OpenGLRenderer.cpp revision 0fe478ea04720a57ef3919dbc23711bc7eba517f
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 glEnable(GL_SCISSOR_TEST); 151 } else { 152 glEnable(GL_SCISSOR_TEST); 153 glScissor(0, 0, mWidth, mHeight); 154 dirtyClip(); 155 } 156 157 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 } 166#endif 167} 168 169void OpenGLRenderer::acquireContext() { 170 if (mCaches.currentProgram) { 171 if (mCaches.currentProgram->isInUse()) { 172 mCaches.currentProgram->remove(); 173 mCaches.currentProgram = NULL; 174 } 175 } 176 mCaches.unbindMeshBuffer(); 177} 178 179void OpenGLRenderer::releaseContext() { 180 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 181 182 glEnable(GL_SCISSOR_TEST); 183 dirtyClip(); 184 185 glDisable(GL_DITHER); 186 187 glBindFramebuffer(GL_FRAMEBUFFER, 0); 188 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 189 190 mCaches.blend = true; 191 glEnable(GL_BLEND); 192 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 193 glBlendEquation(GL_FUNC_ADD); 194} 195 196/////////////////////////////////////////////////////////////////////////////// 197// State management 198/////////////////////////////////////////////////////////////////////////////// 199 200int OpenGLRenderer::getSaveCount() const { 201 return mSaveCount; 202} 203 204int OpenGLRenderer::save(int flags) { 205 return saveSnapshot(flags); 206} 207 208void OpenGLRenderer::restore() { 209 if (mSaveCount > 1) { 210 restoreSnapshot(); 211 } 212} 213 214void OpenGLRenderer::restoreToCount(int saveCount) { 215 if (saveCount < 1) saveCount = 1; 216 217 while (mSaveCount > saveCount) { 218 restoreSnapshot(); 219 } 220} 221 222int OpenGLRenderer::saveSnapshot(int flags) { 223 mSnapshot = new Snapshot(mSnapshot, flags); 224 return mSaveCount++; 225} 226 227bool OpenGLRenderer::restoreSnapshot() { 228 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 229 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 230 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 231 232 sp<Snapshot> current = mSnapshot; 233 sp<Snapshot> previous = mSnapshot->previous; 234 235 if (restoreOrtho) { 236 Rect& r = previous->viewport; 237 glViewport(r.left, r.top, r.right, r.bottom); 238 mOrthoMatrix.load(current->orthoMatrix); 239 } 240 241 mSaveCount--; 242 mSnapshot = previous; 243 244 if (restoreClip) { 245 dirtyClip(); 246 } 247 248 if (restoreLayer) { 249 composeLayer(current, previous); 250 } 251 252 return restoreClip; 253} 254 255/////////////////////////////////////////////////////////////////////////////// 256// Layers 257/////////////////////////////////////////////////////////////////////////////// 258 259int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 260 SkPaint* p, int flags) { 261 const GLuint previousFbo = mSnapshot->fbo; 262 const int count = saveSnapshot(flags); 263 264 if (!mSnapshot->invisible) { 265 int alpha = 255; 266 SkXfermode::Mode mode; 267 268 if (p) { 269 alpha = p->getAlpha(); 270 if (!mCaches.extensions.hasFramebufferFetch()) { 271 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 272 if (!isMode) { 273 // Assume SRC_OVER 274 mode = SkXfermode::kSrcOver_Mode; 275 } 276 } else { 277 mode = getXfermode(p->getXfermode()); 278 } 279 } else { 280 mode = SkXfermode::kSrcOver_Mode; 281 } 282 283 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 284 } 285 286 return count; 287} 288 289int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 290 int alpha, int flags) { 291 if (alpha >= 255 - ALPHA_THRESHOLD) { 292 return saveLayer(left, top, right, bottom, NULL, flags); 293 } else { 294 SkPaint paint; 295 paint.setAlpha(alpha); 296 return saveLayer(left, top, right, bottom, &paint, flags); 297 } 298} 299 300/** 301 * Layers are viewed by Skia are slightly different than layers in image editing 302 * programs (for instance.) When a layer is created, previously created layers 303 * and the frame buffer still receive every drawing command. For instance, if a 304 * layer is created and a shape intersecting the bounds of the layers and the 305 * framebuffer is draw, the shape will be drawn on both (unless the layer was 306 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 307 * 308 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 309 * texture. Unfortunately, this is inefficient as it requires every primitive to 310 * be drawn n + 1 times, where n is the number of active layers. In practice this 311 * means, for every primitive: 312 * - Switch active frame buffer 313 * - Change viewport, clip and projection matrix 314 * - Issue the drawing 315 * 316 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 317 * To avoid this, layers are implemented in a different way here, at least in the 318 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 319 * is set. When this flag is set we can redirect all drawing operations into a 320 * single FBO. 321 * 322 * This implementation relies on the frame buffer being at least RGBA 8888. When 323 * a layer is created, only a texture is created, not an FBO. The content of the 324 * frame buffer contained within the layer's bounds is copied into this texture 325 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 326 * buffer and drawing continues as normal. This technique therefore treats the 327 * frame buffer as a scratch buffer for the layers. 328 * 329 * To compose the layers back onto the frame buffer, each layer texture 330 * (containing the original frame buffer data) is drawn as a simple quad over 331 * the frame buffer. The trick is that the quad is set as the composition 332 * destination in the blending equation, and the frame buffer becomes the source 333 * of the composition. 334 * 335 * Drawing layers with an alpha value requires an extra step before composition. 336 * An empty quad is drawn over the layer's region in the frame buffer. This quad 337 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 338 * quad is used to multiply the colors in the frame buffer. This is achieved by 339 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 340 * GL_ZERO, GL_SRC_ALPHA. 341 * 342 * Because glCopyTexImage2D() can be slow, an alternative implementation might 343 * be use to draw a single clipped layer. The implementation described above 344 * is correct in every case. 345 * 346 * (1) The frame buffer is actually not cleared right away. To allow the GPU 347 * to potentially optimize series of calls to glCopyTexImage2D, the frame 348 * buffer is left untouched until the first drawing operation. Only when 349 * something actually gets drawn are the layers regions cleared. 350 */ 351bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 352 float right, float bottom, int alpha, SkXfermode::Mode mode, 353 int flags, GLuint previousFbo) { 354 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 355 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 356 357 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 358 359 // Window coordinates of the layer 360 Rect bounds(left, top, right, bottom); 361 if (fboLayer) { 362 // Clear the previous layer regions before we change the viewport 363 clearLayerRegions(); 364 } else { 365 mSnapshot->transform->mapRect(bounds); 366 367 // Layers only make sense if they are in the framebuffer's bounds 368 bounds.intersect(*snapshot->clipRect); 369 370 // We cannot work with sub-pixels in this case 371 bounds.snapToPixelBoundaries(); 372 373 // When the layer is not an FBO, we may use glCopyTexImage so we 374 // need to make sure the layer does not extend outside the bounds 375 // of the framebuffer 376 bounds.intersect(snapshot->previous->viewport); 377 } 378 379 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 380 bounds.getHeight() > mCaches.maxTextureSize) { 381 snapshot->invisible = true; 382 } else { 383 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 384 } 385 386 // Bail out if we won't draw in this snapshot 387 if (snapshot->invisible) { 388 return false; 389 } 390 391 glActiveTexture(gTextureUnits[0]); 392 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 393 if (!layer) { 394 return false; 395 } 396 397 layer->mode = mode; 398 layer->alpha = alpha; 399 layer->layer.set(bounds); 400 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 401 bounds.getWidth() / float(layer->width), 0.0f); 402 403 // Save the layer in the snapshot 404 snapshot->flags |= Snapshot::kFlagIsLayer; 405 snapshot->layer = layer; 406 407 if (fboLayer) { 408 return createFboLayer(layer, bounds, snapshot, previousFbo); 409 } else { 410 // Copy the framebuffer into the layer 411 glBindTexture(GL_TEXTURE_2D, layer->texture); 412 413 if (layer->empty) { 414 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, 415 snapshot->height - bounds.bottom, layer->width, layer->height, 0); 416 layer->empty = false; 417 } else { 418 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 419 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 420 } 421 422 // Enqueue the buffer coordinates to clear the corresponding region later 423 mLayers.push(new Rect(bounds)); 424 } 425 426 return true; 427} 428 429bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 430 GLuint previousFbo) { 431 layer->fbo = mCaches.fboCache.get(); 432 433#if RENDER_LAYERS_AS_REGIONS 434 snapshot->region = &snapshot->layer->region; 435 snapshot->flags |= Snapshot::kFlagFboTarget; 436#endif 437 438 Rect clip(bounds); 439 snapshot->transform->mapRect(clip); 440 clip.intersect(*snapshot->clipRect); 441 clip.snapToPixelBoundaries(); 442 clip.intersect(snapshot->previous->viewport); 443 444 mat4 inverse; 445 inverse.loadInverse(*mSnapshot->transform); 446 447 inverse.mapRect(clip); 448 clip.snapToPixelBoundaries(); 449 clip.intersect(bounds); 450 clip.translate(-bounds.left, -bounds.top); 451 452 snapshot->flags |= Snapshot::kFlagIsFboLayer; 453 snapshot->fbo = layer->fbo; 454 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 455 //snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 456 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 457 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 458 snapshot->height = bounds.getHeight(); 459 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 460 snapshot->orthoMatrix.load(mOrthoMatrix); 461 462 // Bind texture to FBO 463 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 464 glBindTexture(GL_TEXTURE_2D, layer->texture); 465 466 // Initialize the texture if needed 467 if (layer->empty) { 468 layer->empty = false; 469 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 470 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 471 } 472 473 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 474 layer->texture, 0); 475 476#if DEBUG_LAYERS_AS_REGIONS 477 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 478 if (status != GL_FRAMEBUFFER_COMPLETE) { 479 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 480 481 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 482 glDeleteTextures(1, &layer->texture); 483 mCaches.fboCache.put(layer->fbo); 484 485 delete layer; 486 487 return false; 488 } 489#endif 490 491 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 492 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 493 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 494 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 495 glClear(GL_COLOR_BUFFER_BIT); 496 497 dirtyClip(); 498 499 // Change the ortho projection 500 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 501 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 502 503 return true; 504} 505 506/** 507 * Read the documentation of createLayer() before doing anything in this method. 508 */ 509void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 510 if (!current->layer) { 511 LOGE("Attempting to compose a layer that does not exist"); 512 return; 513 } 514 515 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 516 517 if (fboLayer) { 518 // Unbind current FBO and restore previous one 519 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 520 } 521 522 Layer* layer = current->layer; 523 const Rect& rect = layer->layer; 524 525 if (!fboLayer && layer->alpha < 255) { 526 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 527 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 528 // Required below, composeLayerRect() will divide by 255 529 layer->alpha = 255; 530 } 531 532 mCaches.unbindMeshBuffer(); 533 534 glActiveTexture(gTextureUnits[0]); 535 536 // When the layer is stored in an FBO, we can save a bit of fillrate by 537 // drawing only the dirty region 538 if (fboLayer) { 539 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 540 composeLayerRegion(layer, rect); 541 } else { 542 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 543 composeLayerRect(layer, rect, true); 544 } 545 546 if (fboLayer) { 547 // Detach the texture from the FBO 548 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 549 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 550 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 551 552 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 553 mCaches.fboCache.put(current->fbo); 554 } 555 556 dirtyClip(); 557 558 // Failing to add the layer to the cache should happen only if the layer is too large 559 if (!mCaches.layerCache.put(layer)) { 560 LAYER_LOGD("Deleting layer"); 561 glDeleteTextures(1, &layer->texture); 562 delete layer; 563 } 564} 565 566void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 567 const Rect& texCoords = layer->texCoords; 568 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 569 570 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 571 layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 572 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap); 573 574 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 575} 576 577void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 578#if RENDER_LAYERS_AS_REGIONS 579 if (layer->region.isRect()) { 580 composeLayerRect(layer, rect); 581 layer->region.clear(); 582 return; 583 } 584 585 if (!layer->region.isEmpty()) { 586 size_t count; 587 const android::Rect* rects = layer->region.getArray(&count); 588 589 setupDraw(); 590 591 ProgramDescription description; 592 description.hasTexture = true; 593 594 const float alpha = layer->alpha / 255.0f; 595 const bool setColor = description.setColor(alpha, alpha, alpha, alpha); 596 chooseBlending(layer->blend || layer->alpha < 255, layer->mode, description, false); 597 598 useProgram(mCaches.programCache.get(description)); 599 600 // Texture 601 bindTexture(layer->texture); 602 glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); 603 604 // Always premultiplied 605 if (setColor) { 606 mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha); 607 } 608 609 // Mesh 610 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 611 glEnableVertexAttribArray(texCoordsSlot); 612 613 mModelView.loadIdentity(); 614 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 615 616 const float texX = 1.0f / float(layer->width); 617 const float texY = 1.0f / float(layer->height); 618 619 TextureVertex* mesh = mCaches.getRegionMesh(); 620 GLsizei numQuads = 0; 621 622 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 623 gMeshStride, &mesh[0].position[0]); 624 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, 625 gMeshStride, &mesh[0].texture[0]); 626 627 for (size_t i = 0; i < count; i++) { 628 const android::Rect* r = &rects[i]; 629 630 const float u1 = r->left * texX; 631 const float v1 = (rect.getHeight() - r->top) * texY; 632 const float u2 = r->right * texX; 633 const float v2 = (rect.getHeight() - r->bottom) * texY; 634 635 // TODO: Reject quads outside of the clip 636 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 637 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 638 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 639 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 640 641 numQuads++; 642 643 if (numQuads >= REGION_MESH_QUAD_COUNT) { 644 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 645 numQuads = 0; 646 mesh = mCaches.getRegionMesh(); 647 } 648 } 649 650 if (numQuads > 0) { 651 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 652 } 653 654 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 655 glDisableVertexAttribArray(texCoordsSlot); 656 657#if DEBUG_LAYERS_AS_REGIONS 658 uint32_t colors[] = { 659 0x7fff0000, 0x7f00ff00, 660 0x7f0000ff, 0x7fff00ff, 661 }; 662 663 int offset = 0; 664 int32_t top = rects[0].top; 665 int i = 0; 666 667 for (size_t i = 0; i < count; i++) { 668 if (top != rects[i].top) { 669 offset ^= 0x2; 670 top = rects[i].top; 671 } 672 673 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 674 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 675 SkXfermode::kSrcOver_Mode); 676 } 677#endif 678 679 layer->region.clear(); 680 } 681#else 682 composeLayerRect(layer, rect); 683#endif 684} 685 686void OpenGLRenderer::dirtyLayer(const float left, const float top, 687 const float right, const float bottom, const mat4 transform) { 688#if RENDER_LAYERS_AS_REGIONS 689 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) { 690 Rect bounds(left, top, right, bottom); 691 transform.mapRect(bounds); 692 bounds.intersect(*mSnapshot->clipRect); 693 bounds.snapToPixelBoundaries(); 694 695 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 696 if (!dirty.isEmpty()) { 697 mSnapshot->region->orSelf(dirty); 698 } 699 } 700#endif 701} 702 703void OpenGLRenderer::dirtyLayer(const float left, const float top, 704 const float right, const float bottom) { 705#if RENDER_LAYERS_AS_REGIONS 706 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) { 707 Rect bounds(left, top, right, bottom); 708 bounds.intersect(*mSnapshot->clipRect); 709 bounds.snapToPixelBoundaries(); 710 711 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 712 if (!dirty.isEmpty()) { 713 mSnapshot->region->orSelf(dirty); 714 } 715 } 716#endif 717} 718 719void OpenGLRenderer::setupDraw() { 720 clearLayerRegions(); 721 if (mDirtyClip) { 722 setScissorFromClip(); 723 } 724} 725 726void OpenGLRenderer::clearLayerRegions() { 727 if (mLayers.size() == 0 || mSnapshot->invisible) return; 728 729 Rect clipRect(*mSnapshot->clipRect); 730 clipRect.snapToPixelBoundaries(); 731 732 for (uint32_t i = 0; i < mLayers.size(); i++) { 733 Rect* bounds = mLayers.itemAt(i); 734 if (clipRect.intersects(*bounds)) { 735 // Clear the framebuffer where the layer will draw 736 glScissor(bounds->left, mSnapshot->height - bounds->bottom, 737 bounds->getWidth(), bounds->getHeight()); 738 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 739 glClear(GL_COLOR_BUFFER_BIT); 740 741 // Restore the clip 742 dirtyClip(); 743 } 744 745 delete bounds; 746 } 747 748 mLayers.clear(); 749} 750 751/////////////////////////////////////////////////////////////////////////////// 752// Transforms 753/////////////////////////////////////////////////////////////////////////////// 754 755void OpenGLRenderer::translate(float dx, float dy) { 756 mSnapshot->transform->translate(dx, dy, 0.0f); 757} 758 759void OpenGLRenderer::rotate(float degrees) { 760 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 761} 762 763void OpenGLRenderer::scale(float sx, float sy) { 764 mSnapshot->transform->scale(sx, sy, 1.0f); 765} 766 767void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 768 mSnapshot->transform->load(*matrix); 769} 770 771const float* OpenGLRenderer::getMatrix() const { 772 if (mSnapshot->fbo != 0) { 773 return &mSnapshot->transform->data[0]; 774 } 775 return &mIdentity.data[0]; 776} 777 778void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 779 mSnapshot->transform->copyTo(*matrix); 780} 781 782void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 783 SkMatrix transform; 784 mSnapshot->transform->copyTo(transform); 785 transform.preConcat(*matrix); 786 mSnapshot->transform->load(transform); 787} 788 789/////////////////////////////////////////////////////////////////////////////// 790// Clipping 791/////////////////////////////////////////////////////////////////////////////// 792 793void OpenGLRenderer::setScissorFromClip() { 794 Rect clip(*mSnapshot->clipRect); 795 clip.snapToPixelBoundaries(); 796 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 797 mDirtyClip = false; 798} 799 800const Rect& OpenGLRenderer::getClipBounds() { 801 return mSnapshot->getLocalClip(); 802} 803 804bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 805 if (mSnapshot->invisible) { 806 return true; 807 } 808 809 Rect r(left, top, right, bottom); 810 mSnapshot->transform->mapRect(r); 811 r.snapToPixelBoundaries(); 812 813 Rect clipRect(*mSnapshot->clipRect); 814 clipRect.snapToPixelBoundaries(); 815 816 return !clipRect.intersects(r); 817} 818 819bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 820 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 821 if (clipped) { 822 dirtyClip(); 823 } 824 return !mSnapshot->clipRect->isEmpty(); 825} 826 827/////////////////////////////////////////////////////////////////////////////// 828// Drawing 829/////////////////////////////////////////////////////////////////////////////// 830 831void OpenGLRenderer::drawDisplayList(DisplayList* displayList) { 832 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 833 // will be performed by the display list itself 834 if (displayList) { 835 displayList->replay(*this); 836 } 837} 838 839void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 840 const float right = left + bitmap->width(); 841 const float bottom = top + bitmap->height(); 842 843 if (quickReject(left, top, right, bottom)) { 844 return; 845 } 846 847 glActiveTexture(GL_TEXTURE0); 848 Texture* texture = mCaches.textureCache.get(bitmap); 849 if (!texture) return; 850 const AutoTexture autoCleanup(texture); 851 852 drawTextureRect(left, top, right, bottom, texture, paint); 853} 854 855void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 856 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 857 const mat4 transform(*matrix); 858 transform.mapRect(r); 859 860 if (quickReject(r.left, r.top, r.right, r.bottom)) { 861 return; 862 } 863 864 glActiveTexture(GL_TEXTURE0); 865 Texture* texture = mCaches.textureCache.get(bitmap); 866 if (!texture) return; 867 const AutoTexture autoCleanup(texture); 868 869 // This could be done in a cheaper way, all we need is pass the matrix 870 // to the vertex shader. The save/restore is a bit overkill. 871 save(SkCanvas::kMatrix_SaveFlag); 872 concatMatrix(matrix); 873 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 874 restore(); 875} 876 877void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 878 float srcLeft, float srcTop, float srcRight, float srcBottom, 879 float dstLeft, float dstTop, float dstRight, float dstBottom, 880 SkPaint* paint) { 881 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 882 return; 883 } 884 885 glActiveTexture(gTextureUnits[0]); 886 Texture* texture = mCaches.textureCache.get(bitmap); 887 if (!texture) return; 888 const AutoTexture autoCleanup(texture); 889 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 890 891 const float width = texture->width; 892 const float height = texture->height; 893 894 const float u1 = srcLeft / width; 895 const float v1 = srcTop / height; 896 const float u2 = srcRight / width; 897 const float v2 = srcBottom / height; 898 899 mCaches.unbindMeshBuffer(); 900 resetDrawTextureTexCoords(u1, v1, u2, v2); 901 902 int alpha; 903 SkXfermode::Mode mode; 904 getAlphaAndMode(paint, &alpha, &mode); 905 906 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 907 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 908 GL_TRIANGLE_STRIP, gMeshCount); 909 910 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 911} 912 913void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 914 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 915 float left, float top, float right, float bottom, SkPaint* paint) { 916 if (quickReject(left, top, right, bottom)) { 917 return; 918 } 919 920 glActiveTexture(gTextureUnits[0]); 921 Texture* texture = mCaches.textureCache.get(bitmap); 922 if (!texture) return; 923 const AutoTexture autoCleanup(texture); 924 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 925 926 int alpha; 927 SkXfermode::Mode mode; 928 getAlphaAndMode(paint, &alpha, &mode); 929 930 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 931 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 932 933 if (mesh) { 934 // Mark the current layer dirty where we are going to draw the patch 935 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && 936 mSnapshot->region && mesh->hasEmptyQuads) { 937 const size_t count = mesh->quads.size(); 938 for (size_t i = 0; i < count; i++) { 939 Rect bounds = mesh->quads.itemAt(i); 940 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, 941 *mSnapshot->transform); 942 } 943 } 944 945 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 946 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 947 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 948 true, !mesh->hasEmptyQuads); 949 } 950} 951 952void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 953 // TODO: Should do quickReject for each line 954 if (mSnapshot->invisible) return; 955 956 setupDraw(); 957 958 int alpha; 959 SkXfermode::Mode mode; 960 getAlphaAndMode(paint, &alpha, &mode); 961 962 uint32_t color = paint->getColor(); 963 const GLfloat a = alpha / 255.0f; 964 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 965 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 966 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 967 968 const bool isAA = paint->isAntiAlias(); 969 if (isAA) { 970 GLuint textureUnit = 0; 971 glActiveTexture(gTextureUnits[textureUnit]); 972 setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a, 973 mode, false, true, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 974 mCaches.line.getMeshBuffer()); 975 } else { 976 setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false, true); 977 } 978 979 const float strokeWidth = paint->getStrokeWidth(); 980 const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount; 981 const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP; 982 983 for (int i = 0; i < count; i += 4) { 984 float tx = 0.0f; 985 float ty = 0.0f; 986 987 if (isAA) { 988 mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3], 989 strokeWidth, tx, ty); 990 } else { 991 ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f; 992 } 993 994 const float dx = points[i + 2] - points[i]; 995 const float dy = points[i + 3] - points[i + 1]; 996 const float mag = sqrtf(dx * dx + dy * dy); 997 const float angle = acos(dx / mag); 998 999 mModelView.loadTranslate(points[i], points[i + 1], 0.0f); 1000 if (angle > MIN_ANGLE || angle < -MIN_ANGLE) { 1001 mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f); 1002 } 1003 mModelView.translate(tx, ty, 0.0f); 1004 if (!isAA) { 1005 float length = mCaches.line.getLength(points[i], points[i + 1], 1006 points[i + 2], points[i + 3]); 1007 mModelView.scale(length, strokeWidth, 1.0f); 1008 } 1009 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1010 // TODO: Add bounds to the layer's region 1011 1012 if (mShader) { 1013 mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot); 1014 } 1015 1016 glDrawArrays(drawMode, 0, elementsCount); 1017 } 1018 1019 if (isAA) { 1020 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1021 } 1022} 1023 1024void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1025 // No need to check against the clip, we fill the clip region 1026 if (mSnapshot->invisible) return; 1027 1028 Rect& clip(*mSnapshot->clipRect); 1029 clip.snapToPixelBoundaries(); 1030 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1031} 1032 1033void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 1034 if (quickReject(left, top, right, bottom)) { 1035 return; 1036 } 1037 1038 SkXfermode::Mode mode; 1039 if (!mCaches.extensions.hasFramebufferFetch()) { 1040 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 1041 if (!isMode) { 1042 // Assume SRC_OVER 1043 mode = SkXfermode::kSrcOver_Mode; 1044 } 1045 } else { 1046 mode = getXfermode(p->getXfermode()); 1047 } 1048 1049 // Skia draws using the color's alpha channel if < 255 1050 // Otherwise, it uses the paint's alpha 1051 int color = p->getColor(); 1052 if (((color >> 24) & 0xff) == 255) { 1053 color |= p->getAlpha() << 24; 1054 } 1055 1056 drawColorRect(left, top, right, bottom, color, mode); 1057} 1058 1059void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 1060 float x, float y, SkPaint* paint) { 1061 if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 1062 return; 1063 } 1064 if (mSnapshot->invisible) return; 1065 1066 paint->setAntiAlias(true); 1067 1068 float length = -1.0f; 1069 switch (paint->getTextAlign()) { 1070 case SkPaint::kCenter_Align: 1071 length = paint->measureText(text, bytesCount); 1072 x -= length / 2.0f; 1073 break; 1074 case SkPaint::kRight_Align: 1075 length = paint->measureText(text, bytesCount); 1076 x -= length; 1077 break; 1078 default: 1079 break; 1080 } 1081 1082 int alpha; 1083 SkXfermode::Mode mode; 1084 getAlphaAndMode(paint, &alpha, &mode); 1085 1086 uint32_t color = paint->getColor(); 1087 const GLfloat a = alpha / 255.0f; 1088 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1089 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1090 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1091 1092 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 1093 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 1094 paint->getTextSize()); 1095 1096 setupDraw(); 1097 1098 if (mHasShadow) { 1099 glActiveTexture(gTextureUnits[0]); 1100 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1101 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 1102 count, mShadowRadius); 1103 const AutoTexture autoCleanup(shadow); 1104 1105 setupShadow(shadow, x, y, mode, a); 1106 1107 // Draw the mesh 1108 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1109 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1110 } 1111 1112 GLuint textureUnit = 0; 1113 glActiveTexture(gTextureUnits[textureUnit]); 1114 1115 // Assume that the modelView matrix does not force scales, rotates, etc. 1116 const bool linearFilter = mSnapshot->transform->changesBounds(); 1117 1118 // Dimensions are set to (0,0), the layer (if any) won't be dirtied 1119 setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit, 1120 x, y, r, g, b, a, mode, false, true, NULL, NULL); 1121 1122 const Rect& clip = mSnapshot->getLocalClip(); 1123 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 1124 1125#if RENDER_LAYERS_AS_REGIONS 1126 bool hasLayer = (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region; 1127#else 1128 bool hasLayer = false; 1129#endif 1130 1131 mCaches.unbindMeshBuffer(); 1132 if (fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y, 1133 hasLayer ? &bounds : NULL)) { 1134#if RENDER_LAYERS_AS_REGIONS 1135 if (hasLayer) { 1136 mSnapshot->transform->mapRect(bounds); 1137 bounds.intersect(*mSnapshot->clipRect); 1138 bounds.snapToPixelBoundaries(); 1139 1140 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1141 mSnapshot->region->orSelf(dirty); 1142 } 1143#endif 1144 } 1145 1146 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1147 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1148 1149 drawTextDecorations(text, bytesCount, length, x, y, paint); 1150} 1151 1152void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 1153 if (mSnapshot->invisible) return; 1154 1155 GLuint textureUnit = 0; 1156 glActiveTexture(gTextureUnits[textureUnit]); 1157 1158 const PathTexture* texture = mCaches.pathCache.get(path, paint); 1159 if (!texture) return; 1160 const AutoTexture autoCleanup(texture); 1161 1162 const float x = texture->left - texture->offset; 1163 const float y = texture->top - texture->offset; 1164 1165 if (quickReject(x, y, x + texture->width, y + texture->height)) { 1166 return; 1167 } 1168 1169 int alpha; 1170 SkXfermode::Mode mode; 1171 getAlphaAndMode(paint, &alpha, &mode); 1172 1173 uint32_t color = paint->getColor(); 1174 const GLfloat a = alpha / 255.0f; 1175 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1176 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1177 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1178 1179 setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true); 1180 1181 setupDraw(); 1182 1183 // Draw the mesh 1184 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1185 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1186} 1187 1188/////////////////////////////////////////////////////////////////////////////// 1189// Shaders 1190/////////////////////////////////////////////////////////////////////////////// 1191 1192void OpenGLRenderer::resetShader() { 1193 mShader = NULL; 1194} 1195 1196void OpenGLRenderer::setupShader(SkiaShader* shader) { 1197 mShader = shader; 1198 if (mShader) { 1199 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 1200 } 1201} 1202 1203/////////////////////////////////////////////////////////////////////////////// 1204// Color filters 1205/////////////////////////////////////////////////////////////////////////////// 1206 1207void OpenGLRenderer::resetColorFilter() { 1208 mColorFilter = NULL; 1209} 1210 1211void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 1212 mColorFilter = filter; 1213} 1214 1215/////////////////////////////////////////////////////////////////////////////// 1216// Drop shadow 1217/////////////////////////////////////////////////////////////////////////////// 1218 1219void OpenGLRenderer::resetShadow() { 1220 mHasShadow = false; 1221} 1222 1223void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 1224 mHasShadow = true; 1225 mShadowRadius = radius; 1226 mShadowDx = dx; 1227 mShadowDy = dy; 1228 mShadowColor = color; 1229} 1230 1231/////////////////////////////////////////////////////////////////////////////// 1232// Drawing implementation 1233/////////////////////////////////////////////////////////////////////////////// 1234 1235void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y, 1236 SkXfermode::Mode mode, float alpha) { 1237 const float sx = x - texture->left + mShadowDx; 1238 const float sy = y - texture->top + mShadowDy; 1239 1240 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 1241 const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha; 1242 const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f; 1243 const GLfloat g = a * ((mShadowColor >> 8) & 0xFF) / 255.0f; 1244 const GLfloat b = a * ((mShadowColor ) & 0xFF) / 255.0f; 1245 1246 GLuint textureUnit = 0; 1247 setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false); 1248} 1249 1250void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, 1251 float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode, 1252 bool transforms, bool applyFilters) { 1253 setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit, 1254 x, y, r, g, b, a, mode, transforms, applyFilters, 1255 (GLvoid*) 0, (GLvoid*) gMeshTextureOffset); 1256} 1257 1258void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 1259 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 1260 SkXfermode::Mode mode, bool transforms, bool applyFilters) { 1261 setupTextureAlpha8(texture, width, height, textureUnit, x, y, r, g, b, a, mode, 1262 transforms, applyFilters, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset); 1263} 1264 1265void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 1266 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 1267 SkXfermode::Mode mode, bool transforms, bool applyFilters, 1268 GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1269 // Describe the required shaders 1270 ProgramDescription description; 1271 description.hasTexture = true; 1272 description.hasAlpha8Texture = true; 1273 const bool setColor = description.setAlpha8Color(r, g, b, a); 1274 1275 if (applyFilters) { 1276 if (mShader) { 1277 mShader->describe(description, mCaches.extensions); 1278 } 1279 if (mColorFilter) { 1280 mColorFilter->describe(description, mCaches.extensions); 1281 } 1282 } 1283 1284 // Setup the blending mode 1285 chooseBlending(true, mode, description); 1286 1287 // Build and use the appropriate shader 1288 useProgram(mCaches.programCache.get(description)); 1289 1290 bindTexture(texture); 1291 glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit); 1292 1293 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1294 glEnableVertexAttribArray(texCoordsSlot); 1295 1296 if (texCoords) { 1297 // Setup attributes 1298 if (!vertices) { 1299 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1300 } else { 1301 mCaches.unbindMeshBuffer(); 1302 } 1303 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1304 gMeshStride, vertices); 1305 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1306 } 1307 1308 // Setup uniforms 1309 if (transforms) { 1310 mModelView.loadTranslate(x, y, 0.0f); 1311 mModelView.scale(width, height, 1.0f); 1312 } else { 1313 mModelView.loadIdentity(); 1314 } 1315 1316 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1317 if (width > 0 && height > 0) { 1318 dirtyLayer(x, y, x + width, y + height, *mSnapshot->transform); 1319 } 1320 1321 if (setColor) { 1322 mCaches.currentProgram->setColor(r, g, b, a); 1323 } 1324 1325 textureUnit++; 1326 if (applyFilters) { 1327 // Setup attributes and uniforms required by the shaders 1328 if (mShader) { 1329 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1330 } 1331 if (mColorFilter) { 1332 mColorFilter->setupProgram(mCaches.currentProgram); 1333 } 1334 } 1335} 1336 1337// Same values used by Skia 1338#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1339#define kStdUnderline_Offset (1.0f / 9.0f) 1340#define kStdUnderline_Thickness (1.0f / 18.0f) 1341 1342void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1343 float x, float y, SkPaint* paint) { 1344 // Handle underline and strike-through 1345 uint32_t flags = paint->getFlags(); 1346 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1347 float underlineWidth = length; 1348 // If length is > 0.0f, we already measured the text for the text alignment 1349 if (length <= 0.0f) { 1350 underlineWidth = paint->measureText(text, bytesCount); 1351 } 1352 1353 float offsetX = 0; 1354 switch (paint->getTextAlign()) { 1355 case SkPaint::kCenter_Align: 1356 offsetX = underlineWidth * 0.5f; 1357 break; 1358 case SkPaint::kRight_Align: 1359 offsetX = underlineWidth; 1360 break; 1361 default: 1362 break; 1363 } 1364 1365 if (underlineWidth > 0.0f) { 1366 const float textSize = paint->getTextSize(); 1367 const float strokeWidth = textSize * kStdUnderline_Thickness; 1368 1369 const float left = x - offsetX; 1370 float top = 0.0f; 1371 1372 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 1373 float points[pointsCount]; 1374 int currentPoint = 0; 1375 1376 if (flags & SkPaint::kUnderlineText_Flag) { 1377 top = y + textSize * kStdUnderline_Offset; 1378 points[currentPoint++] = left; 1379 points[currentPoint++] = top; 1380 points[currentPoint++] = left + underlineWidth; 1381 points[currentPoint++] = top; 1382 } 1383 1384 if (flags & SkPaint::kStrikeThruText_Flag) { 1385 top = y + textSize * kStdStrikeThru_Offset; 1386 points[currentPoint++] = left; 1387 points[currentPoint++] = top; 1388 points[currentPoint++] = left + underlineWidth; 1389 points[currentPoint++] = top; 1390 } 1391 1392 SkPaint linesPaint(*paint); 1393 linesPaint.setStrokeWidth(strokeWidth); 1394 1395 drawLines(&points[0], pointsCount, &linesPaint); 1396 } 1397 } 1398} 1399 1400void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1401 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1402 setupDraw(); 1403 1404 // If a shader is set, preserve only the alpha 1405 if (mShader) { 1406 color |= 0x00ffffff; 1407 } 1408 1409 // Render using pre-multiplied alpha 1410 const int alpha = (color >> 24) & 0xFF; 1411 const GLfloat a = alpha / 255.0f; 1412 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1413 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1414 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1415 1416 setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform); 1417 1418 // Draw the mesh 1419 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1420} 1421 1422void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom, 1423 float r, float g, float b, float a, SkXfermode::Mode mode, 1424 bool ignoreTransform, bool ignoreMatrix) { 1425 GLuint textureUnit = 0; 1426 1427 // Describe the required shaders 1428 ProgramDescription description; 1429 const bool setColor = description.setColor(r, g, b, a); 1430 1431 if (mShader) { 1432 mShader->describe(description, mCaches.extensions); 1433 } 1434 if (mColorFilter) { 1435 mColorFilter->describe(description, mCaches.extensions); 1436 } 1437 1438 // Setup the blending mode 1439 chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description); 1440 1441 // Build and use the appropriate shader 1442 useProgram(mCaches.programCache.get(description)); 1443 1444 // Setup attributes 1445 mCaches.bindMeshBuffer(); 1446 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1447 gMeshStride, 0); 1448 1449 if (!ignoreMatrix) { 1450 // Setup uniforms 1451 mModelView.loadTranslate(left, top, 0.0f); 1452 mModelView.scale(right - left, bottom - top, 1.0f); 1453 if (!ignoreTransform) { 1454 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1455 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1456 } else { 1457 mat4 identity; 1458 mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity); 1459 dirtyLayer(left, top, right, bottom); 1460 } 1461 } 1462 mCaches.currentProgram->setColor(r, g, b, a); 1463 1464 // Setup attributes and uniforms required by the shaders 1465 if (mShader) { 1466 if (ignoreMatrix) mModelView.loadIdentity(); 1467 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1468 } 1469 if (mColorFilter) { 1470 mColorFilter->setupProgram(mCaches.currentProgram); 1471 } 1472} 1473 1474void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1475 Texture* texture, SkPaint* paint) { 1476 int alpha; 1477 SkXfermode::Mode mode; 1478 getAlphaAndMode(paint, &alpha, &mode); 1479 1480 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1481 1482 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1483 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1484 GL_TRIANGLE_STRIP, gMeshCount); 1485} 1486 1487void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1488 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1489 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1490 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 1491} 1492 1493void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1494 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1495 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1496 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 1497 setupDraw(); 1498 1499 ProgramDescription description; 1500 description.hasTexture = true; 1501 const bool setColor = description.setColor(alpha, alpha, alpha, alpha); 1502 if (mColorFilter) { 1503 mColorFilter->describe(description, mCaches.extensions); 1504 } 1505 1506 mModelView.loadTranslate(left, top, 0.0f); 1507 if (!ignoreScale) { 1508 mModelView.scale(right - left, bottom - top, 1.0f); 1509 } 1510 1511 chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst); 1512 1513 useProgram(mCaches.programCache.get(description)); 1514 if (!ignoreTransform) { 1515 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1516 if (dirty) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1517 } else { 1518 mat4 identity; 1519 mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity); 1520 if (dirty) dirtyLayer(left, top, right, bottom); 1521 } 1522 1523 // Texture 1524 bindTexture(texture); 1525 glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); 1526 1527 // Always premultiplied 1528 if (setColor) { 1529 mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha); 1530 } 1531 1532 // Mesh 1533 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1534 glEnableVertexAttribArray(texCoordsSlot); 1535 1536 if (!vertices) { 1537 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1538 } else { 1539 mCaches.unbindMeshBuffer(); 1540 } 1541 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1542 gMeshStride, vertices); 1543 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1544 1545 // Color filter 1546 if (mColorFilter) { 1547 mColorFilter->setupProgram(mCaches.currentProgram); 1548 } 1549 1550 glDrawArrays(drawMode, 0, elementsCount); 1551 glDisableVertexAttribArray(texCoordsSlot); 1552} 1553 1554void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1555 ProgramDescription& description, bool swapSrcDst) { 1556 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1557 if (blend) { 1558 if (mode < SkXfermode::kPlus_Mode) { 1559 if (!mCaches.blend) { 1560 glEnable(GL_BLEND); 1561 } 1562 1563 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1564 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1565 1566 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1567 glBlendFunc(sourceMode, destMode); 1568 mCaches.lastSrcMode = sourceMode; 1569 mCaches.lastDstMode = destMode; 1570 } 1571 } else { 1572 // These blend modes are not supported by OpenGL directly and have 1573 // to be implemented using shaders. Since the shader will perform 1574 // the blending, turn blending off here 1575 if (mCaches.extensions.hasFramebufferFetch()) { 1576 description.framebufferMode = mode; 1577 description.swapSrcDst = swapSrcDst; 1578 } 1579 1580 if (mCaches.blend) { 1581 glDisable(GL_BLEND); 1582 } 1583 blend = false; 1584 } 1585 } else if (mCaches.blend) { 1586 glDisable(GL_BLEND); 1587 } 1588 mCaches.blend = blend; 1589} 1590 1591bool OpenGLRenderer::useProgram(Program* program) { 1592 if (!program->isInUse()) { 1593 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1594 program->use(); 1595 mCaches.currentProgram = program; 1596 return false; 1597 } 1598 return true; 1599} 1600 1601void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1602 TextureVertex* v = &mMeshVertices[0]; 1603 TextureVertex::setUV(v++, u1, v1); 1604 TextureVertex::setUV(v++, u2, v1); 1605 TextureVertex::setUV(v++, u1, v2); 1606 TextureVertex::setUV(v++, u2, v2); 1607} 1608 1609void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1610 if (paint) { 1611 if (!mCaches.extensions.hasFramebufferFetch()) { 1612 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1613 if (!isMode) { 1614 // Assume SRC_OVER 1615 *mode = SkXfermode::kSrcOver_Mode; 1616 } 1617 } else { 1618 *mode = getXfermode(paint->getXfermode()); 1619 } 1620 1621 // Skia draws using the color's alpha channel if < 255 1622 // Otherwise, it uses the paint's alpha 1623 int color = paint->getColor(); 1624 *alpha = (color >> 24) & 0xFF; 1625 if (*alpha == 255) { 1626 *alpha = paint->getAlpha(); 1627 } 1628 } else { 1629 *mode = SkXfermode::kSrcOver_Mode; 1630 *alpha = 255; 1631 } 1632} 1633 1634SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1635 if (mode == NULL) { 1636 return SkXfermode::kSrcOver_Mode; 1637 } 1638 return mode->fMode; 1639} 1640 1641void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) { 1642 bool bound = false; 1643 if (wrapS != texture->wrapS) { 1644 glBindTexture(GL_TEXTURE_2D, texture->id); 1645 bound = true; 1646 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1647 texture->wrapS = wrapS; 1648 } 1649 if (wrapT != texture->wrapT) { 1650 if (!bound) { 1651 glBindTexture(GL_TEXTURE_2D, texture->id); 1652 } 1653 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1654 texture->wrapT = wrapT; 1655 } 1656} 1657 1658}; // namespace uirenderer 1659}; // namespace android 1660