OpenGLRenderer.cpp revision 3e3ba155fc0ef7a7f40f06762240d9ba22f62b19
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 "OpenGLRenderer.h" 30 31namespace android { 32namespace uirenderer { 33 34/////////////////////////////////////////////////////////////////////////////// 35// Defines 36/////////////////////////////////////////////////////////////////////////////// 37 38#define RAD_TO_DEG (180.0f / 3.14159265f) 39#define MIN_ANGLE 0.001f 40 41// TODO: This should be set in properties 42#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 43 44/////////////////////////////////////////////////////////////////////////////// 45// Globals 46/////////////////////////////////////////////////////////////////////////////// 47 48/** 49 * Structure mapping Skia xfermodes to OpenGL blending factors. 50 */ 51struct Blender { 52 SkXfermode::Mode mode; 53 GLenum src; 54 GLenum dst; 55}; // struct Blender 56 57// In this array, the index of each Blender equals the value of the first 58// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 59static const Blender gBlends[] = { 60 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 61 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 62 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 63 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 64 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 65 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 66 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 67 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 68 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 69 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 70 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 71 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 72}; 73 74// This array contains the swapped version of each SkXfermode. For instance 75// this array's SrcOver blending mode is actually DstOver. You can refer to 76// createLayer() for more information on the purpose of this array. 77static const Blender gBlendsSwap[] = { 78 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 79 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 80 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 81 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 82 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 83 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 84 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 85 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 86 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 87 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 88 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 89 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 90}; 91 92static const GLenum gTextureUnits[] = { 93 GL_TEXTURE0, 94 GL_TEXTURE1, 95 GL_TEXTURE2 96}; 97 98/////////////////////////////////////////////////////////////////////////////// 99// Constructors/destructor 100/////////////////////////////////////////////////////////////////////////////// 101 102OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 103 mShader = NULL; 104 mColorFilter = NULL; 105 mHasShadow = false; 106 107 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 108 109 mFirstSnapshot = new Snapshot; 110 111 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize); 112} 113 114OpenGLRenderer::~OpenGLRenderer() { 115 // The context has already been destroyed at this point, do not call 116 // GL APIs. All GL state should be kept in Caches.h 117} 118 119/////////////////////////////////////////////////////////////////////////////// 120// Setup 121/////////////////////////////////////////////////////////////////////////////// 122 123void OpenGLRenderer::setViewport(int width, int height) { 124 glViewport(0, 0, width, height); 125 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 126 127 mWidth = width; 128 mHeight = height; 129 130 mFirstSnapshot->height = height; 131 mFirstSnapshot->viewport.set(0, 0, width, height); 132} 133 134void OpenGLRenderer::prepare(bool opaque) { 135 mSnapshot = new Snapshot(mFirstSnapshot, 136 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 137 mSaveCount = 1; 138 139 glViewport(0, 0, mWidth, mHeight); 140 141 glDisable(GL_DITHER); 142 glDisable(GL_SCISSOR_TEST); 143 144 if (!opaque) { 145 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 146 glClear(GL_COLOR_BUFFER_BIT); 147 } 148 149 glEnable(GL_SCISSOR_TEST); 150 glScissor(0, 0, mWidth, mHeight); 151 152 mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); 153} 154 155void OpenGLRenderer::finish() { 156#if DEBUG_OPENGL 157 GLenum status = GL_NO_ERROR; 158 while ((status = glGetError()) != GL_NO_ERROR) { 159 LOGD("GL error from OpenGLRenderer: 0x%x", status); 160 } 161#endif 162} 163 164void OpenGLRenderer::acquireContext() { 165 if (mCaches.currentProgram) { 166 if (mCaches.currentProgram->isInUse()) { 167 mCaches.currentProgram->remove(); 168 mCaches.currentProgram = NULL; 169 } 170 } 171 mCaches.unbindMeshBuffer(); 172} 173 174void OpenGLRenderer::releaseContext() { 175 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 176 177 glEnable(GL_SCISSOR_TEST); 178 setScissorFromClip(); 179 180 glDisable(GL_DITHER); 181 182 glBindFramebuffer(GL_FRAMEBUFFER, 0); 183 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 184 185 mCaches.blend = true; 186 glEnable(GL_BLEND); 187 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 188 glBlendEquation(GL_FUNC_ADD); 189} 190 191/////////////////////////////////////////////////////////////////////////////// 192// State management 193/////////////////////////////////////////////////////////////////////////////// 194 195int OpenGLRenderer::getSaveCount() const { 196 return mSaveCount; 197} 198 199int OpenGLRenderer::save(int flags) { 200 return saveSnapshot(flags); 201} 202 203void OpenGLRenderer::restore() { 204 if (mSaveCount > 1) { 205 restoreSnapshot(); 206 } 207} 208 209void OpenGLRenderer::restoreToCount(int saveCount) { 210 if (saveCount < 1) saveCount = 1; 211 212 while (mSaveCount > saveCount) { 213 restoreSnapshot(); 214 } 215} 216 217int OpenGLRenderer::saveSnapshot(int flags) { 218 mSnapshot = new Snapshot(mSnapshot, flags); 219 return mSaveCount++; 220} 221 222bool OpenGLRenderer::restoreSnapshot() { 223 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 224 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 225 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 226 227 sp<Snapshot> current = mSnapshot; 228 sp<Snapshot> previous = mSnapshot->previous; 229 230 if (restoreOrtho) { 231 Rect& r = previous->viewport; 232 glViewport(r.left, r.top, r.right, r.bottom); 233 mOrthoMatrix.load(current->orthoMatrix); 234 } 235 236 mSaveCount--; 237 mSnapshot = previous; 238 239 if (restoreLayer) { 240 composeLayer(current, previous); 241 } 242 243 if (restoreClip) { 244 setScissorFromClip(); 245 } 246 247 return restoreClip; 248} 249 250/////////////////////////////////////////////////////////////////////////////// 251// Layers 252/////////////////////////////////////////////////////////////////////////////// 253 254int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 255 SkPaint* p, int flags) { 256 const GLuint previousFbo = mSnapshot->fbo; 257 const int count = saveSnapshot(flags); 258 259 int alpha = 255; 260 SkXfermode::Mode mode; 261 262 if (p) { 263 alpha = p->getAlpha(); 264 if (!mExtensions.hasFramebufferFetch()) { 265 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 266 if (!isMode) { 267 // Assume SRC_OVER 268 mode = SkXfermode::kSrcOver_Mode; 269 } 270 } else { 271 mode = getXfermode(p->getXfermode()); 272 } 273 } else { 274 mode = SkXfermode::kSrcOver_Mode; 275 } 276 277 if (!mSnapshot->previous->invisible) { 278 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 279 } 280 281 return count; 282} 283 284int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 285 int alpha, int flags) { 286 if (alpha == 0xff) { 287 return saveLayer(left, top, right, bottom, NULL, flags); 288 } else { 289 SkPaint paint; 290 paint.setAlpha(alpha); 291 return saveLayer(left, top, right, bottom, &paint, flags); 292 } 293} 294 295/** 296 * Layers are viewed by Skia are slightly different than layers in image editing 297 * programs (for instance.) When a layer is created, previously created layers 298 * and the frame buffer still receive every drawing command. For instance, if a 299 * layer is created and a shape intersecting the bounds of the layers and the 300 * framebuffer is draw, the shape will be drawn on both (unless the layer was 301 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 302 * 303 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 304 * texture. Unfortunately, this is inefficient as it requires every primitive to 305 * be drawn n + 1 times, where n is the number of active layers. In practice this 306 * means, for every primitive: 307 * - Switch active frame buffer 308 * - Change viewport, clip and projection matrix 309 * - Issue the drawing 310 * 311 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 312 * To avoid this, layers are implemented in a different way here, at least in the 313 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 314 * is set. When this flag is set we can redirect all drawing operations into a 315 * single FBO. 316 * 317 * This implementation relies on the frame buffer being at least RGBA 8888. When 318 * a layer is created, only a texture is created, not an FBO. The content of the 319 * frame buffer contained within the layer's bounds is copied into this texture 320 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 321 * buffer and drawing continues as normal. This technique therefore treats the 322 * frame buffer as a scratch buffer for the layers. 323 * 324 * To compose the layers back onto the frame buffer, each layer texture 325 * (containing the original frame buffer data) is drawn as a simple quad over 326 * the frame buffer. The trick is that the quad is set as the composition 327 * destination in the blending equation, and the frame buffer becomes the source 328 * of the composition. 329 * 330 * Drawing layers with an alpha value requires an extra step before composition. 331 * An empty quad is drawn over the layer's region in the frame buffer. This quad 332 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 333 * quad is used to multiply the colors in the frame buffer. This is achieved by 334 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 335 * GL_ZERO, GL_SRC_ALPHA. 336 * 337 * Because glCopyTexImage2D() can be slow, an alternative implementation might 338 * be use to draw a single clipped layer. The implementation described above 339 * is correct in every case. 340 * 341 * (1) The frame buffer is actually not cleared right away. To allow the GPU 342 * to potentially optimize series of calls to glCopyTexImage2D, the frame 343 * buffer is left untouched until the first drawing operation. Only when 344 * something actually gets drawn are the layers regions cleared. 345 */ 346bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 347 float right, float bottom, int alpha, SkXfermode::Mode mode, 348 int flags, GLuint previousFbo) { 349 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 350 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 351 352 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 353 354 // Window coordinates of the layer 355 Rect bounds(left, top, right, bottom); 356 if (fboLayer) { 357 // Clear the previous layer regions before we change the viewport 358 clearLayerRegions(); 359 } else { 360 mSnapshot->transform->mapRect(bounds); 361 362 // Layers only make sense if they are in the framebuffer's bounds 363 bounds.intersect(*snapshot->clipRect); 364 365 // We cannot work with sub-pixels in this case 366 bounds.snapToPixelBoundaries(); 367 368 // When the layer is not an FBO, we may use glCopyTexImage so we 369 // need to make sure the layer does not extend outside the bounds 370 // of the framebuffer 371 bounds.intersect(snapshot->previous->viewport); 372 } 373 374 if (bounds.isEmpty() || bounds.getWidth() > mMaxTextureSize || 375 bounds.getHeight() > mMaxTextureSize) { 376 snapshot->invisible = true; 377 } else { 378 // TODO: Should take the mode into account 379 snapshot->invisible = snapshot->previous->invisible || 380 (alpha <= ALPHA_THRESHOLD && fboLayer); 381 } 382 383 // Bail out if we won't draw in this snapshot 384 if (snapshot->invisible) { 385 return false; 386 } 387 388 glActiveTexture(GL_TEXTURE0); 389 390 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 391 if (!layer) { 392 return false; 393 } 394 395 layer->mode = mode; 396 layer->alpha = alpha; 397 layer->layer.set(bounds); 398 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 399 bounds.getWidth() / float(layer->width), 0.0f); 400 401 // Save the layer in the snapshot 402 snapshot->flags |= Snapshot::kFlagIsLayer; 403 snapshot->layer = layer; 404 405 if (fboLayer) { 406 layer->fbo = mCaches.fboCache.get(); 407 408 snapshot->flags |= Snapshot::kFlagIsFboLayer; 409 snapshot->fbo = layer->fbo; 410 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 411 snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 412 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 413 snapshot->height = bounds.getHeight(); 414 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 415 snapshot->orthoMatrix.load(mOrthoMatrix); 416 417 // Bind texture to FBO 418 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 419 glBindTexture(GL_TEXTURE_2D, layer->texture); 420 421 // Initialize the texture if needed 422 if (layer->empty) { 423 layer->empty = false; 424 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 425 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 426 } 427 428 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 429 layer->texture, 0); 430 431#if DEBUG_LAYERS 432 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 433 if (status != GL_FRAMEBUFFER_COMPLETE) { 434 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 435 436 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 437 glDeleteTextures(1, &layer->texture); 438 mCaches.fboCache.put(layer->fbo); 439 440 delete layer; 441 442 return false; 443 } 444#endif 445 446 // Clear the FBO 447 glScissor(0.0f, 0.0f, bounds.getWidth() + 1.0f, bounds.getHeight() + 1.0f); 448 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 449 glClear(GL_COLOR_BUFFER_BIT); 450 451 setScissorFromClip(); 452 453 // Change the ortho projection 454 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 455 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 456 } else { 457 // Copy the framebuffer into the layer 458 glBindTexture(GL_TEXTURE_2D, layer->texture); 459 460 if (layer->empty) { 461 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, 462 snapshot->height - bounds.bottom, layer->width, layer->height, 0); 463 layer->empty = false; 464 } else { 465 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 466 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 467 } 468 469 // Enqueue the buffer coordinates to clear the corresponding region later 470 mLayers.push(new Rect(bounds)); 471 } 472 473 return true; 474} 475 476/** 477 * Read the documentation of createLayer() before doing anything in this method. 478 */ 479void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 480 if (!current->layer) { 481 LOGE("Attempting to compose a layer that does not exist"); 482 return; 483 } 484 485 const bool fboLayer = current->flags & SkCanvas::kClipToLayer_SaveFlag; 486 487 if (fboLayer) { 488 // Unbind current FBO and restore previous one 489 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 490 } 491 492 // Restore the clip from the previous snapshot 493 Rect& clip(*previous->clipRect); 494 clip.snapToPixelBoundaries(); 495 glScissor(clip.left, previous->height - clip.bottom, clip.getWidth(), clip.getHeight()); 496 497 Layer* layer = current->layer; 498 const Rect& rect = layer->layer; 499 500 if (!fboLayer && layer->alpha < 255) { 501 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 502 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 503 } 504 505 const Rect& texCoords = layer->texCoords; 506 mCaches.unbindMeshBuffer(); 507 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 508 509 if (fboLayer) { 510 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 511 layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 512 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount); 513 } else { 514 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 515 1.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 516 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, true, true); 517 } 518 519 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 520 521 if (fboLayer) { 522 // Detach the texture from the FBO 523 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 524 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 525 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 526 527 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 528 mCaches.fboCache.put(current->fbo); 529 } 530 531 // Failing to add the layer to the cache should happen only if the layer is too large 532 if (!mCaches.layerCache.put(layer)) { 533 LAYER_LOGD("Deleting layer"); 534 glDeleteTextures(1, &layer->texture); 535 delete layer; 536 } 537} 538 539void OpenGLRenderer::clearLayerRegions() { 540 if (mLayers.size() == 0 || mSnapshot->invisible) return; 541 542 for (uint32_t i = 0; i < mLayers.size(); i++) { 543 Rect* bounds = mLayers.itemAt(i); 544 545 // Clear the framebuffer where the layer will draw 546 glScissor(bounds->left, mSnapshot->height - bounds->bottom, 547 bounds->getWidth(), bounds->getHeight()); 548 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 549 glClear(GL_COLOR_BUFFER_BIT); 550 551 delete bounds; 552 } 553 mLayers.clear(); 554 555 // Restore the clip 556 setScissorFromClip(); 557} 558 559/////////////////////////////////////////////////////////////////////////////// 560// Transforms 561/////////////////////////////////////////////////////////////////////////////// 562 563void OpenGLRenderer::translate(float dx, float dy) { 564 mSnapshot->transform->translate(dx, dy, 0.0f); 565} 566 567void OpenGLRenderer::rotate(float degrees) { 568 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 569} 570 571void OpenGLRenderer::scale(float sx, float sy) { 572 mSnapshot->transform->scale(sx, sy, 1.0f); 573} 574 575void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 576 mSnapshot->transform->load(*matrix); 577} 578 579const float* OpenGLRenderer::getMatrix() const { 580 if (mSnapshot->fbo != 0) { 581 return &mSnapshot->transform->data[0]; 582 } 583 return &mIdentity.data[0]; 584} 585 586void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 587 mSnapshot->transform->copyTo(*matrix); 588} 589 590void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 591 SkMatrix transform; 592 mSnapshot->transform->copyTo(transform); 593 transform.preConcat(*matrix); 594 mSnapshot->transform->load(transform); 595} 596 597/////////////////////////////////////////////////////////////////////////////// 598// Clipping 599/////////////////////////////////////////////////////////////////////////////// 600 601void OpenGLRenderer::setScissorFromClip() { 602 Rect clip(*mSnapshot->clipRect); 603 clip.snapToPixelBoundaries(); 604 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 605} 606 607const Rect& OpenGLRenderer::getClipBounds() { 608 return mSnapshot->getLocalClip(); 609} 610 611bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 612 if (mSnapshot->invisible) { 613 return true; 614 } 615 616 Rect r(left, top, right, bottom); 617 mSnapshot->transform->mapRect(r); 618 r.snapToPixelBoundaries(); 619 620 Rect clipRect(*mSnapshot->clipRect); 621 clipRect.snapToPixelBoundaries(); 622 623 return !clipRect.intersects(r); 624} 625 626bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 627 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 628 if (clipped) { 629 setScissorFromClip(); 630 } 631 return !mSnapshot->clipRect->isEmpty(); 632} 633 634/////////////////////////////////////////////////////////////////////////////// 635// Drawing 636/////////////////////////////////////////////////////////////////////////////// 637 638void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 639 const float right = left + bitmap->width(); 640 const float bottom = top + bitmap->height(); 641 642 if (quickReject(left, top, right, bottom)) { 643 return; 644 } 645 646 glActiveTexture(GL_TEXTURE0); 647 Texture* texture = mCaches.textureCache.get(bitmap); 648 if (!texture) return; 649 const AutoTexture autoCleanup(texture); 650 651 drawTextureRect(left, top, right, bottom, texture, paint); 652} 653 654void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 655 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 656 const mat4 transform(*matrix); 657 transform.mapRect(r); 658 659 if (quickReject(r.left, r.top, r.right, r.bottom)) { 660 return; 661 } 662 663 glActiveTexture(GL_TEXTURE0); 664 Texture* texture = mCaches.textureCache.get(bitmap); 665 if (!texture) return; 666 const AutoTexture autoCleanup(texture); 667 668 drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint); 669} 670 671void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 672 float srcLeft, float srcTop, float srcRight, float srcBottom, 673 float dstLeft, float dstTop, float dstRight, float dstBottom, 674 SkPaint* paint) { 675 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 676 return; 677 } 678 679 glActiveTexture(GL_TEXTURE0); 680 Texture* texture = mCaches.textureCache.get(bitmap); 681 if (!texture) return; 682 const AutoTexture autoCleanup(texture); 683 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 684 685 const float width = texture->width; 686 const float height = texture->height; 687 688 const float u1 = srcLeft / width; 689 const float v1 = srcTop / height; 690 const float u2 = srcRight / width; 691 const float v2 = srcBottom / height; 692 693 mCaches.unbindMeshBuffer(); 694 resetDrawTextureTexCoords(u1, v1, u2, v2); 695 696 int alpha; 697 SkXfermode::Mode mode; 698 getAlphaAndMode(paint, &alpha, &mode); 699 700 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 701 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 702 GL_TRIANGLE_STRIP, gMeshCount); 703 704 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 705} 706 707void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 708 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 709 float left, float top, float right, float bottom, SkPaint* paint) { 710 if (quickReject(left, top, right, bottom)) { 711 return; 712 } 713 714 glActiveTexture(GL_TEXTURE0); 715 Texture* texture = mCaches.textureCache.get(bitmap); 716 if (!texture) return; 717 const AutoTexture autoCleanup(texture); 718 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 719 720 int alpha; 721 SkXfermode::Mode mode; 722 getAlphaAndMode(paint, &alpha, &mode); 723 724 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 725 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 726 727 if (mesh) { 728 // Specify right and bottom as +1.0f from left/top to prevent scaling since the 729 // patch mesh already defines the final size 730 drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f, 731 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 732 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer); 733 } 734} 735 736void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 737 if (mSnapshot->invisible) return; 738 739 int alpha; 740 SkXfermode::Mode mode; 741 getAlphaAndMode(paint, &alpha, &mode); 742 743 uint32_t color = paint->getColor(); 744 const GLfloat a = alpha / 255.0f; 745 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 746 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 747 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 748 749 const bool isAA = paint->isAntiAlias(); 750 if (isAA) { 751 GLuint textureUnit = 0; 752 setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a, 753 mode, false, true, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 754 mCaches.line.getMeshBuffer()); 755 } else { 756 setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false); 757 } 758 759 const float strokeWidth = paint->getStrokeWidth(); 760 const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount; 761 const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP; 762 763 for (int i = 0; i < count; i += 4) { 764 float tx = 0.0f; 765 float ty = 0.0f; 766 767 if (isAA) { 768 mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3], 769 strokeWidth, tx, ty); 770 } else { 771 ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f; 772 } 773 774 const float dx = points[i + 2] - points[i]; 775 const float dy = points[i + 3] - points[i + 1]; 776 const float mag = sqrtf(dx * dx + dy * dy); 777 const float angle = acos(dx / mag); 778 779 mModelView.loadTranslate(points[i], points[i + 1], 0.0f); 780 if (angle > MIN_ANGLE || angle < -MIN_ANGLE) { 781 mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f); 782 } 783 mModelView.translate(tx, ty, 0.0f); 784 if (!isAA) { 785 float length = mCaches.line.getLength(points[i], points[i + 1], 786 points[i + 2], points[i + 3]); 787 mModelView.scale(length, strokeWidth, 1.0f); 788 } 789 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 790 791 if (mShader) { 792 mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot); 793 } 794 795 glDrawArrays(drawMode, 0, elementsCount); 796 } 797 798 if (isAA) { 799 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 800 } 801} 802 803void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 804 Rect& clip(*mSnapshot->clipRect); 805 clip.snapToPixelBoundaries(); 806 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 807} 808 809void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 810 if (quickReject(left, top, right, bottom)) { 811 return; 812 } 813 814 SkXfermode::Mode mode; 815 if (!mExtensions.hasFramebufferFetch()) { 816 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 817 if (!isMode) { 818 // Assume SRC_OVER 819 mode = SkXfermode::kSrcOver_Mode; 820 } 821 } else { 822 mode = getXfermode(p->getXfermode()); 823 } 824 825 // Skia draws using the color's alpha channel if < 255 826 // Otherwise, it uses the paint's alpha 827 int color = p->getColor(); 828 if (((color >> 24) & 0xff) == 255) { 829 color |= p->getAlpha() << 24; 830 } 831 832 drawColorRect(left, top, right, bottom, color, mode); 833} 834 835void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 836 float x, float y, SkPaint* paint) { 837 if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 838 return; 839 } 840 if (mSnapshot->invisible) return; 841 842 paint->setAntiAlias(true); 843 844 float length = -1.0f; 845 switch (paint->getTextAlign()) { 846 case SkPaint::kCenter_Align: 847 length = paint->measureText(text, bytesCount); 848 x -= length / 2.0f; 849 break; 850 case SkPaint::kRight_Align: 851 length = paint->measureText(text, bytesCount); 852 x -= length; 853 break; 854 default: 855 break; 856 } 857 858 int alpha; 859 SkXfermode::Mode mode; 860 getAlphaAndMode(paint, &alpha, &mode); 861 862 uint32_t color = paint->getColor(); 863 const GLfloat a = alpha / 255.0f; 864 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 865 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 866 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 867 868 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 869 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 870 paint->getTextSize()); 871 872 Rect clipRect(*mSnapshot->clipRect); 873 clipRect.snapToPixelBoundaries(); 874 glScissor(clipRect.left, mSnapshot->height - clipRect.bottom, 875 clipRect.getWidth(), clipRect.getHeight()); 876 877 if (mHasShadow) { 878 glActiveTexture(gTextureUnits[0]); 879 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 880 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 881 count, mShadowRadius); 882 const AutoTexture autoCleanup(shadow); 883 884 setupShadow(shadow, x, y, mode, a); 885 886 // Draw the mesh 887 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 888 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 889 } 890 891 GLuint textureUnit = 0; 892 glActiveTexture(gTextureUnits[textureUnit]); 893 894 // Assume that the modelView matrix does not force scales, rotates, etc. 895 const bool linearFilter = mSnapshot->transform->changesBounds(); 896 setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit, 897 x, y, r, g, b, a, mode, false, true, NULL, NULL); 898 899 const Rect& clip = mSnapshot->getLocalClip(); 900 clearLayerRegions(); 901 902 mCaches.unbindMeshBuffer(); 903 fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y); 904 905 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 906 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 907 908 drawTextDecorations(text, bytesCount, length, x, y, paint); 909 910 setScissorFromClip(); 911} 912 913void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 914 if (mSnapshot->invisible) return; 915 916 GLuint textureUnit = 0; 917 glActiveTexture(gTextureUnits[textureUnit]); 918 919 const PathTexture* texture = mCaches.pathCache.get(path, paint); 920 if (!texture) return; 921 const AutoTexture autoCleanup(texture); 922 923 const float x = texture->left - texture->offset; 924 const float y = texture->top - texture->offset; 925 926 if (quickReject(x, y, x + texture->width, y + texture->height)) { 927 return; 928 } 929 930 int alpha; 931 SkXfermode::Mode mode; 932 getAlphaAndMode(paint, &alpha, &mode); 933 934 uint32_t color = paint->getColor(); 935 const GLfloat a = alpha / 255.0f; 936 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 937 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 938 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 939 940 setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true); 941 942 clearLayerRegions(); 943 944 // Draw the mesh 945 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 946 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 947} 948 949/////////////////////////////////////////////////////////////////////////////// 950// Shaders 951/////////////////////////////////////////////////////////////////////////////// 952 953void OpenGLRenderer::resetShader() { 954 mShader = NULL; 955} 956 957void OpenGLRenderer::setupShader(SkiaShader* shader) { 958 mShader = shader; 959 if (mShader) { 960 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 961 } 962} 963 964/////////////////////////////////////////////////////////////////////////////// 965// Color filters 966/////////////////////////////////////////////////////////////////////////////// 967 968void OpenGLRenderer::resetColorFilter() { 969 mColorFilter = NULL; 970} 971 972void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 973 mColorFilter = filter; 974} 975 976/////////////////////////////////////////////////////////////////////////////// 977// Drop shadow 978/////////////////////////////////////////////////////////////////////////////// 979 980void OpenGLRenderer::resetShadow() { 981 mHasShadow = false; 982} 983 984void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 985 mHasShadow = true; 986 mShadowRadius = radius; 987 mShadowDx = dx; 988 mShadowDy = dy; 989 mShadowColor = color; 990} 991 992/////////////////////////////////////////////////////////////////////////////// 993// Drawing implementation 994/////////////////////////////////////////////////////////////////////////////// 995 996void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y, 997 SkXfermode::Mode mode, float alpha) { 998 const float sx = x - texture->left + mShadowDx; 999 const float sy = y - texture->top + mShadowDy; 1000 1001 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 1002 const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha; 1003 const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f; 1004 const GLfloat g = a * ((mShadowColor >> 8) & 0xFF) / 255.0f; 1005 const GLfloat b = a * ((mShadowColor ) & 0xFF) / 255.0f; 1006 1007 GLuint textureUnit = 0; 1008 setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false); 1009} 1010 1011void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, 1012 float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode, 1013 bool transforms, bool applyFilters) { 1014 setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit, 1015 x, y, r, g, b, a, mode, transforms, applyFilters, 1016 (GLvoid*) 0, (GLvoid*) gMeshTextureOffset); 1017} 1018 1019void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 1020 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 1021 SkXfermode::Mode mode, bool transforms, bool applyFilters) { 1022 setupTextureAlpha8(texture, width, height, textureUnit, x, y, r, g, b, a, mode, 1023 transforms, applyFilters, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset); 1024} 1025 1026void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 1027 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 1028 SkXfermode::Mode mode, bool transforms, bool applyFilters, 1029 GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1030 // Describe the required shaders 1031 ProgramDescription description; 1032 description.hasTexture = true; 1033 description.hasAlpha8Texture = true; 1034 const bool setColor = description.setAlpha8Color(r, g, b, a); 1035 1036 if (applyFilters) { 1037 if (mShader) { 1038 mShader->describe(description, mExtensions); 1039 } 1040 if (mColorFilter) { 1041 mColorFilter->describe(description, mExtensions); 1042 } 1043 } 1044 1045 // Setup the blending mode 1046 chooseBlending(true, mode, description); 1047 1048 // Build and use the appropriate shader 1049 useProgram(mCaches.programCache.get(description)); 1050 1051 bindTexture(texture, textureUnit); 1052 glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit); 1053 1054 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1055 glEnableVertexAttribArray(texCoordsSlot); 1056 1057 if (texCoords) { 1058 // Setup attributes 1059 if (!vertices) { 1060 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1061 } else { 1062 mCaches.unbindMeshBuffer(); 1063 } 1064 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1065 gMeshStride, vertices); 1066 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1067 } 1068 1069 // Setup uniforms 1070 if (transforms) { 1071 mModelView.loadTranslate(x, y, 0.0f); 1072 mModelView.scale(width, height, 1.0f); 1073 } else { 1074 mModelView.loadIdentity(); 1075 } 1076 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1077 if (setColor) { 1078 mCaches.currentProgram->setColor(r, g, b, a); 1079 } 1080 1081 textureUnit++; 1082 if (applyFilters) { 1083 // Setup attributes and uniforms required by the shaders 1084 if (mShader) { 1085 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1086 } 1087 if (mColorFilter) { 1088 mColorFilter->setupProgram(mCaches.currentProgram); 1089 } 1090 } 1091} 1092 1093// Same values used by Skia 1094#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1095#define kStdUnderline_Offset (1.0f / 9.0f) 1096#define kStdUnderline_Thickness (1.0f / 18.0f) 1097 1098void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1099 float x, float y, SkPaint* paint) { 1100 // Handle underline and strike-through 1101 uint32_t flags = paint->getFlags(); 1102 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1103 float underlineWidth = length; 1104 // If length is > 0.0f, we already measured the text for the text alignment 1105 if (length <= 0.0f) { 1106 underlineWidth = paint->measureText(text, bytesCount); 1107 } 1108 1109 float offsetX = 0; 1110 switch (paint->getTextAlign()) { 1111 case SkPaint::kCenter_Align: 1112 offsetX = underlineWidth * 0.5f; 1113 break; 1114 case SkPaint::kRight_Align: 1115 offsetX = underlineWidth; 1116 break; 1117 default: 1118 break; 1119 } 1120 1121 if (underlineWidth > 0.0f) { 1122 const float textSize = paint->getTextSize(); 1123 const float strokeWidth = textSize * kStdUnderline_Thickness; 1124 1125 const float left = x - offsetX; 1126 float top = 0.0f; 1127 1128 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 1129 float points[pointsCount]; 1130 int currentPoint = 0; 1131 1132 if (flags & SkPaint::kUnderlineText_Flag) { 1133 top = y + textSize * kStdUnderline_Offset; 1134 points[currentPoint++] = left; 1135 points[currentPoint++] = top; 1136 points[currentPoint++] = left + underlineWidth; 1137 points[currentPoint++] = top; 1138 } 1139 1140 if (flags & SkPaint::kStrikeThruText_Flag) { 1141 top = y + textSize * kStdStrikeThru_Offset; 1142 points[currentPoint++] = left; 1143 points[currentPoint++] = top; 1144 points[currentPoint++] = left + underlineWidth; 1145 points[currentPoint++] = top; 1146 } 1147 1148 SkPaint linesPaint(*paint); 1149 linesPaint.setStrokeWidth(strokeWidth); 1150 1151 drawLines(&points[0], pointsCount, &linesPaint); 1152 } 1153 } 1154} 1155 1156void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1157 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1158 clearLayerRegions(); 1159 1160 // If a shader is set, preserve only the alpha 1161 if (mShader) { 1162 color |= 0x00ffffff; 1163 } 1164 1165 // Render using pre-multiplied alpha 1166 const int alpha = (color >> 24) & 0xFF; 1167 const GLfloat a = alpha / 255.0f; 1168 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1169 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1170 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1171 1172 setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform); 1173 1174 // Draw the mesh 1175 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1176} 1177 1178void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom, 1179 float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform) { 1180 GLuint textureUnit = 0; 1181 1182 // Describe the required shaders 1183 ProgramDescription description; 1184 const bool setColor = description.setColor(r, g, b, a); 1185 1186 if (mShader) { 1187 mShader->describe(description, mExtensions); 1188 } 1189 if (mColorFilter) { 1190 mColorFilter->describe(description, mExtensions); 1191 } 1192 1193 // Setup the blending mode 1194 chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description); 1195 1196 // Build and use the appropriate shader 1197 useProgram(mCaches.programCache.get(description)); 1198 1199 // Setup attributes 1200 mCaches.bindMeshBuffer(); 1201 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1202 gMeshStride, 0); 1203 1204 // Setup uniforms 1205 mModelView.loadTranslate(left, top, 0.0f); 1206 mModelView.scale(right - left, bottom - top, 1.0f); 1207 if (!ignoreTransform) { 1208 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1209 } else { 1210 mat4 identity; 1211 mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity); 1212 } 1213 mCaches.currentProgram->setColor(r, g, b, a); 1214 1215 // Setup attributes and uniforms required by the shaders 1216 if (mShader) { 1217 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1218 } 1219 if (mColorFilter) { 1220 mColorFilter->setupProgram(mCaches.currentProgram); 1221 } 1222} 1223 1224void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1225 Texture* texture, SkPaint* paint) { 1226 int alpha; 1227 SkXfermode::Mode mode; 1228 getAlphaAndMode(paint, &alpha, &mode); 1229 1230 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1231 1232 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1233 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1234 GL_TRIANGLE_STRIP, gMeshCount); 1235} 1236 1237void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1238 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1239 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1240 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 1241} 1242 1243void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1244 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1245 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1246 bool swapSrcDst, bool ignoreTransform, GLuint vbo) { 1247 clearLayerRegions(); 1248 1249 ProgramDescription description; 1250 description.hasTexture = true; 1251 const bool setColor = description.setColor(alpha, alpha, alpha, alpha); 1252 if (mColorFilter) { 1253 mColorFilter->describe(description, mExtensions); 1254 } 1255 1256 mModelView.loadTranslate(left, top, 0.0f); 1257 mModelView.scale(right - left, bottom - top, 1.0f); 1258 1259 chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst); 1260 1261 useProgram(mCaches.programCache.get(description)); 1262 if (!ignoreTransform) { 1263 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1264 } else { 1265 mat4 m; 1266 mCaches.currentProgram->set(mOrthoMatrix, mModelView, m); 1267 } 1268 1269 // Texture 1270 bindTexture(texture); 1271 glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); 1272 1273 // Always premultiplied 1274 if (setColor) { 1275 mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha); 1276 } 1277 1278 // Mesh 1279 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1280 glEnableVertexAttribArray(texCoordsSlot); 1281 1282 if (!vertices) { 1283 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1284 } else { 1285 mCaches.unbindMeshBuffer(); 1286 } 1287 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1288 gMeshStride, vertices); 1289 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1290 1291 // Color filter 1292 if (mColorFilter) { 1293 mColorFilter->setupProgram(mCaches.currentProgram); 1294 } 1295 1296 glDrawArrays(drawMode, 0, elementsCount); 1297 glDisableVertexAttribArray(texCoordsSlot); 1298} 1299 1300void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1301 ProgramDescription& description, bool swapSrcDst) { 1302 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1303 if (blend) { 1304 if (mode < SkXfermode::kPlus_Mode) { 1305 if (!mCaches.blend) { 1306 glEnable(GL_BLEND); 1307 } 1308 1309 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1310 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1311 1312 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1313 glBlendFunc(sourceMode, destMode); 1314 mCaches.lastSrcMode = sourceMode; 1315 mCaches.lastDstMode = destMode; 1316 } 1317 } else { 1318 // These blend modes are not supported by OpenGL directly and have 1319 // to be implemented using shaders. Since the shader will perform 1320 // the blending, turn blending off here 1321 if (mExtensions.hasFramebufferFetch()) { 1322 description.framebufferMode = mode; 1323 description.swapSrcDst = swapSrcDst; 1324 } 1325 1326 if (mCaches.blend) { 1327 glDisable(GL_BLEND); 1328 } 1329 blend = false; 1330 } 1331 } else if (mCaches.blend) { 1332 glDisable(GL_BLEND); 1333 } 1334 mCaches.blend = blend; 1335} 1336 1337bool OpenGLRenderer::useProgram(Program* program) { 1338 if (!program->isInUse()) { 1339 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1340 program->use(); 1341 mCaches.currentProgram = program; 1342 return false; 1343 } 1344 return true; 1345} 1346 1347void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1348 TextureVertex* v = &mMeshVertices[0]; 1349 TextureVertex::setUV(v++, u1, v1); 1350 TextureVertex::setUV(v++, u2, v1); 1351 TextureVertex::setUV(v++, u1, v2); 1352 TextureVertex::setUV(v++, u2, v2); 1353} 1354 1355void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1356 if (paint) { 1357 if (!mExtensions.hasFramebufferFetch()) { 1358 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1359 if (!isMode) { 1360 // Assume SRC_OVER 1361 *mode = SkXfermode::kSrcOver_Mode; 1362 } 1363 } else { 1364 *mode = getXfermode(paint->getXfermode()); 1365 } 1366 1367 // Skia draws using the color's alpha channel if < 255 1368 // Otherwise, it uses the paint's alpha 1369 int color = paint->getColor(); 1370 *alpha = (color >> 24) & 0xFF; 1371 if (*alpha == 255) { 1372 *alpha = paint->getAlpha(); 1373 } 1374 } else { 1375 *mode = SkXfermode::kSrcOver_Mode; 1376 *alpha = 255; 1377 } 1378} 1379 1380SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1381 if (mode == NULL) { 1382 return SkXfermode::kSrcOver_Mode; 1383 } 1384 return mode->fMode; 1385} 1386 1387void OpenGLRenderer::bindTexture(GLuint texture, GLuint textureUnit) { 1388 glActiveTexture(gTextureUnits[textureUnit]); 1389 glBindTexture(GL_TEXTURE_2D, texture); 1390} 1391 1392void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT, 1393 GLuint textureUnit) { 1394 bool bound = false; 1395 if (wrapS != texture->wrapS) { 1396 glActiveTexture(gTextureUnits[textureUnit]); 1397 glBindTexture(GL_TEXTURE_2D, texture->id); 1398 bound = true; 1399 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1400 texture->wrapS = wrapS; 1401 } 1402 if (wrapT != texture->wrapT) { 1403 if (!bound) { 1404 glActiveTexture(gTextureUnits[textureUnit]); 1405 glBindTexture(GL_TEXTURE_2D, texture->id); 1406 } 1407 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1408 texture->wrapT = wrapT; 1409 } 1410} 1411 1412}; // namespace uirenderer 1413}; // namespace android 1414