OpenGLRenderer.cpp revision 4368c449d7baa398e67eb4d96467f1de8862c5bb
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <ui/Rect.h> 30 31#include "OpenGLRenderer.h" 32#include "DisplayListRenderer.h" 33#include "Vector.h" 34 35namespace android { 36namespace uirenderer { 37 38/////////////////////////////////////////////////////////////////////////////// 39// Defines 40/////////////////////////////////////////////////////////////////////////////// 41 42#define RAD_TO_DEG (180.0f / 3.14159265f) 43#define MIN_ANGLE 0.001f 44 45// TODO: This should be set in properties 46#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 47 48/////////////////////////////////////////////////////////////////////////////// 49// Globals 50/////////////////////////////////////////////////////////////////////////////// 51 52/** 53 * Structure mapping Skia xfermodes to OpenGL blending factors. 54 */ 55struct Blender { 56 SkXfermode::Mode mode; 57 GLenum src; 58 GLenum dst; 59}; // struct Blender 60 61// In this array, the index of each Blender equals the value of the first 62// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 63static const Blender gBlends[] = { 64 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 65 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 66 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 67 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 68 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 69 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 70 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 71 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 72 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 73 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 74 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 75 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 76}; 77 78// This array contains the swapped version of each SkXfermode. For instance 79// this array's SrcOver blending mode is actually DstOver. You can refer to 80// createLayer() for more information on the purpose of this array. 81static const Blender gBlendsSwap[] = { 82 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 83 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 84 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 85 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 86 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 87 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 88 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 89 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 90 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 92 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 93 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 94}; 95 96static const GLenum gTextureUnits[] = { 97 GL_TEXTURE0, 98 GL_TEXTURE1, 99 GL_TEXTURE2 100}; 101 102/////////////////////////////////////////////////////////////////////////////// 103// Constructors/destructor 104/////////////////////////////////////////////////////////////////////////////// 105 106OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 107 mShader = NULL; 108 mColorFilter = NULL; 109 mHasShadow = false; 110 111 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 112 113 mFirstSnapshot = new Snapshot; 114} 115 116OpenGLRenderer::~OpenGLRenderer() { 117 // The context has already been destroyed at this point, do not call 118 // GL APIs. All GL state should be kept in Caches.h 119} 120 121/////////////////////////////////////////////////////////////////////////////// 122// Setup 123/////////////////////////////////////////////////////////////////////////////// 124 125void OpenGLRenderer::setViewport(int width, int height) { 126 glViewport(0, 0, width, height); 127 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 128 129 mWidth = width; 130 mHeight = height; 131 132 mFirstSnapshot->height = height; 133 mFirstSnapshot->viewport.set(0, 0, width, height); 134 135 mDirtyClip = false; 136} 137 138void OpenGLRenderer::prepare(bool opaque) { 139 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 140} 141 142void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 143 mCaches.clearGarbage(); 144 145 mSnapshot = new Snapshot(mFirstSnapshot, 146 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 147 mSaveCount = 1; 148 149 glViewport(0, 0, mWidth, mHeight); 150 151 glDisable(GL_DITHER); 152 153 glEnable(GL_SCISSOR_TEST); 154 glScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 155 mSnapshot->setClip(left, top, right, bottom); 156 157 if (!opaque) { 158 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 159 glClear(GL_COLOR_BUFFER_BIT); 160 } 161} 162 163void OpenGLRenderer::finish() { 164#if DEBUG_OPENGL 165 GLenum status = GL_NO_ERROR; 166 while ((status = glGetError()) != GL_NO_ERROR) { 167 LOGD("GL error from OpenGLRenderer: 0x%x", status); 168 switch (status) { 169 case GL_OUT_OF_MEMORY: 170 LOGE(" OpenGLRenderer is out of memory!"); 171 break; 172 } 173 } 174#endif 175#if DEBUG_MEMORY_USAGE 176 mCaches.dumpMemoryUsage(); 177#else 178 if (mCaches.getDebugLevel() & kDebugMemory) { 179 mCaches.dumpMemoryUsage(); 180 } 181#endif 182} 183 184void OpenGLRenderer::interrupt() { 185 if (mCaches.currentProgram) { 186 if (mCaches.currentProgram->isInUse()) { 187 mCaches.currentProgram->remove(); 188 mCaches.currentProgram = NULL; 189 } 190 } 191 mCaches.unbindMeshBuffer(); 192} 193 194void OpenGLRenderer::resume() { 195 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 196 197 glEnable(GL_SCISSOR_TEST); 198 dirtyClip(); 199 200 glDisable(GL_DITHER); 201 202 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 203 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 204 205 mCaches.blend = true; 206 glEnable(GL_BLEND); 207 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 208 glBlendEquation(GL_FUNC_ADD); 209} 210 211bool OpenGLRenderer::callDrawGLFunction(Functor *functor) { 212 interrupt(); 213 if (mDirtyClip) { 214 setScissorFromClip(); 215 } 216 status_t result = (*functor)(); 217 resume(); 218 return (result == 0) ? false : true; 219} 220 221/////////////////////////////////////////////////////////////////////////////// 222// State management 223/////////////////////////////////////////////////////////////////////////////// 224 225int OpenGLRenderer::getSaveCount() const { 226 return mSaveCount; 227} 228 229int OpenGLRenderer::save(int flags) { 230 return saveSnapshot(flags); 231} 232 233void OpenGLRenderer::restore() { 234 if (mSaveCount > 1) { 235 restoreSnapshot(); 236 } 237} 238 239void OpenGLRenderer::restoreToCount(int saveCount) { 240 if (saveCount < 1) saveCount = 1; 241 242 while (mSaveCount > saveCount) { 243 restoreSnapshot(); 244 } 245} 246 247int OpenGLRenderer::saveSnapshot(int flags) { 248 mSnapshot = new Snapshot(mSnapshot, flags); 249 return mSaveCount++; 250} 251 252bool OpenGLRenderer::restoreSnapshot() { 253 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 254 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 255 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 256 257 sp<Snapshot> current = mSnapshot; 258 sp<Snapshot> previous = mSnapshot->previous; 259 260 if (restoreOrtho) { 261 Rect& r = previous->viewport; 262 glViewport(r.left, r.top, r.right, r.bottom); 263 mOrthoMatrix.load(current->orthoMatrix); 264 } 265 266 mSaveCount--; 267 mSnapshot = previous; 268 269 if (restoreClip) { 270 dirtyClip(); 271 } 272 273 if (restoreLayer) { 274 composeLayer(current, previous); 275 } 276 277 return restoreClip; 278} 279 280/////////////////////////////////////////////////////////////////////////////// 281// Layers 282/////////////////////////////////////////////////////////////////////////////// 283 284int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 285 SkPaint* p, int flags) { 286 const GLuint previousFbo = mSnapshot->fbo; 287 const int count = saveSnapshot(flags); 288 289 if (!mSnapshot->isIgnored()) { 290 int alpha = 255; 291 SkXfermode::Mode mode; 292 293 if (p) { 294 alpha = p->getAlpha(); 295 if (!mCaches.extensions.hasFramebufferFetch()) { 296 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 297 if (!isMode) { 298 // Assume SRC_OVER 299 mode = SkXfermode::kSrcOver_Mode; 300 } 301 } else { 302 mode = getXfermode(p->getXfermode()); 303 } 304 } else { 305 mode = SkXfermode::kSrcOver_Mode; 306 } 307 308 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 309 } 310 311 return count; 312} 313 314int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 315 int alpha, int flags) { 316 if (alpha >= 255 - ALPHA_THRESHOLD) { 317 return saveLayer(left, top, right, bottom, NULL, flags); 318 } else { 319 SkPaint paint; 320 paint.setAlpha(alpha); 321 return saveLayer(left, top, right, bottom, &paint, flags); 322 } 323} 324 325/** 326 * Layers are viewed by Skia are slightly different than layers in image editing 327 * programs (for instance.) When a layer is created, previously created layers 328 * and the frame buffer still receive every drawing command. For instance, if a 329 * layer is created and a shape intersecting the bounds of the layers and the 330 * framebuffer is draw, the shape will be drawn on both (unless the layer was 331 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 332 * 333 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 334 * texture. Unfortunately, this is inefficient as it requires every primitive to 335 * be drawn n + 1 times, where n is the number of active layers. In practice this 336 * means, for every primitive: 337 * - Switch active frame buffer 338 * - Change viewport, clip and projection matrix 339 * - Issue the drawing 340 * 341 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 342 * To avoid this, layers are implemented in a different way here, at least in the 343 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 344 * is set. When this flag is set we can redirect all drawing operations into a 345 * single FBO. 346 * 347 * This implementation relies on the frame buffer being at least RGBA 8888. When 348 * a layer is created, only a texture is created, not an FBO. The content of the 349 * frame buffer contained within the layer's bounds is copied into this texture 350 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 351 * buffer and drawing continues as normal. This technique therefore treats the 352 * frame buffer as a scratch buffer for the layers. 353 * 354 * To compose the layers back onto the frame buffer, each layer texture 355 * (containing the original frame buffer data) is drawn as a simple quad over 356 * the frame buffer. The trick is that the quad is set as the composition 357 * destination in the blending equation, and the frame buffer becomes the source 358 * of the composition. 359 * 360 * Drawing layers with an alpha value requires an extra step before composition. 361 * An empty quad is drawn over the layer's region in the frame buffer. This quad 362 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 363 * quad is used to multiply the colors in the frame buffer. This is achieved by 364 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 365 * GL_ZERO, GL_SRC_ALPHA. 366 * 367 * Because glCopyTexImage2D() can be slow, an alternative implementation might 368 * be use to draw a single clipped layer. The implementation described above 369 * is correct in every case. 370 * 371 * (1) The frame buffer is actually not cleared right away. To allow the GPU 372 * to potentially optimize series of calls to glCopyTexImage2D, the frame 373 * buffer is left untouched until the first drawing operation. Only when 374 * something actually gets drawn are the layers regions cleared. 375 */ 376bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 377 float right, float bottom, int alpha, SkXfermode::Mode mode, 378 int flags, GLuint previousFbo) { 379 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 380 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 381 382 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 383 384 // Window coordinates of the layer 385 Rect bounds(left, top, right, bottom); 386 if (fboLayer) { 387 // Clear the previous layer regions before we change the viewport 388 clearLayerRegions(); 389 } else { 390 mSnapshot->transform->mapRect(bounds); 391 392 // Layers only make sense if they are in the framebuffer's bounds 393 bounds.intersect(*snapshot->clipRect); 394 395 // We cannot work with sub-pixels in this case 396 bounds.snapToPixelBoundaries(); 397 398 // When the layer is not an FBO, we may use glCopyTexImage so we 399 // need to make sure the layer does not extend outside the bounds 400 // of the framebuffer 401 bounds.intersect(snapshot->previous->viewport); 402 } 403 404 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 405 bounds.getHeight() > mCaches.maxTextureSize) { 406 snapshot->empty = fboLayer; 407 } else { 408 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 409 } 410 411 // Bail out if we won't draw in this snapshot 412 if (snapshot->invisible || snapshot->empty) { 413 return false; 414 } 415 416 glActiveTexture(gTextureUnits[0]); 417 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 418 if (!layer) { 419 return false; 420 } 421 422 layer->mode = mode; 423 layer->alpha = alpha; 424 layer->layer.set(bounds); 425 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 426 bounds.getWidth() / float(layer->width), 0.0f); 427 layer->colorFilter = mColorFilter; 428 429 // Save the layer in the snapshot 430 snapshot->flags |= Snapshot::kFlagIsLayer; 431 snapshot->layer = layer; 432 433 if (fboLayer) { 434 return createFboLayer(layer, bounds, snapshot, previousFbo); 435 } else { 436 // Copy the framebuffer into the layer 437 glBindTexture(GL_TEXTURE_2D, layer->texture); 438 if (!bounds.isEmpty()) { 439 if (layer->empty) { 440 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, 441 snapshot->height - bounds.bottom, layer->width, layer->height, 0); 442 layer->empty = false; 443 } else { 444 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 445 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 446 } 447 // Enqueue the buffer coordinates to clear the corresponding region later 448 mLayers.push(new Rect(bounds)); 449 } 450 } 451 452 return true; 453} 454 455bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 456 GLuint previousFbo) { 457 layer->fbo = mCaches.fboCache.get(); 458 459#if RENDER_LAYERS_AS_REGIONS 460 snapshot->region = &snapshot->layer->region; 461 snapshot->flags |= Snapshot::kFlagFboTarget; 462#endif 463 464 Rect clip(bounds); 465 snapshot->transform->mapRect(clip); 466 clip.intersect(*snapshot->clipRect); 467 clip.snapToPixelBoundaries(); 468 clip.intersect(snapshot->previous->viewport); 469 470 mat4 inverse; 471 inverse.loadInverse(*mSnapshot->transform); 472 473 inverse.mapRect(clip); 474 clip.snapToPixelBoundaries(); 475 clip.intersect(bounds); 476 clip.translate(-bounds.left, -bounds.top); 477 478 snapshot->flags |= Snapshot::kFlagIsFboLayer; 479 snapshot->fbo = layer->fbo; 480 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 481 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 482 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 483 snapshot->height = bounds.getHeight(); 484 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 485 snapshot->orthoMatrix.load(mOrthoMatrix); 486 487 // Bind texture to FBO 488 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 489 glBindTexture(GL_TEXTURE_2D, layer->texture); 490 491 // Initialize the texture if needed 492 if (layer->empty) { 493 layer->empty = false; 494 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 495 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 496 } 497 498 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 499 layer->texture, 0); 500 501#if DEBUG_LAYERS_AS_REGIONS 502 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 503 if (status != GL_FRAMEBUFFER_COMPLETE) { 504 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 505 506 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 507 glDeleteTextures(1, &layer->texture); 508 mCaches.fboCache.put(layer->fbo); 509 510 delete layer; 511 512 return false; 513 } 514#endif 515 516 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 517 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 518 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 519 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 520 glClear(GL_COLOR_BUFFER_BIT); 521 522 dirtyClip(); 523 524 // Change the ortho projection 525 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 526 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 527 528 return true; 529} 530 531/** 532 * Read the documentation of createLayer() before doing anything in this method. 533 */ 534void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 535 if (!current->layer) { 536 LOGE("Attempting to compose a layer that does not exist"); 537 return; 538 } 539 540 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 541 542 if (fboLayer) { 543 // Unbind current FBO and restore previous one 544 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 545 } 546 547 Layer* layer = current->layer; 548 const Rect& rect = layer->layer; 549 550 if (!fboLayer && layer->alpha < 255) { 551 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 552 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 553 // Required below, composeLayerRect() will divide by 255 554 layer->alpha = 255; 555 } 556 557 mCaches.unbindMeshBuffer(); 558 559 glActiveTexture(gTextureUnits[0]); 560 561 // When the layer is stored in an FBO, we can save a bit of fillrate by 562 // drawing only the dirty region 563 if (fboLayer) { 564 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 565 if (layer->colorFilter) { 566 setupColorFilter(layer->colorFilter); 567 } 568 composeLayerRegion(layer, rect); 569 if (layer->colorFilter) { 570 resetColorFilter(); 571 } 572 } else { 573 if (!rect.isEmpty()) { 574 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 575 composeLayerRect(layer, rect, true); 576 } 577 } 578 579 if (fboLayer) { 580 // Detach the texture from the FBO 581 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 582 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 583 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 584 585 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 586 mCaches.fboCache.put(current->fbo); 587 } 588 589 dirtyClip(); 590 591 // Failing to add the layer to the cache should happen only if the layer is too large 592 if (!mCaches.layerCache.put(layer)) { 593 LAYER_LOGD("Deleting layer"); 594 glDeleteTextures(1, &layer->texture); 595 delete layer; 596 } 597} 598 599void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 600 const Rect& texCoords = layer->texCoords; 601 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 602 603 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 604 layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 605 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap); 606 607 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 608} 609 610void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 611#if RENDER_LAYERS_AS_REGIONS 612 if (layer->region.isRect()) { 613 composeLayerRect(layer, rect); 614 layer->region.clear(); 615 return; 616 } 617 618 if (!layer->region.isEmpty()) { 619 size_t count; 620 const android::Rect* rects = layer->region.getArray(&count); 621 622 const float alpha = layer->alpha / 255.0f; 623 const float texX = 1.0f / float(layer->width); 624 const float texY = 1.0f / float(layer->height); 625 const float height = rect.getHeight(); 626 627 TextureVertex* mesh = mCaches.getRegionMesh(); 628 GLsizei numQuads = 0; 629 630 setupDraw(); 631 setupDrawWithTexture(); 632 setupDrawColor(alpha, alpha, alpha, alpha); 633 setupDrawColorFilter(); 634 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 635 setupDrawProgram(); 636 setupDrawDirtyRegionsDisabled(); 637 setupDrawPureColorUniforms(); 638 setupDrawColorFilterUniforms(); 639 setupDrawTexture(layer->texture); 640 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 641 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); 642 643 for (size_t i = 0; i < count; i++) { 644 const android::Rect* r = &rects[i]; 645 646 const float u1 = r->left * texX; 647 const float v1 = (height - r->top) * texY; 648 const float u2 = r->right * texX; 649 const float v2 = (height - r->bottom) * texY; 650 651 // TODO: Reject quads outside of the clip 652 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 653 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 654 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 655 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 656 657 numQuads++; 658 659 if (numQuads >= REGION_MESH_QUAD_COUNT) { 660 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 661 numQuads = 0; 662 mesh = mCaches.getRegionMesh(); 663 } 664 } 665 666 if (numQuads > 0) { 667 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 668 } 669 670 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 671 finishDrawTexture(); 672 673#if DEBUG_LAYERS_AS_REGIONS 674 drawRegionRects(layer->region); 675#endif 676 677 layer->region.clear(); 678 } 679#else 680 composeLayerRect(layer, rect); 681#endif 682} 683 684void OpenGLRenderer::drawRegionRects(const Region& region) { 685#if DEBUG_LAYERS_AS_REGIONS 686 size_t count; 687 const android::Rect* rects = region.getArray(&count); 688 689 uint32_t colors[] = { 690 0x7fff0000, 0x7f00ff00, 691 0x7f0000ff, 0x7fff00ff, 692 }; 693 694 int offset = 0; 695 int32_t top = rects[0].top; 696 697 for (size_t i = 0; i < count; i++) { 698 if (top != rects[i].top) { 699 offset ^= 0x2; 700 top = rects[i].top; 701 } 702 703 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 704 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 705 SkXfermode::kSrcOver_Mode); 706 } 707#endif 708} 709 710void OpenGLRenderer::dirtyLayer(const float left, const float top, 711 const float right, const float bottom, const mat4 transform) { 712#if RENDER_LAYERS_AS_REGIONS 713 if (hasLayer()) { 714 Rect bounds(left, top, right, bottom); 715 transform.mapRect(bounds); 716 dirtyLayerUnchecked(bounds, getRegion()); 717 } 718#endif 719} 720 721void OpenGLRenderer::dirtyLayer(const float left, const float top, 722 const float right, const float bottom) { 723#if RENDER_LAYERS_AS_REGIONS 724 if (hasLayer()) { 725 Rect bounds(left, top, right, bottom); 726 dirtyLayerUnchecked(bounds, getRegion()); 727 } 728#endif 729} 730 731void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 732#if RENDER_LAYERS_AS_REGIONS 733 if (bounds.intersect(*mSnapshot->clipRect)) { 734 bounds.snapToPixelBoundaries(); 735 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 736 if (!dirty.isEmpty()) { 737 region->orSelf(dirty); 738 } 739 } 740#endif 741} 742 743void OpenGLRenderer::clearLayerRegions() { 744 if (mLayers.size() == 0 || mSnapshot->isIgnored()) return; 745 746 Rect clipRect(*mSnapshot->clipRect); 747 clipRect.snapToPixelBoundaries(); 748 749 for (uint32_t i = 0; i < mLayers.size(); i++) { 750 Rect* bounds = mLayers.itemAt(i); 751 if (clipRect.intersects(*bounds)) { 752 // Clear the framebuffer where the layer will draw 753 glScissor(bounds->left, mSnapshot->height - bounds->bottom, 754 bounds->getWidth(), bounds->getHeight()); 755 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 756 glClear(GL_COLOR_BUFFER_BIT); 757 758 // Restore the clip 759 dirtyClip(); 760 } 761 762 delete bounds; 763 } 764 765 mLayers.clear(); 766} 767 768/////////////////////////////////////////////////////////////////////////////// 769// Transforms 770/////////////////////////////////////////////////////////////////////////////// 771 772void OpenGLRenderer::translate(float dx, float dy) { 773 mSnapshot->transform->translate(dx, dy, 0.0f); 774} 775 776void OpenGLRenderer::rotate(float degrees) { 777 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 778} 779 780void OpenGLRenderer::scale(float sx, float sy) { 781 mSnapshot->transform->scale(sx, sy, 1.0f); 782} 783 784void OpenGLRenderer::skew(float sx, float sy) { 785 mSnapshot->transform->skew(sx, sy); 786} 787 788void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 789 mSnapshot->transform->load(*matrix); 790} 791 792const float* OpenGLRenderer::getMatrix() const { 793 if (mSnapshot->fbo != 0) { 794 return &mSnapshot->transform->data[0]; 795 } 796 return &mIdentity.data[0]; 797} 798 799void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 800 mSnapshot->transform->copyTo(*matrix); 801} 802 803void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 804 SkMatrix transform; 805 mSnapshot->transform->copyTo(transform); 806 transform.preConcat(*matrix); 807 mSnapshot->transform->load(transform); 808} 809 810/////////////////////////////////////////////////////////////////////////////// 811// Clipping 812/////////////////////////////////////////////////////////////////////////////// 813 814void OpenGLRenderer::setScissorFromClip() { 815 Rect clip(*mSnapshot->clipRect); 816 clip.snapToPixelBoundaries(); 817 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 818 mDirtyClip = false; 819} 820 821const Rect& OpenGLRenderer::getClipBounds() { 822 return mSnapshot->getLocalClip(); 823} 824 825bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 826 if (mSnapshot->isIgnored()) { 827 return true; 828 } 829 830 Rect r(left, top, right, bottom); 831 mSnapshot->transform->mapRect(r); 832 r.snapToPixelBoundaries(); 833 834 Rect clipRect(*mSnapshot->clipRect); 835 clipRect.snapToPixelBoundaries(); 836 837 return !clipRect.intersects(r); 838} 839 840bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 841 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 842 if (clipped) { 843 dirtyClip(); 844 } 845 return !mSnapshot->clipRect->isEmpty(); 846} 847 848/////////////////////////////////////////////////////////////////////////////// 849// Drawing commands 850/////////////////////////////////////////////////////////////////////////////// 851 852void OpenGLRenderer::setupDraw() { 853 clearLayerRegions(); 854 if (mDirtyClip) { 855 setScissorFromClip(); 856 } 857 mDescription.reset(); 858 mSetShaderColor = false; 859 mColorSet = false; 860 mColorA = mColorR = mColorG = mColorB = 0.0f; 861 mTextureUnit = 0; 862 mTrackDirtyRegions = true; 863 mTexCoordsSlot = -1; 864} 865 866void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 867 mDescription.hasTexture = true; 868 mDescription.hasAlpha8Texture = isAlpha8; 869} 870 871void OpenGLRenderer::setupDrawColor(int color) { 872 setupDrawColor(color, (color >> 24) & 0xFF); 873} 874 875void OpenGLRenderer::setupDrawColor(int color, int alpha) { 876 mColorA = alpha / 255.0f; 877 const float a = mColorA / 255.0f; 878 mColorR = a * ((color >> 16) & 0xFF); 879 mColorG = a * ((color >> 8) & 0xFF); 880 mColorB = a * ((color ) & 0xFF); 881 mColorSet = true; 882 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 883} 884 885void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 886 mColorA = alpha / 255.0f; 887 const float a = mColorA / 255.0f; 888 mColorR = a * ((color >> 16) & 0xFF); 889 mColorG = a * ((color >> 8) & 0xFF); 890 mColorB = a * ((color ) & 0xFF); 891 mColorSet = true; 892 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 893} 894 895void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 896 mColorA = a; 897 mColorR = r; 898 mColorG = g; 899 mColorB = b; 900 mColorSet = true; 901 mSetShaderColor = mDescription.setColor(r, g, b, a); 902} 903 904void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 905 mColorA = a; 906 mColorR = r; 907 mColorG = g; 908 mColorB = b; 909 mColorSet = true; 910 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 911} 912 913void OpenGLRenderer::setupDrawShader() { 914 if (mShader) { 915 mShader->describe(mDescription, mCaches.extensions); 916 } 917} 918 919void OpenGLRenderer::setupDrawColorFilter() { 920 if (mColorFilter) { 921 mColorFilter->describe(mDescription, mCaches.extensions); 922 } 923} 924 925void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 926 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 927 mDescription, swapSrcDst); 928} 929 930void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 931 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 932 mDescription, swapSrcDst); 933} 934 935void OpenGLRenderer::setupDrawProgram() { 936 useProgram(mCaches.programCache.get(mDescription)); 937} 938 939void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 940 mTrackDirtyRegions = false; 941} 942 943void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 944 bool ignoreTransform) { 945 mModelView.loadTranslate(left, top, 0.0f); 946 if (!ignoreTransform) { 947 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 948 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 949 } else { 950 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 951 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 952 } 953} 954 955void OpenGLRenderer::setupDrawModelViewIdentity() { 956 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform); 957} 958 959void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 960 bool ignoreTransform, bool ignoreModelView) { 961 if (!ignoreModelView) { 962 mModelView.loadTranslate(left, top, 0.0f); 963 mModelView.scale(right - left, bottom - top, 1.0f); 964 } else { 965 mModelView.loadIdentity(); 966 } 967 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 968 if (!ignoreTransform) { 969 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 970 if (mTrackDirtyRegions && dirty) { 971 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 972 } 973 } else { 974 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 975 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 976 } 977} 978 979void OpenGLRenderer::setupDrawColorUniforms() { 980 if (mColorSet || (mShader && mSetShaderColor)) { 981 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 982 } 983} 984 985void OpenGLRenderer::setupDrawPureColorUniforms() { 986 if (mSetShaderColor) { 987 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 988 } 989} 990 991void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 992 if (mShader) { 993 if (ignoreTransform) { 994 mModelView.loadInverse(*mSnapshot->transform); 995 } 996 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 997 } 998} 999 1000void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1001 if (mShader) { 1002 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1003 } 1004} 1005 1006void OpenGLRenderer::setupDrawColorFilterUniforms() { 1007 if (mColorFilter) { 1008 mColorFilter->setupProgram(mCaches.currentProgram); 1009 } 1010} 1011 1012void OpenGLRenderer::setupDrawSimpleMesh() { 1013 mCaches.bindMeshBuffer(); 1014 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1015 gMeshStride, 0); 1016} 1017 1018void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1019 bindTexture(texture); 1020 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1021 1022 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1023 glEnableVertexAttribArray(mTexCoordsSlot); 1024} 1025 1026void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1027 if (!vertices) { 1028 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1029 } else { 1030 mCaches.unbindMeshBuffer(); 1031 } 1032 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1033 gMeshStride, vertices); 1034 if (mTexCoordsSlot >= 0) { 1035 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1036 } 1037} 1038 1039void OpenGLRenderer::finishDrawTexture() { 1040 glDisableVertexAttribArray(mTexCoordsSlot); 1041} 1042 1043/////////////////////////////////////////////////////////////////////////////// 1044// Drawing 1045/////////////////////////////////////////////////////////////////////////////// 1046 1047bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t level) { 1048 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1049 // will be performed by the display list itself 1050 if (displayList) { 1051 return displayList->replay(*this, level); 1052 } 1053 return false; 1054} 1055 1056void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1057 const float right = left + bitmap->width(); 1058 const float bottom = top + bitmap->height(); 1059 1060 if (quickReject(left, top, right, bottom)) { 1061 return; 1062 } 1063 1064 glActiveTexture(gTextureUnits[0]); 1065 Texture* texture = mCaches.textureCache.get(bitmap); 1066 if (!texture) return; 1067 const AutoTexture autoCleanup(texture); 1068 1069 drawTextureRect(left, top, right, bottom, texture, paint); 1070} 1071 1072void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1073 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1074 const mat4 transform(*matrix); 1075 transform.mapRect(r); 1076 1077 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1078 return; 1079 } 1080 1081 glActiveTexture(gTextureUnits[0]); 1082 Texture* texture = mCaches.textureCache.get(bitmap); 1083 if (!texture) return; 1084 const AutoTexture autoCleanup(texture); 1085 1086 // This could be done in a cheaper way, all we need is pass the matrix 1087 // to the vertex shader. The save/restore is a bit overkill. 1088 save(SkCanvas::kMatrix_SaveFlag); 1089 concatMatrix(matrix); 1090 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1091 restore(); 1092} 1093 1094void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1095 float* vertices, int* colors, SkPaint* paint) { 1096 // TODO: Do a quickReject 1097 if (!vertices || mSnapshot->isIgnored()) { 1098 return; 1099 } 1100 1101 glActiveTexture(gTextureUnits[0]); 1102 Texture* texture = mCaches.textureCache.get(bitmap); 1103 if (!texture) return; 1104 const AutoTexture autoCleanup(texture); 1105 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1106 1107 int alpha; 1108 SkXfermode::Mode mode; 1109 getAlphaAndMode(paint, &alpha, &mode); 1110 1111 const uint32_t count = meshWidth * meshHeight * 6; 1112 1113 float left = FLT_MAX; 1114 float top = FLT_MAX; 1115 float right = FLT_MIN; 1116 float bottom = FLT_MIN; 1117 1118#if RENDER_LAYERS_AS_REGIONS 1119 bool hasActiveLayer = hasLayer(); 1120#else 1121 bool hasActiveLayer = false; 1122#endif 1123 1124 // TODO: Support the colors array 1125 TextureVertex mesh[count]; 1126 TextureVertex* vertex = mesh; 1127 for (int32_t y = 0; y < meshHeight; y++) { 1128 for (int32_t x = 0; x < meshWidth; x++) { 1129 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1130 1131 float u1 = float(x) / meshWidth; 1132 float u2 = float(x + 1) / meshWidth; 1133 float v1 = float(y) / meshHeight; 1134 float v2 = float(y + 1) / meshHeight; 1135 1136 int ax = i + (meshWidth + 1) * 2; 1137 int ay = ax + 1; 1138 int bx = i; 1139 int by = bx + 1; 1140 int cx = i + 2; 1141 int cy = cx + 1; 1142 int dx = i + (meshWidth + 1) * 2 + 2; 1143 int dy = dx + 1; 1144 1145 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1146 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1147 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1148 1149 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1150 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1151 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1152 1153#if RENDER_LAYERS_AS_REGIONS 1154 if (hasActiveLayer) { 1155 // TODO: This could be optimized to avoid unnecessary ops 1156 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1157 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1158 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1159 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1160 } 1161#endif 1162 } 1163 } 1164 1165#if RENDER_LAYERS_AS_REGIONS 1166 if (hasActiveLayer) { 1167 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1168 } 1169#endif 1170 1171 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1172 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1173 GL_TRIANGLES, count, false, false, 0, false, false); 1174} 1175 1176void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1177 float srcLeft, float srcTop, float srcRight, float srcBottom, 1178 float dstLeft, float dstTop, float dstRight, float dstBottom, 1179 SkPaint* paint) { 1180 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1181 return; 1182 } 1183 1184 glActiveTexture(gTextureUnits[0]); 1185 Texture* texture = mCaches.textureCache.get(bitmap); 1186 if (!texture) return; 1187 const AutoTexture autoCleanup(texture); 1188 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1189 1190 const float width = texture->width; 1191 const float height = texture->height; 1192 1193 const float u1 = srcLeft / width; 1194 const float v1 = srcTop / height; 1195 const float u2 = srcRight / width; 1196 const float v2 = srcBottom / height; 1197 1198 mCaches.unbindMeshBuffer(); 1199 resetDrawTextureTexCoords(u1, v1, u2, v2); 1200 1201 int alpha; 1202 SkXfermode::Mode mode; 1203 getAlphaAndMode(paint, &alpha, &mode); 1204 1205 if (mSnapshot->transform->isPureTranslate()) { 1206 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1207 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1208 1209 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1210 texture->id, alpha / 255.0f, mode, texture->blend, 1211 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1212 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1213 } else { 1214 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1215 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1216 GL_TRIANGLE_STRIP, gMeshCount); 1217 } 1218 1219 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1220} 1221 1222void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1223 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1224 float left, float top, float right, float bottom, SkPaint* paint) { 1225 if (quickReject(left, top, right, bottom)) { 1226 return; 1227 } 1228 1229 glActiveTexture(gTextureUnits[0]); 1230 Texture* texture = mCaches.textureCache.get(bitmap); 1231 if (!texture) return; 1232 const AutoTexture autoCleanup(texture); 1233 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1234 1235 int alpha; 1236 SkXfermode::Mode mode; 1237 getAlphaAndMode(paint, &alpha, &mode); 1238 1239 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1240 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1241 1242 if (mesh && mesh->verticesCount > 0) { 1243 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1244#if RENDER_LAYERS_AS_REGIONS 1245 // Mark the current layer dirty where we are going to draw the patch 1246 if (hasLayer() && mesh->hasEmptyQuads) { 1247 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1248 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1249 const size_t count = mesh->quads.size(); 1250 for (size_t i = 0; i < count; i++) { 1251 const Rect& bounds = mesh->quads.itemAt(i); 1252 if (pureTranslate) { 1253 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1254 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1255 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1256 } else { 1257 dirtyLayer(left + bounds.left, top + bounds.top, 1258 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1259 } 1260 } 1261 } 1262#endif 1263 1264 if (pureTranslate) { 1265 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1266 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1267 1268 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1269 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1270 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1271 true, !mesh->hasEmptyQuads); 1272 } else { 1273 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1274 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1275 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1276 true, !mesh->hasEmptyQuads); 1277 } 1278 } 1279} 1280 1281void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1282 if (mSnapshot->isIgnored()) return; 1283 1284 const bool isAA = paint->isAntiAlias(); 1285 const float strokeWidth = paint->getStrokeWidth() * 0.5f; 1286 // A stroke width of 0 has a special meaningin Skia: 1287 // it draws an unscaled 1px wide line 1288 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1289 1290 int alpha; 1291 SkXfermode::Mode mode; 1292 getAlphaAndMode(paint, &alpha, &mode); 1293 1294 int verticesCount = count >> 2; 1295 int generatedVerticesCount = 0; 1296 if (!isHairLine) { 1297 // TODO: AA needs more vertices 1298 verticesCount *= 6; 1299 } else { 1300 // TODO: AA will be different 1301 verticesCount *= 2; 1302 } 1303 1304 TextureVertex lines[verticesCount]; 1305 TextureVertex* vertex = &lines[0]; 1306 1307 setupDraw(); 1308 setupDrawColor(paint->getColor(), alpha); 1309 setupDrawColorFilter(); 1310 setupDrawShader(); 1311 setupDrawBlending(mode); 1312 setupDrawProgram(); 1313 setupDrawModelViewIdentity(); 1314 setupDrawColorUniforms(); 1315 setupDrawColorFilterUniforms(); 1316 setupDrawShaderIdentityUniforms(); 1317 setupDrawMesh(vertex); 1318 1319 if (!isHairLine) { 1320 // TODO: Handle the AA case 1321 for (int i = 0; i < count; i += 4) { 1322 // a = start point, b = end point 1323 vec2 a(points[i], points[i + 1]); 1324 vec2 b(points[i + 2], points[i + 3]); 1325 1326 // Bias to snap to the same pixels as Skia 1327 a += 0.375; 1328 b += 0.375; 1329 1330 // Find the normal to the line 1331 vec2 n = (b - a).copyNormalized() * strokeWidth; 1332 float x = n.x; 1333 n.x = -n.y; 1334 n.y = x; 1335 1336 // Four corners of the rectangle defining a thick line 1337 vec2 p1 = a - n; 1338 vec2 p2 = a + n; 1339 vec2 p3 = b + n; 1340 vec2 p4 = b - n; 1341 1342 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1343 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1344 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1345 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1346 1347 if (!quickReject(left, top, right, bottom)) { 1348 // Draw the line as 2 triangles, could be optimized 1349 // by using only 4 vertices and the correct indices 1350 // Also we should probably used non textured vertices 1351 // when line AA is disabled to save on bandwidth 1352 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1353 TextureVertex::set(vertex++, p2.x, p2.y, 0.0f, 0.0f); 1354 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1355 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1356 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1357 TextureVertex::set(vertex++, p4.x, p4.y, 0.0f, 0.0f); 1358 1359 generatedVerticesCount += 6; 1360 1361 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1362 } 1363 } 1364 1365 if (generatedVerticesCount > 0) { 1366 // GL_LINE does not give the result we want to match Skia 1367 glDrawArrays(GL_TRIANGLES, 0, generatedVerticesCount); 1368 } 1369 } else { 1370 // TODO: Handle the AA case 1371 for (int i = 0; i < count; i += 4) { 1372 const float left = fmin(points[i], points[i + 1]); 1373 const float right = fmax(points[i], points[i + 1]); 1374 const float top = fmin(points[i + 2], points[i + 3]); 1375 const float bottom = fmax(points[i + 2], points[i + 3]); 1376 1377 if (!quickReject(left, top, right, bottom)) { 1378 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1379 TextureVertex::set(vertex++, points[i + 2], points[i + 3], 0.0f, 0.0f); 1380 1381 generatedVerticesCount += 2; 1382 1383 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1384 } 1385 } 1386 1387 if (generatedVerticesCount > 0) { 1388 glLineWidth(1.0f); 1389 glDrawArrays(GL_LINES, 0, generatedVerticesCount); 1390 } 1391 } 1392} 1393 1394void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1395 // No need to check against the clip, we fill the clip region 1396 if (mSnapshot->isIgnored()) return; 1397 1398 Rect& clip(*mSnapshot->clipRect); 1399 clip.snapToPixelBoundaries(); 1400 1401 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1402} 1403 1404void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 1405 if (!texture) return; 1406 const AutoTexture autoCleanup(texture); 1407 1408 const float x = left + texture->left - texture->offset; 1409 const float y = top + texture->top - texture->offset; 1410 1411 drawPathTexture(texture, x, y, paint); 1412} 1413 1414void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1415 float rx, float ry, SkPaint* paint) { 1416 if (mSnapshot->isIgnored()) return; 1417 1418 glActiveTexture(gTextureUnits[0]); 1419 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 1420 right - left, bottom - top, rx, ry, paint); 1421 drawShape(left, top, texture, paint); 1422} 1423 1424void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 1425 if (mSnapshot->isIgnored()) return; 1426 1427 glActiveTexture(gTextureUnits[0]); 1428 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 1429 drawShape(x - radius, y - radius, texture, paint); 1430} 1431 1432void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 1433 if (mSnapshot->isIgnored()) return; 1434 1435 glActiveTexture(gTextureUnits[0]); 1436 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 1437 drawShape(left, top, texture, paint); 1438} 1439 1440void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 1441 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 1442 if (mSnapshot->isIgnored()) return; 1443 1444 if (fabs(sweepAngle) >= 360.0f) { 1445 drawOval(left, top, right, bottom, paint); 1446 return; 1447 } 1448 1449 glActiveTexture(gTextureUnits[0]); 1450 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 1451 startAngle, sweepAngle, useCenter, paint); 1452 drawShape(left, top, texture, paint); 1453} 1454 1455void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 1456 SkPaint* paint) { 1457 if (mSnapshot->isIgnored()) return; 1458 1459 glActiveTexture(gTextureUnits[0]); 1460 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 1461 drawShape(left, top, texture, paint); 1462} 1463 1464void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 1465 if (p->getStyle() != SkPaint::kFill_Style) { 1466 drawRectAsShape(left, top, right, bottom, p); 1467 return; 1468 } 1469 1470 if (quickReject(left, top, right, bottom)) { 1471 return; 1472 } 1473 1474 SkXfermode::Mode mode; 1475 if (!mCaches.extensions.hasFramebufferFetch()) { 1476 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 1477 if (!isMode) { 1478 // Assume SRC_OVER 1479 mode = SkXfermode::kSrcOver_Mode; 1480 } 1481 } else { 1482 mode = getXfermode(p->getXfermode()); 1483 } 1484 1485 int color = p->getColor(); 1486 drawColorRect(left, top, right, bottom, color, mode); 1487} 1488 1489void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 1490 float x, float y, SkPaint* paint) { 1491 if (text == NULL || count == 0) { 1492 return; 1493 } 1494 if (mSnapshot->isIgnored()) return; 1495 1496 paint->setAntiAlias(true); 1497 1498 float length = -1.0f; 1499 switch (paint->getTextAlign()) { 1500 case SkPaint::kCenter_Align: 1501 length = paint->measureText(text, bytesCount); 1502 x -= length / 2.0f; 1503 break; 1504 case SkPaint::kRight_Align: 1505 length = paint->measureText(text, bytesCount); 1506 x -= length; 1507 break; 1508 default: 1509 break; 1510 } 1511 1512 // TODO: Handle paint->getTextScaleX() 1513 const float oldX = x; 1514 const float oldY = y; 1515 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1516 if (pureTranslate) { 1517 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 1518 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 1519 } 1520 1521 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 1522 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 1523 paint->getTextSize()); 1524 1525 int alpha; 1526 SkXfermode::Mode mode; 1527 getAlphaAndMode(paint, &alpha, &mode); 1528 1529 if (mHasShadow) { 1530 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1531 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 1532 count, mShadowRadius); 1533 const AutoTexture autoCleanup(shadow); 1534 1535 const float sx = x - shadow->left + mShadowDx; 1536 const float sy = y - shadow->top + mShadowDy; 1537 1538 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 1539 1540 glActiveTexture(gTextureUnits[0]); 1541 setupDraw(); 1542 setupDrawWithTexture(true); 1543 setupDrawAlpha8Color(mShadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 1544 setupDrawBlending(true, mode); 1545 setupDrawProgram(); 1546 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height, pureTranslate); 1547 setupDrawTexture(shadow->id); 1548 setupDrawPureColorUniforms(); 1549 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1550 1551 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1552 finishDrawTexture(); 1553 } 1554 1555 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 1556 return; 1557 } 1558 1559 // Pick the appropriate texture filtering 1560 bool linearFilter = mSnapshot->transform->changesBounds(); 1561 if (pureTranslate && !linearFilter) { 1562 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 1563 } 1564 1565 glActiveTexture(gTextureUnits[0]); 1566 setupDraw(); 1567 setupDrawDirtyRegionsDisabled(); 1568 setupDrawWithTexture(true); 1569 setupDrawAlpha8Color(paint->getColor(), alpha); 1570 setupDrawColorFilter(); 1571 setupDrawShader(); 1572 setupDrawBlending(true, mode); 1573 setupDrawProgram(); 1574 setupDrawModelView(x, y, x, y, pureTranslate, true); 1575 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 1576 setupDrawPureColorUniforms(); 1577 setupDrawColorFilterUniforms(); 1578 setupDrawShaderUniforms(pureTranslate); 1579 1580 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 1581 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 1582 1583#if RENDER_LAYERS_AS_REGIONS 1584 bool hasActiveLayer = hasLayer(); 1585#else 1586 bool hasActiveLayer = false; 1587#endif 1588 mCaches.unbindMeshBuffer(); 1589 1590 // Tell font renderer the locations of position and texture coord 1591 // attributes so it can bind its data properly 1592 int positionSlot = mCaches.currentProgram->position; 1593 fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot); 1594 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 1595 hasActiveLayer ? &bounds : NULL)) { 1596#if RENDER_LAYERS_AS_REGIONS 1597 if (hasActiveLayer) { 1598 if (!pureTranslate) { 1599 mSnapshot->transform->mapRect(bounds); 1600 } 1601 dirtyLayerUnchecked(bounds, getRegion()); 1602 } 1603#endif 1604 } 1605 1606 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1607 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1608 1609 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 1610} 1611 1612void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 1613 if (mSnapshot->isIgnored()) return; 1614 1615 glActiveTexture(gTextureUnits[0]); 1616 1617 const PathTexture* texture = mCaches.pathCache.get(path, paint); 1618 if (!texture) return; 1619 const AutoTexture autoCleanup(texture); 1620 1621 const float x = texture->left - texture->offset; 1622 const float y = texture->top - texture->offset; 1623 1624 drawPathTexture(texture, x, y, paint); 1625} 1626 1627void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 1628 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 1629 return; 1630 } 1631 1632 glActiveTexture(gTextureUnits[0]); 1633 1634 int alpha; 1635 SkXfermode::Mode mode; 1636 getAlphaAndMode(paint, &alpha, &mode); 1637 1638 layer->alpha = alpha; 1639 layer->mode = mode; 1640 1641#if RENDER_LAYERS_AS_REGIONS 1642 if (!layer->region.isEmpty()) { 1643 if (layer->region.isRect()) { 1644 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1645 composeLayerRect(layer, r); 1646 } else if (layer->mesh) { 1647 const float a = alpha / 255.0f; 1648 const Rect& rect = layer->layer; 1649 1650 setupDraw(); 1651 setupDrawWithTexture(); 1652 setupDrawColor(a, a, a, a); 1653 setupDrawColorFilter(); 1654 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 1655 setupDrawProgram(); 1656 setupDrawPureColorUniforms(); 1657 setupDrawColorFilterUniforms(); 1658 setupDrawTexture(layer->texture); 1659 // TODO: The current layer, if any, will be dirtied with the bounding box 1660 // of the layer we are drawing. Since the layer we are drawing has 1661 // a mesh, we know the dirty region, we should use it instead 1662 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1663 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 1664 1665 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 1666 GL_UNSIGNED_SHORT, layer->meshIndices); 1667 1668 finishDrawTexture(); 1669 1670#if DEBUG_LAYERS_AS_REGIONS 1671 drawRegionRects(layer->region); 1672#endif 1673 } 1674 } 1675#else 1676 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1677 composeLayerRect(layer, r); 1678#endif 1679} 1680 1681/////////////////////////////////////////////////////////////////////////////// 1682// Shaders 1683/////////////////////////////////////////////////////////////////////////////// 1684 1685void OpenGLRenderer::resetShader() { 1686 mShader = NULL; 1687} 1688 1689void OpenGLRenderer::setupShader(SkiaShader* shader) { 1690 mShader = shader; 1691 if (mShader) { 1692 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 1693 } 1694} 1695 1696/////////////////////////////////////////////////////////////////////////////// 1697// Color filters 1698/////////////////////////////////////////////////////////////////////////////// 1699 1700void OpenGLRenderer::resetColorFilter() { 1701 mColorFilter = NULL; 1702} 1703 1704void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 1705 mColorFilter = filter; 1706} 1707 1708/////////////////////////////////////////////////////////////////////////////// 1709// Drop shadow 1710/////////////////////////////////////////////////////////////////////////////// 1711 1712void OpenGLRenderer::resetShadow() { 1713 mHasShadow = false; 1714} 1715 1716void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 1717 mHasShadow = true; 1718 mShadowRadius = radius; 1719 mShadowDx = dx; 1720 mShadowDy = dy; 1721 mShadowColor = color; 1722} 1723 1724/////////////////////////////////////////////////////////////////////////////// 1725// Drawing implementation 1726/////////////////////////////////////////////////////////////////////////////// 1727 1728void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 1729 float x, float y, SkPaint* paint) { 1730 if (quickReject(x, y, x + texture->width, y + texture->height)) { 1731 return; 1732 } 1733 1734 int alpha; 1735 SkXfermode::Mode mode; 1736 getAlphaAndMode(paint, &alpha, &mode); 1737 1738 setupDraw(); 1739 setupDrawWithTexture(true); 1740 setupDrawAlpha8Color(paint->getColor(), alpha); 1741 setupDrawColorFilter(); 1742 setupDrawShader(); 1743 setupDrawBlending(true, mode); 1744 setupDrawProgram(); 1745 setupDrawModelView(x, y, x + texture->width, y + texture->height); 1746 setupDrawTexture(texture->id); 1747 setupDrawPureColorUniforms(); 1748 setupDrawColorFilterUniforms(); 1749 setupDrawShaderUniforms(); 1750 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1751 1752 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1753 1754 finishDrawTexture(); 1755} 1756 1757// Same values used by Skia 1758#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1759#define kStdUnderline_Offset (1.0f / 9.0f) 1760#define kStdUnderline_Thickness (1.0f / 18.0f) 1761 1762void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1763 float x, float y, SkPaint* paint) { 1764 // Handle underline and strike-through 1765 uint32_t flags = paint->getFlags(); 1766 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1767 float underlineWidth = length; 1768 // If length is > 0.0f, we already measured the text for the text alignment 1769 if (length <= 0.0f) { 1770 underlineWidth = paint->measureText(text, bytesCount); 1771 } 1772 1773 float offsetX = 0; 1774 switch (paint->getTextAlign()) { 1775 case SkPaint::kCenter_Align: 1776 offsetX = underlineWidth * 0.5f; 1777 break; 1778 case SkPaint::kRight_Align: 1779 offsetX = underlineWidth; 1780 break; 1781 default: 1782 break; 1783 } 1784 1785 if (underlineWidth > 0.0f) { 1786 const float textSize = paint->getTextSize(); 1787 // TODO: Support stroke width < 1.0f when we have AA lines 1788 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 1789 1790 const float left = x - offsetX; 1791 float top = 0.0f; 1792 1793 int linesCount = 0; 1794 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 1795 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 1796 1797 const int pointsCount = 4 * linesCount; 1798 float points[pointsCount]; 1799 int currentPoint = 0; 1800 1801 if (flags & SkPaint::kUnderlineText_Flag) { 1802 top = y + textSize * kStdUnderline_Offset; 1803 points[currentPoint++] = left; 1804 points[currentPoint++] = top; 1805 points[currentPoint++] = left + underlineWidth; 1806 points[currentPoint++] = top; 1807 } 1808 1809 if (flags & SkPaint::kStrikeThruText_Flag) { 1810 top = y + textSize * kStdStrikeThru_Offset; 1811 points[currentPoint++] = left; 1812 points[currentPoint++] = top; 1813 points[currentPoint++] = left + underlineWidth; 1814 points[currentPoint++] = top; 1815 } 1816 1817 SkPaint linesPaint(*paint); 1818 linesPaint.setStrokeWidth(strokeWidth); 1819 1820 drawLines(&points[0], pointsCount, &linesPaint); 1821 } 1822 } 1823} 1824 1825void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1826 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1827 // If a shader is set, preserve only the alpha 1828 if (mShader) { 1829 color |= 0x00ffffff; 1830 } 1831 1832 setupDraw(); 1833 setupDrawColor(color); 1834 setupDrawShader(); 1835 setupDrawColorFilter(); 1836 setupDrawBlending(mode); 1837 setupDrawProgram(); 1838 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1839 setupDrawColorUniforms(); 1840 setupDrawShaderUniforms(ignoreTransform); 1841 setupDrawColorFilterUniforms(); 1842 setupDrawSimpleMesh(); 1843 1844 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1845} 1846 1847void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1848 Texture* texture, SkPaint* paint) { 1849 int alpha; 1850 SkXfermode::Mode mode; 1851 getAlphaAndMode(paint, &alpha, &mode); 1852 1853 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1854 1855 if (mSnapshot->transform->isPureTranslate()) { 1856 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1857 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1858 1859 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1860 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 1861 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 1862 } else { 1863 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1864 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1865 GL_TRIANGLE_STRIP, gMeshCount); 1866 } 1867} 1868 1869void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1870 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1871 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1872 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 1873} 1874 1875void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1876 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1877 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1878 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 1879 1880 setupDraw(); 1881 setupDrawWithTexture(); 1882 setupDrawColor(alpha, alpha, alpha, alpha); 1883 setupDrawColorFilter(); 1884 setupDrawBlending(blend, mode, swapSrcDst); 1885 setupDrawProgram(); 1886 if (!dirty) { 1887 setupDrawDirtyRegionsDisabled(); 1888 } 1889 if (!ignoreScale) { 1890 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1891 } else { 1892 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 1893 } 1894 setupDrawPureColorUniforms(); 1895 setupDrawColorFilterUniforms(); 1896 setupDrawTexture(texture); 1897 setupDrawMesh(vertices, texCoords, vbo); 1898 1899 glDrawArrays(drawMode, 0, elementsCount); 1900 1901 finishDrawTexture(); 1902} 1903 1904void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1905 ProgramDescription& description, bool swapSrcDst) { 1906 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1907 if (blend) { 1908 if (mode < SkXfermode::kPlus_Mode) { 1909 if (!mCaches.blend) { 1910 glEnable(GL_BLEND); 1911 } 1912 1913 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1914 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1915 1916 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1917 glBlendFunc(sourceMode, destMode); 1918 mCaches.lastSrcMode = sourceMode; 1919 mCaches.lastDstMode = destMode; 1920 } 1921 } else { 1922 // These blend modes are not supported by OpenGL directly and have 1923 // to be implemented using shaders. Since the shader will perform 1924 // the blending, turn blending off here 1925 if (mCaches.extensions.hasFramebufferFetch()) { 1926 description.framebufferMode = mode; 1927 description.swapSrcDst = swapSrcDst; 1928 } 1929 1930 if (mCaches.blend) { 1931 glDisable(GL_BLEND); 1932 } 1933 blend = false; 1934 } 1935 } else if (mCaches.blend) { 1936 glDisable(GL_BLEND); 1937 } 1938 mCaches.blend = blend; 1939} 1940 1941bool OpenGLRenderer::useProgram(Program* program) { 1942 if (!program->isInUse()) { 1943 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1944 program->use(); 1945 mCaches.currentProgram = program; 1946 return false; 1947 } 1948 return true; 1949} 1950 1951void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1952 TextureVertex* v = &mMeshVertices[0]; 1953 TextureVertex::setUV(v++, u1, v1); 1954 TextureVertex::setUV(v++, u2, v1); 1955 TextureVertex::setUV(v++, u1, v2); 1956 TextureVertex::setUV(v++, u2, v2); 1957} 1958 1959void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1960 if (paint) { 1961 if (!mCaches.extensions.hasFramebufferFetch()) { 1962 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1963 if (!isMode) { 1964 // Assume SRC_OVER 1965 *mode = SkXfermode::kSrcOver_Mode; 1966 } 1967 } else { 1968 *mode = getXfermode(paint->getXfermode()); 1969 } 1970 1971 // Skia draws using the color's alpha channel if < 255 1972 // Otherwise, it uses the paint's alpha 1973 int color = paint->getColor(); 1974 *alpha = (color >> 24) & 0xFF; 1975 if (*alpha == 255) { 1976 *alpha = paint->getAlpha(); 1977 } 1978 } else { 1979 *mode = SkXfermode::kSrcOver_Mode; 1980 *alpha = 255; 1981 } 1982} 1983 1984SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1985 // In the future we should look at unifying the Porter-Duff modes and 1986 // SkXferModes so that we can use SkXfermode::IsMode(xfer, &mode). 1987 if (mode == NULL) { 1988 return SkXfermode::kSrcOver_Mode; 1989 } 1990 return mode->fMode; 1991} 1992 1993void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) { 1994 bool bound = false; 1995 if (wrapS != texture->wrapS) { 1996 glBindTexture(GL_TEXTURE_2D, texture->id); 1997 bound = true; 1998 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1999 texture->wrapS = wrapS; 2000 } 2001 if (wrapT != texture->wrapT) { 2002 if (!bound) { 2003 glBindTexture(GL_TEXTURE_2D, texture->id); 2004 } 2005 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 2006 texture->wrapT = wrapT; 2007 } 2008} 2009 2010}; // namespace uirenderer 2011}; // namespace android 2012