OpenGLRenderer.cpp revision ffac7fc5042296a459d0f5a450dbfe20917093dc
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 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 0x7fff0000, 573 SkXfermode::kSrcOver_Mode, true); 574 575 if (fboLayer) { 576 // Detach the texture from the FBO 577 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 578 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 579 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 580 581 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 582 mCaches.fboCache.put(current->fbo); 583 } 584 585 dirtyClip(); 586 587 // Failing to add the layer to the cache should happen only if the layer is too large 588 if (!mCaches.layerCache.put(layer)) { 589 LAYER_LOGD("Deleting layer"); 590 glDeleteTextures(1, &layer->texture); 591 delete layer; 592 } 593} 594 595void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 596 const Rect& texCoords = layer->texCoords; 597 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 598 599 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 600 layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 601 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap); 602 603 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 604} 605 606void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 607#if RENDER_LAYERS_AS_REGIONS 608 if (layer->region.isRect()) { 609 composeLayerRect(layer, rect); 610 layer->region.clear(); 611 return; 612 } 613 614 if (!layer->region.isEmpty()) { 615 size_t count; 616 const android::Rect* rects = layer->region.getArray(&count); 617 618 const float alpha = layer->alpha / 255.0f; 619 const float texX = 1.0f / float(layer->width); 620 const float texY = 1.0f / float(layer->height); 621 622 TextureVertex* mesh = mCaches.getRegionMesh(); 623 GLsizei numQuads = 0; 624 625 setupDraw(); 626 setupDrawWithTexture(); 627 setupDrawColor(alpha, alpha, alpha, alpha); 628 setupDrawColorFilter(); 629 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 630 setupDrawProgram(); 631 setupDrawDirtyRegionsDisabled(); 632 setupDrawPureColorUniforms(); 633 setupDrawColorFilterUniforms(); 634 setupDrawTexture(layer->texture); 635 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 636 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); 637 638 for (size_t i = 0; i < count; i++) { 639 const android::Rect* r = &rects[i]; 640 641 const float u1 = r->left * texX; 642 const float v1 = (rect.getHeight() - r->top) * texY; 643 const float u2 = r->right * texX; 644 const float v2 = (rect.getHeight() - r->bottom) * texY; 645 646 // TODO: Reject quads outside of the clip 647 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 648 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 649 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 650 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 651 652 numQuads++; 653 654 if (numQuads >= REGION_MESH_QUAD_COUNT) { 655 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 656 numQuads = 0; 657 mesh = mCaches.getRegionMesh(); 658 } 659 } 660 661 if (numQuads > 0) { 662 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 663 } 664 665 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 666 finishDrawTexture(); 667 668#if DEBUG_LAYERS_AS_REGIONS 669 uint32_t colors[] = { 670 0x7fff0000, 0x7f00ff00, 671 0x7f0000ff, 0x7fff00ff, 672 }; 673 674 int offset = 0; 675 int32_t top = rects[0].top; 676 int i = 0; 677 678 for (size_t i = 0; i < count; i++) { 679 if (top != rects[i].top) { 680 offset ^= 0x2; 681 top = rects[i].top; 682 } 683 684 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 685 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 686 SkXfermode::kSrcOver_Mode); 687 } 688#endif 689 690 layer->region.clear(); 691 } 692#else 693 composeLayerRect(layer, rect); 694#endif 695} 696 697void OpenGLRenderer::dirtyLayer(const float left, const float top, 698 const float right, const float bottom, const mat4 transform) { 699#if RENDER_LAYERS_AS_REGIONS 700 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) { 701 Rect bounds(left, top, right, bottom); 702 transform.mapRect(bounds); 703 bounds.intersect(*mSnapshot->clipRect); 704 bounds.snapToPixelBoundaries(); 705 706 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 707 if (!dirty.isEmpty()) { 708 mSnapshot->region->orSelf(dirty); 709 } 710 } 711#endif 712} 713 714void OpenGLRenderer::dirtyLayer(const float left, const float top, 715 const float right, const float bottom) { 716#if RENDER_LAYERS_AS_REGIONS 717 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) { 718 Rect bounds(left, top, right, bottom); 719 bounds.intersect(*mSnapshot->clipRect); 720 bounds.snapToPixelBoundaries(); 721 722 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 723 if (!dirty.isEmpty()) { 724 mSnapshot->region->orSelf(dirty); 725 } 726 } 727#endif 728} 729 730void OpenGLRenderer::clearLayerRegions() { 731 if (mLayers.size() == 0 || mSnapshot->isIgnored()) return; 732 733 Rect clipRect(*mSnapshot->clipRect); 734 clipRect.snapToPixelBoundaries(); 735 736 for (uint32_t i = 0; i < mLayers.size(); i++) { 737 Rect* bounds = mLayers.itemAt(i); 738 if (clipRect.intersects(*bounds)) { 739 // Clear the framebuffer where the layer will draw 740 glScissor(bounds->left, mSnapshot->height - bounds->bottom, 741 bounds->getWidth(), bounds->getHeight()); 742 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 743 glClear(GL_COLOR_BUFFER_BIT); 744 745 // Restore the clip 746 dirtyClip(); 747 } 748 749 delete bounds; 750 } 751 752 mLayers.clear(); 753} 754 755/////////////////////////////////////////////////////////////////////////////// 756// Transforms 757/////////////////////////////////////////////////////////////////////////////// 758 759void OpenGLRenderer::translate(float dx, float dy) { 760 mSnapshot->transform->translate(dx, dy, 0.0f); 761} 762 763void OpenGLRenderer::rotate(float degrees) { 764 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 765} 766 767void OpenGLRenderer::scale(float sx, float sy) { 768 mSnapshot->transform->scale(sx, sy, 1.0f); 769} 770 771void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 772 mSnapshot->transform->load(*matrix); 773} 774 775const float* OpenGLRenderer::getMatrix() const { 776 if (mSnapshot->fbo != 0) { 777 return &mSnapshot->transform->data[0]; 778 } 779 return &mIdentity.data[0]; 780} 781 782void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 783 mSnapshot->transform->copyTo(*matrix); 784} 785 786void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 787 SkMatrix transform; 788 mSnapshot->transform->copyTo(transform); 789 transform.preConcat(*matrix); 790 mSnapshot->transform->load(transform); 791} 792 793/////////////////////////////////////////////////////////////////////////////// 794// Clipping 795/////////////////////////////////////////////////////////////////////////////// 796 797void OpenGLRenderer::setScissorFromClip() { 798 Rect clip(*mSnapshot->clipRect); 799 clip.snapToPixelBoundaries(); 800 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 801 mDirtyClip = false; 802} 803 804const Rect& OpenGLRenderer::getClipBounds() { 805 return mSnapshot->getLocalClip(); 806} 807 808bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 809 if (mSnapshot->isIgnored()) { 810 return true; 811 } 812 813 Rect r(left, top, right, bottom); 814 mSnapshot->transform->mapRect(r); 815 r.snapToPixelBoundaries(); 816 817 Rect clipRect(*mSnapshot->clipRect); 818 clipRect.snapToPixelBoundaries(); 819 820 return !clipRect.intersects(r); 821} 822 823bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 824 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 825 if (clipped) { 826 dirtyClip(); 827 } 828 return !mSnapshot->clipRect->isEmpty(); 829} 830 831/////////////////////////////////////////////////////////////////////////////// 832// Drawing commands 833/////////////////////////////////////////////////////////////////////////////// 834 835void OpenGLRenderer::setupDraw() { 836 clearLayerRegions(); 837 if (mDirtyClip) { 838 setScissorFromClip(); 839 } 840 mDescription.reset(); 841 mSetShaderColor = false; 842 mColorSet = false; 843 mColorA = mColorR = mColorG = mColorB = 0.0f; 844 mTextureUnit = 0; 845 mTrackDirtyRegions = true; 846 mTexCoordsSlot = -1; 847} 848 849void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 850 mDescription.hasTexture = true; 851 mDescription.hasAlpha8Texture = isAlpha8; 852} 853 854void OpenGLRenderer::setupDrawColor(int color) { 855 setupDrawColor(color, (color >> 24) & 0xFF); 856} 857 858void OpenGLRenderer::setupDrawColor(int color, int alpha) { 859 mColorA = alpha / 255.0f; 860 const float a = mColorA / 255.0f; 861 mColorR = a * ((color >> 16) & 0xFF); 862 mColorG = a * ((color >> 8) & 0xFF); 863 mColorB = a * ((color ) & 0xFF); 864 mColorSet = true; 865 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 866} 867 868void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 869 mColorA = alpha / 255.0f; 870 const float a = mColorA / 255.0f; 871 mColorR = a * ((color >> 16) & 0xFF); 872 mColorG = a * ((color >> 8) & 0xFF); 873 mColorB = a * ((color ) & 0xFF); 874 mColorSet = true; 875 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 876} 877 878void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 879 mColorA = a; 880 mColorR = r; 881 mColorG = g; 882 mColorB = b; 883 mColorSet = true; 884 mSetShaderColor = mDescription.setColor(r, g, b, a); 885} 886 887void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 888 mColorA = a; 889 mColorR = r; 890 mColorG = g; 891 mColorB = b; 892 mColorSet = true; 893 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 894} 895 896void OpenGLRenderer::setupDrawShader() { 897 if (mShader) { 898 mShader->describe(mDescription, mCaches.extensions); 899 } 900} 901 902void OpenGLRenderer::setupDrawColorFilter() { 903 if (mColorFilter) { 904 mColorFilter->describe(mDescription, mCaches.extensions); 905 } 906} 907 908void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 909 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 910 mDescription, swapSrcDst); 911} 912 913void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 914 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 915 mDescription, swapSrcDst); 916} 917 918void OpenGLRenderer::setupDrawProgram() { 919 useProgram(mCaches.programCache.get(mDescription)); 920} 921 922void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 923 mTrackDirtyRegions = false; 924} 925 926void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 927 bool ignoreTransform) { 928 mModelView.loadTranslate(left, top, 0.0f); 929 if (!ignoreTransform) { 930 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 931 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 932 } else { 933 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 934 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 935 } 936} 937 938void OpenGLRenderer::setupDrawModelViewIdentity() { 939 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform); 940} 941 942void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 943 bool ignoreTransform, bool ignoreModelView) { 944 if (!ignoreModelView) { 945 mModelView.loadTranslate(left, top, 0.0f); 946 mModelView.scale(right - left, bottom - top, 1.0f); 947 } else { 948 mModelView.loadIdentity(); 949 } 950 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 951 if (!ignoreTransform) { 952 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 953 if (mTrackDirtyRegions && dirty) { 954 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 955 } 956 } else { 957 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 958 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 959 } 960} 961 962void OpenGLRenderer::setupDrawColorUniforms() { 963 if (mColorSet || (mShader && mSetShaderColor)) { 964 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 965 } 966} 967 968void OpenGLRenderer::setupDrawPureColorUniforms() { 969 if (mSetShaderColor) { 970 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 971 } 972} 973 974void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 975 if (mShader) { 976 if (ignoreTransform) { 977 mModelView.loadInverse(*mSnapshot->transform); 978 } 979 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 980 } 981} 982 983void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 984 if (mShader) { 985 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 986 } 987} 988 989void OpenGLRenderer::setupDrawColorFilterUniforms() { 990 if (mColorFilter) { 991 mColorFilter->setupProgram(mCaches.currentProgram); 992 } 993} 994 995void OpenGLRenderer::setupDrawSimpleMesh() { 996 mCaches.bindMeshBuffer(); 997 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 998 gMeshStride, 0); 999} 1000 1001void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1002 bindTexture(texture); 1003 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1004 1005 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1006 glEnableVertexAttribArray(mTexCoordsSlot); 1007} 1008 1009void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1010 if (!vertices) { 1011 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1012 } else { 1013 mCaches.unbindMeshBuffer(); 1014 } 1015 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1016 gMeshStride, vertices); 1017 if (mTexCoordsSlot > 0) { 1018 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1019 } 1020} 1021 1022void OpenGLRenderer::finishDrawTexture() { 1023 glDisableVertexAttribArray(mTexCoordsSlot); 1024} 1025 1026/////////////////////////////////////////////////////////////////////////////// 1027// Drawing 1028/////////////////////////////////////////////////////////////////////////////// 1029 1030void OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t level) { 1031 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1032 // will be performed by the display list itself 1033 if (displayList) { 1034 displayList->replay(*this, level); 1035 } 1036} 1037 1038void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1039 const float right = left + bitmap->width(); 1040 const float bottom = top + bitmap->height(); 1041 1042 if (quickReject(left, top, right, bottom)) { 1043 return; 1044 } 1045 1046 glActiveTexture(gTextureUnits[0]); 1047 Texture* texture = mCaches.textureCache.get(bitmap); 1048 if (!texture) return; 1049 const AutoTexture autoCleanup(texture); 1050 1051 drawTextureRect(left, top, right, bottom, texture, paint); 1052} 1053 1054void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1055 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1056 const mat4 transform(*matrix); 1057 transform.mapRect(r); 1058 1059 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1060 return; 1061 } 1062 1063 glActiveTexture(gTextureUnits[0]); 1064 Texture* texture = mCaches.textureCache.get(bitmap); 1065 if (!texture) return; 1066 const AutoTexture autoCleanup(texture); 1067 1068 // This could be done in a cheaper way, all we need is pass the matrix 1069 // to the vertex shader. The save/restore is a bit overkill. 1070 save(SkCanvas::kMatrix_SaveFlag); 1071 concatMatrix(matrix); 1072 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1073 restore(); 1074} 1075 1076void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1077 float srcLeft, float srcTop, float srcRight, float srcBottom, 1078 float dstLeft, float dstTop, float dstRight, float dstBottom, 1079 SkPaint* paint) { 1080 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1081 return; 1082 } 1083 1084 glActiveTexture(gTextureUnits[0]); 1085 Texture* texture = mCaches.textureCache.get(bitmap); 1086 if (!texture) return; 1087 const AutoTexture autoCleanup(texture); 1088 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1089 1090 const float width = texture->width; 1091 const float height = texture->height; 1092 1093 const float u1 = srcLeft / width; 1094 const float v1 = srcTop / height; 1095 const float u2 = srcRight / width; 1096 const float v2 = srcBottom / height; 1097 1098 mCaches.unbindMeshBuffer(); 1099 resetDrawTextureTexCoords(u1, v1, u2, v2); 1100 1101 int alpha; 1102 SkXfermode::Mode mode; 1103 getAlphaAndMode(paint, &alpha, &mode); 1104 1105 if (mSnapshot->transform->isPureTranslate()) { 1106 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1107 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1108 1109 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1110 texture->id, alpha / 255.0f, mode, texture->blend, 1111 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1112 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1113 } else { 1114 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1115 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1116 GL_TRIANGLE_STRIP, gMeshCount); 1117 } 1118 1119 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1120} 1121 1122void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1123 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1124 float left, float top, float right, float bottom, SkPaint* paint) { 1125 if (quickReject(left, top, right, bottom)) { 1126 return; 1127 } 1128 1129 glActiveTexture(gTextureUnits[0]); 1130 Texture* texture = mCaches.textureCache.get(bitmap); 1131 if (!texture) return; 1132 const AutoTexture autoCleanup(texture); 1133 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1134 1135 int alpha; 1136 SkXfermode::Mode mode; 1137 getAlphaAndMode(paint, &alpha, &mode); 1138 1139 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1140 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1141 1142 if (mesh && mesh->verticesCount > 0) { 1143 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1144#if RENDER_LAYERS_AS_REGIONS 1145 // Mark the current layer dirty where we are going to draw the patch 1146 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && 1147 mSnapshot->region && mesh->hasEmptyQuads) { 1148 const size_t count = mesh->quads.size(); 1149 for (size_t i = 0; i < count; i++) { 1150 const Rect& bounds = mesh->quads.itemAt(i); 1151 if (pureTranslate) { 1152 const float x = (int) floorf(bounds.left + 0.5f); 1153 const float y = (int) floorf(bounds.top + 0.5f); 1154 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1155 *mSnapshot->transform); 1156 } else { 1157 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, 1158 *mSnapshot->transform); 1159 } 1160 } 1161 } 1162#endif 1163 1164 if (pureTranslate) { 1165 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1166 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1167 1168 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1169 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1170 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1171 true, !mesh->hasEmptyQuads); 1172 } else { 1173 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1174 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1175 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1176 true, !mesh->hasEmptyQuads); 1177 } 1178 } 1179} 1180 1181void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1182 if (mSnapshot->isIgnored()) return; 1183 1184 const bool isAA = paint->isAntiAlias(); 1185 const float strokeWidth = paint->getStrokeWidth() * 0.5f; 1186 // A stroke width of 0 has a special meaningin Skia: 1187 // it draws an unscaled 1px wide line 1188 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1189 1190 int alpha; 1191 SkXfermode::Mode mode; 1192 getAlphaAndMode(paint, &alpha, &mode); 1193 1194 int verticesCount = count >> 2; 1195 int generatedVerticesCount = 0; 1196 if (!isHairLine) { 1197 // TODO: AA needs more vertices 1198 verticesCount *= 6; 1199 } else { 1200 // TODO: AA will be different 1201 verticesCount *= 2; 1202 } 1203 1204 TextureVertex lines[verticesCount]; 1205 TextureVertex* vertex = &lines[0]; 1206 1207 setupDraw(); 1208 setupDrawColor(paint->getColor(), alpha); 1209 setupDrawColorFilter(); 1210 setupDrawShader(); 1211 setupDrawBlending(mode); 1212 setupDrawProgram(); 1213 setupDrawModelViewIdentity(); 1214 setupDrawColorUniforms(); 1215 setupDrawColorFilterUniforms(); 1216 setupDrawShaderIdentityUniforms(); 1217 setupDrawMesh(vertex); 1218 1219 if (!isHairLine) { 1220 // TODO: Handle the AA case 1221 for (int i = 0; i < count; i += 4) { 1222 // a = start point, b = end point 1223 vec2 a(points[i], points[i + 1]); 1224 vec2 b(points[i + 2], points[i + 3]); 1225 1226 // Bias to snap to the same pixels as Skia 1227 a += 0.375; 1228 b += 0.375; 1229 1230 // Find the normal to the line 1231 vec2 n = (b - a).copyNormalized() * strokeWidth; 1232 float x = n.x; 1233 n.x = -n.y; 1234 n.y = x; 1235 1236 // Four corners of the rectangle defining a thick line 1237 vec2 p1 = a - n; 1238 vec2 p2 = a + n; 1239 vec2 p3 = b + n; 1240 vec2 p4 = b - n; 1241 1242 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1243 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1244 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1245 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1246 1247 if (!quickReject(left, top, right, bottom)) { 1248 // Draw the line as 2 triangles, could be optimized 1249 // by using only 4 vertices and the correct indices 1250 // Also we should probably used non textured vertices 1251 // when line AA is disabled to save on bandwidth 1252 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1253 TextureVertex::set(vertex++, p2.x, p2.y, 0.0f, 0.0f); 1254 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1255 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1256 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1257 TextureVertex::set(vertex++, p4.x, p4.y, 0.0f, 0.0f); 1258 1259 generatedVerticesCount += 6; 1260 1261 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1262 } 1263 } 1264 1265 if (generatedVerticesCount > 0) { 1266 // GL_LINE does not give the result we want to match Skia 1267 glDrawArrays(GL_TRIANGLES, 0, generatedVerticesCount); 1268 } 1269 } else { 1270 // TODO: Handle the AA case 1271 for (int i = 0; i < count; i += 4) { 1272 const float left = fmin(points[i], points[i + 1]); 1273 const float right = fmax(points[i], points[i + 1]); 1274 const float top = fmin(points[i + 2], points[i + 3]); 1275 const float bottom = fmax(points[i + 2], points[i + 3]); 1276 1277 if (!quickReject(left, top, right, bottom)) { 1278 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1279 TextureVertex::set(vertex++, points[i + 2], points[i + 3], 0.0f, 0.0f); 1280 1281 generatedVerticesCount += 2; 1282 1283 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1284 } 1285 } 1286 1287 if (generatedVerticesCount > 0) { 1288 glLineWidth(1.0f); 1289 glDrawArrays(GL_LINES, 0, generatedVerticesCount); 1290 } 1291 } 1292} 1293 1294void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1295 // No need to check against the clip, we fill the clip region 1296 if (mSnapshot->isIgnored()) return; 1297 1298 Rect& clip(*mSnapshot->clipRect); 1299 clip.snapToPixelBoundaries(); 1300 1301 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1302} 1303 1304void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 1305 if (quickReject(left, top, right, bottom)) { 1306 return; 1307 } 1308 1309 SkXfermode::Mode mode; 1310 if (!mCaches.extensions.hasFramebufferFetch()) { 1311 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 1312 if (!isMode) { 1313 // Assume SRC_OVER 1314 mode = SkXfermode::kSrcOver_Mode; 1315 } 1316 } else { 1317 mode = getXfermode(p->getXfermode()); 1318 } 1319 1320 // Skia draws using the color's alpha channel if < 255 1321 // Otherwise, it uses the paint's alpha 1322 int color = p->getColor(); 1323 if (((color >> 24) & 0xff) == 255) { 1324 color |= p->getAlpha() << 24; 1325 } 1326 1327 drawColorRect(left, top, right, bottom, color, mode); 1328} 1329 1330void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 1331 float x, float y, SkPaint* paint) { 1332 if (text == NULL || count == 0) { 1333 return; 1334 } 1335 if (mSnapshot->isIgnored()) return; 1336 1337 paint->setAntiAlias(true); 1338 1339 float length = -1.0f; 1340 switch (paint->getTextAlign()) { 1341 case SkPaint::kCenter_Align: 1342 length = paint->measureText(text, bytesCount); 1343 x -= length / 2.0f; 1344 break; 1345 case SkPaint::kRight_Align: 1346 length = paint->measureText(text, bytesCount); 1347 x -= length; 1348 break; 1349 default: 1350 break; 1351 } 1352 1353 // TODO: Handle paint->getTextScaleX() 1354 const float oldX = x; 1355 const float oldY = y; 1356 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1357 if (pureTranslate) { 1358 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 1359 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 1360 } 1361 1362 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 1363 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 1364 paint->getTextSize()); 1365 1366 int alpha; 1367 SkXfermode::Mode mode; 1368 getAlphaAndMode(paint, &alpha, &mode); 1369 1370 if (mHasShadow) { 1371 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1372 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 1373 count, mShadowRadius); 1374 const AutoTexture autoCleanup(shadow); 1375 1376 const float sx = x - shadow->left + mShadowDx; 1377 const float sy = y - shadow->top + mShadowDy; 1378 1379 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 1380 1381 glActiveTexture(gTextureUnits[0]); 1382 setupDraw(); 1383 setupDrawWithTexture(true); 1384 setupDrawAlpha8Color(mShadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 1385 setupDrawBlending(true, mode); 1386 setupDrawProgram(); 1387 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height, pureTranslate); 1388 setupDrawTexture(shadow->id); 1389 setupDrawPureColorUniforms(); 1390 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1391 1392 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1393 finishDrawTexture(); 1394 } 1395 1396 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 1397 return; 1398 } 1399 1400 // Pick the appropriate texture filtering 1401 bool linearFilter = mSnapshot->transform->changesBounds(); 1402 if (pureTranslate && !linearFilter) { 1403 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 1404 } 1405 1406 glActiveTexture(gTextureUnits[0]); 1407 setupDraw(); 1408 setupDrawDirtyRegionsDisabled(); 1409 setupDrawWithTexture(true); 1410 setupDrawAlpha8Color(paint->getColor(), alpha); 1411 setupDrawColorFilter(); 1412 setupDrawShader(); 1413 setupDrawBlending(true, mode); 1414 setupDrawProgram(); 1415 setupDrawModelView(x, y, x, y, pureTranslate, true); 1416 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 1417 setupDrawPureColorUniforms(); 1418 setupDrawColorFilterUniforms(); 1419 setupDrawShaderUniforms(pureTranslate); 1420 1421 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 1422 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 1423 1424#if RENDER_LAYERS_AS_REGIONS 1425 bool hasLayer = (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region; 1426#else 1427 bool hasLayer = false; 1428#endif 1429 1430 mCaches.unbindMeshBuffer(); 1431 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 1432 hasLayer ? &bounds : NULL)) { 1433#if RENDER_LAYERS_AS_REGIONS 1434 if (hasLayer) { 1435 if (!pureTranslate) { 1436 mSnapshot->transform->mapRect(bounds); 1437 } 1438 bounds.intersect(*mSnapshot->clipRect); 1439 bounds.snapToPixelBoundaries(); 1440 1441 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1442 mSnapshot->region->orSelf(dirty); 1443 } 1444#endif 1445 } 1446 1447 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1448 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1449 1450 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 1451} 1452 1453void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 1454 if (mSnapshot->isIgnored()) return; 1455 1456 GLuint textureUnit = 0; 1457 glActiveTexture(gTextureUnits[textureUnit]); 1458 1459 const PathTexture* texture = mCaches.pathCache.get(path, paint); 1460 if (!texture) return; 1461 const AutoTexture autoCleanup(texture); 1462 1463 const float x = texture->left - texture->offset; 1464 const float y = texture->top - texture->offset; 1465 1466 if (quickReject(x, y, x + texture->width, y + texture->height)) { 1467 return; 1468 } 1469 1470 int alpha; 1471 SkXfermode::Mode mode; 1472 getAlphaAndMode(paint, &alpha, &mode); 1473 1474 setupDraw(); 1475 setupDrawWithTexture(true); 1476 setupDrawAlpha8Color(paint->getColor(), alpha); 1477 setupDrawColorFilter(); 1478 setupDrawShader(); 1479 setupDrawBlending(true, mode); 1480 setupDrawProgram(); 1481 setupDrawModelView(x, y, x + texture->width, y + texture->height); 1482 setupDrawTexture(texture->id); 1483 setupDrawPureColorUniforms(); 1484 setupDrawColorFilterUniforms(); 1485 setupDrawShaderUniforms(); 1486 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1487 1488 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1489 1490 finishDrawTexture(); 1491} 1492 1493void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 1494 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 1495 return; 1496 } 1497 1498 glActiveTexture(gTextureUnits[0]); 1499 1500 int alpha; 1501 SkXfermode::Mode mode; 1502 getAlphaAndMode(paint, &alpha, &mode); 1503 1504 layer->alpha = alpha; 1505 layer->mode = mode; 1506 1507 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1508 composeLayerRect(layer, r); 1509} 1510 1511/////////////////////////////////////////////////////////////////////////////// 1512// Shaders 1513/////////////////////////////////////////////////////////////////////////////// 1514 1515void OpenGLRenderer::resetShader() { 1516 mShader = NULL; 1517} 1518 1519void OpenGLRenderer::setupShader(SkiaShader* shader) { 1520 mShader = shader; 1521 if (mShader) { 1522 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 1523 } 1524} 1525 1526/////////////////////////////////////////////////////////////////////////////// 1527// Color filters 1528/////////////////////////////////////////////////////////////////////////////// 1529 1530void OpenGLRenderer::resetColorFilter() { 1531 mColorFilter = NULL; 1532} 1533 1534void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 1535 mColorFilter = filter; 1536} 1537 1538/////////////////////////////////////////////////////////////////////////////// 1539// Drop shadow 1540/////////////////////////////////////////////////////////////////////////////// 1541 1542void OpenGLRenderer::resetShadow() { 1543 mHasShadow = false; 1544} 1545 1546void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 1547 mHasShadow = true; 1548 mShadowRadius = radius; 1549 mShadowDx = dx; 1550 mShadowDy = dy; 1551 mShadowColor = color; 1552} 1553 1554/////////////////////////////////////////////////////////////////////////////// 1555// Drawing implementation 1556/////////////////////////////////////////////////////////////////////////////// 1557 1558// Same values used by Skia 1559#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1560#define kStdUnderline_Offset (1.0f / 9.0f) 1561#define kStdUnderline_Thickness (1.0f / 18.0f) 1562 1563void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1564 float x, float y, SkPaint* paint) { 1565 // Handle underline and strike-through 1566 uint32_t flags = paint->getFlags(); 1567 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1568 float underlineWidth = length; 1569 // If length is > 0.0f, we already measured the text for the text alignment 1570 if (length <= 0.0f) { 1571 underlineWidth = paint->measureText(text, bytesCount); 1572 } 1573 1574 float offsetX = 0; 1575 switch (paint->getTextAlign()) { 1576 case SkPaint::kCenter_Align: 1577 offsetX = underlineWidth * 0.5f; 1578 break; 1579 case SkPaint::kRight_Align: 1580 offsetX = underlineWidth; 1581 break; 1582 default: 1583 break; 1584 } 1585 1586 if (underlineWidth > 0.0f) { 1587 const float textSize = paint->getTextSize(); 1588 const float strokeWidth = textSize * kStdUnderline_Thickness; 1589 1590 const float left = x - offsetX; 1591 float top = 0.0f; 1592 1593 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 1594 float points[pointsCount]; 1595 int currentPoint = 0; 1596 1597 if (flags & SkPaint::kUnderlineText_Flag) { 1598 top = y + textSize * kStdUnderline_Offset; 1599 points[currentPoint++] = left; 1600 points[currentPoint++] = top; 1601 points[currentPoint++] = left + underlineWidth; 1602 points[currentPoint++] = top; 1603 } 1604 1605 if (flags & SkPaint::kStrikeThruText_Flag) { 1606 top = y + textSize * kStdStrikeThru_Offset; 1607 points[currentPoint++] = left; 1608 points[currentPoint++] = top; 1609 points[currentPoint++] = left + underlineWidth; 1610 points[currentPoint++] = top; 1611 } 1612 1613 SkPaint linesPaint(*paint); 1614 linesPaint.setStrokeWidth(strokeWidth); 1615 1616 drawLines(&points[0], pointsCount, &linesPaint); 1617 } 1618 } 1619} 1620 1621void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1622 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1623 // If a shader is set, preserve only the alpha 1624 if (mShader) { 1625 color |= 0x00ffffff; 1626 } 1627 1628 setupDraw(); 1629 setupDrawColor(color); 1630 setupDrawShader(); 1631 setupDrawColorFilter(); 1632 setupDrawBlending(mode); 1633 setupDrawProgram(); 1634 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1635 setupDrawColorUniforms(); 1636 setupDrawShaderUniforms(ignoreTransform); 1637 setupDrawColorFilterUniforms(); 1638 setupDrawSimpleMesh(); 1639 1640 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1641} 1642 1643void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1644 Texture* texture, SkPaint* paint) { 1645 int alpha; 1646 SkXfermode::Mode mode; 1647 getAlphaAndMode(paint, &alpha, &mode); 1648 1649 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1650 1651 if (mSnapshot->transform->isPureTranslate()) { 1652 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1653 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1654 1655 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1656 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 1657 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 1658 } else { 1659 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1660 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1661 GL_TRIANGLE_STRIP, gMeshCount); 1662 } 1663} 1664 1665void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1666 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1667 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1668 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 1669} 1670 1671void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1672 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1673 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1674 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 1675 1676 setupDraw(); 1677 setupDrawWithTexture(); 1678 setupDrawColor(alpha, alpha, alpha, alpha); 1679 setupDrawColorFilter(); 1680 setupDrawBlending(blend, mode, swapSrcDst); 1681 setupDrawProgram(); 1682 if (!dirty) { 1683 setupDrawDirtyRegionsDisabled(); 1684 } 1685 if (!ignoreScale) { 1686 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1687 } else { 1688 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 1689 } 1690 setupDrawPureColorUniforms(); 1691 setupDrawColorFilterUniforms(); 1692 setupDrawTexture(texture); 1693 setupDrawMesh(vertices, texCoords, vbo); 1694 1695 glDrawArrays(drawMode, 0, elementsCount); 1696 1697 finishDrawTexture(); 1698} 1699 1700void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1701 ProgramDescription& description, bool swapSrcDst) { 1702 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1703 if (blend) { 1704 if (mode < SkXfermode::kPlus_Mode) { 1705 if (!mCaches.blend) { 1706 glEnable(GL_BLEND); 1707 } 1708 1709 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1710 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1711 1712 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1713 glBlendFunc(sourceMode, destMode); 1714 mCaches.lastSrcMode = sourceMode; 1715 mCaches.lastDstMode = destMode; 1716 } 1717 } else { 1718 // These blend modes are not supported by OpenGL directly and have 1719 // to be implemented using shaders. Since the shader will perform 1720 // the blending, turn blending off here 1721 if (mCaches.extensions.hasFramebufferFetch()) { 1722 description.framebufferMode = mode; 1723 description.swapSrcDst = swapSrcDst; 1724 } 1725 1726 if (mCaches.blend) { 1727 glDisable(GL_BLEND); 1728 } 1729 blend = false; 1730 } 1731 } else if (mCaches.blend) { 1732 glDisable(GL_BLEND); 1733 } 1734 mCaches.blend = blend; 1735} 1736 1737bool OpenGLRenderer::useProgram(Program* program) { 1738 if (!program->isInUse()) { 1739 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1740 program->use(); 1741 mCaches.currentProgram = program; 1742 return false; 1743 } 1744 return true; 1745} 1746 1747void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1748 TextureVertex* v = &mMeshVertices[0]; 1749 TextureVertex::setUV(v++, u1, v1); 1750 TextureVertex::setUV(v++, u2, v1); 1751 TextureVertex::setUV(v++, u1, v2); 1752 TextureVertex::setUV(v++, u2, v2); 1753} 1754 1755void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1756 if (paint) { 1757 if (!mCaches.extensions.hasFramebufferFetch()) { 1758 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1759 if (!isMode) { 1760 // Assume SRC_OVER 1761 *mode = SkXfermode::kSrcOver_Mode; 1762 } 1763 } else { 1764 *mode = getXfermode(paint->getXfermode()); 1765 } 1766 1767 // Skia draws using the color's alpha channel if < 255 1768 // Otherwise, it uses the paint's alpha 1769 int color = paint->getColor(); 1770 *alpha = (color >> 24) & 0xFF; 1771 if (*alpha == 255) { 1772 *alpha = paint->getAlpha(); 1773 } 1774 } else { 1775 *mode = SkXfermode::kSrcOver_Mode; 1776 *alpha = 255; 1777 } 1778} 1779 1780SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1781 if (mode == NULL) { 1782 return SkXfermode::kSrcOver_Mode; 1783 } 1784 return mode->fMode; 1785} 1786 1787void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) { 1788 bool bound = false; 1789 if (wrapS != texture->wrapS) { 1790 glBindTexture(GL_TEXTURE_2D, texture->id); 1791 bound = true; 1792 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1793 texture->wrapS = wrapS; 1794 } 1795 if (wrapT != texture->wrapT) { 1796 if (!bound) { 1797 glBindTexture(GL_TEXTURE_2D, texture->id); 1798 } 1799 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1800 texture->wrapT = wrapT; 1801 } 1802} 1803 1804}; // namespace uirenderer 1805}; // namespace android 1806