OpenGLRenderer.cpp revision f219da5e32e85deb442468ee9a63bb28eb198557
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#include "DisplayListRenderer.h" 33#include "Vector.h" 34 35namespace android { 36namespace uirenderer { 37 38/////////////////////////////////////////////////////////////////////////////// 39// Defines 40/////////////////////////////////////////////////////////////////////////////// 41 42#define RAD_TO_DEG (180.0f / 3.14159265f) 43#define MIN_ANGLE 0.001f 44 45// TODO: This should be set in properties 46#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 47 48/////////////////////////////////////////////////////////////////////////////// 49// Globals 50/////////////////////////////////////////////////////////////////////////////// 51 52/** 53 * Structure mapping Skia xfermodes to OpenGL blending factors. 54 */ 55struct Blender { 56 SkXfermode::Mode mode; 57 GLenum src; 58 GLenum dst; 59}; // struct Blender 60 61// In this array, the index of each Blender equals the value of the first 62// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 63static const Blender gBlends[] = { 64 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 65 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 66 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 67 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 68 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 69 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 70 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 71 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 72 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 73 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 74 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 75 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 76}; 77 78// This array contains the swapped version of each SkXfermode. For instance 79// this array's SrcOver blending mode is actually DstOver. You can refer to 80// createLayer() for more information on the purpose of this array. 81static const Blender gBlendsSwap[] = { 82 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 83 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 84 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 85 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 86 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 87 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 88 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 89 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 90 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 92 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 93 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 94}; 95 96static const GLenum gTextureUnits[] = { 97 GL_TEXTURE0, 98 GL_TEXTURE1, 99 GL_TEXTURE2 100}; 101 102/////////////////////////////////////////////////////////////////////////////// 103// Constructors/destructor 104/////////////////////////////////////////////////////////////////////////////// 105 106OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 107 mShader = NULL; 108 mColorFilter = NULL; 109 mHasShadow = false; 110 111 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 112 113 mFirstSnapshot = new Snapshot; 114} 115 116OpenGLRenderer::~OpenGLRenderer() { 117 // The context has already been destroyed at this point, do not call 118 // GL APIs. All GL state should be kept in Caches.h 119} 120 121/////////////////////////////////////////////////////////////////////////////// 122// Setup 123/////////////////////////////////////////////////////////////////////////////// 124 125void OpenGLRenderer::setViewport(int width, int height) { 126 glViewport(0, 0, width, height); 127 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 128 129 mWidth = width; 130 mHeight = height; 131 132 mFirstSnapshot->height = height; 133 mFirstSnapshot->viewport.set(0, 0, width, height); 134 135 mDirtyClip = false; 136} 137 138void OpenGLRenderer::prepare(bool opaque) { 139 mCaches.clearGarbage(); 140 141 mSnapshot = new Snapshot(mFirstSnapshot, 142 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 143 mSaveCount = 1; 144 145 glViewport(0, 0, mWidth, mHeight); 146 147 glDisable(GL_DITHER); 148 149 if (!opaque) { 150 glDisable(GL_SCISSOR_TEST); 151 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 152 glClear(GL_COLOR_BUFFER_BIT); 153 } 154 155 glEnable(GL_SCISSOR_TEST); 156 glScissor(0, 0, mWidth, mHeight); 157 mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); 158} 159 160void OpenGLRenderer::finish() { 161#if DEBUG_OPENGL 162 GLenum status = GL_NO_ERROR; 163 while ((status = glGetError()) != GL_NO_ERROR) { 164 LOGD("GL error from OpenGLRenderer: 0x%x", status); 165 switch (status) { 166 case GL_OUT_OF_MEMORY: 167 LOGE(" OpenGLRenderer is out of memory!"); 168 break; 169 } 170 } 171#endif 172#if DEBUG_MEMORY_USAGE 173 mCaches.dumpMemoryUsage(); 174#else 175 if (mCaches.getDebugLevel() & kDebugMemory) { 176 mCaches.dumpMemoryUsage(); 177 } 178#endif 179} 180 181void OpenGLRenderer::interrupt() { 182 if (mCaches.currentProgram) { 183 if (mCaches.currentProgram->isInUse()) { 184 mCaches.currentProgram->remove(); 185 mCaches.currentProgram = NULL; 186 } 187 } 188 mCaches.unbindMeshBuffer(); 189} 190 191void OpenGLRenderer::acquireContext() { 192 interrupt(); 193} 194 195void OpenGLRenderer::resume() { 196 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 197 198 glEnable(GL_SCISSOR_TEST); 199 dirtyClip(); 200 201 glDisable(GL_DITHER); 202 203 glBindFramebuffer(GL_FRAMEBUFFER, 0); 204 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 205 206 mCaches.blend = true; 207 glEnable(GL_BLEND); 208 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 209 glBlendEquation(GL_FUNC_ADD); 210} 211 212void OpenGLRenderer::releaseContext() { 213 resume(); 214} 215 216/////////////////////////////////////////////////////////////////////////////// 217// State management 218/////////////////////////////////////////////////////////////////////////////// 219 220int OpenGLRenderer::getSaveCount() const { 221 return mSaveCount; 222} 223 224int OpenGLRenderer::save(int flags) { 225 return saveSnapshot(flags); 226} 227 228void OpenGLRenderer::restore() { 229 if (mSaveCount > 1) { 230 restoreSnapshot(); 231 } 232} 233 234void OpenGLRenderer::restoreToCount(int saveCount) { 235 if (saveCount < 1) saveCount = 1; 236 237 while (mSaveCount > saveCount) { 238 restoreSnapshot(); 239 } 240} 241 242int OpenGLRenderer::saveSnapshot(int flags) { 243 mSnapshot = new Snapshot(mSnapshot, flags); 244 return mSaveCount++; 245} 246 247bool OpenGLRenderer::restoreSnapshot() { 248 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 249 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 250 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 251 252 sp<Snapshot> current = mSnapshot; 253 sp<Snapshot> previous = mSnapshot->previous; 254 255 if (restoreOrtho) { 256 Rect& r = previous->viewport; 257 glViewport(r.left, r.top, r.right, r.bottom); 258 mOrthoMatrix.load(current->orthoMatrix); 259 } 260 261 mSaveCount--; 262 mSnapshot = previous; 263 264 if (restoreClip) { 265 dirtyClip(); 266 } 267 268 if (restoreLayer) { 269 composeLayer(current, previous); 270 } 271 272 return restoreClip; 273} 274 275/////////////////////////////////////////////////////////////////////////////// 276// Layers 277/////////////////////////////////////////////////////////////////////////////// 278 279int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 280 SkPaint* p, int flags) { 281 const GLuint previousFbo = mSnapshot->fbo; 282 const int count = saveSnapshot(flags); 283 284 if (!mSnapshot->isIgnored()) { 285 int alpha = 255; 286 SkXfermode::Mode mode; 287 288 if (p) { 289 alpha = p->getAlpha(); 290 if (!mCaches.extensions.hasFramebufferFetch()) { 291 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 292 if (!isMode) { 293 // Assume SRC_OVER 294 mode = SkXfermode::kSrcOver_Mode; 295 } 296 } else { 297 mode = getXfermode(p->getXfermode()); 298 } 299 } else { 300 mode = SkXfermode::kSrcOver_Mode; 301 } 302 303 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 304 } 305 306 return count; 307} 308 309int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 310 int alpha, int flags) { 311 if (alpha >= 255 - ALPHA_THRESHOLD) { 312 return saveLayer(left, top, right, bottom, NULL, flags); 313 } else { 314 SkPaint paint; 315 paint.setAlpha(alpha); 316 return saveLayer(left, top, right, bottom, &paint, flags); 317 } 318} 319 320/** 321 * Layers are viewed by Skia are slightly different than layers in image editing 322 * programs (for instance.) When a layer is created, previously created layers 323 * and the frame buffer still receive every drawing command. For instance, if a 324 * layer is created and a shape intersecting the bounds of the layers and the 325 * framebuffer is draw, the shape will be drawn on both (unless the layer was 326 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 327 * 328 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 329 * texture. Unfortunately, this is inefficient as it requires every primitive to 330 * be drawn n + 1 times, where n is the number of active layers. In practice this 331 * means, for every primitive: 332 * - Switch active frame buffer 333 * - Change viewport, clip and projection matrix 334 * - Issue the drawing 335 * 336 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 337 * To avoid this, layers are implemented in a different way here, at least in the 338 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 339 * is set. When this flag is set we can redirect all drawing operations into a 340 * single FBO. 341 * 342 * This implementation relies on the frame buffer being at least RGBA 8888. When 343 * a layer is created, only a texture is created, not an FBO. The content of the 344 * frame buffer contained within the layer's bounds is copied into this texture 345 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 346 * buffer and drawing continues as normal. This technique therefore treats the 347 * frame buffer as a scratch buffer for the layers. 348 * 349 * To compose the layers back onto the frame buffer, each layer texture 350 * (containing the original frame buffer data) is drawn as a simple quad over 351 * the frame buffer. The trick is that the quad is set as the composition 352 * destination in the blending equation, and the frame buffer becomes the source 353 * of the composition. 354 * 355 * Drawing layers with an alpha value requires an extra step before composition. 356 * An empty quad is drawn over the layer's region in the frame buffer. This quad 357 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 358 * quad is used to multiply the colors in the frame buffer. This is achieved by 359 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 360 * GL_ZERO, GL_SRC_ALPHA. 361 * 362 * Because glCopyTexImage2D() can be slow, an alternative implementation might 363 * be use to draw a single clipped layer. The implementation described above 364 * is correct in every case. 365 * 366 * (1) The frame buffer is actually not cleared right away. To allow the GPU 367 * to potentially optimize series of calls to glCopyTexImage2D, the frame 368 * buffer is left untouched until the first drawing operation. Only when 369 * something actually gets drawn are the layers regions cleared. 370 */ 371bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 372 float right, float bottom, int alpha, SkXfermode::Mode mode, 373 int flags, GLuint previousFbo) { 374 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 375 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 376 377 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 378 379 // Window coordinates of the layer 380 Rect bounds(left, top, right, bottom); 381 if (fboLayer) { 382 // Clear the previous layer regions before we change the viewport 383 clearLayerRegions(); 384 } else { 385 mSnapshot->transform->mapRect(bounds); 386 387 // Layers only make sense if they are in the framebuffer's bounds 388 bounds.intersect(*snapshot->clipRect); 389 390 // We cannot work with sub-pixels in this case 391 bounds.snapToPixelBoundaries(); 392 393 // When the layer is not an FBO, we may use glCopyTexImage so we 394 // need to make sure the layer does not extend outside the bounds 395 // of the framebuffer 396 bounds.intersect(snapshot->previous->viewport); 397 } 398 399 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 400 bounds.getHeight() > mCaches.maxTextureSize) { 401 snapshot->empty = fboLayer; 402 } else { 403 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 404 } 405 406 // Bail out if we won't draw in this snapshot 407 if (snapshot->invisible || snapshot->empty) { 408 return false; 409 } 410 411 glActiveTexture(gTextureUnits[0]); 412 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 413 if (!layer) { 414 return false; 415 } 416 417 layer->mode = mode; 418 layer->alpha = alpha; 419 layer->layer.set(bounds); 420 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 421 bounds.getWidth() / float(layer->width), 0.0f); 422 layer->colorFilter = mColorFilter; 423 424 // Save the layer in the snapshot 425 snapshot->flags |= Snapshot::kFlagIsLayer; 426 snapshot->layer = layer; 427 428 if (fboLayer) { 429 return createFboLayer(layer, bounds, snapshot, previousFbo); 430 } else { 431 // Copy the framebuffer into the layer 432 glBindTexture(GL_TEXTURE_2D, layer->texture); 433 434 if (layer->empty) { 435 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, 436 snapshot->height - bounds.bottom, layer->width, layer->height, 0); 437 layer->empty = false; 438 } else { 439 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 440 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 441 } 442 443 // Enqueue the buffer coordinates to clear the corresponding region later 444 mLayers.push(new Rect(bounds)); 445 } 446 447 return true; 448} 449 450bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 451 GLuint previousFbo) { 452 layer->fbo = mCaches.fboCache.get(); 453 454#if RENDER_LAYERS_AS_REGIONS 455 snapshot->region = &snapshot->layer->region; 456 snapshot->flags |= Snapshot::kFlagFboTarget; 457#endif 458 459 Rect clip(bounds); 460 snapshot->transform->mapRect(clip); 461 clip.intersect(*snapshot->clipRect); 462 clip.snapToPixelBoundaries(); 463 clip.intersect(snapshot->previous->viewport); 464 465 mat4 inverse; 466 inverse.loadInverse(*mSnapshot->transform); 467 468 inverse.mapRect(clip); 469 clip.snapToPixelBoundaries(); 470 clip.intersect(bounds); 471 clip.translate(-bounds.left, -bounds.top); 472 473 snapshot->flags |= Snapshot::kFlagIsFboLayer; 474 snapshot->fbo = layer->fbo; 475 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 476 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 477 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 478 snapshot->height = bounds.getHeight(); 479 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 480 snapshot->orthoMatrix.load(mOrthoMatrix); 481 482 // Bind texture to FBO 483 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 484 glBindTexture(GL_TEXTURE_2D, layer->texture); 485 486 // Initialize the texture if needed 487 if (layer->empty) { 488 layer->empty = false; 489 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 490 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 491 } 492 493 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 494 layer->texture, 0); 495 496#if DEBUG_LAYERS_AS_REGIONS 497 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 498 if (status != GL_FRAMEBUFFER_COMPLETE) { 499 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 500 501 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 502 glDeleteTextures(1, &layer->texture); 503 mCaches.fboCache.put(layer->fbo); 504 505 delete layer; 506 507 return false; 508 } 509#endif 510 511 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 512 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 513 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 514 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 515 glClear(GL_COLOR_BUFFER_BIT); 516 517 dirtyClip(); 518 519 // Change the ortho projection 520 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 521 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 522 523 return true; 524} 525 526/** 527 * Read the documentation of createLayer() before doing anything in this method. 528 */ 529void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 530 if (!current->layer) { 531 LOGE("Attempting to compose a layer that does not exist"); 532 return; 533 } 534 535 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 536 537 if (fboLayer) { 538 // Unbind current FBO and restore previous one 539 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 540 } 541 542 Layer* layer = current->layer; 543 const Rect& rect = layer->layer; 544 545 if (!fboLayer && layer->alpha < 255) { 546 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 547 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 548 // Required below, composeLayerRect() will divide by 255 549 layer->alpha = 255; 550 } 551 552 mCaches.unbindMeshBuffer(); 553 554 glActiveTexture(gTextureUnits[0]); 555 556 // When the layer is stored in an FBO, we can save a bit of fillrate by 557 // drawing only the dirty region 558 if (fboLayer) { 559 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 560 if (layer->colorFilter) { 561 setupColorFilter(layer->colorFilter); 562 } 563 composeLayerRegion(layer, rect); 564 if (layer->colorFilter) { 565 resetColorFilter(); 566 } 567 } else { 568 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 569 composeLayerRect(layer, rect, true); 570 } 571 572 if (fboLayer) { 573 // Detach the texture from the FBO 574 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 575 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 576 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 577 578 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 579 mCaches.fboCache.put(current->fbo); 580 } 581 582 dirtyClip(); 583 584 // Failing to add the layer to the cache should happen only if the layer is too large 585 if (!mCaches.layerCache.put(layer)) { 586 LAYER_LOGD("Deleting layer"); 587 glDeleteTextures(1, &layer->texture); 588 delete layer; 589 } 590} 591 592void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 593 const Rect& texCoords = layer->texCoords; 594 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 595 596 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 597 layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 598 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap); 599 600 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 601} 602 603void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 604#if RENDER_LAYERS_AS_REGIONS 605 if (layer->region.isRect()) { 606 composeLayerRect(layer, rect); 607 layer->region.clear(); 608 return; 609 } 610 611 if (!layer->region.isEmpty()) { 612 size_t count; 613 const android::Rect* rects = layer->region.getArray(&count); 614 615 const float alpha = layer->alpha / 255.0f; 616 const float texX = 1.0f / float(layer->width); 617 const float texY = 1.0f / float(layer->height); 618 const float height = rect.getHeight(); 619 620 TextureVertex* mesh = mCaches.getRegionMesh(); 621 GLsizei numQuads = 0; 622 623 setupDraw(); 624 setupDrawWithTexture(); 625 setupDrawColor(alpha, alpha, alpha, alpha); 626 setupDrawColorFilter(); 627 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 628 setupDrawProgram(); 629 setupDrawDirtyRegionsDisabled(); 630 setupDrawPureColorUniforms(); 631 setupDrawColorFilterUniforms(); 632 setupDrawTexture(layer->texture); 633 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 634 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); 635 636 for (size_t i = 0; i < count; i++) { 637 const android::Rect* r = &rects[i]; 638 639 const float u1 = r->left * texX; 640 const float v1 = (height - r->top) * texY; 641 const float u2 = r->right * texX; 642 const float v2 = (height - r->bottom) * texY; 643 644 // TODO: Reject quads outside of the clip 645 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 646 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 647 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 648 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 649 650 numQuads++; 651 652 if (numQuads >= REGION_MESH_QUAD_COUNT) { 653 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 654 numQuads = 0; 655 mesh = mCaches.getRegionMesh(); 656 } 657 } 658 659 if (numQuads > 0) { 660 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 661 } 662 663 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 664 finishDrawTexture(); 665 666#if DEBUG_LAYERS_AS_REGIONS 667 uint32_t colors[] = { 668 0x7fff0000, 0x7f00ff00, 669 0x7f0000ff, 0x7fff00ff, 670 }; 671 672 int offset = 0; 673 int32_t top = rects[0].top; 674 int i = 0; 675 676 for (size_t i = 0; i < count; i++) { 677 if (top != rects[i].top) { 678 offset ^= 0x2; 679 top = rects[i].top; 680 } 681 682 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 683 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 684 SkXfermode::kSrcOver_Mode); 685 } 686#endif 687 688 layer->region.clear(); 689 } 690#else 691 composeLayerRect(layer, rect); 692#endif 693} 694 695void OpenGLRenderer::dirtyLayer(const float left, const float top, 696 const float right, const float bottom, const mat4 transform) { 697#if RENDER_LAYERS_AS_REGIONS 698 if (hasLayer()) { 699 Rect bounds(left, top, right, bottom); 700 transform.mapRect(bounds); 701 dirtyLayerUnchecked(bounds, getRegion()); 702 } 703#endif 704} 705 706void OpenGLRenderer::dirtyLayer(const float left, const float top, 707 const float right, const float bottom) { 708#if RENDER_LAYERS_AS_REGIONS 709 if (hasLayer()) { 710 Rect bounds(left, top, right, bottom); 711 dirtyLayerUnchecked(bounds, getRegion()); 712 } 713#endif 714} 715 716void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 717#if RENDER_LAYERS_AS_REGIONS 718 if (bounds.intersect(*mSnapshot->clipRect)) { 719 bounds.snapToPixelBoundaries(); 720 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 721 if (!dirty.isEmpty()) { 722 region->orSelf(dirty); 723 } 724 } 725#endif 726} 727 728void OpenGLRenderer::clearLayerRegions() { 729 if (mLayers.size() == 0 || mSnapshot->isIgnored()) return; 730 731 Rect clipRect(*mSnapshot->clipRect); 732 clipRect.snapToPixelBoundaries(); 733 734 for (uint32_t i = 0; i < mLayers.size(); i++) { 735 Rect* bounds = mLayers.itemAt(i); 736 if (clipRect.intersects(*bounds)) { 737 // Clear the framebuffer where the layer will draw 738 glScissor(bounds->left, mSnapshot->height - bounds->bottom, 739 bounds->getWidth(), bounds->getHeight()); 740 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 741 glClear(GL_COLOR_BUFFER_BIT); 742 743 // Restore the clip 744 dirtyClip(); 745 } 746 747 delete bounds; 748 } 749 750 mLayers.clear(); 751} 752 753/////////////////////////////////////////////////////////////////////////////// 754// Transforms 755/////////////////////////////////////////////////////////////////////////////// 756 757void OpenGLRenderer::translate(float dx, float dy) { 758 mSnapshot->transform->translate(dx, dy, 0.0f); 759} 760 761void OpenGLRenderer::rotate(float degrees) { 762 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 763} 764 765void OpenGLRenderer::scale(float sx, float sy) { 766 mSnapshot->transform->scale(sx, sy, 1.0f); 767} 768 769void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 770 mSnapshot->transform->load(*matrix); 771} 772 773const float* OpenGLRenderer::getMatrix() const { 774 if (mSnapshot->fbo != 0) { 775 return &mSnapshot->transform->data[0]; 776 } 777 return &mIdentity.data[0]; 778} 779 780void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 781 mSnapshot->transform->copyTo(*matrix); 782} 783 784void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 785 SkMatrix transform; 786 mSnapshot->transform->copyTo(transform); 787 transform.preConcat(*matrix); 788 mSnapshot->transform->load(transform); 789} 790 791/////////////////////////////////////////////////////////////////////////////// 792// Clipping 793/////////////////////////////////////////////////////////////////////////////// 794 795void OpenGLRenderer::setScissorFromClip() { 796 Rect clip(*mSnapshot->clipRect); 797 clip.snapToPixelBoundaries(); 798 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 799 mDirtyClip = false; 800} 801 802const Rect& OpenGLRenderer::getClipBounds() { 803 return mSnapshot->getLocalClip(); 804} 805 806bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 807 if (mSnapshot->isIgnored()) { 808 return true; 809 } 810 811 Rect r(left, top, right, bottom); 812 mSnapshot->transform->mapRect(r); 813 r.snapToPixelBoundaries(); 814 815 Rect clipRect(*mSnapshot->clipRect); 816 clipRect.snapToPixelBoundaries(); 817 818 return !clipRect.intersects(r); 819} 820 821bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 822 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 823 if (clipped) { 824 dirtyClip(); 825 } 826 return !mSnapshot->clipRect->isEmpty(); 827} 828 829/////////////////////////////////////////////////////////////////////////////// 830// Drawing commands 831/////////////////////////////////////////////////////////////////////////////// 832 833void OpenGLRenderer::setupDraw() { 834 clearLayerRegions(); 835 if (mDirtyClip) { 836 setScissorFromClip(); 837 } 838 mDescription.reset(); 839 mSetShaderColor = false; 840 mColorSet = false; 841 mColorA = mColorR = mColorG = mColorB = 0.0f; 842 mTextureUnit = 0; 843 mTrackDirtyRegions = true; 844 mTexCoordsSlot = -1; 845} 846 847void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 848 mDescription.hasTexture = true; 849 mDescription.hasAlpha8Texture = isAlpha8; 850} 851 852void OpenGLRenderer::setupDrawColor(int color) { 853 setupDrawColor(color, (color >> 24) & 0xFF); 854} 855 856void OpenGLRenderer::setupDrawColor(int color, int alpha) { 857 mColorA = alpha / 255.0f; 858 const float a = mColorA / 255.0f; 859 mColorR = a * ((color >> 16) & 0xFF); 860 mColorG = a * ((color >> 8) & 0xFF); 861 mColorB = a * ((color ) & 0xFF); 862 mColorSet = true; 863 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 864} 865 866void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 867 mColorA = alpha / 255.0f; 868 const float a = mColorA / 255.0f; 869 mColorR = a * ((color >> 16) & 0xFF); 870 mColorG = a * ((color >> 8) & 0xFF); 871 mColorB = a * ((color ) & 0xFF); 872 mColorSet = true; 873 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 874} 875 876void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 877 mColorA = a; 878 mColorR = r; 879 mColorG = g; 880 mColorB = b; 881 mColorSet = true; 882 mSetShaderColor = mDescription.setColor(r, g, b, a); 883} 884 885void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 886 mColorA = a; 887 mColorR = r; 888 mColorG = g; 889 mColorB = b; 890 mColorSet = true; 891 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 892} 893 894void OpenGLRenderer::setupDrawShader() { 895 if (mShader) { 896 mShader->describe(mDescription, mCaches.extensions); 897 } 898} 899 900void OpenGLRenderer::setupDrawColorFilter() { 901 if (mColorFilter) { 902 mColorFilter->describe(mDescription, mCaches.extensions); 903 } 904} 905 906void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 907 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 908 mDescription, swapSrcDst); 909} 910 911void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 912 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 913 mDescription, swapSrcDst); 914} 915 916void OpenGLRenderer::setupDrawProgram() { 917 useProgram(mCaches.programCache.get(mDescription)); 918} 919 920void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 921 mTrackDirtyRegions = false; 922} 923 924void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 925 bool ignoreTransform) { 926 mModelView.loadTranslate(left, top, 0.0f); 927 if (!ignoreTransform) { 928 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 929 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 930 } else { 931 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 932 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 933 } 934} 935 936void OpenGLRenderer::setupDrawModelViewIdentity() { 937 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform); 938} 939 940void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 941 bool ignoreTransform, bool ignoreModelView) { 942 if (!ignoreModelView) { 943 mModelView.loadTranslate(left, top, 0.0f); 944 mModelView.scale(right - left, bottom - top, 1.0f); 945 } else { 946 mModelView.loadIdentity(); 947 } 948 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 949 if (!ignoreTransform) { 950 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 951 if (mTrackDirtyRegions && dirty) { 952 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 953 } 954 } else { 955 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 956 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 957 } 958} 959 960void OpenGLRenderer::setupDrawColorUniforms() { 961 if (mColorSet || (mShader && mSetShaderColor)) { 962 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 963 } 964} 965 966void OpenGLRenderer::setupDrawPureColorUniforms() { 967 if (mSetShaderColor) { 968 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 969 } 970} 971 972void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 973 if (mShader) { 974 if (ignoreTransform) { 975 mModelView.loadInverse(*mSnapshot->transform); 976 } 977 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 978 } 979} 980 981void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 982 if (mShader) { 983 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 984 } 985} 986 987void OpenGLRenderer::setupDrawColorFilterUniforms() { 988 if (mColorFilter) { 989 mColorFilter->setupProgram(mCaches.currentProgram); 990 } 991} 992 993void OpenGLRenderer::setupDrawSimpleMesh() { 994 mCaches.bindMeshBuffer(); 995 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 996 gMeshStride, 0); 997} 998 999void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1000 bindTexture(texture); 1001 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1002 1003 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1004 glEnableVertexAttribArray(mTexCoordsSlot); 1005} 1006 1007void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1008 if (!vertices) { 1009 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1010 } else { 1011 mCaches.unbindMeshBuffer(); 1012 } 1013 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1014 gMeshStride, vertices); 1015 if (mTexCoordsSlot > 0) { 1016 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1017 } 1018} 1019 1020void OpenGLRenderer::finishDrawTexture() { 1021 glDisableVertexAttribArray(mTexCoordsSlot); 1022} 1023 1024/////////////////////////////////////////////////////////////////////////////// 1025// Drawing 1026/////////////////////////////////////////////////////////////////////////////// 1027 1028void OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t level) { 1029 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1030 // will be performed by the display list itself 1031 if (displayList) { 1032 displayList->replay(*this, level); 1033 } 1034} 1035 1036void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1037 const float right = left + bitmap->width(); 1038 const float bottom = top + bitmap->height(); 1039 1040 if (quickReject(left, top, right, bottom)) { 1041 return; 1042 } 1043 1044 glActiveTexture(gTextureUnits[0]); 1045 Texture* texture = mCaches.textureCache.get(bitmap); 1046 if (!texture) return; 1047 const AutoTexture autoCleanup(texture); 1048 1049 drawTextureRect(left, top, right, bottom, texture, paint); 1050} 1051 1052void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1053 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1054 const mat4 transform(*matrix); 1055 transform.mapRect(r); 1056 1057 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1058 return; 1059 } 1060 1061 glActiveTexture(gTextureUnits[0]); 1062 Texture* texture = mCaches.textureCache.get(bitmap); 1063 if (!texture) return; 1064 const AutoTexture autoCleanup(texture); 1065 1066 // This could be done in a cheaper way, all we need is pass the matrix 1067 // to the vertex shader. The save/restore is a bit overkill. 1068 save(SkCanvas::kMatrix_SaveFlag); 1069 concatMatrix(matrix); 1070 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1071 restore(); 1072} 1073 1074void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1075 float srcLeft, float srcTop, float srcRight, float srcBottom, 1076 float dstLeft, float dstTop, float dstRight, float dstBottom, 1077 SkPaint* paint) { 1078 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1079 return; 1080 } 1081 1082 glActiveTexture(gTextureUnits[0]); 1083 Texture* texture = mCaches.textureCache.get(bitmap); 1084 if (!texture) return; 1085 const AutoTexture autoCleanup(texture); 1086 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1087 1088 const float width = texture->width; 1089 const float height = texture->height; 1090 1091 const float u1 = srcLeft / width; 1092 const float v1 = srcTop / height; 1093 const float u2 = srcRight / width; 1094 const float v2 = srcBottom / height; 1095 1096 mCaches.unbindMeshBuffer(); 1097 resetDrawTextureTexCoords(u1, v1, u2, v2); 1098 1099 int alpha; 1100 SkXfermode::Mode mode; 1101 getAlphaAndMode(paint, &alpha, &mode); 1102 1103 if (mSnapshot->transform->isPureTranslate()) { 1104 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1105 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1106 1107 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1108 texture->id, alpha / 255.0f, mode, texture->blend, 1109 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1110 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1111 } else { 1112 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1113 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1114 GL_TRIANGLE_STRIP, gMeshCount); 1115 } 1116 1117 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1118} 1119 1120void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1121 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1122 float left, float top, float right, float bottom, SkPaint* paint) { 1123 if (quickReject(left, top, right, bottom)) { 1124 return; 1125 } 1126 1127 glActiveTexture(gTextureUnits[0]); 1128 Texture* texture = mCaches.textureCache.get(bitmap); 1129 if (!texture) return; 1130 const AutoTexture autoCleanup(texture); 1131 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1132 1133 int alpha; 1134 SkXfermode::Mode mode; 1135 getAlphaAndMode(paint, &alpha, &mode); 1136 1137 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1138 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1139 1140 if (mesh && mesh->verticesCount > 0) { 1141 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1142#if RENDER_LAYERS_AS_REGIONS 1143 // Mark the current layer dirty where we are going to draw the patch 1144 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && 1145 mSnapshot->region && mesh->hasEmptyQuads) { 1146 const size_t count = mesh->quads.size(); 1147 for (size_t i = 0; i < count; i++) { 1148 const Rect& bounds = mesh->quads.itemAt(i); 1149 if (pureTranslate) { 1150 const float x = (int) floorf(bounds.left + 0.5f); 1151 const float y = (int) floorf(bounds.top + 0.5f); 1152 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1153 *mSnapshot->transform); 1154 } else { 1155 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, 1156 *mSnapshot->transform); 1157 } 1158 } 1159 } 1160#endif 1161 1162 if (pureTranslate) { 1163 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1164 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1165 1166 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1167 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1168 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1169 true, !mesh->hasEmptyQuads); 1170 } else { 1171 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1172 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1173 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1174 true, !mesh->hasEmptyQuads); 1175 } 1176 } 1177} 1178 1179void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1180 if (mSnapshot->isIgnored()) return; 1181 1182 const bool isAA = paint->isAntiAlias(); 1183 const float strokeWidth = paint->getStrokeWidth() * 0.5f; 1184 // A stroke width of 0 has a special meaningin Skia: 1185 // it draws an unscaled 1px wide line 1186 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1187 1188 int alpha; 1189 SkXfermode::Mode mode; 1190 getAlphaAndMode(paint, &alpha, &mode); 1191 1192 int verticesCount = count >> 2; 1193 int generatedVerticesCount = 0; 1194 if (!isHairLine) { 1195 // TODO: AA needs more vertices 1196 verticesCount *= 6; 1197 } else { 1198 // TODO: AA will be different 1199 verticesCount *= 2; 1200 } 1201 1202 TextureVertex lines[verticesCount]; 1203 TextureVertex* vertex = &lines[0]; 1204 1205 setupDraw(); 1206 setupDrawColor(paint->getColor(), alpha); 1207 setupDrawColorFilter(); 1208 setupDrawShader(); 1209 setupDrawBlending(mode); 1210 setupDrawProgram(); 1211 setupDrawModelViewIdentity(); 1212 setupDrawColorUniforms(); 1213 setupDrawColorFilterUniforms(); 1214 setupDrawShaderIdentityUniforms(); 1215 setupDrawMesh(vertex); 1216 1217 if (!isHairLine) { 1218 // TODO: Handle the AA case 1219 for (int i = 0; i < count; i += 4) { 1220 // a = start point, b = end point 1221 vec2 a(points[i], points[i + 1]); 1222 vec2 b(points[i + 2], points[i + 3]); 1223 1224 // Bias to snap to the same pixels as Skia 1225 a += 0.375; 1226 b += 0.375; 1227 1228 // Find the normal to the line 1229 vec2 n = (b - a).copyNormalized() * strokeWidth; 1230 float x = n.x; 1231 n.x = -n.y; 1232 n.y = x; 1233 1234 // Four corners of the rectangle defining a thick line 1235 vec2 p1 = a - n; 1236 vec2 p2 = a + n; 1237 vec2 p3 = b + n; 1238 vec2 p4 = b - n; 1239 1240 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1241 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1242 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1243 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1244 1245 if (!quickReject(left, top, right, bottom)) { 1246 // Draw the line as 2 triangles, could be optimized 1247 // by using only 4 vertices and the correct indices 1248 // Also we should probably used non textured vertices 1249 // when line AA is disabled to save on bandwidth 1250 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1251 TextureVertex::set(vertex++, p2.x, p2.y, 0.0f, 0.0f); 1252 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1253 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1254 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1255 TextureVertex::set(vertex++, p4.x, p4.y, 0.0f, 0.0f); 1256 1257 generatedVerticesCount += 6; 1258 1259 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1260 } 1261 } 1262 1263 if (generatedVerticesCount > 0) { 1264 // GL_LINE does not give the result we want to match Skia 1265 glDrawArrays(GL_TRIANGLES, 0, generatedVerticesCount); 1266 } 1267 } else { 1268 // TODO: Handle the AA case 1269 for (int i = 0; i < count; i += 4) { 1270 const float left = fmin(points[i], points[i + 1]); 1271 const float right = fmax(points[i], points[i + 1]); 1272 const float top = fmin(points[i + 2], points[i + 3]); 1273 const float bottom = fmax(points[i + 2], points[i + 3]); 1274 1275 if (!quickReject(left, top, right, bottom)) { 1276 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1277 TextureVertex::set(vertex++, points[i + 2], points[i + 3], 0.0f, 0.0f); 1278 1279 generatedVerticesCount += 2; 1280 1281 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1282 } 1283 } 1284 1285 if (generatedVerticesCount > 0) { 1286 glLineWidth(1.0f); 1287 glDrawArrays(GL_LINES, 0, generatedVerticesCount); 1288 } 1289 } 1290} 1291 1292void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1293 // No need to check against the clip, we fill the clip region 1294 if (mSnapshot->isIgnored()) return; 1295 1296 Rect& clip(*mSnapshot->clipRect); 1297 clip.snapToPixelBoundaries(); 1298 1299 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1300} 1301 1302void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 1303 if (quickReject(left, top, right, bottom)) { 1304 return; 1305 } 1306 1307 SkXfermode::Mode mode; 1308 if (!mCaches.extensions.hasFramebufferFetch()) { 1309 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 1310 if (!isMode) { 1311 // Assume SRC_OVER 1312 mode = SkXfermode::kSrcOver_Mode; 1313 } 1314 } else { 1315 mode = getXfermode(p->getXfermode()); 1316 } 1317 1318 // Skia draws using the color's alpha channel if < 255 1319 // Otherwise, it uses the paint's alpha 1320 int color = p->getColor(); 1321 if (((color >> 24) & 0xff) == 255) { 1322 color |= p->getAlpha() << 24; 1323 } 1324 1325 drawColorRect(left, top, right, bottom, color, mode); 1326} 1327 1328void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 1329 float x, float y, SkPaint* paint) { 1330 if (text == NULL || count == 0) { 1331 return; 1332 } 1333 if (mSnapshot->isIgnored()) return; 1334 1335 paint->setAntiAlias(true); 1336 1337 float length = -1.0f; 1338 switch (paint->getTextAlign()) { 1339 case SkPaint::kCenter_Align: 1340 length = paint->measureText(text, bytesCount); 1341 x -= length / 2.0f; 1342 break; 1343 case SkPaint::kRight_Align: 1344 length = paint->measureText(text, bytesCount); 1345 x -= length; 1346 break; 1347 default: 1348 break; 1349 } 1350 1351 // TODO: Handle paint->getTextScaleX() 1352 const float oldX = x; 1353 const float oldY = y; 1354 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1355 if (pureTranslate) { 1356 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 1357 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 1358 } 1359 1360 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 1361 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 1362 paint->getTextSize()); 1363 1364 int alpha; 1365 SkXfermode::Mode mode; 1366 getAlphaAndMode(paint, &alpha, &mode); 1367 1368 if (mHasShadow) { 1369 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1370 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 1371 count, mShadowRadius); 1372 const AutoTexture autoCleanup(shadow); 1373 1374 const float sx = x - shadow->left + mShadowDx; 1375 const float sy = y - shadow->top + mShadowDy; 1376 1377 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 1378 1379 glActiveTexture(gTextureUnits[0]); 1380 setupDraw(); 1381 setupDrawWithTexture(true); 1382 setupDrawAlpha8Color(mShadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 1383 setupDrawBlending(true, mode); 1384 setupDrawProgram(); 1385 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height, pureTranslate); 1386 setupDrawTexture(shadow->id); 1387 setupDrawPureColorUniforms(); 1388 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1389 1390 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1391 finishDrawTexture(); 1392 } 1393 1394 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 1395 return; 1396 } 1397 1398 // Pick the appropriate texture filtering 1399 bool linearFilter = mSnapshot->transform->changesBounds(); 1400 if (pureTranslate && !linearFilter) { 1401 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 1402 } 1403 1404 glActiveTexture(gTextureUnits[0]); 1405 setupDraw(); 1406 setupDrawDirtyRegionsDisabled(); 1407 setupDrawWithTexture(true); 1408 setupDrawAlpha8Color(paint->getColor(), alpha); 1409 setupDrawColorFilter(); 1410 setupDrawShader(); 1411 setupDrawBlending(true, mode); 1412 setupDrawProgram(); 1413 setupDrawModelView(x, y, x, y, pureTranslate, true); 1414 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 1415 setupDrawPureColorUniforms(); 1416 setupDrawColorFilterUniforms(); 1417 setupDrawShaderUniforms(pureTranslate); 1418 1419 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 1420 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 1421 1422#if RENDER_LAYERS_AS_REGIONS 1423 bool hasActiveLayer = hasLayer(); 1424#else 1425 bool hasActiveLayer = false; 1426#endif 1427 1428 mCaches.unbindMeshBuffer(); 1429 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 1430 hasActiveLayer ? &bounds : NULL)) { 1431#if RENDER_LAYERS_AS_REGIONS 1432 if (hasActiveLayer) { 1433 if (!pureTranslate) { 1434 mSnapshot->transform->mapRect(bounds); 1435 } 1436 dirtyLayerUnchecked(bounds, getRegion()); 1437 } 1438#endif 1439 } 1440 1441 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1442 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1443 1444 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 1445} 1446 1447void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 1448 if (mSnapshot->isIgnored()) return; 1449 1450 GLuint textureUnit = 0; 1451 glActiveTexture(gTextureUnits[textureUnit]); 1452 1453 const PathTexture* texture = mCaches.pathCache.get(path, paint); 1454 if (!texture) return; 1455 const AutoTexture autoCleanup(texture); 1456 1457 const float x = texture->left - texture->offset; 1458 const float y = texture->top - texture->offset; 1459 1460 if (quickReject(x, y, x + texture->width, y + texture->height)) { 1461 return; 1462 } 1463 1464 int alpha; 1465 SkXfermode::Mode mode; 1466 getAlphaAndMode(paint, &alpha, &mode); 1467 1468 setupDraw(); 1469 setupDrawWithTexture(true); 1470 setupDrawAlpha8Color(paint->getColor(), alpha); 1471 setupDrawColorFilter(); 1472 setupDrawShader(); 1473 setupDrawBlending(true, mode); 1474 setupDrawProgram(); 1475 setupDrawModelView(x, y, x + texture->width, y + texture->height); 1476 setupDrawTexture(texture->id); 1477 setupDrawPureColorUniforms(); 1478 setupDrawColorFilterUniforms(); 1479 setupDrawShaderUniforms(); 1480 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1481 1482 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1483 1484 finishDrawTexture(); 1485} 1486 1487void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 1488 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 1489 return; 1490 } 1491 1492 glActiveTexture(gTextureUnits[0]); 1493 1494 int alpha; 1495 SkXfermode::Mode mode; 1496 getAlphaAndMode(paint, &alpha, &mode); 1497 1498 layer->alpha = alpha; 1499 layer->mode = mode; 1500 1501 1502#if RENDER_LAYERS_AS_REGIONS 1503 if (layer->region.isRect()) { 1504 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1505 composeLayerRect(layer, r); 1506 } else if (!layer->region.isEmpty() && layer->mesh) { 1507 const Rect& rect = layer->layer; 1508 1509 setupDraw(); 1510 setupDrawWithTexture(); 1511 setupDrawColor(alpha, alpha, alpha, alpha); 1512 setupDrawColorFilter(); 1513 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 1514 setupDrawProgram(); 1515 setupDrawDirtyRegionsDisabled(); 1516 setupDrawPureColorUniforms(); 1517 setupDrawColorFilterUniforms(); 1518 setupDrawTexture(layer->texture); 1519 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1520 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 1521 1522 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 1523 GL_UNSIGNED_SHORT, layer->meshIndices); 1524 1525 finishDrawTexture(); 1526 } 1527#else 1528 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1529 composeLayerRect(layer, r); 1530#endif 1531} 1532 1533/////////////////////////////////////////////////////////////////////////////// 1534// Shaders 1535/////////////////////////////////////////////////////////////////////////////// 1536 1537void OpenGLRenderer::resetShader() { 1538 mShader = NULL; 1539} 1540 1541void OpenGLRenderer::setupShader(SkiaShader* shader) { 1542 mShader = shader; 1543 if (mShader) { 1544 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 1545 } 1546} 1547 1548/////////////////////////////////////////////////////////////////////////////// 1549// Color filters 1550/////////////////////////////////////////////////////////////////////////////// 1551 1552void OpenGLRenderer::resetColorFilter() { 1553 mColorFilter = NULL; 1554} 1555 1556void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 1557 mColorFilter = filter; 1558} 1559 1560/////////////////////////////////////////////////////////////////////////////// 1561// Drop shadow 1562/////////////////////////////////////////////////////////////////////////////// 1563 1564void OpenGLRenderer::resetShadow() { 1565 mHasShadow = false; 1566} 1567 1568void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 1569 mHasShadow = true; 1570 mShadowRadius = radius; 1571 mShadowDx = dx; 1572 mShadowDy = dy; 1573 mShadowColor = color; 1574} 1575 1576/////////////////////////////////////////////////////////////////////////////// 1577// Drawing implementation 1578/////////////////////////////////////////////////////////////////////////////// 1579 1580// Same values used by Skia 1581#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1582#define kStdUnderline_Offset (1.0f / 9.0f) 1583#define kStdUnderline_Thickness (1.0f / 18.0f) 1584 1585void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1586 float x, float y, SkPaint* paint) { 1587 // Handle underline and strike-through 1588 uint32_t flags = paint->getFlags(); 1589 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1590 float underlineWidth = length; 1591 // If length is > 0.0f, we already measured the text for the text alignment 1592 if (length <= 0.0f) { 1593 underlineWidth = paint->measureText(text, bytesCount); 1594 } 1595 1596 float offsetX = 0; 1597 switch (paint->getTextAlign()) { 1598 case SkPaint::kCenter_Align: 1599 offsetX = underlineWidth * 0.5f; 1600 break; 1601 case SkPaint::kRight_Align: 1602 offsetX = underlineWidth; 1603 break; 1604 default: 1605 break; 1606 } 1607 1608 if (underlineWidth > 0.0f) { 1609 const float textSize = paint->getTextSize(); 1610 const float strokeWidth = textSize * kStdUnderline_Thickness; 1611 1612 const float left = x - offsetX; 1613 float top = 0.0f; 1614 1615 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 1616 float points[pointsCount]; 1617 int currentPoint = 0; 1618 1619 if (flags & SkPaint::kUnderlineText_Flag) { 1620 top = y + textSize * kStdUnderline_Offset; 1621 points[currentPoint++] = left; 1622 points[currentPoint++] = top; 1623 points[currentPoint++] = left + underlineWidth; 1624 points[currentPoint++] = top; 1625 } 1626 1627 if (flags & SkPaint::kStrikeThruText_Flag) { 1628 top = y + textSize * kStdStrikeThru_Offset; 1629 points[currentPoint++] = left; 1630 points[currentPoint++] = top; 1631 points[currentPoint++] = left + underlineWidth; 1632 points[currentPoint++] = top; 1633 } 1634 1635 SkPaint linesPaint(*paint); 1636 linesPaint.setStrokeWidth(strokeWidth); 1637 1638 drawLines(&points[0], pointsCount, &linesPaint); 1639 } 1640 } 1641} 1642 1643void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1644 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1645 // If a shader is set, preserve only the alpha 1646 if (mShader) { 1647 color |= 0x00ffffff; 1648 } 1649 1650 setupDraw(); 1651 setupDrawColor(color); 1652 setupDrawShader(); 1653 setupDrawColorFilter(); 1654 setupDrawBlending(mode); 1655 setupDrawProgram(); 1656 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1657 setupDrawColorUniforms(); 1658 setupDrawShaderUniforms(ignoreTransform); 1659 setupDrawColorFilterUniforms(); 1660 setupDrawSimpleMesh(); 1661 1662 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1663} 1664 1665void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1666 Texture* texture, SkPaint* paint) { 1667 int alpha; 1668 SkXfermode::Mode mode; 1669 getAlphaAndMode(paint, &alpha, &mode); 1670 1671 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1672 1673 if (mSnapshot->transform->isPureTranslate()) { 1674 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1675 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1676 1677 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1678 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 1679 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 1680 } else { 1681 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1682 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1683 GL_TRIANGLE_STRIP, gMeshCount); 1684 } 1685} 1686 1687void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1688 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1689 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1690 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 1691} 1692 1693void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1694 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1695 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1696 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 1697 1698 setupDraw(); 1699 setupDrawWithTexture(); 1700 setupDrawColor(alpha, alpha, alpha, alpha); 1701 setupDrawColorFilter(); 1702 setupDrawBlending(blend, mode, swapSrcDst); 1703 setupDrawProgram(); 1704 if (!dirty) { 1705 setupDrawDirtyRegionsDisabled(); 1706 } 1707 if (!ignoreScale) { 1708 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1709 } else { 1710 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 1711 } 1712 setupDrawPureColorUniforms(); 1713 setupDrawColorFilterUniforms(); 1714 setupDrawTexture(texture); 1715 setupDrawMesh(vertices, texCoords, vbo); 1716 1717 glDrawArrays(drawMode, 0, elementsCount); 1718 1719 finishDrawTexture(); 1720} 1721 1722void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1723 ProgramDescription& description, bool swapSrcDst) { 1724 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1725 if (blend) { 1726 if (mode < SkXfermode::kPlus_Mode) { 1727 if (!mCaches.blend) { 1728 glEnable(GL_BLEND); 1729 } 1730 1731 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1732 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1733 1734 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1735 glBlendFunc(sourceMode, destMode); 1736 mCaches.lastSrcMode = sourceMode; 1737 mCaches.lastDstMode = destMode; 1738 } 1739 } else { 1740 // These blend modes are not supported by OpenGL directly and have 1741 // to be implemented using shaders. Since the shader will perform 1742 // the blending, turn blending off here 1743 if (mCaches.extensions.hasFramebufferFetch()) { 1744 description.framebufferMode = mode; 1745 description.swapSrcDst = swapSrcDst; 1746 } 1747 1748 if (mCaches.blend) { 1749 glDisable(GL_BLEND); 1750 } 1751 blend = false; 1752 } 1753 } else if (mCaches.blend) { 1754 glDisable(GL_BLEND); 1755 } 1756 mCaches.blend = blend; 1757} 1758 1759bool OpenGLRenderer::useProgram(Program* program) { 1760 if (!program->isInUse()) { 1761 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1762 program->use(); 1763 mCaches.currentProgram = program; 1764 return false; 1765 } 1766 return true; 1767} 1768 1769void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1770 TextureVertex* v = &mMeshVertices[0]; 1771 TextureVertex::setUV(v++, u1, v1); 1772 TextureVertex::setUV(v++, u2, v1); 1773 TextureVertex::setUV(v++, u1, v2); 1774 TextureVertex::setUV(v++, u2, v2); 1775} 1776 1777void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1778 if (paint) { 1779 if (!mCaches.extensions.hasFramebufferFetch()) { 1780 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1781 if (!isMode) { 1782 // Assume SRC_OVER 1783 *mode = SkXfermode::kSrcOver_Mode; 1784 } 1785 } else { 1786 *mode = getXfermode(paint->getXfermode()); 1787 } 1788 1789 // Skia draws using the color's alpha channel if < 255 1790 // Otherwise, it uses the paint's alpha 1791 int color = paint->getColor(); 1792 *alpha = (color >> 24) & 0xFF; 1793 if (*alpha == 255) { 1794 *alpha = paint->getAlpha(); 1795 } 1796 } else { 1797 *mode = SkXfermode::kSrcOver_Mode; 1798 *alpha = 255; 1799 } 1800} 1801 1802SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1803 if (mode == NULL) { 1804 return SkXfermode::kSrcOver_Mode; 1805 } 1806 return mode->fMode; 1807} 1808 1809void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) { 1810 bool bound = false; 1811 if (wrapS != texture->wrapS) { 1812 glBindTexture(GL_TEXTURE_2D, texture->id); 1813 bound = true; 1814 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1815 texture->wrapS = wrapS; 1816 } 1817 if (wrapT != texture->wrapT) { 1818 if (!bound) { 1819 glBindTexture(GL_TEXTURE_2D, texture->id); 1820 } 1821 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1822 texture->wrapT = wrapT; 1823 } 1824} 1825 1826}; // namespace uirenderer 1827}; // namespace android 1828