OpenGLRenderer.cpp revision 38c85b907a478af96d71b9a5df5a2066b8475311
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 28#include "OpenGLRenderer.h" 29 30namespace android { 31namespace uirenderer { 32 33/////////////////////////////////////////////////////////////////////////////// 34// Defines 35/////////////////////////////////////////////////////////////////////////////// 36 37#define REQUIRED_TEXTURE_UNITS_COUNT 3 38 39// Generates simple and textured vertices 40#define FV(x, y, u, v) { { x, y }, { u, v } } 41 42#define RAD_TO_DEG (180.0f / 3.14159265f) 43#define MIN_ANGLE 0.001f 44 45/////////////////////////////////////////////////////////////////////////////// 46// Globals 47/////////////////////////////////////////////////////////////////////////////// 48 49// This array is never used directly but used as a memcpy source in the 50// OpenGLRenderer constructor 51static const TextureVertex gMeshVertices[] = { 52 FV(0.0f, 0.0f, 0.0f, 0.0f), 53 FV(1.0f, 0.0f, 1.0f, 0.0f), 54 FV(0.0f, 1.0f, 0.0f, 1.0f), 55 FV(1.0f, 1.0f, 1.0f, 1.0f) 56}; 57static const GLsizei gMeshStride = sizeof(TextureVertex); 58static const GLsizei gMeshCount = 4; 59 60/** 61 * Structure mapping Skia xfermodes to OpenGL blending factors. 62 */ 63struct Blender { 64 SkXfermode::Mode mode; 65 GLenum src; 66 GLenum dst; 67}; // struct Blender 68 69// In this array, the index of each Blender equals the value of the first 70// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 71static const Blender gBlends[] = { 72 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 73 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 74 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 75 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 76 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 77 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 78 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 79 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 80 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 82 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 83 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 84}; 85 86// This array contains the swapped version of each SkXfermode. For instance 87// this array's SrcOver blending mode is actually DstOver. You can refer to 88// createLayer() for more information on the purpose of this array. 89static const Blender gBlendsSwap[] = { 90 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 91 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 92 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 93 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 94 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 95 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 96 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 97 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 98 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 100 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 101 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 102}; 103 104static const GLenum gTextureUnits[] = { 105 GL_TEXTURE0, 106 GL_TEXTURE1, 107 GL_TEXTURE2 108}; 109 110/////////////////////////////////////////////////////////////////////////////// 111// Constructors/destructor 112/////////////////////////////////////////////////////////////////////////////// 113 114OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 115 LOGD("Create OpenGLRenderer"); 116 117 mShader = NULL; 118 mColorFilter = NULL; 119 mHasShadow = false; 120 121 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 122 123 mFirstSnapshot = new Snapshot; 124 125 GLint maxTextureUnits; 126 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits); 127 if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) { 128 LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT); 129 } 130 131 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize); 132} 133 134OpenGLRenderer::~OpenGLRenderer() { 135 LOGD("Destroy OpenGLRenderer"); 136 // The context has already been destroyed at this point, do not call 137 // GL APIs. All GL state should be kept in Caches.h 138} 139 140/////////////////////////////////////////////////////////////////////////////// 141// Setup 142/////////////////////////////////////////////////////////////////////////////// 143 144void OpenGLRenderer::setViewport(int width, int height) { 145 glViewport(0, 0, width, height); 146 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 147 148 mWidth = width; 149 mHeight = height; 150} 151 152void OpenGLRenderer::prepare() { 153 mSnapshot = new Snapshot(mFirstSnapshot, 154 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 155 mSaveCount = 1; 156 157 glViewport(0, 0, mWidth, mHeight); 158 159 glDisable(GL_DITHER); 160 glDisable(GL_SCISSOR_TEST); 161 162 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 163 glClear(GL_COLOR_BUFFER_BIT); 164 165 glEnable(GL_SCISSOR_TEST); 166 glScissor(0, 0, mWidth, mHeight); 167 168 mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); 169} 170 171void OpenGLRenderer::finish() { 172#if DEBUG_OPENGL 173 GLenum status = GL_NO_ERROR; 174 while ((status = glGetError()) != GL_NO_ERROR) { 175 LOGD("GL error from OpenGLRenderer: 0x%x", status); 176 } 177#endif 178} 179 180void OpenGLRenderer::acquireContext() { 181 if (mCaches.currentProgram) { 182 if (mCaches.currentProgram->isInUse()) { 183 mCaches.currentProgram->remove(); 184 mCaches.currentProgram = NULL; 185 } 186 } 187} 188 189void OpenGLRenderer::releaseContext() { 190 glViewport(0, 0, mWidth, mHeight); 191 192 glEnable(GL_SCISSOR_TEST); 193 setScissorFromClip(); 194 195 glDisable(GL_DITHER); 196 197 glBindFramebuffer(GL_FRAMEBUFFER, 0); 198 199 if (mCaches.blend) { 200 glEnable(GL_BLEND); 201 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 202 glBlendEquation(GL_FUNC_ADD); 203 } else { 204 glDisable(GL_BLEND); 205 } 206} 207 208/////////////////////////////////////////////////////////////////////////////// 209// State management 210/////////////////////////////////////////////////////////////////////////////// 211 212int OpenGLRenderer::getSaveCount() const { 213 return mSaveCount; 214} 215 216int OpenGLRenderer::save(int flags) { 217 return saveSnapshot(flags); 218} 219 220void OpenGLRenderer::restore() { 221 if (mSaveCount > 1) { 222 restoreSnapshot(); 223 } 224} 225 226void OpenGLRenderer::restoreToCount(int saveCount) { 227 if (saveCount < 1) saveCount = 1; 228 229 while (mSaveCount > saveCount) { 230 restoreSnapshot(); 231 } 232} 233 234int OpenGLRenderer::saveSnapshot(int flags) { 235 mSnapshot = new Snapshot(mSnapshot, flags); 236 return mSaveCount++; 237} 238 239bool OpenGLRenderer::restoreSnapshot() { 240 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 241 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 242 243 sp<Snapshot> current = mSnapshot; 244 sp<Snapshot> previous = mSnapshot->previous; 245 246 mSaveCount--; 247 mSnapshot = previous; 248 249 if (restoreLayer) { 250 composeLayer(current, previous); 251 } 252 253 if (restoreClip) { 254 setScissorFromClip(); 255 } 256 257 return restoreClip; 258} 259 260/////////////////////////////////////////////////////////////////////////////// 261// Layers 262/////////////////////////////////////////////////////////////////////////////// 263 264int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 265 const SkPaint* p, int flags) { 266 int count = saveSnapshot(flags); 267 268 int alpha = 255; 269 SkXfermode::Mode mode; 270 271 if (p) { 272 alpha = p->getAlpha(); 273 if (!mExtensions.hasFramebufferFetch()) { 274 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 275 if (!isMode) { 276 // Assume SRC_OVER 277 mode = SkXfermode::kSrcOver_Mode; 278 } 279 } else { 280 mode = getXfermode(p->getXfermode()); 281 } 282 } else { 283 mode = SkXfermode::kSrcOver_Mode; 284 } 285 286 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags); 287 288 return count; 289} 290 291int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 292 int alpha, int flags) { 293 if (alpha == 0xff) { 294 return saveLayer(left, top, right, bottom, NULL, flags); 295 } else { 296 SkPaint paint; 297 paint.setAlpha(alpha); 298 return saveLayer(left, top, right, bottom, &paint, flags); 299 } 300} 301 302/** 303 * Layers are viewed by Skia are slightly different than layers in image editing 304 * programs (for instance.) When a layer is created, previously created layers 305 * and the frame buffer still receive every drawing command. For instance, if a 306 * layer is created and a shape intersecting the bounds of the layers and the 307 * framebuffer is draw, the shape will be drawn on both (unless the layer was 308 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 309 * 310 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 311 * texture. Unfortunately, this is inefficient as it requires every primitive to 312 * be drawn n + 1 times, where n is the number of active layers. In practice this 313 * means, for every primitive: 314 * - Switch active frame buffer 315 * - Change viewport, clip and projection matrix 316 * - Issue the drawing 317 * 318 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 319 * To avoid this, layers are implemented in a different way here. 320 * 321 * This implementation relies on the frame buffer being at least RGBA 8888. When 322 * a layer is created, only a texture is created, not an FBO. The content of the 323 * frame buffer contained within the layer's bounds is copied into this texture 324 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 325 * buffer and drawing continues as normal. This technique therefore treats the 326 * frame buffer as a scratch buffer for the layers. 327 * 328 * To compose the layers back onto the frame buffer, each layer texture 329 * (containing the original frame buffer data) is drawn as a simple quad over 330 * the frame buffer. The trick is that the quad is set as the composition 331 * destination in the blending equation, and the frame buffer becomes the source 332 * of the composition. 333 * 334 * Drawing layers with an alpha value requires an extra step before composition. 335 * An empty quad is drawn over the layer's region in the frame buffer. This quad 336 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 337 * quad is used to multiply the colors in the frame buffer. This is achieved by 338 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 339 * GL_ZERO, GL_SRC_ALPHA. 340 * 341 * Because glCopyTexImage2D() can be slow, an alternative implementation might 342 * be use to draw a single clipped layer. The implementation described above 343 * is correct in every case. 344 * 345 * (1) The frame buffer is actually not cleared right away. To allow the GPU 346 * to potentially optimize series of calls to glCopyTexImage2D, the frame 347 * buffer is left untouched until the first drawing operation. Only when 348 * something actually gets drawn are the layers regions cleared. 349 */ 350bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 351 float right, float bottom, int alpha, SkXfermode::Mode mode,int flags) { 352 LAYER_LOGD("Requesting layer %fx%f", right - left, bottom - top); 353 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 354 355 // Window coordinates of the layer 356 Rect bounds(left, top, right, bottom); 357 mSnapshot->transform->mapRect(bounds); 358 359 // Layers only make sense if they are in the framebuffer's bounds 360 bounds.intersect(*mSnapshot->clipRect); 361 bounds.snapToPixelBoundaries(); 362 363 if (bounds.isEmpty() || bounds.getWidth() > mMaxTextureSize || 364 bounds.getHeight() > mMaxTextureSize) { 365 return false; 366 } 367 368 LayerSize size(bounds.getWidth(), bounds.getHeight()); 369 Layer* layer = mCaches.layerCache.get(size); 370 if (!layer) { 371 return false; 372 } 373 374 layer->mode = mode; 375 layer->alpha = alpha; 376 layer->layer.set(bounds); 377 378 // Save the layer in the snapshot 379 snapshot->flags |= Snapshot::kFlagIsLayer; 380 snapshot->layer = layer; 381 382 // Copy the framebuffer into the layer 383 glBindTexture(GL_TEXTURE_2D, layer->texture); 384 385 if (layer->empty) { 386 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom, 387 bounds.getWidth(), bounds.getHeight(), 0); 388 layer->empty = false; 389 } else { 390 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, mHeight - bounds.bottom, 391 bounds.getWidth(), bounds.getHeight()); 392 } 393 394 if (flags & SkCanvas::kClipToLayer_SaveFlag) { 395 if (mSnapshot->clipTransformed(bounds)) setScissorFromClip(); 396 } 397 398 // Enqueue the buffer coordinates to clear the corresponding region later 399 mLayers.push(new Rect(bounds)); 400 401 return true; 402} 403 404/** 405 * Read the documentation of createLayer() before doing anything in this method. 406 */ 407void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 408 if (!current->layer) { 409 LOGE("Attempting to compose a layer that does not exist"); 410 return; 411 } 412 413 // Restore the clip from the previous snapshot 414 const Rect& clip = *previous->clipRect; 415 glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight()); 416 417 Layer* layer = current->layer; 418 const Rect& rect = layer->layer; 419 420 if (layer->alpha < 255) { 421 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 422 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 423 } 424 425 // Layers are already drawn with a top-left origin, don't flip the texture 426 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 427 428 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 429 1.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 430 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, true, true); 431 432 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 433 434 LayerSize size(rect.getWidth(), rect.getHeight()); 435 // Failing to add the layer to the cache should happen only if the 436 // layer is too large 437 if (!mCaches.layerCache.put(size, layer)) { 438 LAYER_LOGD("Deleting layer"); 439 440 glDeleteTextures(1, &layer->texture); 441 442 delete layer; 443 } 444} 445 446void OpenGLRenderer::clearLayerRegions() { 447 if (mLayers.size() == 0) return; 448 449 for (uint32_t i = 0; i < mLayers.size(); i++) { 450 Rect* bounds = mLayers.itemAt(i); 451 452 // Clear the framebuffer where the layer will draw 453 glScissor(bounds->left, mHeight - bounds->bottom, 454 bounds->getWidth(), bounds->getHeight()); 455 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 456 glClear(GL_COLOR_BUFFER_BIT); 457 458 delete bounds; 459 } 460 mLayers.clear(); 461 462 // Restore the clip 463 setScissorFromClip(); 464} 465 466/////////////////////////////////////////////////////////////////////////////// 467// Transforms 468/////////////////////////////////////////////////////////////////////////////// 469 470void OpenGLRenderer::translate(float dx, float dy) { 471 mSnapshot->transform->translate(dx, dy, 0.0f); 472} 473 474void OpenGLRenderer::rotate(float degrees) { 475 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 476} 477 478void OpenGLRenderer::scale(float sx, float sy) { 479 mSnapshot->transform->scale(sx, sy, 1.0f); 480} 481 482void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 483 mSnapshot->transform->load(*matrix); 484} 485 486void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 487 mSnapshot->transform->copyTo(*matrix); 488} 489 490void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 491 mat4 m(*matrix); 492 mSnapshot->transform->multiply(m); 493} 494 495/////////////////////////////////////////////////////////////////////////////// 496// Clipping 497/////////////////////////////////////////////////////////////////////////////// 498 499void OpenGLRenderer::setScissorFromClip() { 500 const Rect& clip = *mSnapshot->clipRect; 501 glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight()); 502} 503 504const Rect& OpenGLRenderer::getClipBounds() { 505 return mSnapshot->getLocalClip(); 506} 507 508bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 509 Rect r(left, top, right, bottom); 510 mSnapshot->transform->mapRect(r); 511 return !mSnapshot->clipRect->intersects(r); 512} 513 514bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 515 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 516 if (clipped) { 517 setScissorFromClip(); 518 } 519 return !mSnapshot->clipRect->isEmpty(); 520} 521 522/////////////////////////////////////////////////////////////////////////////// 523// Drawing 524/////////////////////////////////////////////////////////////////////////////// 525 526void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) { 527 const float right = left + bitmap->width(); 528 const float bottom = top + bitmap->height(); 529 530 if (quickReject(left, top, right, bottom)) { 531 return; 532 } 533 534 glActiveTexture(GL_TEXTURE0); 535 const Texture* texture = mCaches.textureCache.get(bitmap); 536 if (!texture) return; 537 const AutoTexture autoCleanup(texture); 538 539 drawTextureRect(left, top, right, bottom, texture, paint); 540} 541 542void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) { 543 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 544 const mat4 transform(*matrix); 545 transform.mapRect(r); 546 547 if (quickReject(r.left, r.top, r.right, r.bottom)) { 548 return; 549 } 550 551 glActiveTexture(GL_TEXTURE0); 552 const Texture* texture = mCaches.textureCache.get(bitmap); 553 if (!texture) return; 554 const AutoTexture autoCleanup(texture); 555 556 drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint); 557} 558 559void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 560 float srcLeft, float srcTop, float srcRight, float srcBottom, 561 float dstLeft, float dstTop, float dstRight, float dstBottom, 562 const SkPaint* paint) { 563 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 564 return; 565 } 566 567 glActiveTexture(GL_TEXTURE0); 568 const Texture* texture = mCaches.textureCache.get(bitmap); 569 if (!texture) return; 570 const AutoTexture autoCleanup(texture); 571 572 const float width = texture->width; 573 const float height = texture->height; 574 575 const float u1 = srcLeft / width; 576 const float v1 = srcTop / height; 577 const float u2 = srcRight / width; 578 const float v2 = srcBottom / height; 579 580 resetDrawTextureTexCoords(u1, v1, u2, v2); 581 582 drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint); 583 584 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 585} 586 587void OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, 588 float left, float top, float right, float bottom, const SkPaint* paint) { 589 if (quickReject(left, top, right, bottom)) { 590 return; 591 } 592 593 glActiveTexture(GL_TEXTURE0); 594 const Texture* texture = mCaches.textureCache.get(bitmap); 595 if (!texture) return; 596 const AutoTexture autoCleanup(texture); 597 598 int alpha; 599 SkXfermode::Mode mode; 600 getAlphaAndMode(paint, &alpha, &mode); 601 602 Patch* mesh = mCaches.patchCache.get(patch); 603 mesh->updateVertices(bitmap->width(), bitmap->height(),left, top, right, bottom, 604 &patch->xDivs[0], &patch->yDivs[0], patch->numXDivs, patch->numYDivs); 605 606 // Specify right and bottom as +1.0f from left/top to prevent scaling since the 607 // patch mesh already defines the final size 608 drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f, 609 mode, texture->blend, &mesh->vertices[0].position[0], 610 &mesh->vertices[0].texture[0], GL_TRIANGLES, mesh->verticesCount); 611} 612 613void OpenGLRenderer::drawLines(float* points, int count, const SkPaint* paint) { 614 int alpha; 615 SkXfermode::Mode mode; 616 getAlphaAndMode(paint, &alpha, &mode); 617 618 uint32_t color = paint->getColor(); 619 const GLfloat a = alpha / 255.0f; 620 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 621 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 622 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 623 624 const bool isAA = paint->isAntiAlias(); 625 if (isAA) { 626 GLuint textureUnit = 0; 627 setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a, 628 mode, false, true, mCaches.line.getVertices(), mCaches.line.getTexCoords()); 629 } else { 630 setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false); 631 } 632 633 const float strokeWidth = paint->getStrokeWidth(); 634 const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount; 635 const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP; 636 637 for (int i = 0; i < count; i += 4) { 638 float tx = 0.0f; 639 float ty = 0.0f; 640 641 if (isAA) { 642 mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3], 643 strokeWidth, tx, ty); 644 } else { 645 ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f; 646 } 647 648 const float dx = points[i + 2] - points[i]; 649 const float dy = points[i + 3] - points[i + 1]; 650 const float mag = sqrtf(dx * dx + dy * dy); 651 const float angle = acos(dx / mag); 652 653 mModelView.loadTranslate(points[i], points[i + 1], 0.0f); 654 if (angle > MIN_ANGLE || angle < -MIN_ANGLE) { 655 mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f); 656 } 657 mModelView.translate(tx, ty, 0.0f); 658 if (!isAA) { 659 float length = mCaches.line.getLength(points[i], points[i + 1], 660 points[i + 2], points[i + 3]); 661 mModelView.scale(length, strokeWidth, 1.0f); 662 } 663 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 664 665 if (mShader) { 666 mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot); 667 } 668 669 glDrawArrays(drawMode, 0, elementsCount); 670 } 671 672 if (isAA) { 673 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 674 } 675} 676 677void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 678 const Rect& clip = *mSnapshot->clipRect; 679 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 680} 681 682void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) { 683 if (quickReject(left, top, right, bottom)) { 684 return; 685 } 686 687 SkXfermode::Mode mode; 688 if (!mExtensions.hasFramebufferFetch()) { 689 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 690 if (!isMode) { 691 // Assume SRC_OVER 692 mode = SkXfermode::kSrcOver_Mode; 693 } 694 } else { 695 mode = getXfermode(p->getXfermode()); 696 } 697 698 // Skia draws using the color's alpha channel if < 255 699 // Otherwise, it uses the paint's alpha 700 int color = p->getColor(); 701 if (((color >> 24) & 0xff) == 255) { 702 color |= p->getAlpha() << 24; 703 } 704 705 drawColorRect(left, top, right, bottom, color, mode); 706} 707 708void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 709 float x, float y, SkPaint* paint) { 710 if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 711 return; 712 } 713 paint->setAntiAlias(true); 714 715 float length = -1.0f; 716 switch (paint->getTextAlign()) { 717 case SkPaint::kCenter_Align: 718 length = paint->measureText(text, bytesCount); 719 x -= length / 2.0f; 720 break; 721 case SkPaint::kRight_Align: 722 length = paint->measureText(text, bytesCount); 723 x -= length; 724 break; 725 default: 726 break; 727 } 728 729 int alpha; 730 SkXfermode::Mode mode; 731 getAlphaAndMode(paint, &alpha, &mode); 732 733 uint32_t color = paint->getColor(); 734 const GLfloat a = alpha / 255.0f; 735 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 736 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 737 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 738 739 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 740 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 741 paint->getTextSize()); 742 if (mHasShadow) { 743 glActiveTexture(gTextureUnits[0]); 744 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 745 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 746 count, mShadowRadius); 747 const AutoTexture autoCleanup(shadow); 748 749 setupShadow(shadow, x, y, mode, a); 750 751 // Draw the mesh 752 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 753 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 754 } 755 756 GLuint textureUnit = 0; 757 glActiveTexture(gTextureUnits[textureUnit]); 758 759 setupTextureAlpha8(fontRenderer.getTexture(), 0, 0, textureUnit, x, y, r, g, b, a, 760 mode, false, true); 761 762 const Rect& clip = mSnapshot->getLocalClip(); 763 clearLayerRegions(); 764 fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y); 765 766 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 767 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 768 769 drawTextDecorations(text, bytesCount, length, x, y, paint); 770} 771 772void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 773 GLuint textureUnit = 0; 774 glActiveTexture(gTextureUnits[textureUnit]); 775 776 const PathTexture* texture = mCaches.pathCache.get(path, paint); 777 if (!texture) return; 778 const AutoTexture autoCleanup(texture); 779 780 const float x = texture->left - texture->offset; 781 const float y = texture->top - texture->offset; 782 783 if (quickReject(x, y, x + texture->width, y + texture->height)) { 784 return; 785 } 786 787 int alpha; 788 SkXfermode::Mode mode; 789 getAlphaAndMode(paint, &alpha, &mode); 790 791 uint32_t color = paint->getColor(); 792 const GLfloat a = alpha / 255.0f; 793 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 794 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 795 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 796 797 setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true); 798 799 clearLayerRegions(); 800 801 // Draw the mesh 802 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 803 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 804} 805 806/////////////////////////////////////////////////////////////////////////////// 807// Shaders 808/////////////////////////////////////////////////////////////////////////////// 809 810void OpenGLRenderer::resetShader() { 811 mShader = NULL; 812} 813 814void OpenGLRenderer::setupShader(SkiaShader* shader) { 815 mShader = shader; 816 if (mShader) { 817 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 818 } 819} 820 821/////////////////////////////////////////////////////////////////////////////// 822// Color filters 823/////////////////////////////////////////////////////////////////////////////// 824 825void OpenGLRenderer::resetColorFilter() { 826 mColorFilter = NULL; 827} 828 829void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 830 mColorFilter = filter; 831} 832 833/////////////////////////////////////////////////////////////////////////////// 834// Drop shadow 835/////////////////////////////////////////////////////////////////////////////// 836 837void OpenGLRenderer::resetShadow() { 838 mHasShadow = false; 839} 840 841void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 842 mHasShadow = true; 843 mShadowRadius = radius; 844 mShadowDx = dx; 845 mShadowDy = dy; 846 mShadowColor = color; 847} 848 849/////////////////////////////////////////////////////////////////////////////// 850// Drawing implementation 851/////////////////////////////////////////////////////////////////////////////// 852 853void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y, 854 SkXfermode::Mode mode, float alpha) { 855 const float sx = x - texture->left + mShadowDx; 856 const float sy = y - texture->top + mShadowDy; 857 858 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 859 const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha; 860 const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f; 861 const GLfloat g = a * ((mShadowColor >> 8) & 0xFF) / 255.0f; 862 const GLfloat b = a * ((mShadowColor ) & 0xFF) / 255.0f; 863 864 GLuint textureUnit = 0; 865 setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false); 866} 867 868void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, 869 float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode, 870 bool transforms, bool applyFilters) { 871 setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit, 872 x, y, r, g, b, a, mode, transforms, applyFilters, 873 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 874} 875 876void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 877 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 878 SkXfermode::Mode mode, bool transforms, bool applyFilters) { 879 setupTextureAlpha8(texture, width, height, textureUnit, 880 x, y, r, g, b, a, mode, transforms, applyFilters, 881 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 882} 883 884void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 885 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 886 SkXfermode::Mode mode, bool transforms, bool applyFilters, 887 GLvoid* vertices, GLvoid* texCoords) { 888 // Describe the required shaders 889 ProgramDescription description; 890 description.hasTexture = true; 891 description.hasAlpha8Texture = true; 892 893 if (applyFilters) { 894 if (mShader) { 895 mShader->describe(description, mExtensions); 896 } 897 if (mColorFilter) { 898 mColorFilter->describe(description, mExtensions); 899 } 900 } 901 902 // Setup the blending mode 903 chooseBlending(true, mode, description); 904 905 // Build and use the appropriate shader 906 useProgram(mCaches.programCache.get(description)); 907 908 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit); 909 glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit); 910 911 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 912 glEnableVertexAttribArray(texCoordsSlot); 913 914 // Setup attributes 915 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 916 gMeshStride, vertices); 917 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, 918 gMeshStride, texCoords); 919 920 // Setup uniforms 921 if (transforms) { 922 mModelView.loadTranslate(x, y, 0.0f); 923 mModelView.scale(width, height, 1.0f); 924 } else { 925 mModelView.loadIdentity(); 926 } 927 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 928 glUniform4f(mCaches.currentProgram->color, r, g, b, a); 929 930 textureUnit++; 931 if (applyFilters) { 932 // Setup attributes and uniforms required by the shaders 933 if (mShader) { 934 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 935 } 936 if (mColorFilter) { 937 mColorFilter->setupProgram(mCaches.currentProgram); 938 } 939 } 940} 941 942// Same values used by Skia 943#define kStdStrikeThru_Offset (-6.0f / 21.0f) 944#define kStdUnderline_Offset (1.0f / 9.0f) 945#define kStdUnderline_Thickness (1.0f / 18.0f) 946 947void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 948 float x, float y, SkPaint* paint) { 949 // Handle underline and strike-through 950 uint32_t flags = paint->getFlags(); 951 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 952 float underlineWidth = length; 953 // If length is > 0.0f, we already measured the text for the text alignment 954 if (length <= 0.0f) { 955 underlineWidth = paint->measureText(text, bytesCount); 956 } 957 958 float offsetX = 0; 959 switch (paint->getTextAlign()) { 960 case SkPaint::kCenter_Align: 961 offsetX = underlineWidth * 0.5f; 962 break; 963 case SkPaint::kRight_Align: 964 offsetX = underlineWidth; 965 break; 966 default: 967 break; 968 } 969 970 if (underlineWidth > 0.0f) { 971 const float textSize = paint->getTextSize(); 972 const float strokeWidth = textSize * kStdUnderline_Thickness; 973 974 const float left = x - offsetX; 975 float top = 0.0f; 976 977 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 978 float points[pointsCount]; 979 int currentPoint = 0; 980 981 if (flags & SkPaint::kUnderlineText_Flag) { 982 top = y + textSize * kStdUnderline_Offset; 983 points[currentPoint++] = left; 984 points[currentPoint++] = top; 985 points[currentPoint++] = left + underlineWidth; 986 points[currentPoint++] = top; 987 } 988 989 if (flags & SkPaint::kStrikeThruText_Flag) { 990 top = y + textSize * kStdStrikeThru_Offset; 991 points[currentPoint++] = left; 992 points[currentPoint++] = top; 993 points[currentPoint++] = left + underlineWidth; 994 points[currentPoint++] = top; 995 } 996 997 SkPaint linesPaint(*paint); 998 linesPaint.setStrokeWidth(strokeWidth); 999 1000 drawLines(&points[0], pointsCount, &linesPaint); 1001 } 1002 } 1003} 1004 1005void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1006 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1007 clearLayerRegions(); 1008 1009 // If a shader is set, preserve only the alpha 1010 if (mShader) { 1011 color |= 0x00ffffff; 1012 } 1013 1014 // Render using pre-multiplied alpha 1015 const int alpha = (color >> 24) & 0xFF; 1016 const GLfloat a = alpha / 255.0f; 1017 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1018 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1019 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1020 1021 setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform); 1022 1023 // Draw the mesh 1024 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1025} 1026 1027void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom, 1028 float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform) { 1029 GLuint textureUnit = 0; 1030 1031 // Describe the required shaders 1032 ProgramDescription description; 1033 if (mShader) { 1034 mShader->describe(description, mExtensions); 1035 } 1036 if (mColorFilter) { 1037 mColorFilter->describe(description, mExtensions); 1038 } 1039 1040 // Setup the blending mode 1041 chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description); 1042 1043 // Build and use the appropriate shader 1044 useProgram(mCaches.programCache.get(description)); 1045 1046 // Setup attributes 1047 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1048 gMeshStride, &mMeshVertices[0].position[0]); 1049 1050 // Setup uniforms 1051 mModelView.loadTranslate(left, top, 0.0f); 1052 mModelView.scale(right - left, bottom - top, 1.0f); 1053 if (!ignoreTransform) { 1054 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1055 } else { 1056 mat4 identity; 1057 mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity); 1058 } 1059 glUniform4f(mCaches.currentProgram->color, r, g, b, a); 1060 1061 // Setup attributes and uniforms required by the shaders 1062 if (mShader) { 1063 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1064 } 1065 if (mColorFilter) { 1066 mColorFilter->setupProgram(mCaches.currentProgram); 1067 } 1068} 1069 1070void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1071 const Texture* texture, const SkPaint* paint) { 1072 int alpha; 1073 SkXfermode::Mode mode; 1074 getAlphaAndMode(paint, &alpha, &mode); 1075 1076 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1077 texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1078 GL_TRIANGLE_STRIP, gMeshCount); 1079} 1080 1081void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1082 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1083 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1084 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1085 GL_TRIANGLE_STRIP, gMeshCount); 1086} 1087 1088void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1089 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1090 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1091 bool swapSrcDst, bool ignoreTransform) { 1092 clearLayerRegions(); 1093 1094 ProgramDescription description; 1095 description.hasTexture = true; 1096 if (mColorFilter) { 1097 mColorFilter->describe(description, mExtensions); 1098 } 1099 1100 mModelView.loadTranslate(left, top, 0.0f); 1101 mModelView.scale(right - left, bottom - top, 1.0f); 1102 1103 chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst); 1104 1105 useProgram(mCaches.programCache.get(description)); 1106 if (!ignoreTransform) { 1107 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1108 } else { 1109 mat4 m; 1110 mCaches.currentProgram->set(mOrthoMatrix, mModelView, m); 1111 } 1112 1113 // Texture 1114 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0); 1115 glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); 1116 1117 // Always premultiplied 1118 glUniform4f(mCaches.currentProgram->color, alpha, alpha, alpha, alpha); 1119 1120 // Mesh 1121 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1122 glEnableVertexAttribArray(texCoordsSlot); 1123 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1124 gMeshStride, vertices); 1125 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1126 1127 // Color filter 1128 if (mColorFilter) { 1129 mColorFilter->setupProgram(mCaches.currentProgram); 1130 } 1131 1132 glDrawArrays(drawMode, 0, elementsCount); 1133 glDisableVertexAttribArray(texCoordsSlot); 1134} 1135 1136void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1137 ProgramDescription& description, bool swapSrcDst) { 1138 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1139 if (blend) { 1140 if (mode < SkXfermode::kPlus_Mode) { 1141 if (!mCaches.blend) { 1142 glEnable(GL_BLEND); 1143 } 1144 1145 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1146 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1147 1148 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1149 glBlendFunc(sourceMode, destMode); 1150 mCaches.lastSrcMode = sourceMode; 1151 mCaches.lastDstMode = destMode; 1152 } 1153 } else { 1154 // These blend modes are not supported by OpenGL directly and have 1155 // to be implemented using shaders. Since the shader will perform 1156 // the blending, turn blending off here 1157 if (mExtensions.hasFramebufferFetch()) { 1158 description.framebufferMode = mode; 1159 description.swapSrcDst = swapSrcDst; 1160 } 1161 1162 if (mCaches.blend) { 1163 glDisable(GL_BLEND); 1164 } 1165 blend = false; 1166 } 1167 } else if (mCaches.blend) { 1168 glDisable(GL_BLEND); 1169 } 1170 mCaches.blend = blend; 1171} 1172 1173bool OpenGLRenderer::useProgram(Program* program) { 1174 if (!program->isInUse()) { 1175 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1176 program->use(); 1177 mCaches.currentProgram = program; 1178 return false; 1179 } 1180 return true; 1181} 1182 1183void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1184 TextureVertex* v = &mMeshVertices[0]; 1185 TextureVertex::setUV(v++, u1, v1); 1186 TextureVertex::setUV(v++, u2, v1); 1187 TextureVertex::setUV(v++, u1, v2); 1188 TextureVertex::setUV(v++, u2, v2); 1189} 1190 1191void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1192 if (paint) { 1193 if (!mExtensions.hasFramebufferFetch()) { 1194 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1195 if (!isMode) { 1196 // Assume SRC_OVER 1197 *mode = SkXfermode::kSrcOver_Mode; 1198 } 1199 } else { 1200 *mode = getXfermode(paint->getXfermode()); 1201 } 1202 1203 // Skia draws using the color's alpha channel if < 255 1204 // Otherwise, it uses the paint's alpha 1205 int color = paint->getColor(); 1206 *alpha = (color >> 24) & 0xFF; 1207 if (*alpha == 255) { 1208 *alpha = paint->getAlpha(); 1209 } 1210 } else { 1211 *mode = SkXfermode::kSrcOver_Mode; 1212 *alpha = 255; 1213 } 1214} 1215 1216SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1217 if (mode == NULL) { 1218 return SkXfermode::kSrcOver_Mode; 1219 } 1220 return mode->fMode; 1221} 1222 1223void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) { 1224 glActiveTexture(gTextureUnits[textureUnit]); 1225 glBindTexture(GL_TEXTURE_2D, texture); 1226 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1227 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1228} 1229 1230}; // namespace uirenderer 1231}; // namespace android 1232