only when 344 * something actually gets drawn are the layers regions cleared. 345 */ 346bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 347 float right, float bottom, int alpha, SkXfermode::Mode mode, 348 int flags, GLuint previousFbo) { 349 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 350 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 351 352 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 353 354 // Window coordinates of the layer 355 Rect bounds(left, top, right, bottom); 356 if (!fboLayer) { 357 mSnapshot->transform->mapRect(bounds); 358 // Layers only make sense if they are in the framebuffer's bounds 359 bounds.intersect(*mSnapshot->clipRect); 360 bounds.snapToPixelBoundaries(); 361 } 362 363 if (bounds.isEmpty() || bounds.getWidth() > mMaxTextureSize || 364 bounds.getHeight() > mMaxTextureSize) { 365 snapshot->invisible = true; 366 } else { 367 // TODO: Should take the mode into account 368 snapshot->invisible = snapshot->previous->invisible || 369 (alpha <= ALPHA_THRESHOLD && fboLayer); 370 } 371 372 // Bail out if we won't draw in this snapshot 373 if (snapshot->invisible) { 374 return false; 375 } 376 377 glActiveTexture(GL_TEXTURE0); 378 379 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 380 if (!layer) { 381 return false; 382 } 383 384 layer->mode = mode; 385 layer->alpha = alpha; 386 layer->layer.set(bounds); 387 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 388 bounds.getWidth() / float(layer->width), 0.0f); 389 390 // Save the layer in the snapshot 391 snapshot->flags |= Snapshot::kFlagIsLayer; 392 snapshot->layer = layer; 393 394 if (fboLayer) { 395 layer->fbo = mCaches.fboCache.get(); 396 397 snapshot->flags |= Snapshot::kFlagIsFboLayer; 398 snapshot->fbo = layer->fbo; 399 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 400 snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 401 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 402 snapshot->height = bounds.getHeight(); 403 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 404 snapshot->orthoMatrix.load(mOrthoMatrix); 405 406 // Bind texture to FBO 407 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 408 glBindTexture(GL_TEXTURE_2D, layer->texture); 409 410 // Initialize the texture if needed 411 if (layer->empty) { 412 layer->empty = false; 413 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 414 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 415 } 416 417 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 418 layer->texture, 0); 419 420#if DEBUG_LAYERS 421 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 422 if (status != GL_FRAMEBUFFER_COMPLETE) { 423 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 424 425 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 426 glDeleteTextures(1, &layer->texture); 427 mCaches.fboCache.put(layer->fbo); 428 429 delete layer; 430 431 return false; 432 } 433#endif 434 435 // Clear the FBO 436 glScissor(0.0f, 0.0f, bounds.getWidth() + 1.0f, bounds.getHeight() + 1.0f); 437 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 438 glClear(GL_COLOR_BUFFER_BIT); 439 440 setScissorFromClip(); 441 442 // Change the ortho projection 443 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 444 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 445 } else { 446 // Copy the framebuffer into the layer 447 glBindTexture(GL_TEXTURE_2D, layer->texture); 448 449 if (layer->empty) { 450 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom, 451 layer->width, layer->height, 0); 452 layer->empty = false; 453 } else { 454 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, mHeight - bounds.bottom, 455 bounds.getWidth(), bounds.getHeight()); 456 } 457 458 // Enqueue the buffer coordinates to clear the corresponding region later 459 mLayers.push(new Rect(bounds)); 460 } 461 462 return true; 463} 464 465/** 466 * Read the documentation of createLayer() before doing anything in this method. 467 */ 468void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 469 if (!current->layer) { 470 LOGE("Attempting to compose a layer that does not exist"); 471 return; 472 } 473 474 const bool fboLayer = current->flags & SkCanvas::kClipToLayer_SaveFlag; 475 476 if (fboLayer) { 477 // Unbind current FBO and restore previous one 478 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 479 } 480 481 // Restore the clip from the previous snapshot 482 const Rect& clip = *previous->clipRect; 483 glScissor(clip.left, previous->height - clip.bottom, clip.getWidth(), clip.getHeight()); 484 485 Layer* layer = current->layer; 486 const Rect& rect = layer->layer; 487 488 if (!fboLayer && layer->alpha < 255) { 489 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 490 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 491 } 492 493 const Rect& texCoords = layer->texCoords; 494 mCaches.unbindMeshBuffer(); 495 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 496 497 if (fboLayer) { 498 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 499 layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 500 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount); 501 } else { 502 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 503 1.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 504 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, true, true); 505 } 506 507 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 508 509 if (fboLayer) { 510 // Detach the texture from the FBO 511 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 512 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 513 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 514 515 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 516 mCaches.fboCache.put(current->fbo); 517 } 518 519 // Failing to add the layer to the cache should happen only if the layer is too large 520 if (!mCaches.layerCache.put(layer)) { 521 LAYER_LOGD("Deleting layer"); 522 glDeleteTextures(1, &layer->texture); 523 delete layer; 524 } 525} 526 527void OpenGLRenderer::clearLayerRegions() { 528 if (mLayers.size() == 0 || mSnapshot->invisible) return; 529 530 for (uint32_t i = 0; i < mLayers.size(); i++) { 531 Rect* bounds = mLayers.itemAt(i); 532 533 // Clear the framebuffer where the layer will draw 534 glScissor(bounds->left, mSnapshot->height - bounds->bottom, 535 bounds->getWidth(), bounds->getHeight()); 536 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 537 glClear(GL_COLOR_BUFFER_BIT); 538 539 delete bounds; 540 } 541 mLayers.clear(); 542 543 // Restore the clip 544 setScissorFromClip(); 545} 546 547/////////////////////////////////////////////////////////////////////////////// 548// Transforms 549/////////////////////////////////////////////////////////////////////////////// 550 551void OpenGLRenderer::translate(float dx, float dy) { 552 mSnapshot->transform->translate(dx, dy, 0.0f); 553} 554 555void OpenGLRenderer::rotate(float degrees) { 556 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 557} 558 559void OpenGLRenderer::scale(float sx, float sy) { 560 mSnapshot->transform->scale(sx, sy, 1.0f); 561} 562 563void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 564 mSnapshot->transform->load(*matrix); 565} 566 567const float* OpenGLRenderer::getMatrix() const { 568 if (mSnapshot->fbo != 0) { 569 return &mSnapshot->transform->data[0]; 570 } 571 return &mIdentity.data[0]; 572} 573 574void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 575 mSnapshot->transform->copyTo(*matrix); 576} 577 578void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 579 SkMatrix transform; 580 mSnapshot->transform->copyTo(transform); 581 transform.preConcat(*matrix); 582 mSnapshot->transform->load(transform); 583} 584 585/////////////////////////////////////////////////////////////////////////////// 586// Clipping 587/////////////////////////////////////////////////////////////////////////////// 588 589void OpenGLRenderer::setScissorFromClip() { 590 Rect clip(*mSnapshot->clipRect); 591 clip.snapToPixelBoundaries(); 592 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 593} 594 595const Rect& OpenGLRenderer::getClipBounds() { 596 return mSnapshot->getLocalClip(); 597} 598 599bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 600 if (mSnapshot->invisible) { 601 return true; 602 } 603 604 Rect r(left, top, right, bottom); 605 mSnapshot->transform->mapRect(r); 606 r.snapToPixelBoundaries(); 607 608 Rect clipRect(*mSnapshot->clipRect); 609 clipRect.snapToPixelBoundaries(); 610 611 return !clipRect.intersects(r); 612} 613 614bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 615 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 616 if (clipped) { 617 setScissorFromClip(); 618 } 619 return !mSnapshot->clipRect->isEmpty(); 620} 621 622/////////////////////////////////////////////////////////////////////////////// 623// Drawing 624/////////////////////////////////////////////////////////////////////////////// 625 626void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) { 627 const float right = left + bitmap->width(); 628 const float bottom = top + bitmap->height(); 629 630 if (quickReject(left, top, right, bottom)) { 631 return; 632 } 633 634 glActiveTexture(GL_TEXTURE0); 635 const Texture* texture = mCaches.textureCache.get(bitmap); 636 if (!texture) return; 637 const AutoTexture autoCleanup(texture); 638 639 drawTextureRect(left, top, right, bottom, texture, paint); 640} 641 642void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) { 643 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 644 const mat4 transform(*matrix); 645 transform.mapRect(r); 646 647 if (quickReject(r.left, r.top, r.right, r.bottom)) { 648 return; 649 } 650 651 glActiveTexture(GL_TEXTURE0); 652 const Texture* texture = mCaches.textureCache.get(bitmap); 653 if (!texture) return; 654 const AutoTexture autoCleanup(texture); 655 656 drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint); 657} 658 659void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 660 float srcLeft, float srcTop, float srcRight, float srcBottom, 661 float dstLeft, float dstTop, float dstRight, float dstBottom, 662 const SkPaint* paint) { 663 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 664 return; 665 } 666 667 glActiveTexture(GL_TEXTURE0); 668 const Texture* texture = mCaches.textureCache.get(bitmap); 669 if (!texture) return; 670 const AutoTexture autoCleanup(texture); 671 672 const float width = texture->width; 673 const float height = texture->height; 674 675 const float u1 = srcLeft / width; 676 const float v1 = srcTop / height; 677 const float u2 = srcRight / width; 678 const float v2 = srcBottom / height; 679 680 mCaches.unbindMeshBuffer(); 681 resetDrawTextureTexCoords(u1, v1, u2, v2); 682 683 int alpha; 684 SkXfermode::Mode mode; 685 getAlphaAndMode(paint, &alpha, &mode); 686 687 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 688 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 689 GL_TRIANGLE_STRIP, gMeshCount); 690 691 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 692} 693 694void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 695 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 696 float left, float top, float right, float bottom, const SkPaint* paint) { 697 if (quickReject(left, top, right, bottom)) { 698 return; 699 } 700 701 glActiveTexture(GL_TEXTURE0); 702 const Texture* texture = mCaches.textureCache.get(bitmap); 703 if (!texture) return; 704 const AutoTexture autoCleanup(texture); 705 706 int alpha; 707 SkXfermode::Mode mode; 708 getAlphaAndMode(paint, &alpha, &mode); 709 710 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 711 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 712 713 if (mesh) { 714 // Specify right and bottom as +1.0f from left/top to prevent scaling since the 715 // patch mesh already defines the final size 716 drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f, 717 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 718 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer); 719 } 720} 721 722void OpenGLRenderer::drawLines(float* points, int count, const SkPaint* paint) { 723 if (mSnapshot->invisible) return; 724 725 int alpha; 726 SkXfermode::Mode mode; 727 getAlphaAndMode(paint, &alpha, &mode); 728 729 uint32_t color = paint->getColor(); 730 const GLfloat a = alpha / 255.0f; 731 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 732 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 733 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 734 735 const bool isAA = paint->isAntiAlias(); 736 if (isAA) { 737 GLuint textureUnit = 0; 738 setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a, 739 mode, false, true, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 740 mCaches.line.getMeshBuffer()); 741 } else { 742 setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false); 743 } 744 745 const float strokeWidth = paint->getStrokeWidth(); 746 const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount; 747 const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP; 748 749 for (int i = 0; i < count; i += 4) { 750 float tx = 0.0f; 751 float ty = 0.0f; 752 753 if (isAA) { 754 mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3], 755 strokeWidth, tx, ty); 756 } else { 757 ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f; 758 } 759 760 const float dx = points[i + 2] - points[i]; 761 const float dy = points[i + 3] - points[i + 1]; 762 const float mag = sqrtf(dx * dx + dy * dy); 763 const float angle = acos(dx / mag); 764 765 mModelView.loadTranslate(points[i], points[i + 1], 0.0f); 766 if (angle > MIN_ANGLE || angle < -MIN_ANGLE) { 767 mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f); 768 } 769 mModelView.translate(tx, ty, 0.0f); 770 if (!isAA) { 771 float length = mCaches.line.getLength(points[i], points[i + 1], 772 points[i + 2], points[i + 3]); 773 mModelView.scale(length, strokeWidth, 1.0f); 774 } 775 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 776 777 if (mShader) { 778 mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot); 779 } 780 781 glDrawArrays(drawMode, 0, elementsCount); 782 } 783 784 if (isAA) { 785 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 786 } 787} 788 789void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 790 const Rect& clip = *mSnapshot->clipRect; 791 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 792} 793 794void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) { 795 if (quickReject(left, top, right, bottom)) { 796 return; 797 } 798 799 SkXfermode::Mode mode; 800 if (!mExtensions.hasFramebufferFetch()) { 801 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 802 if (!isMode) { 803 // Assume SRC_OVER 804 mode = SkXfermode::kSrcOver_Mode; 805 } 806 } else { 807 mode = getXfermode(p->getXfermode()); 808 } 809 810 // Skia draws using the color's alpha channel if < 255 811 // Otherwise, it uses the paint's alpha 812 int color = p->getColor(); 813 if (((color >> 24) & 0xff) == 255) { 814 color |= p->getAlpha() << 24; 815 } 816 817 drawColorRect(left, top, right, bottom, color, mode); 818} 819 820void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 821 float x, float y, SkPaint* paint) { 822 if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 823 return; 824 } 825 if (mSnapshot->invisible) return; 826 827 paint->setAntiAlias(true); 828 829 float length = -1.0f; 830 switch (paint->getTextAlign()) { 831 case SkPaint::kCenter_Align: 832 length = paint->measureText(text, bytesCount); 833 x -= length / 2.0f; 834 break; 835 case SkPaint::kRight_Align: 836 length = paint->measureText(text, bytesCount); 837 x -= length; 838 break; 839 default: 840 break; 841 } 842 843 int alpha; 844 SkXfermode::Mode mode; 845 getAlphaAndMode(paint, &alpha, &mode); 846 847 uint32_t color = paint->getColor(); 848 const GLfloat a = alpha / 255.0f; 849 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 850 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 851 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 852 853 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 854 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 855 paint->getTextSize()); 856 857 Rect clipRect(*mSnapshot->clipRect); 858 glScissor(clipRect.left, mSnapshot->height - clipRect.bottom, 859 clipRect.getWidth(), clipRect.getHeight()); 860 861 if (mHasShadow) { 862 glActiveTexture(gTextureUnits[0]); 863 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 864 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 865 count, mShadowRadius); 866 const AutoTexture autoCleanup(shadow); 867 868 setupShadow(shadow, x, y, mode, a); 869 870 // Draw the mesh 871 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 872 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 873 } 874 875 GLuint textureUnit = 0; 876 glActiveTexture(gTextureUnits[textureUnit]); 877 878 // Assume that the modelView matrix does not force scales, rotates, etc. 879 const bool linearFilter = mSnapshot->transform->changesBounds(); 880 setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit, 881 x, y, r, g, b, a, mode, false, true, NULL, NULL); 882 883 const Rect& clip = mSnapshot->getLocalClip(); 884 clearLayerRegions(); 885 886 mCaches.unbindMeshBuffer(); 887 fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y); 888 889 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 890 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 891 892 drawTextDecorations(text, bytesCount, length, x, y, paint); 893 894 setScissorFromClip(); 895} 896 897void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 898 if (mSnapshot->invisible) return; 899 900 GLuint textureUnit = 0; 901 glActiveTexture(gTextureUnits[textureUnit]); 902 903 const PathTexture* texture = mCaches.pathCache.get(path, paint); 904 if (!texture) return; 905 const AutoTexture autoCleanup(texture); 906 907 const float x = texture->left - texture->offset; 908 const float y = texture->top - texture->offset; 909 910 if (quickReject(x, y, x + texture->width, y + texture->height)) { 911 return; 912 } 913 914 int alpha; 915 SkXfermode::Mode mode; 916 getAlphaAndMode(paint, &alpha, &mode); 917 918 uint32_t color = paint->getColor(); 919 const GLfloat a = alpha / 255.0f; 920 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 921 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 922 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 923 924 setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true); 925 926 clearLayerRegions(); 927 928 // Draw the mesh 929 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 930 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 931} 932 933/////////////////////////////////////////////////////////////////////////////// 934// Shaders 935/////////////////////////////////////////////////////////////////////////////// 936 937void OpenGLRenderer::resetShader() { 938 mShader = NULL; 939} 940 941void OpenGLRenderer::setupShader(SkiaShader* shader) { 942 mShader = shader; 943 if (mShader) { 944 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 945 } 946} 947 948/////////////////////////////////////////////////////////////////////////////// 949// Color filters 950/////////////////////////////////////////////////////////////////////////////// 951 952void OpenGLRenderer::resetColorFilter() { 953 mColorFilter = NULL; 954} 955 956void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 957 mColorFilter = filter; 958} 959 960/////////////////////////////////////////////////////////////////////////////// 961// Drop shadow 962/////////////////////////////////////////////////////////////////////////////// 963 964void OpenGLRenderer::resetShadow() { 965 mHasShadow = false; 966} 967 968void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 969 mHasShadow = true; 970 mShadowRadius = radius; 971 mShadowDx = dx; 972 mShadowDy = dy; 973 mShadowColor = color; 974} 975 976/////////////////////////////////////////////////////////////////////////////// 977// Drawing implementation 978/////////////////////////////////////////////////////////////////////////////// 979 980void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y, 981 SkXfermode::Mode mode, float alpha) { 982 const float sx = x - texture->left + mShadowDx; 983 const float sy = y - texture->top + mShadowDy; 984 985 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 986 const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha; 987 const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f; 988 const GLfloat g = a * ((mShadowColor >> 8) & 0xFF) / 255.0f; 989 const GLfloat b = a * ((mShadowColor ) & 0xFF) / 255.0f; 990 991 GLuint textureUnit = 0; 992 setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false); 993} 994 995void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, 996 float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode, 997 bool transforms, bool applyFilters) { 998 setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit, 999 x, y, r, g, b, a, mode, transforms, applyFilters, 1000 (GLvoid*) 0, (GLvoid*) gMeshTextureOffset); 1001} 1002 1003void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 1004 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 1005 SkXfermode::Mode mode, bool transforms, bool applyFilters) { 1006 setupTextureAlpha8(texture, width, height, textureUnit, x, y, r, g, b, a, mode, 1007 transforms, applyFilters, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset); 1008} 1009 1010void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 1011 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 1012 SkXfermode::Mode mode, bool transforms, bool applyFilters, 1013 GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1014 // Describe the required shaders 1015 ProgramDescription description; 1016 description.hasTexture = true; 1017 description.hasAlpha8Texture = true; 1018 const bool setColor = description.setAlpha8Color(r, g, b, a); 1019 1020 if (applyFilters) { 1021 if (mShader) { 1022 mShader->describe(description, mExtensions); 1023 } 1024 if (mColorFilter) { 1025 mColorFilter->describe(description, mExtensions); 1026 } 1027 } 1028 1029 // Setup the blending mode 1030 chooseBlending(true, mode, description); 1031 1032 // Build and use the appropriate shader 1033 useProgram(mCaches.programCache.get(description)); 1034 1035 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit); 1036 glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit); 1037 1038 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1039 glEnableVertexAttribArray(texCoordsSlot); 1040 1041 if (texCoords) { 1042 // Setup attributes 1043 if (!vertices) { 1044 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1045 } else { 1046 mCaches.unbindMeshBuffer(); 1047 } 1048 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1049 gMeshStride, vertices); 1050 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1051 } 1052 1053 // Setup uniforms 1054 if (transforms) { 1055 mModelView.loadTranslate(x, y, 0.0f); 1056 mModelView.scale(width, height, 1.0f); 1057 } else { 1058 mModelView.loadIdentity(); 1059 } 1060 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1061 if (setColor) { 1062 mCaches.currentProgram->setColor(r, g, b, a); 1063 } 1064 1065 textureUnit++; 1066 if (applyFilters) { 1067 // Setup attributes and uniforms required by the shaders 1068 if (mShader) { 1069 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1070 } 1071 if (mColorFilter) { 1072 mColorFilter->setupProgram(mCaches.currentProgram); 1073 } 1074 } 1075} 1076 1077// Same values used by Skia 1078#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1079#define kStdUnderline_Offset (1.0f / 9.0f) 1080#define kStdUnderline_Thickness (1.0f / 18.0f) 1081 1082void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1083 float x, float y, SkPaint* paint) { 1084 // Handle underline and strike-through 1085 uint32_t flags = paint->getFlags(); 1086 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1087 float underlineWidth = length; 1088 // If length is > 0.0f, we already measured the text for the text alignment 1089 if (length <= 0.0f) { 1090 underlineWidth = paint->measureText(text, bytesCount); 1091 } 1092 1093 float offsetX = 0; 1094 switch (paint->getTextAlign()) { 1095 case SkPaint::kCenter_Align: 1096 offsetX = underlineWidth * 0.5f; 1097 break; 1098 case SkPaint::kRight_Align: 1099 offsetX = underlineWidth; 1100 break; 1101 default: 1102 break; 1103 } 1104 1105 if (underlineWidth > 0.0f) { 1106 const float textSize = paint->getTextSize(); 1107 const float strokeWidth = textSize * kStdUnderline_Thickness; 1108 1109 const float left = x - offsetX; 1110 float top = 0.0f; 1111 1112 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 1113 float points[pointsCount]; 1114 int currentPoint = 0; 1115 1116 if (flags & SkPaint::kUnderlineText_Flag) { 1117 top = y + textSize * kStdUnderline_Offset; 1118 points[currentPoint++] = left; 1119 points[currentPoint++] = top; 1120 points[currentPoint++] = left + underlineWidth; 1121 points[currentPoint++] = top; 1122 } 1123 1124 if (flags & SkPaint::kStrikeThruText_Flag) { 1125 top = y + textSize * kStdStrikeThru_Offset; 1126 points[currentPoint++] = left; 1127 points[currentPoint++] = top; 1128 points[currentPoint++] = left + underlineWidth; 1129 points[currentPoint++] = top; 1130 } 1131 1132 SkPaint linesPaint(*paint); 1133 linesPaint.setStrokeWidth(strokeWidth); 1134 1135 drawLines(&points[0], pointsCount, &linesPaint); 1136 } 1137 } 1138} 1139 1140void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1141 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1142 clearLayerRegions(); 1143 1144 // If a shader is set, preserve only the alpha 1145 if (mShader) { 1146 color |= 0x00ffffff; 1147 } 1148 1149 // Render using pre-multiplied alpha 1150 const int alpha = (color >> 24) & 0xFF; 1151 const GLfloat a = alpha / 255.0f; 1152 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1153 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1154 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1155 1156 setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform); 1157 1158 // Draw the mesh 1159 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1160} 1161 1162void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom, 1163 float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform) { 1164 GLuint textureUnit = 0; 1165 1166 // Describe the required shaders 1167 ProgramDescription description; 1168 const bool setColor = description.setColor(r, g, b, a); 1169 1170 if (mShader) { 1171 mShader->describe(description, mExtensions); 1172 } 1173 if (mColorFilter) { 1174 mColorFilter->describe(description, mExtensions); 1175 } 1176 1177 // Setup the blending mode 1178 chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description); 1179 1180 // Build and use the appropriate shader 1181 useProgram(mCaches.programCache.get(description)); 1182 1183 // Setup attributes 1184 mCaches.bindMeshBuffer(); 1185 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1186 gMeshStride, 0); 1187 1188 // Setup uniforms 1189 mModelView.loadTranslate(left, top, 0.0f); 1190 mModelView.scale(right - left, bottom - top, 1.0f); 1191 if (!ignoreTransform) { 1192 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1193 } else { 1194 mat4 identity; 1195 mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity); 1196 } 1197 mCaches.currentProgram->setColor(r, g, b, a); 1198 1199 // Setup attributes and uniforms required by the shaders 1200 if (mShader) { 1201 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1202 } 1203 if (mColorFilter) { 1204 mColorFilter->setupProgram(mCaches.currentProgram); 1205 } 1206} 1207 1208void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1209 const Texture* texture, const SkPaint* paint) { 1210 int alpha; 1211 SkXfermode::Mode mode; 1212 getAlphaAndMode(paint, &alpha, &mode); 1213 1214 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1215 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1216 GL_TRIANGLE_STRIP, gMeshCount); 1217} 1218 1219void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1220 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1221 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1222 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 1223} 1224 1225void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1226 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1227 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1228 bool swapSrcDst, bool ignoreTransform, GLuint vbo) { 1229 clearLayerRegions(); 1230 1231 ProgramDescription description; 1232 description.hasTexture = true; 1233 const bool setColor = description.setColor(alpha, alpha, alpha, alpha); 1234 if (mColorFilter) { 1235 mColorFilter->describe(description, mExtensions); 1236 } 1237 1238 mModelView.loadTranslate(left, top, 0.0f); 1239 mModelView.scale(right - left, bottom - top, 1.0f); 1240 1241 chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst); 1242 1243 useProgram(mCaches.programCache.get(description)); 1244 if (!ignoreTransform) { 1245 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1246 } else { 1247 mat4 m; 1248 mCaches.currentProgram->set(mOrthoMatrix, mModelView, m); 1249 } 1250 1251 // Texture 1252 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0); 1253 glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); 1254 1255 // Always premultiplied 1256 if (setColor) { 1257 mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha); 1258 } 1259 1260 // Mesh 1261 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1262 glEnableVertexAttribArray(texCoordsSlot); 1263 1264 if (!vertices) { 1265 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1266 } else { 1267 mCaches.unbindMeshBuffer(); 1268 } 1269 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1270 gMeshStride, vertices); 1271 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1272 1273 // Color filter 1274 if (mColorFilter) { 1275 mColorFilter->setupProgram(mCaches.currentProgram); 1276 } 1277 1278 glDrawArrays(drawMode, 0, elementsCount); 1279 glDisableVertexAttribArray(texCoordsSlot); 1280} 1281 1282void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1283 ProgramDescription& description, bool swapSrcDst) { 1284 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1285 if (blend) { 1286 if (mode < SkXfermode::kPlus_Mode) { 1287 if (!mCaches.blend) { 1288 glEnable(GL_BLEND); 1289 } 1290 1291 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1292 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1293 1294 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1295 glBlendFunc(sourceMode, destMode); 1296 mCaches.lastSrcMode = sourceMode; 1297 mCaches.lastDstMode = destMode; 1298 } 1299 } else { 1300 // These blend modes are not supported by OpenGL directly and have 1301 // to be implemented using shaders. Since the shader will perform 1302 // the blending, turn blending off here 1303 if (mExtensions.hasFramebufferFetch()) { 1304 description.framebufferMode = mode; 1305 description.swapSrcDst = swapSrcDst; 1306 } 1307 1308 if (mCaches.blend) { 1309 glDisable(GL_BLEND); 1310 } 1311 blend = false; 1312 } 1313 } else if (mCaches.blend) { 1314 glDisable(GL_BLEND); 1315 } 1316 mCaches.blend = blend; 1317} 1318 1319bool OpenGLRenderer::useProgram(Program* program) { 1320 if (!program->isInUse()) { 1321 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1322 program->use(); 1323 mCaches.currentProgram = program; 1324 return false; 1325 } 1326 return true; 1327} 1328 1329void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1330 TextureVertex* v = &mMeshVertices[0]; 1331 TextureVertex::setUV(v++, u1, v1); 1332 TextureVertex::setUV(v++, u2, v1); 1333 TextureVertex::setUV(v++, u1, v2); 1334 TextureVertex::setUV(v++, u2, v2); 1335} 1336 1337void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1338 if (paint) { 1339 if (!mExtensions.hasFramebufferFetch()) { 1340 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1341 if (!isMode) { 1342 // Assume SRC_OVER 1343 *mode = SkXfermode::kSrcOver_Mode; 1344 } 1345 } else { 1346 *mode = getXfermode(paint->getXfermode()); 1347 } 1348 1349 // Skia draws using the color's alpha channel if < 255 1350 // Otherwise, it uses the paint's alpha 1351 int color = paint->getColor(); 1352 *alpha = (color >> 24) & 0xFF; 1353 if (*alpha == 255) { 1354 *alpha = paint->getAlpha(); 1355 } 1356 } else { 1357 *mode = SkXfermode::kSrcOver_Mode; 1358 *alpha = 255; 1359 } 1360} 1361 1362SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1363 if (mode == NULL) { 1364 return SkXfermode::kSrcOver_Mode; 1365 } 1366 return mode->fMode; 1367} 1368 1369void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) { 1370 glActiveTexture(gTextureUnits[textureUnit]); 1371 glBindTexture(GL_TEXTURE_2D, texture); 1372 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1373 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1374} 1375 1376}; // namespace uirenderer 1377}; // namespace android 1378