OpenGLRenderer.cpp revision 5a7b466a2b4b7ced739bd5c31e022de61650545a
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 mCaches.clearGarbage(); 140 141 mSnapshot = new Snapshot(mFirstSnapshot, 142 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 143 mSaveCount = 1; 144 145 glViewport(0, 0, mWidth, mHeight); 146 147 glDisable(GL_DITHER); 148 149 if (!opaque) { 150 glDisable(GL_SCISSOR_TEST); 151 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 152 glClear(GL_COLOR_BUFFER_BIT); 153 } 154 155 glEnable(GL_SCISSOR_TEST); 156 glScissor(0, 0, mWidth, mHeight); 157 mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); 158} 159 160void OpenGLRenderer::finish() { 161#if DEBUG_OPENGL 162 GLenum status = GL_NO_ERROR; 163 while ((status = glGetError()) != GL_NO_ERROR) { 164 LOGD("GL error from OpenGLRenderer: 0x%x", status); 165 switch (status) { 166 case GL_OUT_OF_MEMORY: 167 LOGE(" OpenGLRenderer is out of memory!"); 168 break; 169 } 170 } 171#endif 172#if DEBUG_MEMORY_USAGE 173 mCaches.dumpMemoryUsage(); 174#else 175 if (mCaches.getDebugLevel() & kDebugMemory) { 176 mCaches.dumpMemoryUsage(); 177 } 178#endif 179} 180 181void OpenGLRenderer::interrupt() { 182 if (mCaches.currentProgram) { 183 if (mCaches.currentProgram->isInUse()) { 184 mCaches.currentProgram->remove(); 185 mCaches.currentProgram = NULL; 186 } 187 } 188 mCaches.unbindMeshBuffer(); 189} 190 191void OpenGLRenderer::acquireContext() { 192 interrupt(); 193} 194 195void OpenGLRenderer::resume() { 196 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 197 198 glEnable(GL_SCISSOR_TEST); 199 dirtyClip(); 200 201 glDisable(GL_DITHER); 202 203 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 204 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 205 206 mCaches.blend = true; 207 glEnable(GL_BLEND); 208 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 209 glBlendEquation(GL_FUNC_ADD); 210} 211 212void OpenGLRenderer::releaseContext() { 213 resume(); 214} 215 216/////////////////////////////////////////////////////////////////////////////// 217// State management 218/////////////////////////////////////////////////////////////////////////////// 219 220int OpenGLRenderer::getSaveCount() const { 221 return mSaveCount; 222} 223 224int OpenGLRenderer::save(int flags) { 225 return saveSnapshot(flags); 226} 227 228void OpenGLRenderer::restore() { 229 if (mSaveCount > 1) { 230 restoreSnapshot(); 231 } 232} 233 234void OpenGLRenderer::restoreToCount(int saveCount) { 235 if (saveCount < 1) saveCount = 1; 236 237 while (mSaveCount > saveCount) { 238 restoreSnapshot(); 239 } 240} 241 242int OpenGLRenderer::saveSnapshot(int flags) { 243 mSnapshot = new Snapshot(mSnapshot, flags); 244 return mSaveCount++; 245} 246 247bool OpenGLRenderer::restoreSnapshot() { 248 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 249 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 250 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 251 252 sp<Snapshot> current = mSnapshot; 253 sp<Snapshot> previous = mSnapshot->previous; 254 255 if (restoreOrtho) { 256 Rect& r = previous->viewport; 257 glViewport(r.left, r.top, r.right, r.bottom); 258 mOrthoMatrix.load(current->orthoMatrix); 259 } 260 261 mSaveCount--; 262 mSnapshot = previous; 263 264 if (restoreClip) { 265 dirtyClip(); 266 } 267 268 if (restoreLayer) { 269 composeLayer(current, previous); 270 } 271 272 return restoreClip; 273} 274 275/////////////////////////////////////////////////////////////////////////////// 276// Layers 277/////////////////////////////////////////////////////////////////////////////// 278 279int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 280 SkPaint* p, int flags) { 281 const GLuint previousFbo = mSnapshot->fbo; 282 const int count = saveSnapshot(flags); 283 284 if (!mSnapshot->isIgnored()) { 285 int alpha = 255; 286 SkXfermode::Mode mode; 287 288 if (p) { 289 alpha = p->getAlpha(); 290 if (!mCaches.extensions.hasFramebufferFetch()) { 291 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 292 if (!isMode) { 293 // Assume SRC_OVER 294 mode = SkXfermode::kSrcOver_Mode; 295 } 296 } else { 297 mode = getXfermode(p->getXfermode()); 298 } 299 } else { 300 mode = SkXfermode::kSrcOver_Mode; 301 } 302 303 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 304 } 305 306 return count; 307} 308 309int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 310 int alpha, int flags) { 311 if (alpha >= 255 - ALPHA_THRESHOLD) { 312 return saveLayer(left, top, right, bottom, NULL, flags); 313 } else { 314 SkPaint paint; 315 paint.setAlpha(alpha); 316 return saveLayer(left, top, right, bottom, &paint, flags); 317 } 318} 319 320/** 321 * Layers are viewed by Skia are slightly different than layers in image editing 322 * programs (for instance.) When a layer is created, previously created layers 323 * and the frame buffer still receive every drawing command. For instance, if a 324 * layer is created and a shape intersecting the bounds of the layers and the 325 * framebuffer is draw, the shape will be drawn on both (unless the layer was 326 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 327 * 328 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 329 * texture. Unfortunately, this is inefficient as it requires every primitive to 330 * be drawn n + 1 times, where n is the number of active layers. In practice this 331 * means, for every primitive: 332 * - Switch active frame buffer 333 * - Change viewport, clip and projection matrix 334 * - Issue the drawing 335 * 336 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 337 * To avoid this, layers are implemented in a different way here, at least in the 338 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 339 * is set. When this flag is set we can redirect all drawing operations into a 340 * single FBO. 341 * 342 * This implementation relies on the frame buffer being at least RGBA 8888. When 343 * a layer is created, only a texture is created, not an FBO. The content of the 344 * frame buffer contained within the layer's bounds is copied into this texture 345 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 346 * buffer and drawing continues as normal. This technique therefore treats the 347 * frame buffer as a scratch buffer for the layers. 348 * 349 * To compose the layers back onto the frame buffer, each layer texture 350 * (containing the original frame buffer data) is drawn as a simple quad over 351 * the frame buffer. The trick is that the quad is set as the composition 352 * destination in the blending equation, and the frame buffer becomes the source 353 * of the composition. 354 * 355 * Drawing layers with an alpha value requires an extra step before composition. 356 * An empty quad is drawn over the layer's region in the frame buffer. This quad 357 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 358 * quad is used to multiply the colors in the frame buffer. This is achieved by 359 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 360 * GL_ZERO, GL_SRC_ALPHA. 361 * 362 * Because glCopyTexImage2D() can be slow, an alternative implementation might 363 * be use to draw a single clipped layer. The implementation described above 364 * is correct in every case. 365 * 366 * (1) The frame buffer is actually not cleared right away. To allow the GPU 367 * to potentially optimize series of calls to glCopyTexImage2D, the frame 368 * buffer is left untouched until the first drawing operation. Only when 369 * something actually gets drawn are the layers regions cleared. 370 */ 371bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 372 float right, float bottom, int alpha, SkXfermode::Mode mode, 373 int flags, GLuint previousFbo) { 374 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 375 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 376 377 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 378 379 // Window coordinates of the layer 380 Rect bounds(left, top, right, bottom); 381 if (fboLayer) { 382 // Clear the previous layer regions before we change the viewport 383 clearLayerRegions(); 384 } else { 385 mSnapshot->transform->mapRect(bounds); 386 387 // Layers only make sense if they are in the framebuffer's bounds 388 bounds.intersect(*snapshot->clipRect); 389 390 // We cannot work with sub-pixels in this case 391 bounds.snapToPixelBoundaries(); 392 393 // When the layer is not an FBO, we may use glCopyTexImage so we 394 // need to make sure the layer does not extend outside the bounds 395 // of the framebuffer 396 bounds.intersect(snapshot->previous->viewport); 397 } 398 399 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 400 bounds.getHeight() > mCaches.maxTextureSize) { 401 snapshot->empty = fboLayer; 402 } else { 403 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 404 } 405 406 // Bail out if we won't draw in this snapshot 407 if (snapshot->invisible || snapshot->empty) { 408 return false; 409 } 410 411 glActiveTexture(gTextureUnits[0]); 412 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 413 if (!layer) { 414 return false; 415 } 416 417 layer->mode = mode; 418 layer->alpha = alpha; 419 layer->layer.set(bounds); 420 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 421 bounds.getWidth() / float(layer->width), 0.0f); 422 layer->colorFilter = mColorFilter; 423 424 // Save the layer in the snapshot 425 snapshot->flags |= Snapshot::kFlagIsLayer; 426 snapshot->layer = layer; 427 428 if (fboLayer) { 429 return createFboLayer(layer, bounds, snapshot, previousFbo); 430 } else { 431 // Copy the framebuffer into the layer 432 glBindTexture(GL_TEXTURE_2D, layer->texture); 433 if (!bounds.isEmpty()) { 434 if (layer->empty) { 435 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, 436 snapshot->height - bounds.bottom, layer->width, layer->height, 0); 437 layer->empty = false; 438 } else { 439 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 440 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 441 } 442 // Enqueue the buffer coordinates to clear the corresponding region later 443 mLayers.push(new Rect(bounds)); 444 } 445 } 446 447 return true; 448} 449 450bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 451 GLuint previousFbo) { 452 layer->fbo = mCaches.fboCache.get(); 453 454#if RENDER_LAYERS_AS_REGIONS 455 snapshot->region = &snapshot->layer->region; 456 snapshot->flags |= Snapshot::kFlagFboTarget; 457#endif 458 459 Rect clip(bounds); 460 snapshot->transform->mapRect(clip); 461 clip.intersect(*snapshot->clipRect); 462 clip.snapToPixelBoundaries(); 463 clip.intersect(snapshot->previous->viewport); 464 465 mat4 inverse; 466 inverse.loadInverse(*mSnapshot->transform); 467 468 inverse.mapRect(clip); 469 clip.snapToPixelBoundaries(); 470 clip.intersect(bounds); 471 clip.translate(-bounds.left, -bounds.top); 472 473 snapshot->flags |= Snapshot::kFlagIsFboLayer; 474 snapshot->fbo = layer->fbo; 475 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 476 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 477 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 478 snapshot->height = bounds.getHeight(); 479 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 480 snapshot->orthoMatrix.load(mOrthoMatrix); 481 482 // Bind texture to FBO 483 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 484 glBindTexture(GL_TEXTURE_2D, layer->texture); 485 486 // Initialize the texture if needed 487 if (layer->empty) { 488 layer->empty = false; 489 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 490 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 491 } 492 493 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 494 layer->texture, 0); 495 496#if DEBUG_LAYERS_AS_REGIONS 497 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 498 if (status != GL_FRAMEBUFFER_COMPLETE) { 499 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 500 501 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 502 glDeleteTextures(1, &layer->texture); 503 mCaches.fboCache.put(layer->fbo); 504 505 delete layer; 506 507 return false; 508 } 509#endif 510 511 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 512 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 513 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 514 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 515 glClear(GL_COLOR_BUFFER_BIT); 516 517 dirtyClip(); 518 519 // Change the ortho projection 520 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 521 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 522 523 return true; 524} 525 526/** 527 * Read the documentation of createLayer() before doing anything in this method. 528 */ 529void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 530 if (!current->layer) { 531 LOGE("Attempting to compose a layer that does not exist"); 532 return; 533 } 534 535 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 536 537 if (fboLayer) { 538 // Unbind current FBO and restore previous one 539 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 540 } 541 542 Layer* layer = current->layer; 543 const Rect& rect = layer->layer; 544 545 if (!fboLayer && layer->alpha < 255) { 546 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 547 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 548 // Required below, composeLayerRect() will divide by 255 549 layer->alpha = 255; 550 } 551 552 mCaches.unbindMeshBuffer(); 553 554 glActiveTexture(gTextureUnits[0]); 555 556 // When the layer is stored in an FBO, we can save a bit of fillrate by 557 // drawing only the dirty region 558 if (fboLayer) { 559 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 560 if (layer->colorFilter) { 561 setupColorFilter(layer->colorFilter); 562 } 563 composeLayerRegion(layer, rect); 564 if (layer->colorFilter) { 565 resetColorFilter(); 566 } 567 } else { 568 if (!rect.isEmpty()) { 569 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 570 composeLayerRect(layer, rect, true); 571 } 572 } 573 574 if (fboLayer) { 575 // Detach the texture from the FBO 576 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 577 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 578 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 579 580 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 581 mCaches.fboCache.put(current->fbo); 582 } 583 584 dirtyClip(); 585 586 // Failing to add the layer to the cache should happen only if the layer is too large 587 if (!mCaches.layerCache.put(layer)) { 588 LAYER_LOGD("Deleting layer"); 589 glDeleteTextures(1, &layer->texture); 590 delete layer; 591 } 592} 593 594void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 595 const Rect& texCoords = layer->texCoords; 596 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 597 598 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 599 layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 600 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap); 601 602 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 603} 604 605void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 606#if RENDER_LAYERS_AS_REGIONS 607 if (layer->region.isRect()) { 608 composeLayerRect(layer, rect); 609 layer->region.clear(); 610 return; 611 } 612 613 if (!layer->region.isEmpty()) { 614 size_t count; 615 const android::Rect* rects = layer->region.getArray(&count); 616 617 const float alpha = layer->alpha / 255.0f; 618 const float texX = 1.0f / float(layer->width); 619 const float texY = 1.0f / float(layer->height); 620 const float height = rect.getHeight(); 621 622 TextureVertex* mesh = mCaches.getRegionMesh(); 623 GLsizei numQuads = 0; 624 625 setupDraw(); 626 setupDrawWithTexture(); 627 setupDrawColor(alpha, alpha, alpha, alpha); 628 setupDrawColorFilter(); 629 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 630 setupDrawProgram(); 631 setupDrawDirtyRegionsDisabled(); 632 setupDrawPureColorUniforms(); 633 setupDrawColorFilterUniforms(); 634 setupDrawTexture(layer->texture); 635 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 636 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); 637 638 for (size_t i = 0; i < count; i++) { 639 const android::Rect* r = &rects[i]; 640 641 const float u1 = r->left * texX; 642 const float v1 = (height - r->top) * texY; 643 const float u2 = r->right * texX; 644 const float v2 = (height - r->bottom) * texY; 645 646 // TODO: Reject quads outside of the clip 647 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 648 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 649 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 650 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 651 652 numQuads++; 653 654 if (numQuads >= REGION_MESH_QUAD_COUNT) { 655 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 656 numQuads = 0; 657 mesh = mCaches.getRegionMesh(); 658 } 659 } 660 661 if (numQuads > 0) { 662 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 663 } 664 665 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 666 finishDrawTexture(); 667 668#if DEBUG_LAYERS_AS_REGIONS 669 uint32_t colors[] = { 670 0x7fff0000, 0x7f00ff00, 671 0x7f0000ff, 0x7fff00ff, 672 }; 673 674 int offset = 0; 675 int32_t top = rects[0].top; 676 int i = 0; 677 678 for (size_t i = 0; i < count; i++) { 679 if (top != rects[i].top) { 680 offset ^= 0x2; 681 top = rects[i].top; 682 } 683 684 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 685 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 686 SkXfermode::kSrcOver_Mode); 687 } 688#endif 689 690 layer->region.clear(); 691 } 692#else 693 composeLayerRect(layer, rect); 694#endif 695} 696 697void OpenGLRenderer::dirtyLayer(const float left, const float top, 698 const float right, const float bottom, const mat4 transform) { 699#if RENDER_LAYERS_AS_REGIONS 700 if (hasLayer()) { 701 Rect bounds(left, top, right, bottom); 702 transform.mapRect(bounds); 703 dirtyLayerUnchecked(bounds, getRegion()); 704 } 705#endif 706} 707 708void OpenGLRenderer::dirtyLayer(const float left, const float top, 709 const float right, const float bottom) { 710#if RENDER_LAYERS_AS_REGIONS 711 if (hasLayer()) { 712 Rect bounds(left, top, right, bottom); 713 dirtyLayerUnchecked(bounds, getRegion()); 714 } 715#endif 716} 717 718void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 719#if RENDER_LAYERS_AS_REGIONS 720 if (bounds.intersect(*mSnapshot->clipRect)) { 721 bounds.snapToPixelBoundaries(); 722 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 723 if (!dirty.isEmpty()) { 724 region->orSelf(dirty); 725 } 726 } 727#endif 728} 729 730void OpenGLRenderer::clearLayerRegions() { 731 if (mLayers.size() == 0 || mSnapshot->isIgnored()) return; 732 733 Rect clipRect(*mSnapshot->clipRect); 734 clipRect.snapToPixelBoundaries(); 735 736 for (uint32_t i = 0; i < mLayers.size(); i++) { 737 Rect* bounds = mLayers.itemAt(i); 738 if (clipRect.intersects(*bounds)) { 739 // Clear the framebuffer where the layer will draw 740 glScissor(bounds->left, mSnapshot->height - bounds->bottom, 741 bounds->getWidth(), bounds->getHeight()); 742 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 743 glClear(GL_COLOR_BUFFER_BIT); 744 745 // Restore the clip 746 dirtyClip(); 747 } 748 749 delete bounds; 750 } 751 752 mLayers.clear(); 753} 754 755/////////////////////////////////////////////////////////////////////////////// 756// Transforms 757/////////////////////////////////////////////////////////////////////////////// 758 759void OpenGLRenderer::translate(float dx, float dy) { 760 mSnapshot->transform->translate(dx, dy, 0.0f); 761} 762 763void OpenGLRenderer::rotate(float degrees) { 764 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 765} 766 767void OpenGLRenderer::scale(float sx, float sy) { 768 mSnapshot->transform->scale(sx, sy, 1.0f); 769} 770 771void OpenGLRenderer::skew(float sx, float sy) { 772 mSnapshot->transform->skew(sx, sy); 773} 774 775void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 776 mSnapshot->transform->load(*matrix); 777} 778 779const float* OpenGLRenderer::getMatrix() const { 780 if (mSnapshot->fbo != 0) { 781 return &mSnapshot->transform->data[0]; 782 } 783 return &mIdentity.data[0]; 784} 785 786void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 787 mSnapshot->transform->copyTo(*matrix); 788} 789 790void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 791 SkMatrix transform; 792 mSnapshot->transform->copyTo(transform); 793 transform.preConcat(*matrix); 794 mSnapshot->transform->load(transform); 795} 796 797/////////////////////////////////////////////////////////////////////////////// 798// Clipping 799/////////////////////////////////////////////////////////////////////////////// 800 801void OpenGLRenderer::setScissorFromClip() { 802 Rect clip(*mSnapshot->clipRect); 803 clip.snapToPixelBoundaries(); 804 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 805 mDirtyClip = false; 806} 807 808const Rect& OpenGLRenderer::getClipBounds() { 809 return mSnapshot->getLocalClip(); 810} 811 812bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 813 if (mSnapshot->isIgnored()) { 814 return true; 815 } 816 817 Rect r(left, top, right, bottom); 818 mSnapshot->transform->mapRect(r); 819 r.snapToPixelBoundaries(); 820 821 Rect clipRect(*mSnapshot->clipRect); 822 clipRect.snapToPixelBoundaries(); 823 824 return !clipRect.intersects(r); 825} 826 827bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 828 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 829 if (clipped) { 830 dirtyClip(); 831 } 832 return !mSnapshot->clipRect->isEmpty(); 833} 834 835/////////////////////////////////////////////////////////////////////////////// 836// Drawing commands 837/////////////////////////////////////////////////////////////////////////////// 838 839void OpenGLRenderer::setupDraw() { 840 clearLayerRegions(); 841 if (mDirtyClip) { 842 setScissorFromClip(); 843 } 844 mDescription.reset(); 845 mSetShaderColor = false; 846 mColorSet = false; 847 mColorA = mColorR = mColorG = mColorB = 0.0f; 848 mTextureUnit = 0; 849 mTrackDirtyRegions = true; 850 mTexCoordsSlot = -1; 851} 852 853void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 854 mDescription.hasTexture = true; 855 mDescription.hasAlpha8Texture = isAlpha8; 856} 857 858void OpenGLRenderer::setupDrawColor(int color) { 859 setupDrawColor(color, (color >> 24) & 0xFF); 860} 861 862void OpenGLRenderer::setupDrawColor(int color, int alpha) { 863 mColorA = alpha / 255.0f; 864 const float a = mColorA / 255.0f; 865 mColorR = a * ((color >> 16) & 0xFF); 866 mColorG = a * ((color >> 8) & 0xFF); 867 mColorB = a * ((color ) & 0xFF); 868 mColorSet = true; 869 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 870} 871 872void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 873 mColorA = alpha / 255.0f; 874 const float a = mColorA / 255.0f; 875 mColorR = a * ((color >> 16) & 0xFF); 876 mColorG = a * ((color >> 8) & 0xFF); 877 mColorB = a * ((color ) & 0xFF); 878 mColorSet = true; 879 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 880} 881 882void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 883 mColorA = a; 884 mColorR = r; 885 mColorG = g; 886 mColorB = b; 887 mColorSet = true; 888 mSetShaderColor = mDescription.setColor(r, g, b, a); 889} 890 891void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 892 mColorA = a; 893 mColorR = r; 894 mColorG = g; 895 mColorB = b; 896 mColorSet = true; 897 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 898} 899 900void OpenGLRenderer::setupDrawShader() { 901 if (mShader) { 902 mShader->describe(mDescription, mCaches.extensions); 903 } 904} 905 906void OpenGLRenderer::setupDrawColorFilter() { 907 if (mColorFilter) { 908 mColorFilter->describe(mDescription, mCaches.extensions); 909 } 910} 911 912void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 913 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 914 mDescription, swapSrcDst); 915} 916 917void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 918 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 919 mDescription, swapSrcDst); 920} 921 922void OpenGLRenderer::setupDrawProgram() { 923 useProgram(mCaches.programCache.get(mDescription)); 924} 925 926void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 927 mTrackDirtyRegions = false; 928} 929 930void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 931 bool ignoreTransform) { 932 mModelView.loadTranslate(left, top, 0.0f); 933 if (!ignoreTransform) { 934 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 935 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 936 } else { 937 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 938 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 939 } 940} 941 942void OpenGLRenderer::setupDrawModelViewIdentity() { 943 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform); 944} 945 946void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 947 bool ignoreTransform, bool ignoreModelView) { 948 if (!ignoreModelView) { 949 mModelView.loadTranslate(left, top, 0.0f); 950 mModelView.scale(right - left, bottom - top, 1.0f); 951 } else { 952 mModelView.loadIdentity(); 953 } 954 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 955 if (!ignoreTransform) { 956 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 957 if (mTrackDirtyRegions && dirty) { 958 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 959 } 960 } else { 961 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 962 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 963 } 964} 965 966void OpenGLRenderer::setupDrawColorUniforms() { 967 if (mColorSet || (mShader && mSetShaderColor)) { 968 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 969 } 970} 971 972void OpenGLRenderer::setupDrawPureColorUniforms() { 973 if (mSetShaderColor) { 974 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 975 } 976} 977 978void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 979 if (mShader) { 980 if (ignoreTransform) { 981 mModelView.loadInverse(*mSnapshot->transform); 982 } 983 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 984 } 985} 986 987void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 988 if (mShader) { 989 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 990 } 991} 992 993void OpenGLRenderer::setupDrawColorFilterUniforms() { 994 if (mColorFilter) { 995 mColorFilter->setupProgram(mCaches.currentProgram); 996 } 997} 998 999void OpenGLRenderer::setupDrawSimpleMesh() { 1000 mCaches.bindMeshBuffer(); 1001 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1002 gMeshStride, 0); 1003} 1004 1005void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1006 bindTexture(texture); 1007 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1008 1009 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1010 glEnableVertexAttribArray(mTexCoordsSlot); 1011} 1012 1013void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1014 if (!vertices) { 1015 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1016 } else { 1017 mCaches.unbindMeshBuffer(); 1018 } 1019 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1020 gMeshStride, vertices); 1021 if (mTexCoordsSlot > 0) { 1022 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1023 } 1024} 1025 1026void OpenGLRenderer::finishDrawTexture() { 1027 glDisableVertexAttribArray(mTexCoordsSlot); 1028} 1029 1030/////////////////////////////////////////////////////////////////////////////// 1031// Drawing 1032/////////////////////////////////////////////////////////////////////////////// 1033 1034void OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t level) { 1035 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1036 // will be performed by the display list itself 1037 if (displayList) { 1038 displayList->replay(*this, level); 1039 } 1040} 1041 1042void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1043 const float right = left + bitmap->width(); 1044 const float bottom = top + bitmap->height(); 1045 1046 if (quickReject(left, top, right, bottom)) { 1047 return; 1048 } 1049 1050 glActiveTexture(gTextureUnits[0]); 1051 Texture* texture = mCaches.textureCache.get(bitmap); 1052 if (!texture) return; 1053 const AutoTexture autoCleanup(texture); 1054 1055 drawTextureRect(left, top, right, bottom, texture, paint); 1056} 1057 1058void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1059 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1060 const mat4 transform(*matrix); 1061 transform.mapRect(r); 1062 1063 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1064 return; 1065 } 1066 1067 glActiveTexture(gTextureUnits[0]); 1068 Texture* texture = mCaches.textureCache.get(bitmap); 1069 if (!texture) return; 1070 const AutoTexture autoCleanup(texture); 1071 1072 // This could be done in a cheaper way, all we need is pass the matrix 1073 // to the vertex shader. The save/restore is a bit overkill. 1074 save(SkCanvas::kMatrix_SaveFlag); 1075 concatMatrix(matrix); 1076 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1077 restore(); 1078} 1079 1080void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1081 float* vertices, int* colors, SkPaint* paint) { 1082 // TODO: Do a quickReject 1083 if (!vertices || mSnapshot->isIgnored()) { 1084 return; 1085 } 1086 1087 glActiveTexture(gTextureUnits[0]); 1088 Texture* texture = mCaches.textureCache.get(bitmap); 1089 if (!texture) return; 1090 const AutoTexture autoCleanup(texture); 1091 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1092 1093 int alpha; 1094 SkXfermode::Mode mode; 1095 getAlphaAndMode(paint, &alpha, &mode); 1096 1097 // TODO: Support the colors array 1098 const uint32_t count = meshWidth * meshHeight * 6; 1099 TextureVertex mesh[count]; 1100 1101 TextureVertex* vertex = mesh; 1102 for (int32_t y = 0; y < meshHeight; y++) { 1103 for (int32_t x = 0; x < meshWidth; x++) { 1104 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1105 1106 float u1 = float(x) / meshWidth; 1107 float u2 = float(x + 1) / meshWidth; 1108 float v1 = float(y) / meshHeight; 1109 float v2 = float(y + 1) / meshHeight; 1110 1111 int ax = i + (meshWidth + 1) * 2; 1112 int ay = ax + 1; 1113 int bx = i; 1114 int by = bx + 1; 1115 int cx = i + 2; 1116 int cy = cx + 1; 1117 int dx = i + (meshWidth + 1) * 2 + 2; 1118 int dy = dx + 1; 1119 1120 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1121 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1122 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1123 1124 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1125 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1126 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1127 } 1128 } 1129 1130 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1131 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1132 GL_TRIANGLES, count); 1133} 1134 1135void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1136 float srcLeft, float srcTop, float srcRight, float srcBottom, 1137 float dstLeft, float dstTop, float dstRight, float dstBottom, 1138 SkPaint* paint) { 1139 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1140 return; 1141 } 1142 1143 glActiveTexture(gTextureUnits[0]); 1144 Texture* texture = mCaches.textureCache.get(bitmap); 1145 if (!texture) return; 1146 const AutoTexture autoCleanup(texture); 1147 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1148 1149 const float width = texture->width; 1150 const float height = texture->height; 1151 1152 const float u1 = srcLeft / width; 1153 const float v1 = srcTop / height; 1154 const float u2 = srcRight / width; 1155 const float v2 = srcBottom / height; 1156 1157 mCaches.unbindMeshBuffer(); 1158 resetDrawTextureTexCoords(u1, v1, u2, v2); 1159 1160 int alpha; 1161 SkXfermode::Mode mode; 1162 getAlphaAndMode(paint, &alpha, &mode); 1163 1164 if (mSnapshot->transform->isPureTranslate()) { 1165 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1166 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1167 1168 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1169 texture->id, alpha / 255.0f, mode, texture->blend, 1170 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1171 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1172 } else { 1173 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1174 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1175 GL_TRIANGLE_STRIP, gMeshCount); 1176 } 1177 1178 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1179} 1180 1181void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1182 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1183 float left, float top, float right, float bottom, SkPaint* paint) { 1184 if (quickReject(left, top, right, bottom)) { 1185 return; 1186 } 1187 1188 glActiveTexture(gTextureUnits[0]); 1189 Texture* texture = mCaches.textureCache.get(bitmap); 1190 if (!texture) return; 1191 const AutoTexture autoCleanup(texture); 1192 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1193 1194 int alpha; 1195 SkXfermode::Mode mode; 1196 getAlphaAndMode(paint, &alpha, &mode); 1197 1198 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1199 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1200 1201 if (mesh && mesh->verticesCount > 0) { 1202 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1203#if RENDER_LAYERS_AS_REGIONS 1204 // Mark the current layer dirty where we are going to draw the patch 1205 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && 1206 mSnapshot->region && mesh->hasEmptyQuads) { 1207 const size_t count = mesh->quads.size(); 1208 for (size_t i = 0; i < count; i++) { 1209 const Rect& bounds = mesh->quads.itemAt(i); 1210 if (pureTranslate) { 1211 const float x = (int) floorf(bounds.left + 0.5f); 1212 const float y = (int) floorf(bounds.top + 0.5f); 1213 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1214 *mSnapshot->transform); 1215 } else { 1216 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, 1217 *mSnapshot->transform); 1218 } 1219 } 1220 } 1221#endif 1222 1223 if (pureTranslate) { 1224 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1225 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1226 1227 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1228 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1229 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1230 true, !mesh->hasEmptyQuads); 1231 } else { 1232 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1233 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1234 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1235 true, !mesh->hasEmptyQuads); 1236 } 1237 } 1238} 1239 1240void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1241 if (mSnapshot->isIgnored()) return; 1242 1243 const bool isAA = paint->isAntiAlias(); 1244 const float strokeWidth = paint->getStrokeWidth() * 0.5f; 1245 // A stroke width of 0 has a special meaningin Skia: 1246 // it draws an unscaled 1px wide line 1247 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1248 1249 int alpha; 1250 SkXfermode::Mode mode; 1251 getAlphaAndMode(paint, &alpha, &mode); 1252 1253 int verticesCount = count >> 2; 1254 int generatedVerticesCount = 0; 1255 if (!isHairLine) { 1256 // TODO: AA needs more vertices 1257 verticesCount *= 6; 1258 } else { 1259 // TODO: AA will be different 1260 verticesCount *= 2; 1261 } 1262 1263 TextureVertex lines[verticesCount]; 1264 TextureVertex* vertex = &lines[0]; 1265 1266 setupDraw(); 1267 setupDrawColor(paint->getColor(), alpha); 1268 setupDrawColorFilter(); 1269 setupDrawShader(); 1270 setupDrawBlending(mode); 1271 setupDrawProgram(); 1272 setupDrawModelViewIdentity(); 1273 setupDrawColorUniforms(); 1274 setupDrawColorFilterUniforms(); 1275 setupDrawShaderIdentityUniforms(); 1276 setupDrawMesh(vertex); 1277 1278 if (!isHairLine) { 1279 // TODO: Handle the AA case 1280 for (int i = 0; i < count; i += 4) { 1281 // a = start point, b = end point 1282 vec2 a(points[i], points[i + 1]); 1283 vec2 b(points[i + 2], points[i + 3]); 1284 1285 // Bias to snap to the same pixels as Skia 1286 a += 0.375; 1287 b += 0.375; 1288 1289 // Find the normal to the line 1290 vec2 n = (b - a).copyNormalized() * strokeWidth; 1291 float x = n.x; 1292 n.x = -n.y; 1293 n.y = x; 1294 1295 // Four corners of the rectangle defining a thick line 1296 vec2 p1 = a - n; 1297 vec2 p2 = a + n; 1298 vec2 p3 = b + n; 1299 vec2 p4 = b - n; 1300 1301 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1302 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1303 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1304 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1305 1306 if (!quickReject(left, top, right, bottom)) { 1307 // Draw the line as 2 triangles, could be optimized 1308 // by using only 4 vertices and the correct indices 1309 // Also we should probably used non textured vertices 1310 // when line AA is disabled to save on bandwidth 1311 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1312 TextureVertex::set(vertex++, p2.x, p2.y, 0.0f, 0.0f); 1313 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1314 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1315 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1316 TextureVertex::set(vertex++, p4.x, p4.y, 0.0f, 0.0f); 1317 1318 generatedVerticesCount += 6; 1319 1320 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1321 } 1322 } 1323 1324 if (generatedVerticesCount > 0) { 1325 // GL_LINE does not give the result we want to match Skia 1326 glDrawArrays(GL_TRIANGLES, 0, generatedVerticesCount); 1327 } 1328 } else { 1329 // TODO: Handle the AA case 1330 for (int i = 0; i < count; i += 4) { 1331 const float left = fmin(points[i], points[i + 1]); 1332 const float right = fmax(points[i], points[i + 1]); 1333 const float top = fmin(points[i + 2], points[i + 3]); 1334 const float bottom = fmax(points[i + 2], points[i + 3]); 1335 1336 if (!quickReject(left, top, right, bottom)) { 1337 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1338 TextureVertex::set(vertex++, points[i + 2], points[i + 3], 0.0f, 0.0f); 1339 1340 generatedVerticesCount += 2; 1341 1342 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1343 } 1344 } 1345 1346 if (generatedVerticesCount > 0) { 1347 glLineWidth(1.0f); 1348 glDrawArrays(GL_LINES, 0, generatedVerticesCount); 1349 } 1350 } 1351} 1352 1353void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1354 // No need to check against the clip, we fill the clip region 1355 if (mSnapshot->isIgnored()) return; 1356 1357 Rect& clip(*mSnapshot->clipRect); 1358 clip.snapToPixelBoundaries(); 1359 1360 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1361} 1362 1363void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1364 float rx, float ry, SkPaint* paint) { 1365 if (mSnapshot->isIgnored()) return; 1366 1367 glActiveTexture(gTextureUnits[0]); 1368 1369 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 1370 right - left, bottom - top, rx, ry, paint); 1371 if (!texture) return; 1372 const AutoTexture autoCleanup(texture); 1373 1374 const float x = left + texture->left - texture->offset; 1375 const float y = top + texture->top - texture->offset; 1376 1377 drawPathTexture(texture, x, y, paint); 1378} 1379 1380void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 1381 if (mSnapshot->isIgnored()) return; 1382 1383 glActiveTexture(gTextureUnits[0]); 1384 1385 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 1386 if (!texture) return; 1387 const AutoTexture autoCleanup(texture); 1388 1389 const float left = (x - radius) + texture->left - texture->offset; 1390 const float top = (y - radius) + texture->top - texture->offset; 1391 1392 drawPathTexture(texture, left, top, paint); 1393} 1394 1395void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 1396 if (quickReject(left, top, right, bottom)) { 1397 return; 1398 } 1399 1400 SkXfermode::Mode mode; 1401 if (!mCaches.extensions.hasFramebufferFetch()) { 1402 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 1403 if (!isMode) { 1404 // Assume SRC_OVER 1405 mode = SkXfermode::kSrcOver_Mode; 1406 } 1407 } else { 1408 mode = getXfermode(p->getXfermode()); 1409 } 1410 1411 // Skia draws using the color's alpha channel if < 255 1412 // Otherwise, it uses the paint's alpha 1413 int color = p->getColor(); 1414 if (((color >> 24) & 0xff) == 255) { 1415 color |= p->getAlpha() << 24; 1416 } 1417 1418 drawColorRect(left, top, right, bottom, color, mode); 1419} 1420 1421void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 1422 float x, float y, SkPaint* paint) { 1423 if (text == NULL || count == 0) { 1424 return; 1425 } 1426 if (mSnapshot->isIgnored()) return; 1427 1428 paint->setAntiAlias(true); 1429 1430 float length = -1.0f; 1431 switch (paint->getTextAlign()) { 1432 case SkPaint::kCenter_Align: 1433 length = paint->measureText(text, bytesCount); 1434 x -= length / 2.0f; 1435 break; 1436 case SkPaint::kRight_Align: 1437 length = paint->measureText(text, bytesCount); 1438 x -= length; 1439 break; 1440 default: 1441 break; 1442 } 1443 1444 // TODO: Handle paint->getTextScaleX() 1445 const float oldX = x; 1446 const float oldY = y; 1447 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1448 if (pureTranslate) { 1449 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 1450 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 1451 } 1452 1453 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 1454 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 1455 paint->getTextSize()); 1456 1457 int alpha; 1458 SkXfermode::Mode mode; 1459 getAlphaAndMode(paint, &alpha, &mode); 1460 1461 if (mHasShadow) { 1462 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1463 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 1464 count, mShadowRadius); 1465 const AutoTexture autoCleanup(shadow); 1466 1467 const float sx = x - shadow->left + mShadowDx; 1468 const float sy = y - shadow->top + mShadowDy; 1469 1470 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 1471 1472 glActiveTexture(gTextureUnits[0]); 1473 setupDraw(); 1474 setupDrawWithTexture(true); 1475 setupDrawAlpha8Color(mShadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 1476 setupDrawBlending(true, mode); 1477 setupDrawProgram(); 1478 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height, pureTranslate); 1479 setupDrawTexture(shadow->id); 1480 setupDrawPureColorUniforms(); 1481 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1482 1483 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1484 finishDrawTexture(); 1485 } 1486 1487 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 1488 return; 1489 } 1490 1491 // Pick the appropriate texture filtering 1492 bool linearFilter = mSnapshot->transform->changesBounds(); 1493 if (pureTranslate && !linearFilter) { 1494 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 1495 } 1496 1497 glActiveTexture(gTextureUnits[0]); 1498 setupDraw(); 1499 setupDrawDirtyRegionsDisabled(); 1500 setupDrawWithTexture(true); 1501 setupDrawAlpha8Color(paint->getColor(), alpha); 1502 setupDrawColorFilter(); 1503 setupDrawShader(); 1504 setupDrawBlending(true, mode); 1505 setupDrawProgram(); 1506 setupDrawModelView(x, y, x, y, pureTranslate, true); 1507 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 1508 setupDrawPureColorUniforms(); 1509 setupDrawColorFilterUniforms(); 1510 setupDrawShaderUniforms(pureTranslate); 1511 1512 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 1513 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 1514 1515#if RENDER_LAYERS_AS_REGIONS 1516 bool hasActiveLayer = hasLayer(); 1517#else 1518 bool hasActiveLayer = false; 1519#endif 1520 1521 mCaches.unbindMeshBuffer(); 1522 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 1523 hasActiveLayer ? &bounds : NULL)) { 1524#if RENDER_LAYERS_AS_REGIONS 1525 if (hasActiveLayer) { 1526 if (!pureTranslate) { 1527 mSnapshot->transform->mapRect(bounds); 1528 } 1529 dirtyLayerUnchecked(bounds, getRegion()); 1530 } 1531#endif 1532 } 1533 1534 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1535 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1536 1537 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 1538} 1539 1540void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 1541 if (mSnapshot->isIgnored()) return; 1542 1543 glActiveTexture(gTextureUnits[0]); 1544 1545 const PathTexture* texture = mCaches.pathCache.get(path, paint); 1546 if (!texture) return; 1547 const AutoTexture autoCleanup(texture); 1548 1549 const float x = texture->left - texture->offset; 1550 const float y = texture->top - texture->offset; 1551 1552 drawPathTexture(texture, x, y, paint); 1553} 1554 1555void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 1556 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 1557 return; 1558 } 1559 1560 glActiveTexture(gTextureUnits[0]); 1561 1562 int alpha; 1563 SkXfermode::Mode mode; 1564 getAlphaAndMode(paint, &alpha, &mode); 1565 1566 layer->alpha = alpha; 1567 layer->mode = mode; 1568 1569 1570#if RENDER_LAYERS_AS_REGIONS 1571 if (layer->region.isRect()) { 1572 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1573 composeLayerRect(layer, r); 1574 } else if (!layer->region.isEmpty() && layer->mesh) { 1575 const Rect& rect = layer->layer; 1576 1577 setupDraw(); 1578 setupDrawWithTexture(); 1579 setupDrawColor(alpha, alpha, alpha, alpha); 1580 setupDrawColorFilter(); 1581 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 1582 setupDrawProgram(); 1583 setupDrawDirtyRegionsDisabled(); 1584 setupDrawPureColorUniforms(); 1585 setupDrawColorFilterUniforms(); 1586 setupDrawTexture(layer->texture); 1587 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1588 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 1589 1590 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 1591 GL_UNSIGNED_SHORT, layer->meshIndices); 1592 1593 finishDrawTexture(); 1594 } 1595#else 1596 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1597 composeLayerRect(layer, r); 1598#endif 1599} 1600 1601/////////////////////////////////////////////////////////////////////////////// 1602// Shaders 1603/////////////////////////////////////////////////////////////////////////////// 1604 1605void OpenGLRenderer::resetShader() { 1606 mShader = NULL; 1607} 1608 1609void OpenGLRenderer::setupShader(SkiaShader* shader) { 1610 mShader = shader; 1611 if (mShader) { 1612 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 1613 } 1614} 1615 1616/////////////////////////////////////////////////////////////////////////////// 1617// Color filters 1618/////////////////////////////////////////////////////////////////////////////// 1619 1620void OpenGLRenderer::resetColorFilter() { 1621 mColorFilter = NULL; 1622} 1623 1624void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 1625 mColorFilter = filter; 1626} 1627 1628/////////////////////////////////////////////////////////////////////////////// 1629// Drop shadow 1630/////////////////////////////////////////////////////////////////////////////// 1631 1632void OpenGLRenderer::resetShadow() { 1633 mHasShadow = false; 1634} 1635 1636void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 1637 mHasShadow = true; 1638 mShadowRadius = radius; 1639 mShadowDx = dx; 1640 mShadowDy = dy; 1641 mShadowColor = color; 1642} 1643 1644/////////////////////////////////////////////////////////////////////////////// 1645// Drawing implementation 1646/////////////////////////////////////////////////////////////////////////////// 1647 1648void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 1649 float x, float y, SkPaint* paint) { 1650 if (quickReject(x, y, x + texture->width, y + texture->height)) { 1651 return; 1652 } 1653 1654 int alpha; 1655 SkXfermode::Mode mode; 1656 getAlphaAndMode(paint, &alpha, &mode); 1657 1658 setupDraw(); 1659 setupDrawWithTexture(true); 1660 setupDrawAlpha8Color(paint->getColor(), alpha); 1661 setupDrawColorFilter(); 1662 setupDrawShader(); 1663 setupDrawBlending(true, mode); 1664 setupDrawProgram(); 1665 setupDrawModelView(x, y, x + texture->width, y + texture->height); 1666 setupDrawTexture(texture->id); 1667 setupDrawPureColorUniforms(); 1668 setupDrawColorFilterUniforms(); 1669 setupDrawShaderUniforms(); 1670 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1671 1672 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1673 1674 finishDrawTexture(); 1675} 1676 1677// Same values used by Skia 1678#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1679#define kStdUnderline_Offset (1.0f / 9.0f) 1680#define kStdUnderline_Thickness (1.0f / 18.0f) 1681 1682void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1683 float x, float y, SkPaint* paint) { 1684 // Handle underline and strike-through 1685 uint32_t flags = paint->getFlags(); 1686 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1687 float underlineWidth = length; 1688 // If length is > 0.0f, we already measured the text for the text alignment 1689 if (length <= 0.0f) { 1690 underlineWidth = paint->measureText(text, bytesCount); 1691 } 1692 1693 float offsetX = 0; 1694 switch (paint->getTextAlign()) { 1695 case SkPaint::kCenter_Align: 1696 offsetX = underlineWidth * 0.5f; 1697 break; 1698 case SkPaint::kRight_Align: 1699 offsetX = underlineWidth; 1700 break; 1701 default: 1702 break; 1703 } 1704 1705 if (underlineWidth > 0.0f) { 1706 const float textSize = paint->getTextSize(); 1707 const float strokeWidth = textSize * kStdUnderline_Thickness; 1708 1709 const float left = x - offsetX; 1710 float top = 0.0f; 1711 1712 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 1713 float points[pointsCount]; 1714 int currentPoint = 0; 1715 1716 if (flags & SkPaint::kUnderlineText_Flag) { 1717 top = y + textSize * kStdUnderline_Offset; 1718 points[currentPoint++] = left; 1719 points[currentPoint++] = top; 1720 points[currentPoint++] = left + underlineWidth; 1721 points[currentPoint++] = top; 1722 } 1723 1724 if (flags & SkPaint::kStrikeThruText_Flag) { 1725 top = y + textSize * kStdStrikeThru_Offset; 1726 points[currentPoint++] = left; 1727 points[currentPoint++] = top; 1728 points[currentPoint++] = left + underlineWidth; 1729 points[currentPoint++] = top; 1730 } 1731 1732 SkPaint linesPaint(*paint); 1733 linesPaint.setStrokeWidth(strokeWidth); 1734 1735 drawLines(&points[0], pointsCount, &linesPaint); 1736 } 1737 } 1738} 1739 1740void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1741 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1742 // If a shader is set, preserve only the alpha 1743 if (mShader) { 1744 color |= 0x00ffffff; 1745 } 1746 1747 setupDraw(); 1748 setupDrawColor(color); 1749 setupDrawShader(); 1750 setupDrawColorFilter(); 1751 setupDrawBlending(mode); 1752 setupDrawProgram(); 1753 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1754 setupDrawColorUniforms(); 1755 setupDrawShaderUniforms(ignoreTransform); 1756 setupDrawColorFilterUniforms(); 1757 setupDrawSimpleMesh(); 1758 1759 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1760} 1761 1762void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1763 Texture* texture, SkPaint* paint) { 1764 int alpha; 1765 SkXfermode::Mode mode; 1766 getAlphaAndMode(paint, &alpha, &mode); 1767 1768 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1769 1770 if (mSnapshot->transform->isPureTranslate()) { 1771 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1772 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1773 1774 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1775 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 1776 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 1777 } else { 1778 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1779 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1780 GL_TRIANGLE_STRIP, gMeshCount); 1781 } 1782} 1783 1784void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1785 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1786 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1787 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 1788} 1789 1790void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1791 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1792 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1793 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 1794 1795 setupDraw(); 1796 setupDrawWithTexture(); 1797 setupDrawColor(alpha, alpha, alpha, alpha); 1798 setupDrawColorFilter(); 1799 setupDrawBlending(blend, mode, swapSrcDst); 1800 setupDrawProgram(); 1801 if (!dirty) { 1802 setupDrawDirtyRegionsDisabled(); 1803 } 1804 if (!ignoreScale) { 1805 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1806 } else { 1807 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 1808 } 1809 setupDrawPureColorUniforms(); 1810 setupDrawColorFilterUniforms(); 1811 setupDrawTexture(texture); 1812 setupDrawMesh(vertices, texCoords, vbo); 1813 1814 glDrawArrays(drawMode, 0, elementsCount); 1815 1816 finishDrawTexture(); 1817} 1818 1819void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1820 ProgramDescription& description, bool swapSrcDst) { 1821 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1822 if (blend) { 1823 if (mode < SkXfermode::kPlus_Mode) { 1824 if (!mCaches.blend) { 1825 glEnable(GL_BLEND); 1826 } 1827 1828 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1829 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1830 1831 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1832 glBlendFunc(sourceMode, destMode); 1833 mCaches.lastSrcMode = sourceMode; 1834 mCaches.lastDstMode = destMode; 1835 } 1836 } else { 1837 // These blend modes are not supported by OpenGL directly and have 1838 // to be implemented using shaders. Since the shader will perform 1839 // the blending, turn blending off here 1840 if (mCaches.extensions.hasFramebufferFetch()) { 1841 description.framebufferMode = mode; 1842 description.swapSrcDst = swapSrcDst; 1843 } 1844 1845 if (mCaches.blend) { 1846 glDisable(GL_BLEND); 1847 } 1848 blend = false; 1849 } 1850 } else if (mCaches.blend) { 1851 glDisable(GL_BLEND); 1852 } 1853 mCaches.blend = blend; 1854} 1855 1856bool OpenGLRenderer::useProgram(Program* program) { 1857 if (!program->isInUse()) { 1858 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1859 program->use(); 1860 mCaches.currentProgram = program; 1861 return false; 1862 } 1863 return true; 1864} 1865 1866void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1867 TextureVertex* v = &mMeshVertices[0]; 1868 TextureVertex::setUV(v++, u1, v1); 1869 TextureVertex::setUV(v++, u2, v1); 1870 TextureVertex::setUV(v++, u1, v2); 1871 TextureVertex::setUV(v++, u2, v2); 1872} 1873 1874void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1875 if (paint) { 1876 if (!mCaches.extensions.hasFramebufferFetch()) { 1877 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1878 if (!isMode) { 1879 // Assume SRC_OVER 1880 *mode = SkXfermode::kSrcOver_Mode; 1881 } 1882 } else { 1883 *mode = getXfermode(paint->getXfermode()); 1884 } 1885 1886 // Skia draws using the color's alpha channel if < 255 1887 // Otherwise, it uses the paint's alpha 1888 int color = paint->getColor(); 1889 *alpha = (color >> 24) & 0xFF; 1890 if (*alpha == 255) { 1891 *alpha = paint->getAlpha(); 1892 } 1893 } else { 1894 *mode = SkXfermode::kSrcOver_Mode; 1895 *alpha = 255; 1896 } 1897} 1898 1899SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1900 if (mode == NULL) { 1901 return SkXfermode::kSrcOver_Mode; 1902 } 1903 return mode->fMode; 1904} 1905 1906void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) { 1907 bool bound = false; 1908 if (wrapS != texture->wrapS) { 1909 glBindTexture(GL_TEXTURE_2D, texture->id); 1910 bound = true; 1911 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1912 texture->wrapS = wrapS; 1913 } 1914 if (wrapT != texture->wrapT) { 1915 if (!bound) { 1916 glBindTexture(GL_TEXTURE_2D, texture->id); 1917 } 1918 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1919 texture->wrapT = wrapT; 1920 } 1921} 1922 1923}; // namespace uirenderer 1924}; // namespace android 1925