OpenGLRenderer.cpp revision e91080581f467d55913a8c5ab53dedc2dab2e5b6
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include "OpenGLRenderer.h" 30 31namespace android { 32namespace uirenderer { 33 34/////////////////////////////////////////////////////////////////////////////// 35// Defines 36/////////////////////////////////////////////////////////////////////////////// 37 38#define REQUIRED_TEXTURE_UNITS_COUNT 3 39 40// Generates simple and textured vertices 41#define FV(x, y, u, v) { { x, y }, { u, v } } 42 43#define RAD_TO_DEG (180.0f / 3.14159265f) 44#define MIN_ANGLE 0.001f 45 46// TODO: This should be set in properties 47#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 48 49/////////////////////////////////////////////////////////////////////////////// 50// Globals 51/////////////////////////////////////////////////////////////////////////////// 52 53// This array is never used directly but used as a memcpy source in the 54// OpenGLRenderer constructor 55static const TextureVertex gMeshVertices[] = { 56 FV(0.0f, 0.0f, 0.0f, 0.0f), 57 FV(1.0f, 0.0f, 1.0f, 0.0f), 58 FV(0.0f, 1.0f, 0.0f, 1.0f), 59 FV(1.0f, 1.0f, 1.0f, 1.0f) 60}; 61static const GLsizei gMeshStride = sizeof(TextureVertex); 62static const GLsizei gMeshCount = 4; 63 64/** 65 * Structure mapping Skia xfermodes to OpenGL blending factors. 66 */ 67struct Blender { 68 SkXfermode::Mode mode; 69 GLenum src; 70 GLenum dst; 71}; // struct Blender 72 73// In this array, the index of each Blender equals the value of the first 74// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 75static const Blender gBlends[] = { 76 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 77 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 78 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 79 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 81 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 82 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 83 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 84 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 85 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 86 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 87 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 88}; 89 90// This array contains the swapped version of each SkXfermode. For instance 91// this array's SrcOver blending mode is actually DstOver. You can refer to 92// createLayer() for more information on the purpose of this array. 93static const Blender gBlendsSwap[] = { 94 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 95 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 96 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 97 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 98 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 99 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 100 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 103 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 104 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 105 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 106}; 107 108static const GLenum gTextureUnits[] = { 109 GL_TEXTURE0, 110 GL_TEXTURE1, 111 GL_TEXTURE2 112}; 113 114/////////////////////////////////////////////////////////////////////////////// 115// Constructors/destructor 116/////////////////////////////////////////////////////////////////////////////// 117 118OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 119 mShader = NULL; 120 mColorFilter = NULL; 121 mHasShadow = false; 122 123 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 124 125 mFirstSnapshot = new Snapshot; 126 127 GLint maxTextureUnits; 128 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits); 129 if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) { 130 LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT); 131 } 132 133 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize); 134} 135 136OpenGLRenderer::~OpenGLRenderer() { 137 // The context has already been destroyed at this point, do not call 138 // GL APIs. All GL state should be kept in Caches.h 139} 140 141/////////////////////////////////////////////////////////////////////////////// 142// Setup 143/////////////////////////////////////////////////////////////////////////////// 144 145void OpenGLRenderer::setViewport(int width, int height) { 146 glViewport(0, 0, width, height); 147 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 148 149 mWidth = width; 150 mHeight = height; 151 152 mFirstSnapshot->height = height; 153 mFirstSnapshot->viewport.set(0, 0, width, height); 154} 155 156void OpenGLRenderer::prepare(bool opaque) { 157 mSnapshot = new Snapshot(mFirstSnapshot, 158 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 159 mSaveCount = 1; 160 161 glViewport(0, 0, mWidth, mHeight); 162 163 glDisable(GL_DITHER); 164 glDisable(GL_SCISSOR_TEST); 165 166 if (!opaque) { 167 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 168 glClear(GL_COLOR_BUFFER_BIT); 169 } 170 171 glEnable(GL_SCISSOR_TEST); 172 glScissor(0, 0, mWidth, mHeight); 173 174 mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); 175} 176 177void OpenGLRenderer::finish() { 178#if DEBUG_OPENGL 179 GLenum status = GL_NO_ERROR; 180 while ((status = glGetError()) != GL_NO_ERROR) { 181 LOGD("GL error from OpenGLRenderer: 0x%x", status); 182 } 183#endif 184} 185 186void OpenGLRenderer::acquireContext() { 187 if (mCaches.currentProgram) { 188 if (mCaches.currentProgram->isInUse()) { 189 mCaches.currentProgram->remove(); 190 mCaches.currentProgram = NULL; 191 } 192 } 193} 194 195void OpenGLRenderer::releaseContext() { 196 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 197 198 glEnable(GL_SCISSOR_TEST); 199 setScissorFromClip(); 200 201 glDisable(GL_DITHER); 202 203 glBindFramebuffer(GL_FRAMEBUFFER, 0); 204 205 if (mCaches.blend) { 206 glEnable(GL_BLEND); 207 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 208 glBlendEquation(GL_FUNC_ADD); 209 } else { 210 glDisable(GL_BLEND); 211 } 212} 213 214/////////////////////////////////////////////////////////////////////////////// 215// State management 216/////////////////////////////////////////////////////////////////////////////// 217 218int OpenGLRenderer::getSaveCount() const { 219 return mSaveCount; 220} 221 222int OpenGLRenderer::save(int flags) { 223 return saveSnapshot(flags); 224} 225 226void OpenGLRenderer::restore() { 227 if (mSaveCount > 1) { 228 restoreSnapshot(); 229 } 230} 231 232void OpenGLRenderer::restoreToCount(int saveCount) { 233 if (saveCount < 1) saveCount = 1; 234 235 while (mSaveCount > saveCount) { 236 restoreSnapshot(); 237 } 238} 239 240int OpenGLRenderer::saveSnapshot(int flags) { 241 mSnapshot = new Snapshot(mSnapshot, flags); 242 return mSaveCount++; 243} 244 245bool OpenGLRenderer::restoreSnapshot() { 246 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 247 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 248 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 249 250 sp<Snapshot> current = mSnapshot; 251 sp<Snapshot> previous = mSnapshot->previous; 252 253 if (restoreOrtho) { 254 Rect& r = previous->viewport; 255 glViewport(r.left, r.top, r.right, r.bottom); 256 mOrthoMatrix.load(current->orthoMatrix); 257 } 258 259 mSaveCount--; 260 mSnapshot = previous; 261 262 if (restoreLayer) { 263 composeLayer(current, previous); 264 } 265 266 if (restoreClip) { 267 setScissorFromClip(); 268 } 269 270 return restoreClip; 271} 272 273/////////////////////////////////////////////////////////////////////////////// 274// Layers 275/////////////////////////////////////////////////////////////////////////////// 276 277int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 278 const SkPaint* p, int flags) { 279 const GLuint previousFbo = mSnapshot->fbo; 280 const int count = saveSnapshot(flags); 281 282 int alpha = 255; 283 SkXfermode::Mode mode; 284 285 if (p) { 286 alpha = p->getAlpha(); 287 if (!mExtensions.hasFramebufferFetch()) { 288 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 289 if (!isMode) { 290 // Assume SRC_OVER 291 mode = SkXfermode::kSrcOver_Mode; 292 } 293 } else { 294 mode = getXfermode(p->getXfermode()); 295 } 296 } else { 297 mode = SkXfermode::kSrcOver_Mode; 298 } 299 300 if (!mSnapshot->previous->invisible) { 301 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 302 } 303 304 return count; 305} 306 307int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 308 int alpha, int flags) { 309 if (alpha == 0xff) { 310 return saveLayer(left, top, right, bottom, NULL, flags); 311 } else { 312 SkPaint paint; 313 paint.setAlpha(alpha); 314 return saveLayer(left, top, right, bottom, &paint, flags); 315 } 316} 317 318/** 319 * Layers are viewed by Skia are slightly different than layers in image editing 320 * programs (for instance.) When a layer is created, previously created layers 321 * and the frame buffer still receive every drawing command. For instance, if a 322 * layer is created and a shape intersecting the bounds of the layers and the 323 * framebuffer is draw, the shape will be drawn on both (unless the layer was 324 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 325 * 326 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 327 * texture. Unfortunately, this is inefficient as it requires every primitive to 328 * be drawn n + 1 times, where n is the number of active layers. In practice this 329 * means, for every primitive: 330 * - Switch active frame buffer 331 * - Change viewport, clip and projection matrix 332 * - Issue the drawing 333 * 334 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 335 * To avoid this, layers are implemented in a different way here, at least in the 336 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 337 * is set. When this flag is set we can redirect all drawing operations into a 338 * single FBO. 339 * 340 * This implementation relies on the frame buffer being at least RGBA 8888. When 341 * a layer is created, only a texture is created, not an FBO. The content of the 342 * frame buffer contained within the layer's bounds is copied into this texture 343 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 344 * buffer and drawing continues as normal. This technique therefore treats the 345 * frame buffer as a scratch buffer for the layers. 346 * 347 * To compose the layers back onto the frame buffer, each layer texture 348 * (containing the original frame buffer data) is drawn as a simple quad over 349 * the frame buffer. The trick is that the quad is set as the composition 350 * destination in the blending equation, and the frame buffer becomes the source 351 * of the composition. 352 * 353 * Drawing layers with an alpha value requires an extra step before composition. 354 * An empty quad is drawn over the layer's region in the frame buffer. This quad 355 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 356 * quad is used to multiply the colors in the frame buffer. This is achieved by 357 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 358 * GL_ZERO, GL_SRC_ALPHA. 359 * 360 * Because glCopyTexImage2D() can be slow, an alternative implementation might 361 * be use to draw a single clipped layer. The implementation described above 362 * is correct in every case. 363 * 364 * (1) The frame buffer is actually not cleared right away. To allow the GPU 365 * to potentially optimize series of calls to glCopyTexImage2D, the frame 366 * buffer is left untouched until the first drawing operation. Only when 367 * something actually gets drawn are the layers regions cleared. 368 */ 369bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 370 float right, float bottom, int alpha, SkXfermode::Mode mode, 371 int flags, GLuint previousFbo) { 372 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 373 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 374 375 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 376 377 // Window coordinates of the layer 378 Rect bounds(left, top, right, bottom); 379 if (!fboLayer) { 380 mSnapshot->transform->mapRect(bounds); 381 // Layers only make sense if they are in the framebuffer's bounds 382 bounds.intersect(*mSnapshot->clipRect); 383 bounds.snapToPixelBoundaries(); 384 } 385 386 if (bounds.isEmpty() || bounds.getWidth() > mMaxTextureSize || 387 bounds.getHeight() > mMaxTextureSize) { 388 snapshot->invisible = true; 389 } else { 390 // TODO: Should take the mode into account 391 snapshot->invisible = snapshot->previous->invisible || alpha <= ALPHA_THRESHOLD; 392 } 393 394 // Bail out if we won't draw in this snapshot 395 if (snapshot->invisible) { 396 return false; 397 } 398 399 glActiveTexture(GL_TEXTURE0); 400 401 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 402 if (!layer) { 403 return false; 404 } 405 406 layer->mode = mode; 407 layer->alpha = alpha; 408 layer->layer.set(bounds); 409 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 410 bounds.getWidth() / float(layer->width), 0.0f); 411 412 // Save the layer in the snapshot 413 snapshot->flags |= Snapshot::kFlagIsLayer; 414 snapshot->layer = layer; 415 416 if (fboLayer) { 417 layer->fbo = mCaches.fboCache.get(); 418 419 snapshot->flags |= Snapshot::kFlagIsFboLayer; 420 snapshot->fbo = layer->fbo; 421 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 422 snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 423 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 424 snapshot->height = bounds.getHeight(); 425 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 426 snapshot->orthoMatrix.load(mOrthoMatrix); 427 428 setScissorFromClip(); 429 430 // Bind texture to FBO 431 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 432 glBindTexture(GL_TEXTURE_2D, layer->texture); 433 434 // Initialize the texture if needed 435 if (layer->empty) { 436 layer->empty = false; 437 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 438 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 439 } 440 441 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 442 layer->texture, 0); 443 444#if DEBUG_LAYERS 445 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 446 if (status != GL_FRAMEBUFFER_COMPLETE) { 447 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 448 449 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 450 glDeleteTextures(1, &layer->texture); 451 mCaches.fboCache.put(layer->fbo); 452 453 delete layer; 454 455 return false; 456 } 457#endif 458 459 // Clear the FBO 460 glDisable(GL_SCISSOR_TEST); 461 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 462 glClear(GL_COLOR_BUFFER_BIT); 463 glEnable(GL_SCISSOR_TEST); 464 465 // Change the ortho projection 466 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 467 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 468 } else { 469 // Copy the framebuffer into the layer 470 glBindTexture(GL_TEXTURE_2D, layer->texture); 471 472 if (layer->empty) { 473 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom, 474 layer->width, layer->height, 0); 475 layer->empty = false; 476 } else { 477 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, mHeight - bounds.bottom, 478 bounds.getWidth(), bounds.getHeight()); 479 } 480 481 // Enqueue the buffer coordinates to clear the corresponding region later 482 mLayers.push(new Rect(bounds)); 483 } 484 485 return true; 486} 487 488/** 489 * Read the documentation of createLayer() before doing anything in this method. 490 */ 491void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 492 if (!current->layer) { 493 LOGE("Attempting to compose a layer that does not exist"); 494 return; 495 } 496 497 const bool fboLayer = current->flags & SkCanvas::kClipToLayer_SaveFlag; 498 499 if (fboLayer) { 500 // Unbind current FBO and restore previous one 501 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 502 } 503 504 // Restore the clip from the previous snapshot 505 const Rect& clip = *previous->clipRect; 506 glScissor(clip.left, previous->height - clip.bottom, clip.getWidth(), clip.getHeight()); 507 508 Layer* layer = current->layer; 509 const Rect& rect = layer->layer; 510 511 if (!fboLayer && layer->alpha < 255) { 512 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 513 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 514 } 515 516 const Rect& texCoords = layer->texCoords; 517 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 518 519 if (fboLayer) { 520 drawTextureRect(rect.left, rect.top, rect.right, rect.bottom, 521 layer->texture, layer->alpha / 255.0f, layer->mode, layer->blend); 522 } else { 523 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 524 1.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 525 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, true, true); 526 } 527 528 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 529 530 if (fboLayer) { 531 // Detach the texture from the FBO 532 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 533 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 534 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 535 536 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 537 mCaches.fboCache.put(current->fbo); 538 } 539 540 // Failing to add the layer to the cache should happen only if the layer is too large 541 if (!mCaches.layerCache.put(layer)) { 542 LAYER_LOGD("Deleting layer"); 543 glDeleteTextures(1, &layer->texture); 544 delete layer; 545 } 546} 547 548void OpenGLRenderer::clearLayerRegions() { 549 if (mLayers.size() == 0 || mSnapshot->invisible) return; 550 551 for (uint32_t i = 0; i < mLayers.size(); i++) { 552 Rect* bounds = mLayers.itemAt(i); 553 554 // Clear the framebuffer where the layer will draw 555 glScissor(bounds->left, mHeight - bounds->bottom, 556 bounds->getWidth(), bounds->getHeight()); 557 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 558 glClear(GL_COLOR_BUFFER_BIT); 559 560 delete bounds; 561 } 562 mLayers.clear(); 563 564 // Restore the clip 565 setScissorFromClip(); 566} 567 568/////////////////////////////////////////////////////////////////////////////// 569// Transforms 570/////////////////////////////////////////////////////////////////////////////// 571 572void OpenGLRenderer::translate(float dx, float dy) { 573 mSnapshot->transform->translate(dx, dy, 0.0f); 574} 575 576void OpenGLRenderer::rotate(float degrees) { 577 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 578} 579 580void OpenGLRenderer::scale(float sx, float sy) { 581 mSnapshot->transform->scale(sx, sy, 1.0f); 582} 583 584void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 585 mSnapshot->transform->load(*matrix); 586} 587 588void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 589 mSnapshot->transform->copyTo(*matrix); 590} 591 592void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 593 mat4 m(*matrix); 594 mSnapshot->transform->multiply(m); 595} 596 597/////////////////////////////////////////////////////////////////////////////// 598// Clipping 599/////////////////////////////////////////////////////////////////////////////// 600 601void OpenGLRenderer::setScissorFromClip() { 602 const Rect& clip = *mSnapshot->clipRect; 603 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 604} 605 606const Rect& OpenGLRenderer::getClipBounds() { 607 return mSnapshot->getLocalClip(); 608} 609 610bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 611 if (mSnapshot->invisible) { 612 return true; 613 } 614 615 Rect r(left, top, right, bottom); 616 mSnapshot->transform->mapRect(r); 617 return !mSnapshot->clipRect->intersects(r); 618} 619 620bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 621 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 622 if (clipped) { 623 setScissorFromClip(); 624 } 625 return !mSnapshot->clipRect->isEmpty(); 626} 627 628/////////////////////////////////////////////////////////////////////////////// 629// Drawing 630/////////////////////////////////////////////////////////////////////////////// 631 632void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) { 633 const float right = left + bitmap->width(); 634 const float bottom = top + bitmap->height(); 635 636 if (quickReject(left, top, right, bottom)) { 637 return; 638 } 639 640 glActiveTexture(GL_TEXTURE0); 641 const Texture* texture = mCaches.textureCache.get(bitmap); 642 if (!texture) return; 643 const AutoTexture autoCleanup(texture); 644 645 drawTextureRect(left, top, right, bottom, texture, paint); 646} 647 648void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) { 649 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 650 const mat4 transform(*matrix); 651 transform.mapRect(r); 652 653 if (quickReject(r.left, r.top, r.right, r.bottom)) { 654 return; 655 } 656 657 glActiveTexture(GL_TEXTURE0); 658 const Texture* texture = mCaches.textureCache.get(bitmap); 659 if (!texture) return; 660 const AutoTexture autoCleanup(texture); 661 662 drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint); 663} 664 665void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 666 float srcLeft, float srcTop, float srcRight, float srcBottom, 667 float dstLeft, float dstTop, float dstRight, float dstBottom, 668 const SkPaint* paint) { 669 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 670 return; 671 } 672 673 glActiveTexture(GL_TEXTURE0); 674 const Texture* texture = mCaches.textureCache.get(bitmap); 675 if (!texture) return; 676 const AutoTexture autoCleanup(texture); 677 678 const float width = texture->width; 679 const float height = texture->height; 680 681 const float u1 = srcLeft / width; 682 const float v1 = srcTop / height; 683 const float u2 = srcRight / width; 684 const float v2 = srcBottom / height; 685 686 resetDrawTextureTexCoords(u1, v1, u2, v2); 687 688 drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint); 689 690 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 691} 692 693void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 694 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 695 float left, float top, float right, float bottom, const SkPaint* paint) { 696 if (quickReject(left, top, right, bottom)) { 697 return; 698 } 699 700 glActiveTexture(GL_TEXTURE0); 701 const Texture* texture = mCaches.textureCache.get(bitmap); 702 if (!texture) return; 703 const AutoTexture autoCleanup(texture); 704 705 int alpha; 706 SkXfermode::Mode mode; 707 getAlphaAndMode(paint, &alpha, &mode); 708 709 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 710 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 711 712 // Specify right and bottom as +1.0f from left/top to prevent scaling since the 713 // patch mesh already defines the final size 714 drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f, 715 mode, texture->blend, &mesh->vertices[0].position[0], 716 &mesh->vertices[0].texture[0], GL_TRIANGLES, mesh->verticesCount); 717} 718 719void OpenGLRenderer::drawLines(float* points, int count, const SkPaint* paint) { 720 if (mSnapshot->invisible) return; 721 722 int alpha; 723 SkXfermode::Mode mode; 724 getAlphaAndMode(paint, &alpha, &mode); 725 726 uint32_t color = paint->getColor(); 727 const GLfloat a = alpha / 255.0f; 728 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 729 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 730 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 731 732 const bool isAA = paint->isAntiAlias(); 733 if (isAA) { 734 GLuint textureUnit = 0; 735 setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a, 736 mode, false, true, mCaches.line.getVertices(), mCaches.line.getTexCoords()); 737 } else { 738 setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false); 739 } 740 741 const float strokeWidth = paint->getStrokeWidth(); 742 const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount; 743 const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP; 744 745 for (int i = 0; i < count; i += 4) { 746 float tx = 0.0f; 747 float ty = 0.0f; 748 749 if (isAA) { 750 mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3], 751 strokeWidth, tx, ty); 752 } else { 753 ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f; 754 } 755 756 const float dx = points[i + 2] - points[i]; 757 const float dy = points[i + 3] - points[i + 1]; 758 const float mag = sqrtf(dx * dx + dy * dy); 759 const float angle = acos(dx / mag); 760 761 mModelView.loadTranslate(points[i], points[i + 1], 0.0f); 762 if (angle > MIN_ANGLE || angle < -MIN_ANGLE) { 763 mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f); 764 } 765 mModelView.translate(tx, ty, 0.0f); 766 if (!isAA) { 767 float length = mCaches.line.getLength(points[i], points[i + 1], 768 points[i + 2], points[i + 3]); 769 mModelView.scale(length, strokeWidth, 1.0f); 770 } 771 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 772 773 if (mShader) { 774 mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot); 775 } 776 777 glDrawArrays(drawMode, 0, elementsCount); 778 } 779 780 if (isAA) { 781 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 782 } 783} 784 785void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 786 const Rect& clip = *mSnapshot->clipRect; 787 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 788} 789 790void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) { 791 if (quickReject(left, top, right, bottom)) { 792 return; 793 } 794 795 SkXfermode::Mode mode; 796 if (!mExtensions.hasFramebufferFetch()) { 797 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 798 if (!isMode) { 799 // Assume SRC_OVER 800 mode = SkXfermode::kSrcOver_Mode; 801 } 802 } else { 803 mode = getXfermode(p->getXfermode()); 804 } 805 806 // Skia draws using the color's alpha channel if < 255 807 // Otherwise, it uses the paint's alpha 808 int color = p->getColor(); 809 if (((color >> 24) & 0xff) == 255) { 810 color |= p->getAlpha() << 24; 811 } 812 813 drawColorRect(left, top, right, bottom, color, mode); 814} 815 816void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 817 float x, float y, SkPaint* paint) { 818 if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 819 return; 820 } 821 if (mSnapshot->invisible) return; 822 823 paint->setAntiAlias(true); 824 825 float length = -1.0f; 826 switch (paint->getTextAlign()) { 827 case SkPaint::kCenter_Align: 828 length = paint->measureText(text, bytesCount); 829 x -= length / 2.0f; 830 break; 831 case SkPaint::kRight_Align: 832 length = paint->measureText(text, bytesCount); 833 x -= length; 834 break; 835 default: 836 break; 837 } 838 839 int alpha; 840 SkXfermode::Mode mode; 841 getAlphaAndMode(paint, &alpha, &mode); 842 843 uint32_t color = paint->getColor(); 844 const GLfloat a = alpha / 255.0f; 845 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 846 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 847 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 848 849 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 850 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 851 paint->getTextSize()); 852 853 if (mHasShadow) { 854 glActiveTexture(gTextureUnits[0]); 855 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 856 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 857 count, mShadowRadius); 858 const AutoTexture autoCleanup(shadow); 859 860 setupShadow(shadow, x, y, mode, a); 861 862 // Draw the mesh 863 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 864 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 865 } 866 867 GLuint textureUnit = 0; 868 glActiveTexture(gTextureUnits[textureUnit]); 869 870 // Assume that the modelView matrix does not force scales, rotates, etc. 871 const bool linearFilter = mSnapshot->transform->changesBounds(); 872 setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit, 873 x, y, r, g, b, a, mode, false, true); 874 875 const Rect& clip = mSnapshot->getLocalClip(); 876 clearLayerRegions(); 877 fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y); 878 879 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 880 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 881 882 drawTextDecorations(text, bytesCount, length, x, y, paint); 883} 884 885void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 886 if (mSnapshot->invisible) return; 887 888 GLuint textureUnit = 0; 889 glActiveTexture(gTextureUnits[textureUnit]); 890 891 const PathTexture* texture = mCaches.pathCache.get(path, paint); 892 if (!texture) return; 893 const AutoTexture autoCleanup(texture); 894 895 const float x = texture->left - texture->offset; 896 const float y = texture->top - texture->offset; 897 898 if (quickReject(x, y, x + texture->width, y + texture->height)) { 899 return; 900 } 901 902 int alpha; 903 SkXfermode::Mode mode; 904 getAlphaAndMode(paint, &alpha, &mode); 905 906 uint32_t color = paint->getColor(); 907 const GLfloat a = alpha / 255.0f; 908 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 909 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 910 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 911 912 setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true); 913 914 clearLayerRegions(); 915 916 // Draw the mesh 917 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 918 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 919} 920 921/////////////////////////////////////////////////////////////////////////////// 922// Shaders 923/////////////////////////////////////////////////////////////////////////////// 924 925void OpenGLRenderer::resetShader() { 926 mShader = NULL; 927} 928 929void OpenGLRenderer::setupShader(SkiaShader* shader) { 930 mShader = shader; 931 if (mShader) { 932 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 933 } 934} 935 936/////////////////////////////////////////////////////////////////////////////// 937// Color filters 938/////////////////////////////////////////////////////////////////////////////// 939 940void OpenGLRenderer::resetColorFilter() { 941 mColorFilter = NULL; 942} 943 944void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 945 mColorFilter = filter; 946} 947 948/////////////////////////////////////////////////////////////////////////////// 949// Drop shadow 950/////////////////////////////////////////////////////////////////////////////// 951 952void OpenGLRenderer::resetShadow() { 953 mHasShadow = false; 954} 955 956void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 957 mHasShadow = true; 958 mShadowRadius = radius; 959 mShadowDx = dx; 960 mShadowDy = dy; 961 mShadowColor = color; 962} 963 964/////////////////////////////////////////////////////////////////////////////// 965// Drawing implementation 966/////////////////////////////////////////////////////////////////////////////// 967 968void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y, 969 SkXfermode::Mode mode, float alpha) { 970 const float sx = x - texture->left + mShadowDx; 971 const float sy = y - texture->top + mShadowDy; 972 973 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 974 const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha; 975 const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f; 976 const GLfloat g = a * ((mShadowColor >> 8) & 0xFF) / 255.0f; 977 const GLfloat b = a * ((mShadowColor ) & 0xFF) / 255.0f; 978 979 GLuint textureUnit = 0; 980 setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false); 981} 982 983void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, 984 float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode, 985 bool transforms, bool applyFilters) { 986 setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit, 987 x, y, r, g, b, a, mode, transforms, applyFilters, 988 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 989} 990 991void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 992 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 993 SkXfermode::Mode mode, bool transforms, bool applyFilters) { 994 setupTextureAlpha8(texture, width, height, textureUnit, 995 x, y, r, g, b, a, mode, transforms, applyFilters, 996 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 997} 998 999void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 1000 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 1001 SkXfermode::Mode mode, bool transforms, bool applyFilters, 1002 GLvoid* vertices, GLvoid* texCoords) { 1003 // Describe the required shaders 1004 ProgramDescription description; 1005 description.hasTexture = true; 1006 description.hasAlpha8Texture = true; 1007 const bool setColor = description.setAlpha8Color(r, g, b, a); 1008 1009 if (applyFilters) { 1010 if (mShader) { 1011 mShader->describe(description, mExtensions); 1012 } 1013 if (mColorFilter) { 1014 mColorFilter->describe(description, mExtensions); 1015 } 1016 } 1017 1018 // Setup the blending mode 1019 chooseBlending(true, mode, description); 1020 1021 // Build and use the appropriate shader 1022 useProgram(mCaches.programCache.get(description)); 1023 1024 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit); 1025 glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit); 1026 1027 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1028 glEnableVertexAttribArray(texCoordsSlot); 1029 1030 // Setup attributes 1031 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1032 gMeshStride, vertices); 1033 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, 1034 gMeshStride, texCoords); 1035 1036 // Setup uniforms 1037 if (transforms) { 1038 mModelView.loadTranslate(x, y, 0.0f); 1039 mModelView.scale(width, height, 1.0f); 1040 } else { 1041 mModelView.loadIdentity(); 1042 } 1043 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1044 if (setColor) { 1045 mCaches.currentProgram->setColor(r, g, b, a); 1046 } 1047 1048 textureUnit++; 1049 if (applyFilters) { 1050 // Setup attributes and uniforms required by the shaders 1051 if (mShader) { 1052 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1053 } 1054 if (mColorFilter) { 1055 mColorFilter->setupProgram(mCaches.currentProgram); 1056 } 1057 } 1058} 1059 1060// Same values used by Skia 1061#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1062#define kStdUnderline_Offset (1.0f / 9.0f) 1063#define kStdUnderline_Thickness (1.0f / 18.0f) 1064 1065void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1066 float x, float y, SkPaint* paint) { 1067 // Handle underline and strike-through 1068 uint32_t flags = paint->getFlags(); 1069 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1070 float underlineWidth = length; 1071 // If length is > 0.0f, we already measured the text for the text alignment 1072 if (length <= 0.0f) { 1073 underlineWidth = paint->measureText(text, bytesCount); 1074 } 1075 1076 float offsetX = 0; 1077 switch (paint->getTextAlign()) { 1078 case SkPaint::kCenter_Align: 1079 offsetX = underlineWidth * 0.5f; 1080 break; 1081 case SkPaint::kRight_Align: 1082 offsetX = underlineWidth; 1083 break; 1084 default: 1085 break; 1086 } 1087 1088 if (underlineWidth > 0.0f) { 1089 const float textSize = paint->getTextSize(); 1090 const float strokeWidth = textSize * kStdUnderline_Thickness; 1091 1092 const float left = x - offsetX; 1093 float top = 0.0f; 1094 1095 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 1096 float points[pointsCount]; 1097 int currentPoint = 0; 1098 1099 if (flags & SkPaint::kUnderlineText_Flag) { 1100 top = y + textSize * kStdUnderline_Offset; 1101 points[currentPoint++] = left; 1102 points[currentPoint++] = top; 1103 points[currentPoint++] = left + underlineWidth; 1104 points[currentPoint++] = top; 1105 } 1106 1107 if (flags & SkPaint::kStrikeThruText_Flag) { 1108 top = y + textSize * kStdStrikeThru_Offset; 1109 points[currentPoint++] = left; 1110 points[currentPoint++] = top; 1111 points[currentPoint++] = left + underlineWidth; 1112 points[currentPoint++] = top; 1113 } 1114 1115 SkPaint linesPaint(*paint); 1116 linesPaint.setStrokeWidth(strokeWidth); 1117 1118 drawLines(&points[0], pointsCount, &linesPaint); 1119 } 1120 } 1121} 1122 1123void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1124 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1125 clearLayerRegions(); 1126 1127 // If a shader is set, preserve only the alpha 1128 if (mShader) { 1129 color |= 0x00ffffff; 1130 } 1131 1132 // Render using pre-multiplied alpha 1133 const int alpha = (color >> 24) & 0xFF; 1134 const GLfloat a = alpha / 255.0f; 1135 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1136 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1137 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1138 1139 setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform); 1140 1141 // Draw the mesh 1142 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1143} 1144 1145void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom, 1146 float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform) { 1147 GLuint textureUnit = 0; 1148 1149 // Describe the required shaders 1150 ProgramDescription description; 1151 const bool setColor = description.setColor(r, g, b, a); 1152 1153 if (mShader) { 1154 mShader->describe(description, mExtensions); 1155 } 1156 if (mColorFilter) { 1157 mColorFilter->describe(description, mExtensions); 1158 } 1159 1160 // Setup the blending mode 1161 chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description); 1162 1163 // Build and use the appropriate shader 1164 useProgram(mCaches.programCache.get(description)); 1165 1166 // Setup attributes 1167 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1168 gMeshStride, &mMeshVertices[0].position[0]); 1169 1170 // Setup uniforms 1171 mModelView.loadTranslate(left, top, 0.0f); 1172 mModelView.scale(right - left, bottom - top, 1.0f); 1173 if (!ignoreTransform) { 1174 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1175 } else { 1176 mat4 identity; 1177 mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity); 1178 } 1179 mCaches.currentProgram->setColor(r, g, b, a); 1180 1181 // Setup attributes and uniforms required by the shaders 1182 if (mShader) { 1183 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1184 } 1185 if (mColorFilter) { 1186 mColorFilter->setupProgram(mCaches.currentProgram); 1187 } 1188} 1189 1190void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1191 const Texture* texture, const SkPaint* paint) { 1192 int alpha; 1193 SkXfermode::Mode mode; 1194 getAlphaAndMode(paint, &alpha, &mode); 1195 1196 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1197 texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1198 GL_TRIANGLE_STRIP, gMeshCount); 1199} 1200 1201void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1202 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1203 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1204 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1205 GL_TRIANGLE_STRIP, gMeshCount); 1206} 1207 1208void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1209 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1210 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1211 bool swapSrcDst, bool ignoreTransform) { 1212 clearLayerRegions(); 1213 1214 ProgramDescription description; 1215 description.hasTexture = true; 1216 const bool setColor = description.setColor(alpha, alpha, alpha, alpha); 1217 if (mColorFilter) { 1218 mColorFilter->describe(description, mExtensions); 1219 } 1220 1221 mModelView.loadTranslate(left, top, 0.0f); 1222 mModelView.scale(right - left, bottom - top, 1.0f); 1223 1224 chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst); 1225 1226 useProgram(mCaches.programCache.get(description)); 1227 if (!ignoreTransform) { 1228 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1229 } else { 1230 mat4 m; 1231 mCaches.currentProgram->set(mOrthoMatrix, mModelView, m); 1232 } 1233 1234 // Texture 1235 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0); 1236 glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); 1237 1238 // Always premultiplied 1239 if (setColor) { 1240 mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha); 1241 } 1242 1243 // Mesh 1244 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1245 glEnableVertexAttribArray(texCoordsSlot); 1246 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1247 gMeshStride, vertices); 1248 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1249 1250 // Color filter 1251 if (mColorFilter) { 1252 mColorFilter->setupProgram(mCaches.currentProgram); 1253 } 1254 1255 glDrawArrays(drawMode, 0, elementsCount); 1256 glDisableVertexAttribArray(texCoordsSlot); 1257} 1258 1259void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1260 ProgramDescription& description, bool swapSrcDst) { 1261 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1262 if (blend) { 1263 if (mode < SkXfermode::kPlus_Mode) { 1264 if (!mCaches.blend) { 1265 glEnable(GL_BLEND); 1266 } 1267 1268 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1269 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1270 1271 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1272 glBlendFunc(sourceMode, destMode); 1273 mCaches.lastSrcMode = sourceMode; 1274 mCaches.lastDstMode = destMode; 1275 } 1276 } else { 1277 // These blend modes are not supported by OpenGL directly and have 1278 // to be implemented using shaders. Since the shader will perform 1279 // the blending, turn blending off here 1280 if (mExtensions.hasFramebufferFetch()) { 1281 description.framebufferMode = mode; 1282 description.swapSrcDst = swapSrcDst; 1283 } 1284 1285 if (mCaches.blend) { 1286 glDisable(GL_BLEND); 1287 } 1288 blend = false; 1289 } 1290 } else if (mCaches.blend) { 1291 glDisable(GL_BLEND); 1292 } 1293 mCaches.blend = blend; 1294} 1295 1296bool OpenGLRenderer::useProgram(Program* program) { 1297 if (!program->isInUse()) { 1298 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1299 program->use(); 1300 mCaches.currentProgram = program; 1301 return false; 1302 } 1303 return true; 1304} 1305 1306void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1307 TextureVertex* v = &mMeshVertices[0]; 1308 TextureVertex::setUV(v++, u1, v1); 1309 TextureVertex::setUV(v++, u2, v1); 1310 TextureVertex::setUV(v++, u1, v2); 1311 TextureVertex::setUV(v++, u2, v2); 1312} 1313 1314void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1315 if (paint) { 1316 if (!mExtensions.hasFramebufferFetch()) { 1317 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1318 if (!isMode) { 1319 // Assume SRC_OVER 1320 *mode = SkXfermode::kSrcOver_Mode; 1321 } 1322 } else { 1323 *mode = getXfermode(paint->getXfermode()); 1324 } 1325 1326 // Skia draws using the color's alpha channel if < 255 1327 // Otherwise, it uses the paint's alpha 1328 int color = paint->getColor(); 1329 *alpha = (color >> 24) & 0xFF; 1330 if (*alpha == 255) { 1331 *alpha = paint->getAlpha(); 1332 } 1333 } else { 1334 *mode = SkXfermode::kSrcOver_Mode; 1335 *alpha = 255; 1336 } 1337} 1338 1339SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1340 if (mode == NULL) { 1341 return SkXfermode::kSrcOver_Mode; 1342 } 1343 return mode->fMode; 1344} 1345 1346void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) { 1347 glActiveTexture(gTextureUnits[textureUnit]); 1348 glBindTexture(GL_TEXTURE_2D, texture); 1349 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1350 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1351} 1352 1353}; // namespace uirenderer 1354}; // namespace android 1355