OpenGLRenderer.cpp revision 7f78b0c3ae6222b39f6240524390de9764f21764
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 <ui/Rect.h> 30 31#include "OpenGLRenderer.h" 32 33namespace android { 34namespace uirenderer { 35 36/////////////////////////////////////////////////////////////////////////////// 37// Defines 38/////////////////////////////////////////////////////////////////////////////// 39 40#define RAD_TO_DEG (180.0f / 3.14159265f) 41#define MIN_ANGLE 0.001f 42 43// TODO: This should be set in properties 44#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 45 46/////////////////////////////////////////////////////////////////////////////// 47// Globals 48/////////////////////////////////////////////////////////////////////////////// 49 50/** 51 * Structure mapping Skia xfermodes to OpenGL blending factors. 52 */ 53struct Blender { 54 SkXfermode::Mode mode; 55 GLenum src; 56 GLenum dst; 57}; // struct Blender 58 59// In this array, the index of each Blender equals the value of the first 60// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 61static const Blender gBlends[] = { 62 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 63 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 64 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 65 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 66 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 67 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 68 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 69 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 70 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 71 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 73 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 74}; 75 76// This array contains the swapped version of each SkXfermode. For instance 77// this array's SrcOver blending mode is actually DstOver. You can refer to 78// createLayer() for more information on the purpose of this array. 79static const Blender gBlendsSwap[] = { 80 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 81 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 82 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 83 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 84 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 85 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 86 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 87 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 88 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 89 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 90 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 91 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 92}; 93 94static const GLenum gTextureUnits[] = { 95 GL_TEXTURE0, 96 GL_TEXTURE1, 97 GL_TEXTURE2 98}; 99 100/////////////////////////////////////////////////////////////////////////////// 101// Constructors/destructor 102/////////////////////////////////////////////////////////////////////////////// 103 104OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 105 mShader = NULL; 106 mColorFilter = NULL; 107 mHasShadow = false; 108 109 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 110 111 mFirstSnapshot = new Snapshot; 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 mDirtyClip = false; 134} 135 136void OpenGLRenderer::prepare(bool opaque) { 137 mSnapshot = new Snapshot(mFirstSnapshot, 138 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 139 mSaveCount = 1; 140 141 glViewport(0, 0, mWidth, mHeight); 142 143 glDisable(GL_DITHER); 144 145 if (!opaque) { 146 glDisable(GL_SCISSOR_TEST); 147 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 148 glClear(GL_COLOR_BUFFER_BIT); 149 glEnable(GL_SCISSOR_TEST); 150 } else { 151 glEnable(GL_SCISSOR_TEST); 152 glScissor(0, 0, mWidth, mHeight); 153 dirtyClip(); 154 } 155 156 mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); 157} 158 159void OpenGLRenderer::finish() { 160#if DEBUG_OPENGL 161 GLenum status = GL_NO_ERROR; 162 while ((status = glGetError()) != GL_NO_ERROR) { 163 LOGD("GL error from OpenGLRenderer: 0x%x", status); 164 } 165#endif 166} 167 168void OpenGLRenderer::acquireContext() { 169 if (mCaches.currentProgram) { 170 if (mCaches.currentProgram->isInUse()) { 171 mCaches.currentProgram->remove(); 172 mCaches.currentProgram = NULL; 173 } 174 } 175 mCaches.unbindMeshBuffer(); 176} 177 178void OpenGLRenderer::releaseContext() { 179 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 180 181 glEnable(GL_SCISSOR_TEST); 182 dirtyClip(); 183 184 glDisable(GL_DITHER); 185 186 glBindFramebuffer(GL_FRAMEBUFFER, 0); 187 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 188 189 mCaches.blend = true; 190 glEnable(GL_BLEND); 191 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 192 glBlendEquation(GL_FUNC_ADD); 193} 194 195/////////////////////////////////////////////////////////////////////////////// 196// State management 197/////////////////////////////////////////////////////////////////////////////// 198 199int OpenGLRenderer::getSaveCount() const { 200 return mSaveCount; 201} 202 203int OpenGLRenderer::save(int flags) { 204 return saveSnapshot(flags); 205} 206 207void OpenGLRenderer::restore() { 208 if (mSaveCount > 1) { 209 restoreSnapshot(); 210 } 211} 212 213void OpenGLRenderer::restoreToCount(int saveCount) { 214 if (saveCount < 1) saveCount = 1; 215 216 while (mSaveCount > saveCount) { 217 restoreSnapshot(); 218 } 219} 220 221int OpenGLRenderer::saveSnapshot(int flags) { 222 mSnapshot = new Snapshot(mSnapshot, flags); 223 return mSaveCount++; 224} 225 226bool OpenGLRenderer::restoreSnapshot() { 227 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 228 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 229 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 230 231 sp<Snapshot> current = mSnapshot; 232 sp<Snapshot> previous = mSnapshot->previous; 233 234 if (restoreOrtho) { 235 Rect& r = previous->viewport; 236 glViewport(r.left, r.top, r.right, r.bottom); 237 mOrthoMatrix.load(current->orthoMatrix); 238 } 239 240 mSaveCount--; 241 mSnapshot = previous; 242 243 if (restoreClip) { 244 dirtyClip(); 245 } 246 247 if (restoreLayer) { 248 composeLayer(current, previous); 249 } 250 251 return restoreClip; 252} 253 254/////////////////////////////////////////////////////////////////////////////// 255// Layers 256/////////////////////////////////////////////////////////////////////////////// 257 258int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 259 SkPaint* p, int flags) { 260 const GLuint previousFbo = mSnapshot->fbo; 261 const int count = saveSnapshot(flags); 262 263 if (!mSnapshot->invisible) { 264 int alpha = 255; 265 SkXfermode::Mode mode; 266 267 if (p) { 268 alpha = p->getAlpha(); 269 if (!mCaches.extensions.hasFramebufferFetch()) { 270 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 271 if (!isMode) { 272 // Assume SRC_OVER 273 mode = SkXfermode::kSrcOver_Mode; 274 } 275 } else { 276 mode = getXfermode(p->getXfermode()); 277 } 278 } else { 279 mode = SkXfermode::kSrcOver_Mode; 280 } 281 282 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 283 } 284 285 return count; 286} 287 288int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 289 int alpha, int flags) { 290 if (alpha >= 255 - ALPHA_THRESHOLD) { 291 return saveLayer(left, top, right, bottom, NULL, flags); 292 } else { 293 SkPaint paint; 294 paint.setAlpha(alpha); 295 return saveLayer(left, top, right, bottom, &paint, flags); 296 } 297} 298 299/** 300 * Layers are viewed by Skia are slightly different than layers in image editing 301 * programs (for instance.) When a layer is created, previously created layers 302 * and the frame buffer still receive every drawing command. For instance, if a 303 * layer is created and a shape intersecting the bounds of the layers and the 304 * framebuffer is draw, the shape will be drawn on both (unless the layer was 305 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 306 * 307 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 308 * texture. Unfortunately, this is inefficient as it requires every primitive to 309 * be drawn n + 1 times, where n is the number of active layers. In practice this 310 * means, for every primitive: 311 * - Switch active frame buffer 312 * - Change viewport, clip and projection matrix 313 * - Issue the drawing 314 * 315 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 316 * To avoid this, layers are implemented in a different way here, at least in the 317 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 318 * is set. When this flag is set we can redirect all drawing operations into a 319 * single FBO. 320 * 321 * This implementation relies on the frame buffer being at least RGBA 8888. When 322 * a layer is created, only a texture is created, not an FBO. The content of the 323 * frame buffer contained within the layer's bounds is copied into this texture 324 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 325 * buffer and drawing continues as normal. This technique therefore treats the 326 * frame buffer as a scratch buffer for the layers. 327 * 328 * To compose the layers back onto the frame buffer, each layer texture 329 * (containing the original frame buffer data) is drawn as a simple quad over 330 * the frame buffer. The trick is that the quad is set as the composition 331 * destination in the blending equation, and the frame buffer becomes the source 332 * of the composition. 333 * 334 * Drawing layers with an alpha value requires an extra step before composition. 335 * An empty quad is drawn over the layer's region in the frame buffer. This quad 336 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 337 * quad is used to multiply the colors in the frame buffer. This is achieved by 338 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 339 * GL_ZERO, GL_SRC_ALPHA. 340 * 341 * Because glCopyTexImage2D() can be slow, an alternative implementation might 342 * be use to draw a single clipped layer. The implementation described above 343 * is correct in every case. 344 * 345 * (1) The frame buffer is actually not cleared right away. To allow the GPU 346 * to potentially optimize series of calls to glCopyTexImage2D, the frame 347 * buffer is left untouched until the first drawing operation. Only when 348 * something actually gets drawn are the layers regions cleared. 349 */ 350bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 351 float right, float bottom, int alpha, SkXfermode::Mode mode, 352 int flags, GLuint previousFbo) { 353 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 354 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 355 356 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 357 358 // Window coordinates of the layer 359 Rect bounds(left, top, right, bottom); 360 if (fboLayer) { 361 // Clear the previous layer regions before we change the viewport 362 clearLayerRegions(); 363 } else { 364 mSnapshot->transform->mapRect(bounds); 365 366 // Layers only make sense if they are in the framebuffer's bounds 367 bounds.intersect(*snapshot->clipRect); 368 369 // We cannot work with sub-pixels in this case 370 bounds.snapToPixelBoundaries(); 371 372 // When the layer is not an FBO, we may use glCopyTexImage so we 373 // need to make sure the layer does not extend outside the bounds 374 // of the framebuffer 375 bounds.intersect(snapshot->previous->viewport); 376 } 377 378 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 379 bounds.getHeight() > mCaches.maxTextureSize) { 380 snapshot->invisible = true; 381 } else { 382 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 383 } 384 385 // Bail out if we won't draw in this snapshot 386 if (snapshot->invisible) { 387 return false; 388 } 389 390 glActiveTexture(gTextureUnits[0]); 391 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 392 if (!layer) { 393 return false; 394 } 395 396 layer->mode = mode; 397 layer->alpha = alpha; 398 layer->layer.set(bounds); 399 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 400 bounds.getWidth() / float(layer->width), 0.0f); 401 402 // Save the layer in the snapshot 403 snapshot->flags |= Snapshot::kFlagIsLayer; 404 snapshot->layer = layer; 405 406 if (fboLayer) { 407 return createFboLayer(layer, bounds, snapshot, previousFbo); 408 } else { 409 // Copy the framebuffer into the layer 410 glBindTexture(GL_TEXTURE_2D, layer->texture); 411 412 if (layer->empty) { 413 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, 414 snapshot->height - bounds.bottom, layer->width, layer->height, 0); 415 layer->empty = false; 416 } else { 417 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 418 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 419 } 420 421 // Enqueue the buffer coordinates to clear the corresponding region later 422 mLayers.push(new Rect(bounds)); 423 } 424 425 return true; 426} 427 428bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 429 GLuint previousFbo) { 430 layer->fbo = mCaches.fboCache.get(); 431 432#if RENDER_LAYERS_AS_REGIONS 433 snapshot->region = &snapshot->layer->region; 434 snapshot->flags |= Snapshot::kFlagFboTarget; 435#endif 436 437 Rect clip(bounds); 438 snapshot->transform->mapRect(clip); 439 clip.intersect(*snapshot->clipRect); 440 clip.snapToPixelBoundaries(); 441 clip.intersect(snapshot->previous->viewport); 442 443 mat4 inverse; 444 inverse.loadInverse(*mSnapshot->transform); 445 446 inverse.mapRect(clip); 447 clip.snapToPixelBoundaries(); 448 clip.intersect(bounds); 449 clip.translate(-bounds.left, -bounds.top); 450 451 snapshot->flags |= Snapshot::kFlagIsFboLayer; 452 snapshot->fbo = layer->fbo; 453 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 454 //snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 455 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 456 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 457 snapshot->height = bounds.getHeight(); 458 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 459 snapshot->orthoMatrix.load(mOrthoMatrix); 460 461 // Bind texture to FBO 462 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 463 glBindTexture(GL_TEXTURE_2D, layer->texture); 464 465 // Initialize the texture if needed 466 if (layer->empty) { 467 layer->empty = false; 468 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 469 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 470 } 471 472 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 473 layer->texture, 0); 474 475#if DEBUG_LAYERS_AS_REGIONS 476 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 477 if (status != GL_FRAMEBUFFER_COMPLETE) { 478 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 479 480 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 481 glDeleteTextures(1, &layer->texture); 482 mCaches.fboCache.put(layer->fbo); 483 484 delete layer; 485 486 return false; 487 } 488#endif 489 490 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 491 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 492 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 493 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 494 glClear(GL_COLOR_BUFFER_BIT); 495 496 dirtyClip(); 497 498 // Change the ortho projection 499 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 500 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 501 502 return true; 503} 504 505/** 506 * Read the documentation of createLayer() before doing anything in this method. 507 */ 508void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 509 if (!current->layer) { 510 LOGE("Attempting to compose a layer that does not exist"); 511 return; 512 } 513 514 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 515 516 if (fboLayer) { 517 // Unbind current FBO and restore previous one 518 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 519 } 520 521 Layer* layer = current->layer; 522 const Rect& rect = layer->layer; 523 524 if (!fboLayer && layer->alpha < 255) { 525 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 526 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 527 // Required below, composeLayerRect() will divide by 255 528 layer->alpha = 255; 529 } 530 531 mCaches.unbindMeshBuffer(); 532 533 glActiveTexture(gTextureUnits[0]); 534 535 // When the layer is stored in an FBO, we can save a bit of fillrate by 536 // drawing only the dirty region 537 if (fboLayer) { 538 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 539 composeLayerRegion(layer, rect); 540 } else { 541 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 542 composeLayerRect(layer, rect, true); 543 } 544 545 if (fboLayer) { 546 // Detach the texture from the FBO 547 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 548 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 549 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 550 551 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 552 mCaches.fboCache.put(current->fbo); 553 } 554 555 dirtyClip(); 556 557 // Failing to add the layer to the cache should happen only if the layer is too large 558 if (!mCaches.layerCache.put(layer)) { 559 LAYER_LOGD("Deleting layer"); 560 glDeleteTextures(1, &layer->texture); 561 delete layer; 562 } 563} 564 565void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 566 const Rect& texCoords = layer->texCoords; 567 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 568 569 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 570 layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 571 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap); 572 573 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 574} 575 576void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 577#if RENDER_LAYERS_AS_REGIONS 578 if (layer->region.isRect()) { 579 composeLayerRect(layer, rect); 580 layer->region.clear(); 581 return; 582 } 583 584 if (!layer->region.isEmpty()) { 585 size_t count; 586 const android::Rect* rects = layer->region.getArray(&count); 587 588 setupDraw(); 589 590 ProgramDescription description; 591 description.hasTexture = true; 592 593 const float alpha = layer->alpha / 255.0f; 594 const bool setColor = description.setColor(alpha, alpha, alpha, alpha); 595 chooseBlending(layer->blend || layer->alpha < 255, layer->mode, description, false); 596 597 useProgram(mCaches.programCache.get(description)); 598 599 // Texture 600 bindTexture(layer->texture); 601 glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); 602 603 // Always premultiplied 604 if (setColor) { 605 mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha); 606 } 607 608 // Mesh 609 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 610 glEnableVertexAttribArray(texCoordsSlot); 611 612 mModelView.loadIdentity(); 613 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 614 615 const float texX = 1.0f / float(layer->width); 616 const float texY = 1.0f / float(layer->height); 617 618 TextureVertex* mesh = mCaches.getRegionMesh(); 619 GLsizei numQuads = 0; 620 621 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 622 gMeshStride, &mesh[0].position[0]); 623 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, 624 gMeshStride, &mesh[0].texture[0]); 625 626 for (size_t i = 0; i < count; i++) { 627 const android::Rect* r = &rects[i]; 628 629 const float u1 = r->left * texX; 630 const float v1 = (rect.getHeight() - r->top) * texY; 631 const float u2 = r->right * texX; 632 const float v2 = (rect.getHeight() - r->bottom) * texY; 633 634 // TODO: Reject quads outside of the clip 635 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 636 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 637 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 638 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 639 640 numQuads++; 641 642 if (numQuads >= REGION_MESH_QUAD_COUNT) { 643 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 644 numQuads = 0; 645 mesh = mCaches.getRegionMesh(); 646 } 647 } 648 649 if (numQuads > 0) { 650 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 651 } 652 653 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 654 glDisableVertexAttribArray(texCoordsSlot); 655 656#if DEBUG_LAYERS_AS_REGIONS 657 uint32_t colors[] = { 658 0x7fff0000, 0x7f00ff00, 659 0x7f0000ff, 0x7fff00ff, 660 }; 661 662 int offset = 0; 663 int32_t top = rects[0].top; 664 int i = 0; 665 666 for (size_t i = 0; i < count; i++) { 667 if (top != rects[i].top) { 668 offset ^= 0x2; 669 top = rects[i].top; 670 } 671 672 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 673 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 674 SkXfermode::kSrcOver_Mode); 675 } 676#endif 677 678 layer->region.clear(); 679 } 680#else 681 composeLayerRect(layer, rect); 682#endif 683} 684 685void OpenGLRenderer::dirtyLayer(const float left, const float top, 686 const float right, const float bottom, const mat4 transform) { 687#if RENDER_LAYERS_AS_REGIONS 688 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) { 689 Rect bounds(left, top, right, bottom); 690 transform.mapRect(bounds); 691 bounds.intersect(*mSnapshot->clipRect); 692 bounds.snapToPixelBoundaries(); 693 694 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 695 if (!dirty.isEmpty()) { 696 mSnapshot->region->orSelf(dirty); 697 } 698 } 699#endif 700} 701 702void OpenGLRenderer::dirtyLayer(const float left, const float top, 703 const float right, const float bottom) { 704#if RENDER_LAYERS_AS_REGIONS 705 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) { 706 Rect bounds(left, top, right, bottom); 707 bounds.intersect(*mSnapshot->clipRect); 708 bounds.snapToPixelBoundaries(); 709 710 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 711 if (!dirty.isEmpty()) { 712 mSnapshot->region->orSelf(dirty); 713 } 714 } 715#endif 716} 717 718void OpenGLRenderer::setupDraw() { 719 clearLayerRegions(); 720 if (mDirtyClip) { 721 setScissorFromClip(); 722 } 723} 724 725void OpenGLRenderer::clearLayerRegions() { 726 if (mLayers.size() == 0 || mSnapshot->invisible) return; 727 728 Rect clipRect(*mSnapshot->clipRect); 729 clipRect.snapToPixelBoundaries(); 730 731 for (uint32_t i = 0; i < mLayers.size(); i++) { 732 Rect* bounds = mLayers.itemAt(i); 733 if (clipRect.intersects(*bounds)) { 734 // Clear the framebuffer where the layer will draw 735 glScissor(bounds->left, mSnapshot->height - bounds->bottom, 736 bounds->getWidth(), bounds->getHeight()); 737 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 738 glClear(GL_COLOR_BUFFER_BIT); 739 740 // Restore the clip 741 dirtyClip(); 742 } 743 744 delete bounds; 745 } 746 747 mLayers.clear(); 748} 749 750/////////////////////////////////////////////////////////////////////////////// 751// Transforms 752/////////////////////////////////////////////////////////////////////////////// 753 754void OpenGLRenderer::translate(float dx, float dy) { 755 mSnapshot->transform->translate(dx, dy, 0.0f); 756} 757 758void OpenGLRenderer::rotate(float degrees) { 759 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 760} 761 762void OpenGLRenderer::scale(float sx, float sy) { 763 mSnapshot->transform->scale(sx, sy, 1.0f); 764} 765 766void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 767 mSnapshot->transform->load(*matrix); 768} 769 770const float* OpenGLRenderer::getMatrix() const { 771 if (mSnapshot->fbo != 0) { 772 return &mSnapshot->transform->data[0]; 773 } 774 return &mIdentity.data[0]; 775} 776 777void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 778 mSnapshot->transform->copyTo(*matrix); 779} 780 781void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 782 SkMatrix transform; 783 mSnapshot->transform->copyTo(transform); 784 transform.preConcat(*matrix); 785 mSnapshot->transform->load(transform); 786} 787 788/////////////////////////////////////////////////////////////////////////////// 789// Clipping 790/////////////////////////////////////////////////////////////////////////////// 791 792void OpenGLRenderer::setScissorFromClip() { 793 Rect clip(*mSnapshot->clipRect); 794 clip.snapToPixelBoundaries(); 795 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 796 mDirtyClip = false; 797} 798 799const Rect& OpenGLRenderer::getClipBounds() { 800 return mSnapshot->getLocalClip(); 801} 802 803bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 804 if (mSnapshot->invisible) { 805 return true; 806 } 807 808 Rect r(left, top, right, bottom); 809 mSnapshot->transform->mapRect(r); 810 r.snapToPixelBoundaries(); 811 812 Rect clipRect(*mSnapshot->clipRect); 813 clipRect.snapToPixelBoundaries(); 814 815 return !clipRect.intersects(r); 816} 817 818bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 819 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 820 if (clipped) { 821 dirtyClip(); 822 } 823 return !mSnapshot->clipRect->isEmpty(); 824} 825 826/////////////////////////////////////////////////////////////////////////////// 827// Drawing 828/////////////////////////////////////////////////////////////////////////////// 829 830void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 831 const float right = left + bitmap->width(); 832 const float bottom = top + bitmap->height(); 833 834 if (quickReject(left, top, right, bottom)) { 835 return; 836 } 837 838 glActiveTexture(GL_TEXTURE0); 839 Texture* texture = mCaches.textureCache.get(bitmap); 840 if (!texture) return; 841 const AutoTexture autoCleanup(texture); 842 843 drawTextureRect(left, top, right, bottom, texture, paint); 844} 845 846void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 847 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 848 const mat4 transform(*matrix); 849 transform.mapRect(r); 850 851 if (quickReject(r.left, r.top, r.right, r.bottom)) { 852 return; 853 } 854 855 glActiveTexture(GL_TEXTURE0); 856 Texture* texture = mCaches.textureCache.get(bitmap); 857 if (!texture) return; 858 const AutoTexture autoCleanup(texture); 859 860 // This could be done in a cheaper way, all we need is pass the matrix 861 // to the vertex shader. The save/restore is a bit overkill. 862 save(SkCanvas::kMatrix_SaveFlag); 863 concatMatrix(matrix); 864 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 865 restore(); 866} 867 868void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 869 float srcLeft, float srcTop, float srcRight, float srcBottom, 870 float dstLeft, float dstTop, float dstRight, float dstBottom, 871 SkPaint* paint) { 872 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 873 return; 874 } 875 876 glActiveTexture(gTextureUnits[0]); 877 Texture* texture = mCaches.textureCache.get(bitmap); 878 if (!texture) return; 879 const AutoTexture autoCleanup(texture); 880 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 881 882 const float width = texture->width; 883 const float height = texture->height; 884 885 const float u1 = srcLeft / width; 886 const float v1 = srcTop / height; 887 const float u2 = srcRight / width; 888 const float v2 = srcBottom / height; 889 890 mCaches.unbindMeshBuffer(); 891 resetDrawTextureTexCoords(u1, v1, u2, v2); 892 893 int alpha; 894 SkXfermode::Mode mode; 895 getAlphaAndMode(paint, &alpha, &mode); 896 897 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 898 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 899 GL_TRIANGLE_STRIP, gMeshCount); 900 901 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 902} 903 904void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 905 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 906 float left, float top, float right, float bottom, SkPaint* paint) { 907 if (quickReject(left, top, right, bottom)) { 908 return; 909 } 910 911 glActiveTexture(gTextureUnits[0]); 912 Texture* texture = mCaches.textureCache.get(bitmap); 913 if (!texture) return; 914 const AutoTexture autoCleanup(texture); 915 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 916 917 int alpha; 918 SkXfermode::Mode mode; 919 getAlphaAndMode(paint, &alpha, &mode); 920 921 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 922 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 923 924 if (mesh) { 925 // Mark the current layer dirty where we are going to draw the patch 926 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && 927 mSnapshot->region && mesh->hasEmptyQuads) { 928 const size_t count = mesh->quads.size(); 929 for (size_t i = 0; i < count; i++) { 930 Rect bounds = mesh->quads.itemAt(i); 931 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, 932 *mSnapshot->transform); 933 } 934 } 935 936 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 937 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 938 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 939 true, !mesh->hasEmptyQuads); 940 } 941} 942 943void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 944 // TODO: Should do quickReject for each line 945 if (mSnapshot->invisible) return; 946 947 setupDraw(); 948 949 int alpha; 950 SkXfermode::Mode mode; 951 getAlphaAndMode(paint, &alpha, &mode); 952 953 uint32_t color = paint->getColor(); 954 const GLfloat a = alpha / 255.0f; 955 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 956 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 957 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 958 959 const bool isAA = paint->isAntiAlias(); 960 if (isAA) { 961 GLuint textureUnit = 0; 962 glActiveTexture(gTextureUnits[textureUnit]); 963 setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a, 964 mode, false, true, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 965 mCaches.line.getMeshBuffer()); 966 } else { 967 setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false, true); 968 } 969 970 const float strokeWidth = paint->getStrokeWidth(); 971 const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount; 972 const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP; 973 974 for (int i = 0; i < count; i += 4) { 975 float tx = 0.0f; 976 float ty = 0.0f; 977 978 if (isAA) { 979 mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3], 980 strokeWidth, tx, ty); 981 } else { 982 ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f; 983 } 984 985 const float dx = points[i + 2] - points[i]; 986 const float dy = points[i + 3] - points[i + 1]; 987 const float mag = sqrtf(dx * dx + dy * dy); 988 const float angle = acos(dx / mag); 989 990 mModelView.loadTranslate(points[i], points[i + 1], 0.0f); 991 if (angle > MIN_ANGLE || angle < -MIN_ANGLE) { 992 mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f); 993 } 994 mModelView.translate(tx, ty, 0.0f); 995 if (!isAA) { 996 float length = mCaches.line.getLength(points[i], points[i + 1], 997 points[i + 2], points[i + 3]); 998 mModelView.scale(length, strokeWidth, 1.0f); 999 } 1000 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1001 // TODO: Add bounds to the layer's region 1002 1003 if (mShader) { 1004 mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot); 1005 } 1006 1007 glDrawArrays(drawMode, 0, elementsCount); 1008 } 1009 1010 if (isAA) { 1011 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1012 } 1013} 1014 1015void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1016 // No need to check against the clip, we fill the clip region 1017 if (mSnapshot->invisible) return; 1018 1019 Rect& clip(*mSnapshot->clipRect); 1020 clip.snapToPixelBoundaries(); 1021 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1022} 1023 1024void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 1025 if (quickReject(left, top, right, bottom)) { 1026 return; 1027 } 1028 1029 SkXfermode::Mode mode; 1030 if (!mCaches.extensions.hasFramebufferFetch()) { 1031 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 1032 if (!isMode) { 1033 // Assume SRC_OVER 1034 mode = SkXfermode::kSrcOver_Mode; 1035 } 1036 } else { 1037 mode = getXfermode(p->getXfermode()); 1038 } 1039 1040 // Skia draws using the color's alpha channel if < 255 1041 // Otherwise, it uses the paint's alpha 1042 int color = p->getColor(); 1043 if (((color >> 24) & 0xff) == 255) { 1044 color |= p->getAlpha() << 24; 1045 } 1046 1047 drawColorRect(left, top, right, bottom, color, mode); 1048} 1049 1050void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 1051 float x, float y, SkPaint* paint) { 1052 if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 1053 return; 1054 } 1055 if (mSnapshot->invisible) return; 1056 1057 paint->setAntiAlias(true); 1058 1059 float length = -1.0f; 1060 switch (paint->getTextAlign()) { 1061 case SkPaint::kCenter_Align: 1062 length = paint->measureText(text, bytesCount); 1063 x -= length / 2.0f; 1064 break; 1065 case SkPaint::kRight_Align: 1066 length = paint->measureText(text, bytesCount); 1067 x -= length; 1068 break; 1069 default: 1070 break; 1071 } 1072 1073 int alpha; 1074 SkXfermode::Mode mode; 1075 getAlphaAndMode(paint, &alpha, &mode); 1076 1077 uint32_t color = paint->getColor(); 1078 const GLfloat a = alpha / 255.0f; 1079 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1080 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1081 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1082 1083 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 1084 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 1085 paint->getTextSize()); 1086 1087 setupDraw(); 1088 1089 if (mHasShadow) { 1090 glActiveTexture(gTextureUnits[0]); 1091 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1092 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 1093 count, mShadowRadius); 1094 const AutoTexture autoCleanup(shadow); 1095 1096 setupShadow(shadow, x, y, mode, a); 1097 1098 // Draw the mesh 1099 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1100 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1101 } 1102 1103 GLuint textureUnit = 0; 1104 glActiveTexture(gTextureUnits[textureUnit]); 1105 1106 // Assume that the modelView matrix does not force scales, rotates, etc. 1107 const bool linearFilter = mSnapshot->transform->changesBounds(); 1108 1109 // Dimensions are set to (0,0), the layer (if any) won't be dirtied 1110 setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit, 1111 x, y, r, g, b, a, mode, false, true, NULL, NULL); 1112 1113 const Rect& clip = mSnapshot->getLocalClip(); 1114 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 1115 1116#if RENDER_LAYERS_AS_REGIONS 1117 bool hasLayer = (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region; 1118#else 1119 bool hasLayer = false; 1120#endif 1121 1122 mCaches.unbindMeshBuffer(); 1123 if (fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y, 1124 hasLayer ? &bounds : NULL)) { 1125#if RENDER_LAYERS_AS_REGIONS 1126 if (hasLayer) { 1127 mSnapshot->transform->mapRect(bounds); 1128 bounds.intersect(*mSnapshot->clipRect); 1129 bounds.snapToPixelBoundaries(); 1130 1131 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1132 mSnapshot->region->orSelf(dirty); 1133 } 1134#endif 1135 } 1136 1137 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1138 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1139 1140 drawTextDecorations(text, bytesCount, length, x, y, paint); 1141} 1142 1143void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 1144 if (mSnapshot->invisible) return; 1145 1146 GLuint textureUnit = 0; 1147 glActiveTexture(gTextureUnits[textureUnit]); 1148 1149 const PathTexture* texture = mCaches.pathCache.get(path, paint); 1150 if (!texture) return; 1151 const AutoTexture autoCleanup(texture); 1152 1153 const float x = texture->left - texture->offset; 1154 const float y = texture->top - texture->offset; 1155 1156 if (quickReject(x, y, x + texture->width, y + texture->height)) { 1157 return; 1158 } 1159 1160 int alpha; 1161 SkXfermode::Mode mode; 1162 getAlphaAndMode(paint, &alpha, &mode); 1163 1164 uint32_t color = paint->getColor(); 1165 const GLfloat a = alpha / 255.0f; 1166 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1167 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1168 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1169 1170 setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true); 1171 1172 setupDraw(); 1173 1174 // Draw the mesh 1175 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1176 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1177} 1178 1179/////////////////////////////////////////////////////////////////////////////// 1180// Shaders 1181/////////////////////////////////////////////////////////////////////////////// 1182 1183void OpenGLRenderer::resetShader() { 1184 mShader = NULL; 1185} 1186 1187void OpenGLRenderer::setupShader(SkiaShader* shader) { 1188 mShader = shader; 1189 if (mShader) { 1190 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 1191 } 1192} 1193 1194/////////////////////////////////////////////////////////////////////////////// 1195// Color filters 1196/////////////////////////////////////////////////////////////////////////////// 1197 1198void OpenGLRenderer::resetColorFilter() { 1199 mColorFilter = NULL; 1200} 1201 1202void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 1203 mColorFilter = filter; 1204} 1205 1206/////////////////////////////////////////////////////////////////////////////// 1207// Drop shadow 1208/////////////////////////////////////////////////////////////////////////////// 1209 1210void OpenGLRenderer::resetShadow() { 1211 mHasShadow = false; 1212} 1213 1214void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 1215 mHasShadow = true; 1216 mShadowRadius = radius; 1217 mShadowDx = dx; 1218 mShadowDy = dy; 1219 mShadowColor = color; 1220} 1221 1222/////////////////////////////////////////////////////////////////////////////// 1223// Drawing implementation 1224/////////////////////////////////////////////////////////////////////////////// 1225 1226void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y, 1227 SkXfermode::Mode mode, float alpha) { 1228 const float sx = x - texture->left + mShadowDx; 1229 const float sy = y - texture->top + mShadowDy; 1230 1231 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 1232 const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha; 1233 const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f; 1234 const GLfloat g = a * ((mShadowColor >> 8) & 0xFF) / 255.0f; 1235 const GLfloat b = a * ((mShadowColor ) & 0xFF) / 255.0f; 1236 1237 GLuint textureUnit = 0; 1238 setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false); 1239} 1240 1241void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, 1242 float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode, 1243 bool transforms, bool applyFilters) { 1244 setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit, 1245 x, y, r, g, b, a, mode, transforms, applyFilters, 1246 (GLvoid*) 0, (GLvoid*) gMeshTextureOffset); 1247} 1248 1249void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 1250 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 1251 SkXfermode::Mode mode, bool transforms, bool applyFilters) { 1252 setupTextureAlpha8(texture, width, height, textureUnit, x, y, r, g, b, a, mode, 1253 transforms, applyFilters, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset); 1254} 1255 1256void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 1257 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 1258 SkXfermode::Mode mode, bool transforms, bool applyFilters, 1259 GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1260 // Describe the required shaders 1261 ProgramDescription description; 1262 description.hasTexture = true; 1263 description.hasAlpha8Texture = true; 1264 const bool setColor = description.setAlpha8Color(r, g, b, a); 1265 1266 if (applyFilters) { 1267 if (mShader) { 1268 mShader->describe(description, mCaches.extensions); 1269 } 1270 if (mColorFilter) { 1271 mColorFilter->describe(description, mCaches.extensions); 1272 } 1273 } 1274 1275 // Setup the blending mode 1276 chooseBlending(true, mode, description); 1277 1278 // Build and use the appropriate shader 1279 useProgram(mCaches.programCache.get(description)); 1280 1281 bindTexture(texture); 1282 glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit); 1283 1284 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1285 glEnableVertexAttribArray(texCoordsSlot); 1286 1287 if (texCoords) { 1288 // Setup attributes 1289 if (!vertices) { 1290 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1291 } else { 1292 mCaches.unbindMeshBuffer(); 1293 } 1294 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1295 gMeshStride, vertices); 1296 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1297 } 1298 1299 // Setup uniforms 1300 if (transforms) { 1301 mModelView.loadTranslate(x, y, 0.0f); 1302 mModelView.scale(width, height, 1.0f); 1303 } else { 1304 mModelView.loadIdentity(); 1305 } 1306 1307 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1308 if (width > 0 && height > 0) { 1309 dirtyLayer(x, y, x + width, y + height, *mSnapshot->transform); 1310 } 1311 1312 if (setColor) { 1313 mCaches.currentProgram->setColor(r, g, b, a); 1314 } 1315 1316 textureUnit++; 1317 if (applyFilters) { 1318 // Setup attributes and uniforms required by the shaders 1319 if (mShader) { 1320 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1321 } 1322 if (mColorFilter) { 1323 mColorFilter->setupProgram(mCaches.currentProgram); 1324 } 1325 } 1326} 1327 1328// Same values used by Skia 1329#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1330#define kStdUnderline_Offset (1.0f / 9.0f) 1331#define kStdUnderline_Thickness (1.0f / 18.0f) 1332 1333void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1334 float x, float y, SkPaint* paint) { 1335 // Handle underline and strike-through 1336 uint32_t flags = paint->getFlags(); 1337 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1338 float underlineWidth = length; 1339 // If length is > 0.0f, we already measured the text for the text alignment 1340 if (length <= 0.0f) { 1341 underlineWidth = paint->measureText(text, bytesCount); 1342 } 1343 1344 float offsetX = 0; 1345 switch (paint->getTextAlign()) { 1346 case SkPaint::kCenter_Align: 1347 offsetX = underlineWidth * 0.5f; 1348 break; 1349 case SkPaint::kRight_Align: 1350 offsetX = underlineWidth; 1351 break; 1352 default: 1353 break; 1354 } 1355 1356 if (underlineWidth > 0.0f) { 1357 const float textSize = paint->getTextSize(); 1358 const float strokeWidth = textSize * kStdUnderline_Thickness; 1359 1360 const float left = x - offsetX; 1361 float top = 0.0f; 1362 1363 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 1364 float points[pointsCount]; 1365 int currentPoint = 0; 1366 1367 if (flags & SkPaint::kUnderlineText_Flag) { 1368 top = y + textSize * kStdUnderline_Offset; 1369 points[currentPoint++] = left; 1370 points[currentPoint++] = top; 1371 points[currentPoint++] = left + underlineWidth; 1372 points[currentPoint++] = top; 1373 } 1374 1375 if (flags & SkPaint::kStrikeThruText_Flag) { 1376 top = y + textSize * kStdStrikeThru_Offset; 1377 points[currentPoint++] = left; 1378 points[currentPoint++] = top; 1379 points[currentPoint++] = left + underlineWidth; 1380 points[currentPoint++] = top; 1381 } 1382 1383 SkPaint linesPaint(*paint); 1384 linesPaint.setStrokeWidth(strokeWidth); 1385 1386 drawLines(&points[0], pointsCount, &linesPaint); 1387 } 1388 } 1389} 1390 1391void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1392 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1393 setupDraw(); 1394 1395 // If a shader is set, preserve only the alpha 1396 if (mShader) { 1397 color |= 0x00ffffff; 1398 } 1399 1400 // Render using pre-multiplied alpha 1401 const int alpha = (color >> 24) & 0xFF; 1402 const GLfloat a = alpha / 255.0f; 1403 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1404 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1405 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1406 1407 setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform); 1408 1409 // Draw the mesh 1410 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1411} 1412 1413void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom, 1414 float r, float g, float b, float a, SkXfermode::Mode mode, 1415 bool ignoreTransform, bool ignoreMatrix) { 1416 GLuint textureUnit = 0; 1417 1418 // Describe the required shaders 1419 ProgramDescription description; 1420 const bool setColor = description.setColor(r, g, b, a); 1421 1422 if (mShader) { 1423 mShader->describe(description, mCaches.extensions); 1424 } 1425 if (mColorFilter) { 1426 mColorFilter->describe(description, mCaches.extensions); 1427 } 1428 1429 // Setup the blending mode 1430 chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description); 1431 1432 // Build and use the appropriate shader 1433 useProgram(mCaches.programCache.get(description)); 1434 1435 // Setup attributes 1436 mCaches.bindMeshBuffer(); 1437 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1438 gMeshStride, 0); 1439 1440 if (!ignoreMatrix) { 1441 // Setup uniforms 1442 mModelView.loadTranslate(left, top, 0.0f); 1443 mModelView.scale(right - left, bottom - top, 1.0f); 1444 if (!ignoreTransform) { 1445 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1446 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1447 } else { 1448 mat4 identity; 1449 mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity); 1450 dirtyLayer(left, top, right, bottom); 1451 } 1452 } 1453 mCaches.currentProgram->setColor(r, g, b, a); 1454 1455 // Setup attributes and uniforms required by the shaders 1456 if (mShader) { 1457 if (ignoreMatrix) mModelView.loadIdentity(); 1458 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1459 } 1460 if (mColorFilter) { 1461 mColorFilter->setupProgram(mCaches.currentProgram); 1462 } 1463} 1464 1465void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1466 Texture* texture, SkPaint* paint) { 1467 int alpha; 1468 SkXfermode::Mode mode; 1469 getAlphaAndMode(paint, &alpha, &mode); 1470 1471 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1472 1473 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1474 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1475 GL_TRIANGLE_STRIP, gMeshCount); 1476} 1477 1478void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1479 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1480 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1481 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 1482} 1483 1484void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1485 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1486 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1487 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 1488 setupDraw(); 1489 1490 ProgramDescription description; 1491 description.hasTexture = true; 1492 const bool setColor = description.setColor(alpha, alpha, alpha, alpha); 1493 if (mColorFilter) { 1494 mColorFilter->describe(description, mCaches.extensions); 1495 } 1496 1497 mModelView.loadTranslate(left, top, 0.0f); 1498 if (!ignoreScale) { 1499 mModelView.scale(right - left, bottom - top, 1.0f); 1500 } 1501 1502 chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst); 1503 1504 useProgram(mCaches.programCache.get(description)); 1505 if (!ignoreTransform) { 1506 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1507 if (dirty) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1508 } else { 1509 mat4 identity; 1510 mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity); 1511 if (dirty) dirtyLayer(left, top, right, bottom); 1512 } 1513 1514 // Texture 1515 bindTexture(texture); 1516 glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); 1517 1518 // Always premultiplied 1519 if (setColor) { 1520 mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha); 1521 } 1522 1523 // Mesh 1524 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1525 glEnableVertexAttribArray(texCoordsSlot); 1526 1527 if (!vertices) { 1528 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1529 } else { 1530 mCaches.unbindMeshBuffer(); 1531 } 1532 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1533 gMeshStride, vertices); 1534 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1535 1536 // Color filter 1537 if (mColorFilter) { 1538 mColorFilter->setupProgram(mCaches.currentProgram); 1539 } 1540 1541 glDrawArrays(drawMode, 0, elementsCount); 1542 glDisableVertexAttribArray(texCoordsSlot); 1543} 1544 1545void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1546 ProgramDescription& description, bool swapSrcDst) { 1547 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1548 if (blend) { 1549 if (mode < SkXfermode::kPlus_Mode) { 1550 if (!mCaches.blend) { 1551 glEnable(GL_BLEND); 1552 } 1553 1554 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1555 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1556 1557 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1558 glBlendFunc(sourceMode, destMode); 1559 mCaches.lastSrcMode = sourceMode; 1560 mCaches.lastDstMode = destMode; 1561 } 1562 } else { 1563 // These blend modes are not supported by OpenGL directly and have 1564 // to be implemented using shaders. Since the shader will perform 1565 // the blending, turn blending off here 1566 if (mCaches.extensions.hasFramebufferFetch()) { 1567 description.framebufferMode = mode; 1568 description.swapSrcDst = swapSrcDst; 1569 } 1570 1571 if (mCaches.blend) { 1572 glDisable(GL_BLEND); 1573 } 1574 blend = false; 1575 } 1576 } else if (mCaches.blend) { 1577 glDisable(GL_BLEND); 1578 } 1579 mCaches.blend = blend; 1580} 1581 1582bool OpenGLRenderer::useProgram(Program* program) { 1583 if (!program->isInUse()) { 1584 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1585 program->use(); 1586 mCaches.currentProgram = program; 1587 return false; 1588 } 1589 return true; 1590} 1591 1592void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1593 TextureVertex* v = &mMeshVertices[0]; 1594 TextureVertex::setUV(v++, u1, v1); 1595 TextureVertex::setUV(v++, u2, v1); 1596 TextureVertex::setUV(v++, u1, v2); 1597 TextureVertex::setUV(v++, u2, v2); 1598} 1599 1600void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1601 if (paint) { 1602 if (!mCaches.extensions.hasFramebufferFetch()) { 1603 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1604 if (!isMode) { 1605 // Assume SRC_OVER 1606 *mode = SkXfermode::kSrcOver_Mode; 1607 } 1608 } else { 1609 *mode = getXfermode(paint->getXfermode()); 1610 } 1611 1612 // Skia draws using the color's alpha channel if < 255 1613 // Otherwise, it uses the paint's alpha 1614 int color = paint->getColor(); 1615 *alpha = (color >> 24) & 0xFF; 1616 if (*alpha == 255) { 1617 *alpha = paint->getAlpha(); 1618 } 1619 } else { 1620 *mode = SkXfermode::kSrcOver_Mode; 1621 *alpha = 255; 1622 } 1623} 1624 1625SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1626 if (mode == NULL) { 1627 return SkXfermode::kSrcOver_Mode; 1628 } 1629 return mode->fMode; 1630} 1631 1632void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) { 1633 bool bound = false; 1634 if (wrapS != texture->wrapS) { 1635 glBindTexture(GL_TEXTURE_2D, texture->id); 1636 bound = true; 1637 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1638 texture->wrapS = wrapS; 1639 } 1640 if (wrapT != texture->wrapT) { 1641 if (!bound) { 1642 glBindTexture(GL_TEXTURE_2D, texture->id); 1643 } 1644 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1645 texture->wrapT = wrapT; 1646 } 1647} 1648 1649}; // namespace uirenderer 1650}; // namespace android 1651