OpenGLRenderer.cpp revision 0d200833fdc53f9796698f97c18cefc4a1b82df2
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 34namespace android { 35namespace uirenderer { 36 37/////////////////////////////////////////////////////////////////////////////// 38// Defines 39/////////////////////////////////////////////////////////////////////////////// 40 41#define RAD_TO_DEG (180.0f / 3.14159265f) 42#define MIN_ANGLE 0.001f 43 44// TODO: This should be set in properties 45#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 46 47/////////////////////////////////////////////////////////////////////////////// 48// Globals 49/////////////////////////////////////////////////////////////////////////////// 50 51/** 52 * Structure mapping Skia xfermodes to OpenGL blending factors. 53 */ 54struct Blender { 55 SkXfermode::Mode mode; 56 GLenum src; 57 GLenum dst; 58}; // struct Blender 59 60// In this array, the index of each Blender equals the value of the first 61// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 62static const Blender gBlends[] = { 63 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 64 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 65 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 66 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 67 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 68 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 69 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 70 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 71 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 73 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 74 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 75}; 76 77// This array contains the swapped version of each SkXfermode. For instance 78// this array's SrcOver blending mode is actually DstOver. You can refer to 79// createLayer() for more information on the purpose of this array. 80static const Blender gBlendsSwap[] = { 81 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 82 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 83 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 84 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 85 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 86 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 87 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 88 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 89 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 90 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 91 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 92 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 93}; 94 95static const GLenum gTextureUnits[] = { 96 GL_TEXTURE0, 97 GL_TEXTURE1, 98 GL_TEXTURE2 99}; 100 101/////////////////////////////////////////////////////////////////////////////// 102// Constructors/destructor 103/////////////////////////////////////////////////////////////////////////////// 104 105OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 106 mShader = NULL; 107 mColorFilter = NULL; 108 mHasShadow = false; 109 110 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 111 112 mFirstSnapshot = new Snapshot; 113} 114 115OpenGLRenderer::~OpenGLRenderer() { 116 // The context has already been destroyed at this point, do not call 117 // GL APIs. All GL state should be kept in Caches.h 118} 119 120/////////////////////////////////////////////////////////////////////////////// 121// Setup 122/////////////////////////////////////////////////////////////////////////////// 123 124void OpenGLRenderer::setViewport(int width, int height) { 125 glViewport(0, 0, width, height); 126 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 127 128 mWidth = width; 129 mHeight = height; 130 131 mFirstSnapshot->height = height; 132 mFirstSnapshot->viewport.set(0, 0, width, height); 133 134 mDirtyClip = false; 135} 136 137void OpenGLRenderer::prepare(bool opaque) { 138 mSnapshot = new Snapshot(mFirstSnapshot, 139 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 140 mSaveCount = 1; 141 142 glViewport(0, 0, mWidth, mHeight); 143 144 glDisable(GL_DITHER); 145 146 if (!opaque) { 147 glDisable(GL_SCISSOR_TEST); 148 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 149 glClear(GL_COLOR_BUFFER_BIT); 150 } 151 152 glEnable(GL_SCISSOR_TEST); 153 glScissor(0, 0, mWidth, mHeight); 154 mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); 155} 156 157void OpenGLRenderer::finish() { 158#if DEBUG_OPENGL 159 GLenum status = GL_NO_ERROR; 160 while ((status = glGetError()) != GL_NO_ERROR) { 161 LOGD("GL error from OpenGLRenderer: 0x%x", status); 162 } 163#endif 164} 165 166void OpenGLRenderer::acquireContext() { 167 if (mCaches.currentProgram) { 168 if (mCaches.currentProgram->isInUse()) { 169 mCaches.currentProgram->remove(); 170 mCaches.currentProgram = NULL; 171 } 172 } 173 mCaches.unbindMeshBuffer(); 174} 175 176void OpenGLRenderer::releaseContext() { 177 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 178 179 glEnable(GL_SCISSOR_TEST); 180 dirtyClip(); 181 182 glDisable(GL_DITHER); 183 184 glBindFramebuffer(GL_FRAMEBUFFER, 0); 185 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 186 187 mCaches.blend = true; 188 glEnable(GL_BLEND); 189 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 190 glBlendEquation(GL_FUNC_ADD); 191} 192 193/////////////////////////////////////////////////////////////////////////////// 194// State management 195/////////////////////////////////////////////////////////////////////////////// 196 197int OpenGLRenderer::getSaveCount() const { 198 return mSaveCount; 199} 200 201int OpenGLRenderer::save(int flags) { 202 return saveSnapshot(flags); 203} 204 205void OpenGLRenderer::restore() { 206 if (mSaveCount > 1) { 207 restoreSnapshot(); 208 } 209} 210 211void OpenGLRenderer::restoreToCount(int saveCount) { 212 if (saveCount < 1) saveCount = 1; 213 214 while (mSaveCount > saveCount) { 215 restoreSnapshot(); 216 } 217} 218 219int OpenGLRenderer::saveSnapshot(int flags) { 220 mSnapshot = new Snapshot(mSnapshot, flags); 221 return mSaveCount++; 222} 223 224bool OpenGLRenderer::restoreSnapshot() { 225 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 226 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 227 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 228 229 sp<Snapshot> current = mSnapshot; 230 sp<Snapshot> previous = mSnapshot->previous; 231 232 if (restoreOrtho) { 233 Rect& r = previous->viewport; 234 glViewport(r.left, r.top, r.right, r.bottom); 235 mOrthoMatrix.load(current->orthoMatrix); 236 } 237 238 mSaveCount--; 239 mSnapshot = previous; 240 241 if (restoreClip) { 242 dirtyClip(); 243 } 244 245 if (restoreLayer) { 246 composeLayer(current, previous); 247 } 248 249 return restoreClip; 250} 251 252/////////////////////////////////////////////////////////////////////////////// 253// Layers 254/////////////////////////////////////////////////////////////////////////////// 255 256int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 257 SkPaint* p, int flags) { 258 const GLuint previousFbo = mSnapshot->fbo; 259 const int count = saveSnapshot(flags); 260 261 if (!mSnapshot->invisible) { 262 int alpha = 255; 263 SkXfermode::Mode mode; 264 265 if (p) { 266 alpha = p->getAlpha(); 267 if (!mCaches.extensions.hasFramebufferFetch()) { 268 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 269 if (!isMode) { 270 // Assume SRC_OVER 271 mode = SkXfermode::kSrcOver_Mode; 272 } 273 } else { 274 mode = getXfermode(p->getXfermode()); 275 } 276 } else { 277 mode = SkXfermode::kSrcOver_Mode; 278 } 279 280 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 281 } 282 283 return count; 284} 285 286int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 287 int alpha, int flags) { 288 if (alpha >= 255 - ALPHA_THRESHOLD) { 289 return saveLayer(left, top, right, bottom, NULL, flags); 290 } else { 291 SkPaint paint; 292 paint.setAlpha(alpha); 293 return saveLayer(left, top, right, bottom, &paint, flags); 294 } 295} 296 297/** 298 * Layers are viewed by Skia are slightly different than layers in image editing 299 * programs (for instance.) When a layer is created, previously created layers 300 * and the frame buffer still receive every drawing command. For instance, if a 301 * layer is created and a shape intersecting the bounds of the layers and the 302 * framebuffer is draw, the shape will be drawn on both (unless the layer was 303 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 304 * 305 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 306 * texture. Unfortunately, this is inefficient as it requires every primitive to 307 * be drawn n + 1 times, where n is the number of active layers. In practice this 308 * means, for every primitive: 309 * - Switch active frame buffer 310 * - Change viewport, clip and projection matrix 311 * - Issue the drawing 312 * 313 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 314 * To avoid this, layers are implemented in a different way here, at least in the 315 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 316 * is set. When this flag is set we can redirect all drawing operations into a 317 * single FBO. 318 * 319 * This implementation relies on the frame buffer being at least RGBA 8888. When 320 * a layer is created, only a texture is created, not an FBO. The content of the 321 * frame buffer contained within the layer's bounds is copied into this texture 322 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 323 * buffer and drawing continues as normal. This technique therefore treats the 324 * frame buffer as a scratch buffer for the layers. 325 * 326 * To compose the layers back onto the frame buffer, each layer texture 327 * (containing the original frame buffer data) is drawn as a simple quad over 328 * the frame buffer. The trick is that the quad is set as the composition 329 * destination in the blending equation, and the frame buffer becomes the source 330 * of the composition. 331 * 332 * Drawing layers with an alpha value requires an extra step before composition. 333 * An empty quad is drawn over the layer's region in the frame buffer. This quad 334 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 335 * quad is used to multiply the colors in the frame buffer. This is achieved by 336 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 337 * GL_ZERO, GL_SRC_ALPHA. 338 * 339 * Because glCopyTexImage2D() can be slow, an alternative implementation might 340 * be use to draw a single clipped layer. The implementation described above 341 * is correct in every case. 342 * 343 * (1) The frame buffer is actually not cleared right away. To allow the GPU 344 * to potentially optimize series of calls to glCopyTexImage2D, the frame 345 * buffer is left untouched until the first drawing operation. Only when 346 * something actually gets drawn are the layers regions cleared. 347 */ 348bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 349 float right, float bottom, int alpha, SkXfermode::Mode mode, 350 int flags, GLuint previousFbo) { 351 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 352 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 353 354 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 355 356 // Window coordinates of the layer 357 Rect bounds(left, top, right, bottom); 358 if (fboLayer) { 359 // Clear the previous layer regions before we change the viewport 360 clearLayerRegions(); 361 } else { 362 mSnapshot->transform->mapRect(bounds); 363 364 // Layers only make sense if they are in the framebuffer's bounds 365 bounds.intersect(*snapshot->clipRect); 366 367 // We cannot work with sub-pixels in this case 368 bounds.snapToPixelBoundaries(); 369 370 // When the layer is not an FBO, we may use glCopyTexImage so we 371 // need to make sure the layer does not extend outside the bounds 372 // of the framebuffer 373 bounds.intersect(snapshot->previous->viewport); 374 } 375 376 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 377 bounds.getHeight() > mCaches.maxTextureSize) { 378 snapshot->invisible = true; 379 } else { 380 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 381 } 382 383 // Bail out if we won't draw in this snapshot 384 if (snapshot->invisible) { 385 return false; 386 } 387 388 glActiveTexture(gTextureUnits[0]); 389 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 390 if (!layer) { 391 return false; 392 } 393 394 layer->mode = mode; 395 layer->alpha = alpha; 396 layer->layer.set(bounds); 397 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 398 bounds.getWidth() / float(layer->width), 0.0f); 399 400 // Save the layer in the snapshot 401 snapshot->flags |= Snapshot::kFlagIsLayer; 402 snapshot->layer = layer; 403 404 if (fboLayer) { 405 return createFboLayer(layer, bounds, snapshot, previousFbo); 406 } else { 407 // Copy the framebuffer into the layer 408 glBindTexture(GL_TEXTURE_2D, layer->texture); 409 410 if (layer->empty) { 411 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, 412 snapshot->height - bounds.bottom, layer->width, layer->height, 0); 413 layer->empty = false; 414 } else { 415 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 416 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 417 } 418 419 // Enqueue the buffer coordinates to clear the corresponding region later 420 mLayers.push(new Rect(bounds)); 421 } 422 423 return true; 424} 425 426bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 427 GLuint previousFbo) { 428 layer->fbo = mCaches.fboCache.get(); 429 430#if RENDER_LAYERS_AS_REGIONS 431 snapshot->region = &snapshot->layer->region; 432 snapshot->flags |= Snapshot::kFlagFboTarget; 433#endif 434 435 Rect clip(bounds); 436 snapshot->transform->mapRect(clip); 437 clip.intersect(*snapshot->clipRect); 438 clip.snapToPixelBoundaries(); 439 clip.intersect(snapshot->previous->viewport); 440 441 mat4 inverse; 442 inverse.loadInverse(*mSnapshot->transform); 443 444 inverse.mapRect(clip); 445 clip.snapToPixelBoundaries(); 446 clip.intersect(bounds); 447 clip.translate(-bounds.left, -bounds.top); 448 449 snapshot->flags |= Snapshot::kFlagIsFboLayer; 450 snapshot->fbo = layer->fbo; 451 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 452 //snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 453 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 454 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 455 snapshot->height = bounds.getHeight(); 456 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 457 snapshot->orthoMatrix.load(mOrthoMatrix); 458 459 // Bind texture to FBO 460 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 461 glBindTexture(GL_TEXTURE_2D, layer->texture); 462 463 // Initialize the texture if needed 464 if (layer->empty) { 465 layer->empty = false; 466 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 467 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 468 } 469 470 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 471 layer->texture, 0); 472 473#if DEBUG_LAYERS_AS_REGIONS 474 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 475 if (status != GL_FRAMEBUFFER_COMPLETE) { 476 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 477 478 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 479 glDeleteTextures(1, &layer->texture); 480 mCaches.fboCache.put(layer->fbo); 481 482 delete layer; 483 484 return false; 485 } 486#endif 487 488 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 489 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 490 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 491 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 492 glClear(GL_COLOR_BUFFER_BIT); 493 494 dirtyClip(); 495 496 // Change the ortho projection 497 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 498 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 499 500 return true; 501} 502 503/** 504 * Read the documentation of createLayer() before doing anything in this method. 505 */ 506void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 507 if (!current->layer) { 508 LOGE("Attempting to compose a layer that does not exist"); 509 return; 510 } 511 512 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 513 514 if (fboLayer) { 515 // Unbind current FBO and restore previous one 516 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 517 } 518 519 Layer* layer = current->layer; 520 const Rect& rect = layer->layer; 521 522 if (!fboLayer && layer->alpha < 255) { 523 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 524 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 525 // Required below, composeLayerRect() will divide by 255 526 layer->alpha = 255; 527 } 528 529 mCaches.unbindMeshBuffer(); 530 531 glActiveTexture(gTextureUnits[0]); 532 533 // When the layer is stored in an FBO, we can save a bit of fillrate by 534 // drawing only the dirty region 535 if (fboLayer) { 536 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 537 composeLayerRegion(layer, rect); 538 } else { 539 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 540 composeLayerRect(layer, rect, true); 541 } 542 543 if (fboLayer) { 544 // Detach the texture from the FBO 545 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 546 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 547 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 548 549 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 550 mCaches.fboCache.put(current->fbo); 551 } 552 553 dirtyClip(); 554 555 // Failing to add the layer to the cache should happen only if the layer is too large 556 if (!mCaches.layerCache.put(layer)) { 557 LAYER_LOGD("Deleting layer"); 558 glDeleteTextures(1, &layer->texture); 559 delete layer; 560 } 561} 562 563void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 564 const Rect& texCoords = layer->texCoords; 565 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 566 567 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 568 layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 569 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap); 570 571 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 572} 573 574void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 575#if RENDER_LAYERS_AS_REGIONS 576 if (layer->region.isRect()) { 577 composeLayerRect(layer, rect); 578 layer->region.clear(); 579 return; 580 } 581 582 if (!layer->region.isEmpty()) { 583 size_t count; 584 const android::Rect* rects = layer->region.getArray(&count); 585 586 setupDraw(); 587 588 ProgramDescription description; 589 description.hasTexture = true; 590 591 const float alpha = layer->alpha / 255.0f; 592 const bool setColor = description.setColor(alpha, alpha, alpha, alpha); 593 chooseBlending(layer->blend || layer->alpha < 255, layer->mode, description, false); 594 595 useProgram(mCaches.programCache.get(description)); 596 597 // Texture 598 bindTexture(layer->texture); 599 glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); 600 601 // Always premultiplied 602 if (setColor) { 603 mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha); 604 } 605 606 // Mesh 607 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 608 glEnableVertexAttribArray(texCoordsSlot); 609 610 mModelView.loadIdentity(); 611 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 612 613 const float texX = 1.0f / float(layer->width); 614 const float texY = 1.0f / float(layer->height); 615 616 TextureVertex* mesh = mCaches.getRegionMesh(); 617 GLsizei numQuads = 0; 618 619 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 620 gMeshStride, &mesh[0].position[0]); 621 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, 622 gMeshStride, &mesh[0].texture[0]); 623 624 for (size_t i = 0; i < count; i++) { 625 const android::Rect* r = &rects[i]; 626 627 const float u1 = r->left * texX; 628 const float v1 = (rect.getHeight() - r->top) * texY; 629 const float u2 = r->right * texX; 630 const float v2 = (rect.getHeight() - r->bottom) * texY; 631 632 // TODO: Reject quads outside of the clip 633 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 634 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 635 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 636 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 637 638 numQuads++; 639 640 if (numQuads >= REGION_MESH_QUAD_COUNT) { 641 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 642 numQuads = 0; 643 mesh = mCaches.getRegionMesh(); 644 } 645 } 646 647 if (numQuads > 0) { 648 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 649 } 650 651 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 652 glDisableVertexAttribArray(texCoordsSlot); 653 654#if DEBUG_LAYERS_AS_REGIONS 655 uint32_t colors[] = { 656 0x7fff0000, 0x7f00ff00, 657 0x7f0000ff, 0x7fff00ff, 658 }; 659 660 int offset = 0; 661 int32_t top = rects[0].top; 662 int i = 0; 663 664 for (size_t i = 0; i < count; i++) { 665 if (top != rects[i].top) { 666 offset ^= 0x2; 667 top = rects[i].top; 668 } 669 670 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 671 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 672 SkXfermode::kSrcOver_Mode); 673 } 674#endif 675 676 layer->region.clear(); 677 } 678#else 679 composeLayerRect(layer, rect); 680#endif 681} 682 683void OpenGLRenderer::dirtyLayer(const float left, const float top, 684 const float right, const float bottom, const mat4 transform) { 685#if RENDER_LAYERS_AS_REGIONS 686 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) { 687 Rect bounds(left, top, right, bottom); 688 transform.mapRect(bounds); 689 bounds.intersect(*mSnapshot->clipRect); 690 bounds.snapToPixelBoundaries(); 691 692 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 693 if (!dirty.isEmpty()) { 694 mSnapshot->region->orSelf(dirty); 695 } 696 } 697#endif 698} 699 700void OpenGLRenderer::dirtyLayer(const float left, const float top, 701 const float right, const float bottom) { 702#if RENDER_LAYERS_AS_REGIONS 703 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) { 704 Rect bounds(left, top, right, bottom); 705 bounds.intersect(*mSnapshot->clipRect); 706 bounds.snapToPixelBoundaries(); 707 708 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 709 if (!dirty.isEmpty()) { 710 mSnapshot->region->orSelf(dirty); 711 } 712 } 713#endif 714} 715 716void OpenGLRenderer::setupDraw() { 717 clearLayerRegions(); 718 if (mDirtyClip) { 719 setScissorFromClip(); 720 } 721} 722 723void OpenGLRenderer::clearLayerRegions() { 724 if (mLayers.size() == 0 || mSnapshot->invisible) return; 725 726 Rect clipRect(*mSnapshot->clipRect); 727 clipRect.snapToPixelBoundaries(); 728 729 for (uint32_t i = 0; i < mLayers.size(); i++) { 730 Rect* bounds = mLayers.itemAt(i); 731 if (clipRect.intersects(*bounds)) { 732 // Clear the framebuffer where the layer will draw 733 glScissor(bounds->left, mSnapshot->height - bounds->bottom, 734 bounds->getWidth(), bounds->getHeight()); 735 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 736 glClear(GL_COLOR_BUFFER_BIT); 737 738 // Restore the clip 739 dirtyClip(); 740 } 741 742 delete bounds; 743 } 744 745 mLayers.clear(); 746} 747 748/////////////////////////////////////////////////////////////////////////////// 749// Transforms 750/////////////////////////////////////////////////////////////////////////////// 751 752void OpenGLRenderer::translate(float dx, float dy) { 753 mSnapshot->transform->translate(dx, dy, 0.0f); 754} 755 756void OpenGLRenderer::rotate(float degrees) { 757 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 758} 759 760void OpenGLRenderer::scale(float sx, float sy) { 761 mSnapshot->transform->scale(sx, sy, 1.0f); 762} 763 764void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 765 mSnapshot->transform->load(*matrix); 766} 767 768const float* OpenGLRenderer::getMatrix() const { 769 if (mSnapshot->fbo != 0) { 770 return &mSnapshot->transform->data[0]; 771 } 772 return &mIdentity.data[0]; 773} 774 775void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 776 mSnapshot->transform->copyTo(*matrix); 777} 778 779void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 780 SkMatrix transform; 781 mSnapshot->transform->copyTo(transform); 782 transform.preConcat(*matrix); 783 mSnapshot->transform->load(transform); 784} 785 786/////////////////////////////////////////////////////////////////////////////// 787// Clipping 788/////////////////////////////////////////////////////////////////////////////// 789 790void OpenGLRenderer::setScissorFromClip() { 791 Rect clip(*mSnapshot->clipRect); 792 clip.snapToPixelBoundaries(); 793 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 794 mDirtyClip = false; 795} 796 797const Rect& OpenGLRenderer::getClipBounds() { 798 return mSnapshot->getLocalClip(); 799} 800 801bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 802 if (mSnapshot->invisible) { 803 return true; 804 } 805 806 Rect r(left, top, right, bottom); 807 mSnapshot->transform->mapRect(r); 808 r.snapToPixelBoundaries(); 809 810 Rect clipRect(*mSnapshot->clipRect); 811 clipRect.snapToPixelBoundaries(); 812 813 return !clipRect.intersects(r); 814} 815 816bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 817 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 818 if (clipped) { 819 dirtyClip(); 820 } 821 return !mSnapshot->clipRect->isEmpty(); 822} 823 824/////////////////////////////////////////////////////////////////////////////// 825// Drawing 826/////////////////////////////////////////////////////////////////////////////// 827 828void OpenGLRenderer::drawDisplayList(DisplayList* displayList) { 829 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 830 // will be performed by the display list itself 831 if (displayList) { 832 displayList->replay(*this); 833 } 834} 835 836void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 837 const float right = left + bitmap->width(); 838 const float bottom = top + bitmap->height(); 839 840 if (quickReject(left, top, right, bottom)) { 841 return; 842 } 843 844 glActiveTexture(GL_TEXTURE0); 845 Texture* texture = mCaches.textureCache.get(bitmap); 846 if (!texture) return; 847 const AutoTexture autoCleanup(texture); 848 849 drawTextureRect(left, top, right, bottom, texture, paint); 850} 851 852void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 853 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 854 const mat4 transform(*matrix); 855 transform.mapRect(r); 856 857 if (quickReject(r.left, r.top, r.right, r.bottom)) { 858 return; 859 } 860 861 glActiveTexture(GL_TEXTURE0); 862 Texture* texture = mCaches.textureCache.get(bitmap); 863 if (!texture) return; 864 const AutoTexture autoCleanup(texture); 865 866 // This could be done in a cheaper way, all we need is pass the matrix 867 // to the vertex shader. The save/restore is a bit overkill. 868 save(SkCanvas::kMatrix_SaveFlag); 869 concatMatrix(matrix); 870 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 871 restore(); 872} 873 874void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 875 float srcLeft, float srcTop, float srcRight, float srcBottom, 876 float dstLeft, float dstTop, float dstRight, float dstBottom, 877 SkPaint* paint) { 878 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 879 return; 880 } 881 882 glActiveTexture(gTextureUnits[0]); 883 Texture* texture = mCaches.textureCache.get(bitmap); 884 if (!texture) return; 885 const AutoTexture autoCleanup(texture); 886 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 887 888 const float width = texture->width; 889 const float height = texture->height; 890 891 const float u1 = srcLeft / width; 892 const float v1 = srcTop / height; 893 const float u2 = srcRight / width; 894 const float v2 = srcBottom / height; 895 896 mCaches.unbindMeshBuffer(); 897 resetDrawTextureTexCoords(u1, v1, u2, v2); 898 899 int alpha; 900 SkXfermode::Mode mode; 901 getAlphaAndMode(paint, &alpha, &mode); 902 903 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 904 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 905 GL_TRIANGLE_STRIP, gMeshCount); 906 907 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 908} 909 910void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 911 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 912 float left, float top, float right, float bottom, SkPaint* paint) { 913 if (quickReject(left, top, right, bottom)) { 914 return; 915 } 916 917 glActiveTexture(gTextureUnits[0]); 918 Texture* texture = mCaches.textureCache.get(bitmap); 919 if (!texture) return; 920 const AutoTexture autoCleanup(texture); 921 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 922 923 int alpha; 924 SkXfermode::Mode mode; 925 getAlphaAndMode(paint, &alpha, &mode); 926 927 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 928 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 929 930 if (mesh) { 931 // Mark the current layer dirty where we are going to draw the patch 932 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && 933 mSnapshot->region && mesh->hasEmptyQuads) { 934 const size_t count = mesh->quads.size(); 935 for (size_t i = 0; i < count; i++) { 936 Rect bounds = mesh->quads.itemAt(i); 937 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, 938 *mSnapshot->transform); 939 } 940 } 941 942 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 943 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 944 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 945 true, !mesh->hasEmptyQuads); 946 } 947} 948 949void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 950 // TODO: Should do quickReject for each line 951 if (mSnapshot->invisible) return; 952 953 setupDraw(); 954 955 int alpha; 956 SkXfermode::Mode mode; 957 getAlphaAndMode(paint, &alpha, &mode); 958 959 uint32_t color = paint->getColor(); 960 const GLfloat a = alpha / 255.0f; 961 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 962 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 963 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 964 965 const bool isAA = paint->isAntiAlias(); 966 if (isAA) { 967 GLuint textureUnit = 0; 968 glActiveTexture(gTextureUnits[textureUnit]); 969 setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a, 970 mode, false, true, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 971 mCaches.line.getMeshBuffer()); 972 } else { 973 setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false, true); 974 } 975 976 const float strokeWidth = paint->getStrokeWidth(); 977 const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount; 978 const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP; 979 980 for (int i = 0; i < count; i += 4) { 981 float tx = 0.0f; 982 float ty = 0.0f; 983 984 if (isAA) { 985 mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3], 986 strokeWidth, tx, ty); 987 } else { 988 ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f; 989 } 990 991 const float dx = points[i + 2] - points[i]; 992 const float dy = points[i + 3] - points[i + 1]; 993 const float mag = sqrtf(dx * dx + dy * dy); 994 const float angle = acos(dx / mag); 995 996 mModelView.loadTranslate(points[i], points[i + 1], 0.0f); 997 if (angle > MIN_ANGLE || angle < -MIN_ANGLE) { 998 mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f); 999 } 1000 mModelView.translate(tx, ty, 0.0f); 1001 if (!isAA) { 1002 float length = mCaches.line.getLength(points[i], points[i + 1], 1003 points[i + 2], points[i + 3]); 1004 mModelView.scale(length, strokeWidth, 1.0f); 1005 } 1006 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1007 // TODO: Add bounds to the layer's region 1008 1009 if (mShader) { 1010 mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot); 1011 } 1012 1013 glDrawArrays(drawMode, 0, elementsCount); 1014 } 1015 1016 if (isAA) { 1017 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1018 } 1019} 1020 1021void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1022 // No need to check against the clip, we fill the clip region 1023 if (mSnapshot->invisible) return; 1024 1025 Rect& clip(*mSnapshot->clipRect); 1026 clip.snapToPixelBoundaries(); 1027 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1028} 1029 1030void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 1031 if (quickReject(left, top, right, bottom)) { 1032 return; 1033 } 1034 1035 SkXfermode::Mode mode; 1036 if (!mCaches.extensions.hasFramebufferFetch()) { 1037 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 1038 if (!isMode) { 1039 // Assume SRC_OVER 1040 mode = SkXfermode::kSrcOver_Mode; 1041 } 1042 } else { 1043 mode = getXfermode(p->getXfermode()); 1044 } 1045 1046 // Skia draws using the color's alpha channel if < 255 1047 // Otherwise, it uses the paint's alpha 1048 int color = p->getColor(); 1049 if (((color >> 24) & 0xff) == 255) { 1050 color |= p->getAlpha() << 24; 1051 } 1052 1053 drawColorRect(left, top, right, bottom, color, mode); 1054} 1055 1056void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 1057 float x, float y, SkPaint* paint) { 1058 if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 1059 return; 1060 } 1061 if (mSnapshot->invisible) return; 1062 1063 paint->setAntiAlias(true); 1064 1065 float length = -1.0f; 1066 switch (paint->getTextAlign()) { 1067 case SkPaint::kCenter_Align: 1068 length = paint->measureText(text, bytesCount); 1069 x -= length / 2.0f; 1070 break; 1071 case SkPaint::kRight_Align: 1072 length = paint->measureText(text, bytesCount); 1073 x -= length; 1074 break; 1075 default: 1076 break; 1077 } 1078 1079 int alpha; 1080 SkXfermode::Mode mode; 1081 getAlphaAndMode(paint, &alpha, &mode); 1082 1083 uint32_t color = paint->getColor(); 1084 const GLfloat a = alpha / 255.0f; 1085 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1086 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1087 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1088 1089 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 1090 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 1091 paint->getTextSize()); 1092 1093 setupDraw(); 1094 1095 if (mHasShadow) { 1096 glActiveTexture(gTextureUnits[0]); 1097 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1098 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 1099 count, mShadowRadius); 1100 const AutoTexture autoCleanup(shadow); 1101 1102 setupShadow(shadow, x, y, mode, a); 1103 1104 // Draw the mesh 1105 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1106 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1107 } 1108 1109 GLuint textureUnit = 0; 1110 glActiveTexture(gTextureUnits[textureUnit]); 1111 1112 // Assume that the modelView matrix does not force scales, rotates, etc. 1113 const bool linearFilter = mSnapshot->transform->changesBounds(); 1114 1115 // Dimensions are set to (0,0), the layer (if any) won't be dirtied 1116 setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit, 1117 x, y, r, g, b, a, mode, false, true, NULL, NULL); 1118 1119 const Rect& clip = mSnapshot->getLocalClip(); 1120 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 1121 1122#if RENDER_LAYERS_AS_REGIONS 1123 bool hasLayer = (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region; 1124#else 1125 bool hasLayer = false; 1126#endif 1127 1128 mCaches.unbindMeshBuffer(); 1129 if (fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y, 1130 hasLayer ? &bounds : NULL)) { 1131#if RENDER_LAYERS_AS_REGIONS 1132 if (hasLayer) { 1133 mSnapshot->transform->mapRect(bounds); 1134 bounds.intersect(*mSnapshot->clipRect); 1135 bounds.snapToPixelBoundaries(); 1136 1137 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1138 mSnapshot->region->orSelf(dirty); 1139 } 1140#endif 1141 } 1142 1143 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1144 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1145 1146 drawTextDecorations(text, bytesCount, length, x, y, paint); 1147} 1148 1149void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 1150 if (mSnapshot->invisible) return; 1151 1152 GLuint textureUnit = 0; 1153 glActiveTexture(gTextureUnits[textureUnit]); 1154 1155 const PathTexture* texture = mCaches.pathCache.get(path, paint); 1156 if (!texture) return; 1157 const AutoTexture autoCleanup(texture); 1158 1159 const float x = texture->left - texture->offset; 1160 const float y = texture->top - texture->offset; 1161 1162 if (quickReject(x, y, x + texture->width, y + texture->height)) { 1163 return; 1164 } 1165 1166 int alpha; 1167 SkXfermode::Mode mode; 1168 getAlphaAndMode(paint, &alpha, &mode); 1169 1170 uint32_t color = paint->getColor(); 1171 const GLfloat a = alpha / 255.0f; 1172 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1173 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1174 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1175 1176 setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true); 1177 1178 setupDraw(); 1179 1180 // Draw the mesh 1181 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1182 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1183} 1184 1185/////////////////////////////////////////////////////////////////////////////// 1186// Shaders 1187/////////////////////////////////////////////////////////////////////////////// 1188 1189void OpenGLRenderer::resetShader() { 1190 mShader = NULL; 1191} 1192 1193void OpenGLRenderer::setupShader(SkiaShader* shader) { 1194 mShader = shader; 1195 if (mShader) { 1196 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 1197 } 1198} 1199 1200/////////////////////////////////////////////////////////////////////////////// 1201// Color filters 1202/////////////////////////////////////////////////////////////////////////////// 1203 1204void OpenGLRenderer::resetColorFilter() { 1205 mColorFilter = NULL; 1206} 1207 1208void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 1209 mColorFilter = filter; 1210} 1211 1212/////////////////////////////////////////////////////////////////////////////// 1213// Drop shadow 1214/////////////////////////////////////////////////////////////////////////////// 1215 1216void OpenGLRenderer::resetShadow() { 1217 mHasShadow = false; 1218} 1219 1220void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 1221 mHasShadow = true; 1222 mShadowRadius = radius; 1223 mShadowDx = dx; 1224 mShadowDy = dy; 1225 mShadowColor = color; 1226} 1227 1228/////////////////////////////////////////////////////////////////////////////// 1229// Drawing implementation 1230/////////////////////////////////////////////////////////////////////////////// 1231 1232void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y, 1233 SkXfermode::Mode mode, float alpha) { 1234 const float sx = x - texture->left + mShadowDx; 1235 const float sy = y - texture->top + mShadowDy; 1236 1237 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 1238 const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha; 1239 const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f; 1240 const GLfloat g = a * ((mShadowColor >> 8) & 0xFF) / 255.0f; 1241 const GLfloat b = a * ((mShadowColor ) & 0xFF) / 255.0f; 1242 1243 GLuint textureUnit = 0; 1244 setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false); 1245} 1246 1247void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, 1248 float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode, 1249 bool transforms, bool applyFilters) { 1250 setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit, 1251 x, y, r, g, b, a, mode, transforms, applyFilters, 1252 (GLvoid*) 0, (GLvoid*) gMeshTextureOffset); 1253} 1254 1255void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 1256 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 1257 SkXfermode::Mode mode, bool transforms, bool applyFilters) { 1258 setupTextureAlpha8(texture, width, height, textureUnit, x, y, r, g, b, a, mode, 1259 transforms, applyFilters, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset); 1260} 1261 1262void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 1263 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 1264 SkXfermode::Mode mode, bool transforms, bool applyFilters, 1265 GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1266 // Describe the required shaders 1267 ProgramDescription description; 1268 description.hasTexture = true; 1269 description.hasAlpha8Texture = true; 1270 const bool setColor = description.setAlpha8Color(r, g, b, a); 1271 1272 if (applyFilters) { 1273 if (mShader) { 1274 mShader->describe(description, mCaches.extensions); 1275 } 1276 if (mColorFilter) { 1277 mColorFilter->describe(description, mCaches.extensions); 1278 } 1279 } 1280 1281 // Setup the blending mode 1282 chooseBlending(true, mode, description); 1283 1284 // Build and use the appropriate shader 1285 useProgram(mCaches.programCache.get(description)); 1286 1287 bindTexture(texture); 1288 glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit); 1289 1290 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1291 glEnableVertexAttribArray(texCoordsSlot); 1292 1293 if (texCoords) { 1294 // Setup attributes 1295 if (!vertices) { 1296 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1297 } else { 1298 mCaches.unbindMeshBuffer(); 1299 } 1300 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1301 gMeshStride, vertices); 1302 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1303 } 1304 1305 // Setup uniforms 1306 if (transforms) { 1307 mModelView.loadTranslate(x, y, 0.0f); 1308 mModelView.scale(width, height, 1.0f); 1309 } else { 1310 mModelView.loadIdentity(); 1311 } 1312 1313 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1314 if (width > 0 && height > 0) { 1315 dirtyLayer(x, y, x + width, y + height, *mSnapshot->transform); 1316 } 1317 1318 if (setColor) { 1319 mCaches.currentProgram->setColor(r, g, b, a); 1320 } 1321 1322 textureUnit++; 1323 if (applyFilters) { 1324 // Setup attributes and uniforms required by the shaders 1325 if (mShader) { 1326 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1327 } 1328 if (mColorFilter) { 1329 mColorFilter->setupProgram(mCaches.currentProgram); 1330 } 1331 } 1332} 1333 1334// Same values used by Skia 1335#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1336#define kStdUnderline_Offset (1.0f / 9.0f) 1337#define kStdUnderline_Thickness (1.0f / 18.0f) 1338 1339void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1340 float x, float y, SkPaint* paint) { 1341 // Handle underline and strike-through 1342 uint32_t flags = paint->getFlags(); 1343 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1344 float underlineWidth = length; 1345 // If length is > 0.0f, we already measured the text for the text alignment 1346 if (length <= 0.0f) { 1347 underlineWidth = paint->measureText(text, bytesCount); 1348 } 1349 1350 float offsetX = 0; 1351 switch (paint->getTextAlign()) { 1352 case SkPaint::kCenter_Align: 1353 offsetX = underlineWidth * 0.5f; 1354 break; 1355 case SkPaint::kRight_Align: 1356 offsetX = underlineWidth; 1357 break; 1358 default: 1359 break; 1360 } 1361 1362 if (underlineWidth > 0.0f) { 1363 const float textSize = paint->getTextSize(); 1364 const float strokeWidth = textSize * kStdUnderline_Thickness; 1365 1366 const float left = x - offsetX; 1367 float top = 0.0f; 1368 1369 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 1370 float points[pointsCount]; 1371 int currentPoint = 0; 1372 1373 if (flags & SkPaint::kUnderlineText_Flag) { 1374 top = y + textSize * kStdUnderline_Offset; 1375 points[currentPoint++] = left; 1376 points[currentPoint++] = top; 1377 points[currentPoint++] = left + underlineWidth; 1378 points[currentPoint++] = top; 1379 } 1380 1381 if (flags & SkPaint::kStrikeThruText_Flag) { 1382 top = y + textSize * kStdStrikeThru_Offset; 1383 points[currentPoint++] = left; 1384 points[currentPoint++] = top; 1385 points[currentPoint++] = left + underlineWidth; 1386 points[currentPoint++] = top; 1387 } 1388 1389 SkPaint linesPaint(*paint); 1390 linesPaint.setStrokeWidth(strokeWidth); 1391 1392 drawLines(&points[0], pointsCount, &linesPaint); 1393 } 1394 } 1395} 1396 1397void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1398 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1399 setupDraw(); 1400 1401 // If a shader is set, preserve only the alpha 1402 if (mShader) { 1403 color |= 0x00ffffff; 1404 } 1405 1406 // Render using pre-multiplied alpha 1407 const int alpha = (color >> 24) & 0xFF; 1408 const GLfloat a = alpha / 255.0f; 1409 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1410 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1411 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1412 1413 setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform); 1414 1415 // Draw the mesh 1416 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1417} 1418 1419void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom, 1420 float r, float g, float b, float a, SkXfermode::Mode mode, 1421 bool ignoreTransform, bool ignoreMatrix) { 1422 GLuint textureUnit = 0; 1423 1424 // Describe the required shaders 1425 ProgramDescription description; 1426 const bool setColor = description.setColor(r, g, b, a); 1427 1428 if (mShader) { 1429 mShader->describe(description, mCaches.extensions); 1430 } 1431 if (mColorFilter) { 1432 mColorFilter->describe(description, mCaches.extensions); 1433 } 1434 1435 // Setup the blending mode 1436 chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description); 1437 1438 // Build and use the appropriate shader 1439 useProgram(mCaches.programCache.get(description)); 1440 1441 // Setup attributes 1442 mCaches.bindMeshBuffer(); 1443 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1444 gMeshStride, 0); 1445 1446 if (!ignoreMatrix) { 1447 // Setup uniforms 1448 mModelView.loadTranslate(left, top, 0.0f); 1449 mModelView.scale(right - left, bottom - top, 1.0f); 1450 if (!ignoreTransform) { 1451 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1452 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1453 } else { 1454 mat4 identity; 1455 mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity); 1456 dirtyLayer(left, top, right, bottom); 1457 } 1458 } 1459 mCaches.currentProgram->setColor(r, g, b, a); 1460 1461 // Setup attributes and uniforms required by the shaders 1462 if (mShader) { 1463 if (ignoreMatrix) mModelView.loadIdentity(); 1464 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1465 } 1466 if (mColorFilter) { 1467 mColorFilter->setupProgram(mCaches.currentProgram); 1468 } 1469} 1470 1471void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1472 Texture* texture, SkPaint* paint) { 1473 int alpha; 1474 SkXfermode::Mode mode; 1475 getAlphaAndMode(paint, &alpha, &mode); 1476 1477 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1478 1479 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1480 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1481 GL_TRIANGLE_STRIP, gMeshCount); 1482} 1483 1484void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1485 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1486 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1487 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 1488} 1489 1490void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1491 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1492 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1493 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 1494 setupDraw(); 1495 1496 ProgramDescription description; 1497 description.hasTexture = true; 1498 const bool setColor = description.setColor(alpha, alpha, alpha, alpha); 1499 if (mColorFilter) { 1500 mColorFilter->describe(description, mCaches.extensions); 1501 } 1502 1503 mModelView.loadTranslate(left, top, 0.0f); 1504 if (!ignoreScale) { 1505 mModelView.scale(right - left, bottom - top, 1.0f); 1506 } 1507 1508 chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst); 1509 1510 useProgram(mCaches.programCache.get(description)); 1511 if (!ignoreTransform) { 1512 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1513 if (dirty) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1514 } else { 1515 mat4 identity; 1516 mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity); 1517 if (dirty) dirtyLayer(left, top, right, bottom); 1518 } 1519 1520 // Texture 1521 bindTexture(texture); 1522 glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); 1523 1524 // Always premultiplied 1525 if (setColor) { 1526 mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha); 1527 } 1528 1529 // Mesh 1530 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1531 glEnableVertexAttribArray(texCoordsSlot); 1532 1533 if (!vertices) { 1534 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1535 } else { 1536 mCaches.unbindMeshBuffer(); 1537 } 1538 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1539 gMeshStride, vertices); 1540 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1541 1542 // Color filter 1543 if (mColorFilter) { 1544 mColorFilter->setupProgram(mCaches.currentProgram); 1545 } 1546 1547 glDrawArrays(drawMode, 0, elementsCount); 1548 glDisableVertexAttribArray(texCoordsSlot); 1549} 1550 1551void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1552 ProgramDescription& description, bool swapSrcDst) { 1553 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1554 if (blend) { 1555 if (mode < SkXfermode::kPlus_Mode) { 1556 if (!mCaches.blend) { 1557 glEnable(GL_BLEND); 1558 } 1559 1560 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1561 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1562 1563 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1564 glBlendFunc(sourceMode, destMode); 1565 mCaches.lastSrcMode = sourceMode; 1566 mCaches.lastDstMode = destMode; 1567 } 1568 } else { 1569 // These blend modes are not supported by OpenGL directly and have 1570 // to be implemented using shaders. Since the shader will perform 1571 // the blending, turn blending off here 1572 if (mCaches.extensions.hasFramebufferFetch()) { 1573 description.framebufferMode = mode; 1574 description.swapSrcDst = swapSrcDst; 1575 } 1576 1577 if (mCaches.blend) { 1578 glDisable(GL_BLEND); 1579 } 1580 blend = false; 1581 } 1582 } else if (mCaches.blend) { 1583 glDisable(GL_BLEND); 1584 } 1585 mCaches.blend = blend; 1586} 1587 1588bool OpenGLRenderer::useProgram(Program* program) { 1589 if (!program->isInUse()) { 1590 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1591 program->use(); 1592 mCaches.currentProgram = program; 1593 return false; 1594 } 1595 return true; 1596} 1597 1598void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1599 TextureVertex* v = &mMeshVertices[0]; 1600 TextureVertex::setUV(v++, u1, v1); 1601 TextureVertex::setUV(v++, u2, v1); 1602 TextureVertex::setUV(v++, u1, v2); 1603 TextureVertex::setUV(v++, u2, v2); 1604} 1605 1606void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1607 if (paint) { 1608 if (!mCaches.extensions.hasFramebufferFetch()) { 1609 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1610 if (!isMode) { 1611 // Assume SRC_OVER 1612 *mode = SkXfermode::kSrcOver_Mode; 1613 } 1614 } else { 1615 *mode = getXfermode(paint->getXfermode()); 1616 } 1617 1618 // Skia draws using the color's alpha channel if < 255 1619 // Otherwise, it uses the paint's alpha 1620 int color = paint->getColor(); 1621 *alpha = (color >> 24) & 0xFF; 1622 if (*alpha == 255) { 1623 *alpha = paint->getAlpha(); 1624 } 1625 } else { 1626 *mode = SkXfermode::kSrcOver_Mode; 1627 *alpha = 255; 1628 } 1629} 1630 1631SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1632 if (mode == NULL) { 1633 return SkXfermode::kSrcOver_Mode; 1634 } 1635 return mode->fMode; 1636} 1637 1638void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) { 1639 bool bound = false; 1640 if (wrapS != texture->wrapS) { 1641 glBindTexture(GL_TEXTURE_2D, texture->id); 1642 bound = true; 1643 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1644 texture->wrapS = wrapS; 1645 } 1646 if (wrapT != texture->wrapT) { 1647 if (!bound) { 1648 glBindTexture(GL_TEXTURE_2D, texture->id); 1649 } 1650 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1651 texture->wrapT = wrapT; 1652 } 1653} 1654 1655}; // namespace uirenderer 1656}; // namespace android 1657