OpenGLRenderer.cpp revision 9d13fe25f4f10b25776b1dc5c858f9ebb0b28b30
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include "OpenGLRenderer.h" 30 31namespace android { 32namespace uirenderer { 33 34/////////////////////////////////////////////////////////////////////////////// 35// Defines 36/////////////////////////////////////////////////////////////////////////////// 37 38#define REQUIRED_TEXTURE_UNITS_COUNT 3 39 40// Generates simple and textured vertices 41#define FV(x, y, u, v) { { x, y }, { u, v } } 42 43#define RAD_TO_DEG (180.0f / 3.14159265f) 44#define MIN_ANGLE 0.001f 45 46// TODO: This should be set in properties 47#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 48 49/////////////////////////////////////////////////////////////////////////////// 50// Globals 51/////////////////////////////////////////////////////////////////////////////// 52 53// This array is never used directly but used as a memcpy source in the 54// OpenGLRenderer constructor 55static const TextureVertex gMeshVertices[] = { 56 FV(0.0f, 0.0f, 0.0f, 0.0f), 57 FV(1.0f, 0.0f, 1.0f, 0.0f), 58 FV(0.0f, 1.0f, 0.0f, 1.0f), 59 FV(1.0f, 1.0f, 1.0f, 1.0f) 60}; 61static const GLsizei gMeshStride = sizeof(TextureVertex); 62static const GLsizei gMeshCount = 4; 63 64/** 65 * Structure mapping Skia xfermodes to OpenGL blending factors. 66 */ 67struct Blender { 68 SkXfermode::Mode mode; 69 GLenum src; 70 GLenum dst; 71}; // struct Blender 72 73// In this array, the index of each Blender equals the value of the first 74// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 75static const Blender gBlends[] = { 76 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 77 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 78 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 79 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 81 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 82 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 83 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 84 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 85 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 86 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 87 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 88}; 89 90// This array contains the swapped version of each SkXfermode. For instance 91// this array's SrcOver blending mode is actually DstOver. You can refer to 92// createLayer() for more information on the purpose of this array. 93static const Blender gBlendsSwap[] = { 94 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 95 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 96 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 97 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 98 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 99 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 100 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 103 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 104 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 105 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 106}; 107 108static const GLenum gTextureUnits[] = { 109 GL_TEXTURE0, 110 GL_TEXTURE1, 111 GL_TEXTURE2 112}; 113 114/////////////////////////////////////////////////////////////////////////////// 115// Constructors/destructor 116/////////////////////////////////////////////////////////////////////////////// 117 118OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 119 mShader = NULL; 120 mColorFilter = NULL; 121 mHasShadow = false; 122 123 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 124 125 mFirstSnapshot = new Snapshot; 126 127 GLint maxTextureUnits; 128 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits); 129 if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) { 130 LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT); 131 } 132 133 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize); 134} 135 136OpenGLRenderer::~OpenGLRenderer() { 137 // The context has already been destroyed at this point, do not call 138 // GL APIs. All GL state should be kept in Caches.h 139} 140 141/////////////////////////////////////////////////////////////////////////////// 142// Setup 143/////////////////////////////////////////////////////////////////////////////// 144 145void OpenGLRenderer::setViewport(int width, int height) { 146 glViewport(0, 0, width, height); 147 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 148 149 mWidth = width; 150 mHeight = height; 151 152 mFirstSnapshot->height = height; 153 mFirstSnapshot->viewport.set(0, 0, width, height); 154} 155 156void OpenGLRenderer::prepare(bool opaque) { 157 mSnapshot = new Snapshot(mFirstSnapshot, 158 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 159 mSaveCount = 1; 160 161 glViewport(0, 0, mWidth, mHeight); 162 163 glDisable(GL_DITHER); 164 glDisable(GL_SCISSOR_TEST); 165 166 if (!opaque) { 167 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 168 glClear(GL_COLOR_BUFFER_BIT); 169 } 170 171 glEnable(GL_SCISSOR_TEST); 172 glScissor(0, 0, mWidth, mHeight); 173 174 mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); 175} 176 177void OpenGLRenderer::finish() { 178#if DEBUG_OPENGL 179 GLenum status = GL_NO_ERROR; 180 while ((status = glGetError()) != GL_NO_ERROR) { 181 LOGD("GL error from OpenGLRenderer: 0x%x", status); 182 } 183#endif 184} 185 186void OpenGLRenderer::acquireContext() { 187 if (mCaches.currentProgram) { 188 if (mCaches.currentProgram->isInUse()) { 189 mCaches.currentProgram->remove(); 190 mCaches.currentProgram = NULL; 191 } 192 } 193} 194 195void OpenGLRenderer::releaseContext() { 196 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 197 198 glEnable(GL_SCISSOR_TEST); 199 setScissorFromClip(); 200 201 glDisable(GL_DITHER); 202 203 glBindFramebuffer(GL_FRAMEBUFFER, 0); 204 205 if (mCaches.blend) { 206 glEnable(GL_BLEND); 207 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 208 glBlendEquation(GL_FUNC_ADD); 209 } else { 210 glDisable(GL_BLEND); 211 } 212} 213 214/////////////////////////////////////////////////////////////////////////////// 215// State management 216/////////////////////////////////////////////////////////////////////////////// 217 218int OpenGLRenderer::getSaveCount() const { 219 return mSaveCount; 220} 221 222int OpenGLRenderer::save(int flags) { 223 return saveSnapshot(flags); 224} 225 226void OpenGLRenderer::restore() { 227 if (mSaveCount > 1) { 228 restoreSnapshot(); 229 } 230} 231 232void OpenGLRenderer::restoreToCount(int saveCount) { 233 if (saveCount < 1) saveCount = 1; 234 235 while (mSaveCount > saveCount) { 236 restoreSnapshot(); 237 } 238} 239 240int OpenGLRenderer::saveSnapshot(int flags) { 241 mSnapshot = new Snapshot(mSnapshot, flags); 242 return mSaveCount++; 243} 244 245bool OpenGLRenderer::restoreSnapshot() { 246 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 247 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 248 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 249 250 sp<Snapshot> current = mSnapshot; 251 sp<Snapshot> previous = mSnapshot->previous; 252 253 if (restoreOrtho) { 254 Rect& r = previous->viewport; 255 glViewport(r.left, r.top, r.right, r.bottom); 256 mOrthoMatrix.load(current->orthoMatrix); 257 } 258 259 mSaveCount--; 260 mSnapshot = previous; 261 262 if (restoreLayer) { 263 composeLayer(current, previous); 264 } 265 266 if (restoreClip) { 267 setScissorFromClip(); 268 } 269 270 return restoreClip; 271} 272 273/////////////////////////////////////////////////////////////////////////////// 274// Layers 275/////////////////////////////////////////////////////////////////////////////// 276 277int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 278 const SkPaint* p, int flags) { 279 const GLuint previousFbo = mSnapshot->fbo; 280 const int count = saveSnapshot(flags); 281 282 int alpha = 255; 283 SkXfermode::Mode mode; 284 285 if (p) { 286 alpha = p->getAlpha(); 287 if (!mExtensions.hasFramebufferFetch()) { 288 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 289 if (!isMode) { 290 // Assume SRC_OVER 291 mode = SkXfermode::kSrcOver_Mode; 292 } 293 } else { 294 mode = getXfermode(p->getXfermode()); 295 } 296 } else { 297 mode = SkXfermode::kSrcOver_Mode; 298 } 299 300 if (!mSnapshot->previous->invisible) { 301 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 302 } 303 304 return count; 305} 306 307int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 308 int alpha, int flags) { 309 if (alpha == 0xff) { 310 return saveLayer(left, top, right, bottom, NULL, flags); 311 } else { 312 SkPaint paint; 313 paint.setAlpha(alpha); 314 return saveLayer(left, top, right, bottom, &paint, flags); 315 } 316} 317 318/** 319 * Layers are viewed by Skia are slightly different than layers in image editing 320 * programs (for instance.) When a layer is created, previously created layers 321 * and the frame buffer still receive every drawing command. For instance, if a 322 * layer is created and a shape intersecting the bounds of the layers and the 323 * framebuffer is draw, the shape will be drawn on both (unless the layer was 324 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 325 * 326 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 327 * texture. Unfortunately, this is inefficient as it requires every primitive to 328 * be drawn n + 1 times, where n is the number of active layers. In practice this 329 * means, for every primitive: 330 * - Switch active frame buffer 331 * - Change viewport, clip and projection matrix 332 * - Issue the drawing 333 * 334 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 335 * To avoid this, layers are implemented in a different way here, at least in the 336 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 337 * is set. When this flag is set we can redirect all drawing operations into a 338 * single FBO. 339 * 340 * This implementation relies on the frame buffer being at least RGBA 8888. When 341 * a layer is created, only a texture is created, not an FBO. The content of the 342 * frame buffer contained within the layer's bounds is copied into this texture 343 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 344 * buffer and drawing continues as normal. This technique therefore treats the 345 * frame buffer as a scratch buffer for the layers. 346 * 347 * To compose the layers back onto the frame buffer, each layer texture 348 * (containing the original frame buffer data) is drawn as a simple quad over 349 * the frame buffer. The trick is that the quad is set as the composition 350 * destination in the blending equation, and the frame buffer becomes the source 351 * of the composition. 352 * 353 * Drawing layers with an alpha value requires an extra step before composition. 354 * An empty quad is drawn over the layer's region in the frame buffer. This quad 355 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 356 * quad is used to multiply the colors in the frame buffer. This is achieved by 357 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 358 * GL_ZERO, GL_SRC_ALPHA. 359 * 360 * Because glCopyTexImage2D() can be slow, an alternative implementation might 361 * be use to draw a single clipped layer. The implementation described above 362 * is correct in every case. 363 * 364 * (1) The frame buffer is actually not cleared right away. To allow the GPU 365 * to potentially optimize series of calls to glCopyTexImage2D, the frame 366 * buffer is left untouched until the first drawing operation. Only when 367 * something actually gets drawn are the layers regions cleared. 368 */ 369bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 370 float right, float bottom, int alpha, SkXfermode::Mode mode, 371 int flags, GLuint previousFbo) { 372 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 373 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 374 375 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 376 377 // Window coordinates of the layer 378 Rect bounds(left, top, right, bottom); 379 if (!fboLayer) { 380 mSnapshot->transform->mapRect(bounds); 381 // Layers only make sense if they are in the framebuffer's bounds 382 bounds.intersect(*mSnapshot->clipRect); 383 bounds.snapToPixelBoundaries(); 384 } 385 386 if (bounds.isEmpty() || bounds.getWidth() > mMaxTextureSize || 387 bounds.getHeight() > mMaxTextureSize) { 388 snapshot->invisible = true; 389 } else { 390 // TODO: Should take the mode into account 391 snapshot->invisible = snapshot->previous->invisible || 392 (alpha <= ALPHA_THRESHOLD && fboLayer); 393 } 394 395 // Bail out if we won't draw in this snapshot 396 if (snapshot->invisible) { 397 return false; 398 } 399 400 glActiveTexture(GL_TEXTURE0); 401 402 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 403 if (!layer) { 404 return false; 405 } 406 407 layer->mode = mode; 408 layer->alpha = alpha; 409 layer->layer.set(bounds); 410 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 411 bounds.getWidth() / float(layer->width), 0.0f); 412 413 // Save the layer in the snapshot 414 snapshot->flags |= Snapshot::kFlagIsLayer; 415 snapshot->layer = layer; 416 417 if (fboLayer) { 418 layer->fbo = mCaches.fboCache.get(); 419 420 snapshot->flags |= Snapshot::kFlagIsFboLayer; 421 snapshot->fbo = layer->fbo; 422 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 423 snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 424 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 425 snapshot->height = bounds.getHeight(); 426 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 427 snapshot->orthoMatrix.load(mOrthoMatrix); 428 429 // Bind texture to FBO 430 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 431 glBindTexture(GL_TEXTURE_2D, layer->texture); 432 433 // Initialize the texture if needed 434 if (layer->empty) { 435 layer->empty = false; 436 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 437 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 438 } 439 440 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 441 layer->texture, 0); 442 443#if DEBUG_LAYERS 444 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 445 if (status != GL_FRAMEBUFFER_COMPLETE) { 446 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 447 448 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 449 glDeleteTextures(1, &layer->texture); 450 mCaches.fboCache.put(layer->fbo); 451 452 delete layer; 453 454 return false; 455 } 456#endif 457 458 // Clear the FBO 459 glScissor(0.0f, 0.0f, bounds.getWidth() + 1.0f, bounds.getHeight() + 1.0f); 460 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 461 glClear(GL_COLOR_BUFFER_BIT); 462 463 setScissorFromClip(); 464 465 // Change the ortho projection 466 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 467 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 468 } else { 469 // Copy the framebuffer into the layer 470 glBindTexture(GL_TEXTURE_2D, layer->texture); 471 472 if (layer->empty) { 473 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom, 474 layer->width, layer->height, 0); 475 layer->empty = false; 476 } else { 477 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, mHeight - bounds.bottom, 478 bounds.getWidth(), bounds.getHeight()); 479 } 480 481 // Enqueue the buffer coordinates to clear the corresponding region later 482 mLayers.push(new Rect(bounds)); 483 } 484 485 return true; 486} 487 488/** 489 * Read the documentation of createLayer() before doing anything in this method. 490 */ 491void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 492 if (!current->layer) { 493 LOGE("Attempting to compose a layer that does not exist"); 494 return; 495 } 496 497 const bool fboLayer = current->flags & SkCanvas::kClipToLayer_SaveFlag; 498 499 if (fboLayer) { 500 // Unbind current FBO and restore previous one 501 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 502 } 503 504 // Restore the clip from the previous snapshot 505 const Rect& clip = *previous->clipRect; 506 glScissor(clip.left, previous->height - clip.bottom, clip.getWidth(), clip.getHeight()); 507 508 Layer* layer = current->layer; 509 const Rect& rect = layer->layer; 510 511 if (!fboLayer && layer->alpha < 255) { 512 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 513 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 514 } 515 516 const Rect& texCoords = layer->texCoords; 517 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 518 519 if (fboLayer) { 520 drawTextureRect(rect.left, rect.top, rect.right, rect.bottom, 521 layer->texture, layer->alpha / 255.0f, layer->mode, layer->blend); 522 } else { 523 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 524 1.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 525 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, true, true); 526 } 527 528 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 529 530 if (fboLayer) { 531 // Detach the texture from the FBO 532 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 533 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 534 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 535 536 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 537 mCaches.fboCache.put(current->fbo); 538 } 539 540 // Failing to add the layer to the cache should happen only if the layer is too large 541 if (!mCaches.layerCache.put(layer)) { 542 LAYER_LOGD("Deleting layer"); 543 glDeleteTextures(1, &layer->texture); 544 delete layer; 545 } 546} 547 548void OpenGLRenderer::clearLayerRegions() { 549 if (mLayers.size() == 0 || mSnapshot->invisible) return; 550 551 for (uint32_t i = 0; i < mLayers.size(); i++) { 552 Rect* bounds = mLayers.itemAt(i); 553 554 // Clear the framebuffer where the layer will draw 555 glScissor(bounds->left, mSnapshot->height - bounds->bottom, 556 bounds->getWidth(), bounds->getHeight()); 557 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 558 glClear(GL_COLOR_BUFFER_BIT); 559 560 delete bounds; 561 } 562 mLayers.clear(); 563 564 // Restore the clip 565 setScissorFromClip(); 566} 567 568/////////////////////////////////////////////////////////////////////////////// 569// Transforms 570/////////////////////////////////////////////////////////////////////////////// 571 572void OpenGLRenderer::translate(float dx, float dy) { 573 mSnapshot->transform->translate(dx, dy, 0.0f); 574} 575 576void OpenGLRenderer::rotate(float degrees) { 577 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 578} 579 580void OpenGLRenderer::scale(float sx, float sy) { 581 mSnapshot->transform->scale(sx, sy, 1.0f); 582} 583 584void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 585 mSnapshot->transform->load(*matrix); 586} 587 588const float* OpenGLRenderer::getMatrix() const { 589 if (mSnapshot->fbo != 0) { 590 return &mSnapshot->transform->data[0]; 591 } 592 return &mIdentity.data[0]; 593} 594 595void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 596 mSnapshot->transform->copyTo(*matrix); 597} 598 599void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 600 SkMatrix transform; 601 mSnapshot->transform->copyTo(transform); 602 transform.preConcat(*matrix); 603 mSnapshot->transform->load(transform); 604} 605 606/////////////////////////////////////////////////////////////////////////////// 607// Clipping 608/////////////////////////////////////////////////////////////////////////////// 609 610void OpenGLRenderer::setScissorFromClip() { 611 Rect clip(*mSnapshot->clipRect); 612 clip.snapToPixelBoundaries(); 613 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 614} 615 616const Rect& OpenGLRenderer::getClipBounds() { 617 return mSnapshot->getLocalClip(); 618} 619 620bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 621 if (mSnapshot->invisible) { 622 return true; 623 } 624 625 Rect r(left, top, right, bottom); 626 mSnapshot->transform->mapRect(r); 627 r.snapToPixelBoundaries(); 628 629 Rect clipRect(*mSnapshot->clipRect); 630 clipRect.snapToPixelBoundaries(); 631 632 return !clipRect.intersects(r); 633} 634 635bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 636 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 637 if (clipped) { 638 setScissorFromClip(); 639 } 640 return !mSnapshot->clipRect->isEmpty(); 641} 642 643/////////////////////////////////////////////////////////////////////////////// 644// Drawing 645/////////////////////////////////////////////////////////////////////////////// 646 647void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) { 648 const float right = left + bitmap->width(); 649 const float bottom = top + bitmap->height(); 650 651 if (quickReject(left, top, right, bottom)) { 652 return; 653 } 654 655 glActiveTexture(GL_TEXTURE0); 656 const Texture* texture = mCaches.textureCache.get(bitmap); 657 if (!texture) return; 658 const AutoTexture autoCleanup(texture); 659 660 drawTextureRect(left, top, right, bottom, texture, paint); 661} 662 663void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) { 664 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 665 const mat4 transform(*matrix); 666 transform.mapRect(r); 667 668 if (quickReject(r.left, r.top, r.right, r.bottom)) { 669 return; 670 } 671 672 glActiveTexture(GL_TEXTURE0); 673 const Texture* texture = mCaches.textureCache.get(bitmap); 674 if (!texture) return; 675 const AutoTexture autoCleanup(texture); 676 677 drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint); 678} 679 680void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 681 float srcLeft, float srcTop, float srcRight, float srcBottom, 682 float dstLeft, float dstTop, float dstRight, float dstBottom, 683 const SkPaint* paint) { 684 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 685 return; 686 } 687 688 glActiveTexture(GL_TEXTURE0); 689 const Texture* texture = mCaches.textureCache.get(bitmap); 690 if (!texture) return; 691 const AutoTexture autoCleanup(texture); 692 693 const float width = texture->width; 694 const float height = texture->height; 695 696 const float u1 = srcLeft / width; 697 const float v1 = srcTop / height; 698 const float u2 = srcRight / width; 699 const float v2 = srcBottom / height; 700 701 resetDrawTextureTexCoords(u1, v1, u2, v2); 702 703 drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint); 704 705 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 706} 707 708void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 709 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 710 float left, float top, float right, float bottom, const SkPaint* paint) { 711 if (quickReject(left, top, right, bottom)) { 712 return; 713 } 714 715 glActiveTexture(GL_TEXTURE0); 716 const Texture* texture = mCaches.textureCache.get(bitmap); 717 if (!texture) return; 718 const AutoTexture autoCleanup(texture); 719 720 int alpha; 721 SkXfermode::Mode mode; 722 getAlphaAndMode(paint, &alpha, &mode); 723 724 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 725 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 726 727 // Specify right and bottom as +1.0f from left/top to prevent scaling since the 728 // patch mesh already defines the final size 729 drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f, 730 mode, texture->blend, &mesh->vertices[0].position[0], 731 &mesh->vertices[0].texture[0], GL_TRIANGLES, mesh->verticesCount); 732} 733 734void OpenGLRenderer::drawLines(float* points, int count, const SkPaint* paint) { 735 if (mSnapshot->invisible) return; 736 737 int alpha; 738 SkXfermode::Mode mode; 739 getAlphaAndMode(paint, &alpha, &mode); 740 741 uint32_t color = paint->getColor(); 742 const GLfloat a = alpha / 255.0f; 743 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 744 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 745 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 746 747 const bool isAA = paint->isAntiAlias(); 748 if (isAA) { 749 GLuint textureUnit = 0; 750 setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a, 751 mode, false, true, mCaches.line.getVertices(), mCaches.line.getTexCoords()); 752 } else { 753 setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false); 754 } 755 756 const float strokeWidth = paint->getStrokeWidth(); 757 const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount; 758 const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP; 759 760 for (int i = 0; i < count; i += 4) { 761 float tx = 0.0f; 762 float ty = 0.0f; 763 764 if (isAA) { 765 mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3], 766 strokeWidth, tx, ty); 767 } else { 768 ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f; 769 } 770 771 const float dx = points[i + 2] - points[i]; 772 const float dy = points[i + 3] - points[i + 1]; 773 const float mag = sqrtf(dx * dx + dy * dy); 774 const float angle = acos(dx / mag); 775 776 mModelView.loadTranslate(points[i], points[i + 1], 0.0f); 777 if (angle > MIN_ANGLE || angle < -MIN_ANGLE) { 778 mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f); 779 } 780 mModelView.translate(tx, ty, 0.0f); 781 if (!isAA) { 782 float length = mCaches.line.getLength(points[i], points[i + 1], 783 points[i + 2], points[i + 3]); 784 mModelView.scale(length, strokeWidth, 1.0f); 785 } 786 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 787 788 if (mShader) { 789 mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot); 790 } 791 792 glDrawArrays(drawMode, 0, elementsCount); 793 } 794 795 if (isAA) { 796 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 797 } 798} 799 800void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 801 const Rect& clip = *mSnapshot->clipRect; 802 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 803} 804 805void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) { 806 if (quickReject(left, top, right, bottom)) { 807 return; 808 } 809 810 SkXfermode::Mode mode; 811 if (!mExtensions.hasFramebufferFetch()) { 812 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 813 if (!isMode) { 814 // Assume SRC_OVER 815 mode = SkXfermode::kSrcOver_Mode; 816 } 817 } else { 818 mode = getXfermode(p->getXfermode()); 819 } 820 821 // Skia draws using the color's alpha channel if < 255 822 // Otherwise, it uses the paint's alpha 823 int color = p->getColor(); 824 if (((color >> 24) & 0xff) == 255) { 825 color |= p->getAlpha() << 24; 826 } 827 828 drawColorRect(left, top, right, bottom, color, mode); 829} 830 831void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 832 float x, float y, SkPaint* paint) { 833 if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 834 return; 835 } 836 if (mSnapshot->invisible) return; 837 838 paint->setAntiAlias(true); 839 840 float length = -1.0f; 841 switch (paint->getTextAlign()) { 842 case SkPaint::kCenter_Align: 843 length = paint->measureText(text, bytesCount); 844 x -= length / 2.0f; 845 break; 846 case SkPaint::kRight_Align: 847 length = paint->measureText(text, bytesCount); 848 x -= length; 849 break; 850 default: 851 break; 852 } 853 854 int alpha; 855 SkXfermode::Mode mode; 856 getAlphaAndMode(paint, &alpha, &mode); 857 858 uint32_t color = paint->getColor(); 859 const GLfloat a = alpha / 255.0f; 860 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 861 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 862 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 863 864 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 865 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 866 paint->getTextSize()); 867 868 Rect clipRect(*mSnapshot->clipRect); 869 glScissor(clipRect.left, mSnapshot->height - clipRect.bottom, 870 clipRect.getWidth(), clipRect.getHeight()); 871 872 if (mHasShadow) { 873 glActiveTexture(gTextureUnits[0]); 874 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 875 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 876 count, mShadowRadius); 877 const AutoTexture autoCleanup(shadow); 878 879 setupShadow(shadow, x, y, mode, a); 880 881 // Draw the mesh 882 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 883 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 884 } 885 886 GLuint textureUnit = 0; 887 glActiveTexture(gTextureUnits[textureUnit]); 888 889 // Assume that the modelView matrix does not force scales, rotates, etc. 890 const bool linearFilter = mSnapshot->transform->changesBounds(); 891 setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit, 892 x, y, r, g, b, a, mode, false, true); 893 894 const Rect& clip = mSnapshot->getLocalClip(); 895 clearLayerRegions(); 896 897 fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y); 898 899 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 900 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 901 902 drawTextDecorations(text, bytesCount, length, x, y, paint); 903 904 setScissorFromClip(); 905} 906 907void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 908 if (mSnapshot->invisible) return; 909 910 GLuint textureUnit = 0; 911 glActiveTexture(gTextureUnits[textureUnit]); 912 913 const PathTexture* texture = mCaches.pathCache.get(path, paint); 914 if (!texture) return; 915 const AutoTexture autoCleanup(texture); 916 917 const float x = texture->left - texture->offset; 918 const float y = texture->top - texture->offset; 919 920 if (quickReject(x, y, x + texture->width, y + texture->height)) { 921 return; 922 } 923 924 int alpha; 925 SkXfermode::Mode mode; 926 getAlphaAndMode(paint, &alpha, &mode); 927 928 uint32_t color = paint->getColor(); 929 const GLfloat a = alpha / 255.0f; 930 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 931 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 932 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 933 934 setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true); 935 936 clearLayerRegions(); 937 938 // Draw the mesh 939 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 940 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 941} 942 943/////////////////////////////////////////////////////////////////////////////// 944// Shaders 945/////////////////////////////////////////////////////////////////////////////// 946 947void OpenGLRenderer::resetShader() { 948 mShader = NULL; 949} 950 951void OpenGLRenderer::setupShader(SkiaShader* shader) { 952 mShader = shader; 953 if (mShader) { 954 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 955 } 956} 957 958/////////////////////////////////////////////////////////////////////////////// 959// Color filters 960/////////////////////////////////////////////////////////////////////////////// 961 962void OpenGLRenderer::resetColorFilter() { 963 mColorFilter = NULL; 964} 965 966void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 967 mColorFilter = filter; 968} 969 970/////////////////////////////////////////////////////////////////////////////// 971// Drop shadow 972/////////////////////////////////////////////////////////////////////////////// 973 974void OpenGLRenderer::resetShadow() { 975 mHasShadow = false; 976} 977 978void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 979 mHasShadow = true; 980 mShadowRadius = radius; 981 mShadowDx = dx; 982 mShadowDy = dy; 983 mShadowColor = color; 984} 985 986/////////////////////////////////////////////////////////////////////////////// 987// Drawing implementation 988/////////////////////////////////////////////////////////////////////////////// 989 990void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y, 991 SkXfermode::Mode mode, float alpha) { 992 const float sx = x - texture->left + mShadowDx; 993 const float sy = y - texture->top + mShadowDy; 994 995 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 996 const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha; 997 const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f; 998 const GLfloat g = a * ((mShadowColor >> 8) & 0xFF) / 255.0f; 999 const GLfloat b = a * ((mShadowColor ) & 0xFF) / 255.0f; 1000 1001 GLuint textureUnit = 0; 1002 setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false); 1003} 1004 1005void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, 1006 float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode, 1007 bool transforms, bool applyFilters) { 1008 setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit, 1009 x, y, r, g, b, a, mode, transforms, applyFilters, 1010 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 1011} 1012 1013void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 1014 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 1015 SkXfermode::Mode mode, bool transforms, bool applyFilters) { 1016 setupTextureAlpha8(texture, width, height, textureUnit, 1017 x, y, r, g, b, a, mode, transforms, applyFilters, 1018 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 1019} 1020 1021void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 1022 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 1023 SkXfermode::Mode mode, bool transforms, bool applyFilters, 1024 GLvoid* vertices, GLvoid* texCoords) { 1025 // Describe the required shaders 1026 ProgramDescription description; 1027 description.hasTexture = true; 1028 description.hasAlpha8Texture = true; 1029 const bool setColor = description.setAlpha8Color(r, g, b, a); 1030 1031 if (applyFilters) { 1032 if (mShader) { 1033 mShader->describe(description, mExtensions); 1034 } 1035 if (mColorFilter) { 1036 mColorFilter->describe(description, mExtensions); 1037 } 1038 } 1039 1040 // Setup the blending mode 1041 chooseBlending(true, mode, description); 1042 1043 // Build and use the appropriate shader 1044 useProgram(mCaches.programCache.get(description)); 1045 1046 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit); 1047 glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit); 1048 1049 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1050 glEnableVertexAttribArray(texCoordsSlot); 1051 1052 // Setup attributes 1053 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1054 gMeshStride, vertices); 1055 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, 1056 gMeshStride, texCoords); 1057 1058 // Setup uniforms 1059 if (transforms) { 1060 mModelView.loadTranslate(x, y, 0.0f); 1061 mModelView.scale(width, height, 1.0f); 1062 } else { 1063 mModelView.loadIdentity(); 1064 } 1065 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1066 if (setColor) { 1067 mCaches.currentProgram->setColor(r, g, b, a); 1068 } 1069 1070 textureUnit++; 1071 if (applyFilters) { 1072 // Setup attributes and uniforms required by the shaders 1073 if (mShader) { 1074 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1075 } 1076 if (mColorFilter) { 1077 mColorFilter->setupProgram(mCaches.currentProgram); 1078 } 1079 } 1080} 1081 1082// Same values used by Skia 1083#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1084#define kStdUnderline_Offset (1.0f / 9.0f) 1085#define kStdUnderline_Thickness (1.0f / 18.0f) 1086 1087void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1088 float x, float y, SkPaint* paint) { 1089 // Handle underline and strike-through 1090 uint32_t flags = paint->getFlags(); 1091 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1092 float underlineWidth = length; 1093 // If length is > 0.0f, we already measured the text for the text alignment 1094 if (length <= 0.0f) { 1095 underlineWidth = paint->measureText(text, bytesCount); 1096 } 1097 1098 float offsetX = 0; 1099 switch (paint->getTextAlign()) { 1100 case SkPaint::kCenter_Align: 1101 offsetX = underlineWidth * 0.5f; 1102 break; 1103 case SkPaint::kRight_Align: 1104 offsetX = underlineWidth; 1105 break; 1106 default: 1107 break; 1108 } 1109 1110 if (underlineWidth > 0.0f) { 1111 const float textSize = paint->getTextSize(); 1112 const float strokeWidth = textSize * kStdUnderline_Thickness; 1113 1114 const float left = x - offsetX; 1115 float top = 0.0f; 1116 1117 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 1118 float points[pointsCount]; 1119 int currentPoint = 0; 1120 1121 if (flags & SkPaint::kUnderlineText_Flag) { 1122 top = y + textSize * kStdUnderline_Offset; 1123 points[currentPoint++] = left; 1124 points[currentPoint++] = top; 1125 points[currentPoint++] = left + underlineWidth; 1126 points[currentPoint++] = top; 1127 } 1128 1129 if (flags & SkPaint::kStrikeThruText_Flag) { 1130 top = y + textSize * kStdStrikeThru_Offset; 1131 points[currentPoint++] = left; 1132 points[currentPoint++] = top; 1133 points[currentPoint++] = left + underlineWidth; 1134 points[currentPoint++] = top; 1135 } 1136 1137 SkPaint linesPaint(*paint); 1138 linesPaint.setStrokeWidth(strokeWidth); 1139 1140 drawLines(&points[0], pointsCount, &linesPaint); 1141 } 1142 } 1143} 1144 1145void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1146 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1147 clearLayerRegions(); 1148 1149 // If a shader is set, preserve only the alpha 1150 if (mShader) { 1151 color |= 0x00ffffff; 1152 } 1153 1154 // Render using pre-multiplied alpha 1155 const int alpha = (color >> 24) & 0xFF; 1156 const GLfloat a = alpha / 255.0f; 1157 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1158 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1159 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1160 1161 setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform); 1162 1163 // Draw the mesh 1164 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1165} 1166 1167void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom, 1168 float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform) { 1169 GLuint textureUnit = 0; 1170 1171 // Describe the required shaders 1172 ProgramDescription description; 1173 const bool setColor = description.setColor(r, g, b, a); 1174 1175 if (mShader) { 1176 mShader->describe(description, mExtensions); 1177 } 1178 if (mColorFilter) { 1179 mColorFilter->describe(description, mExtensions); 1180 } 1181 1182 // Setup the blending mode 1183 chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description); 1184 1185 // Build and use the appropriate shader 1186 useProgram(mCaches.programCache.get(description)); 1187 1188 // Setup attributes 1189 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1190 gMeshStride, &mMeshVertices[0].position[0]); 1191 1192 // Setup uniforms 1193 mModelView.loadTranslate(left, top, 0.0f); 1194 mModelView.scale(right - left, bottom - top, 1.0f); 1195 if (!ignoreTransform) { 1196 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1197 } else { 1198 mat4 identity; 1199 mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity); 1200 } 1201 mCaches.currentProgram->setColor(r, g, b, a); 1202 1203 // Setup attributes and uniforms required by the shaders 1204 if (mShader) { 1205 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1206 } 1207 if (mColorFilter) { 1208 mColorFilter->setupProgram(mCaches.currentProgram); 1209 } 1210} 1211 1212void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1213 const Texture* texture, const SkPaint* paint) { 1214 int alpha; 1215 SkXfermode::Mode mode; 1216 getAlphaAndMode(paint, &alpha, &mode); 1217 1218 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1219 texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1220 GL_TRIANGLE_STRIP, gMeshCount); 1221} 1222 1223void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1224 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1225 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1226 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1227 GL_TRIANGLE_STRIP, gMeshCount); 1228} 1229 1230void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1231 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1232 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1233 bool swapSrcDst, bool ignoreTransform) { 1234 clearLayerRegions(); 1235 1236 ProgramDescription description; 1237 description.hasTexture = true; 1238 const bool setColor = description.setColor(alpha, alpha, alpha, alpha); 1239 if (mColorFilter) { 1240 mColorFilter->describe(description, mExtensions); 1241 } 1242 1243 mModelView.loadTranslate(left, top, 0.0f); 1244 mModelView.scale(right - left, bottom - top, 1.0f); 1245 1246 chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst); 1247 1248 useProgram(mCaches.programCache.get(description)); 1249 if (!ignoreTransform) { 1250 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1251 } else { 1252 mat4 m; 1253 mCaches.currentProgram->set(mOrthoMatrix, mModelView, m); 1254 } 1255 1256 // Texture 1257 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0); 1258 glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); 1259 1260 // Always premultiplied 1261 if (setColor) { 1262 mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha); 1263 } 1264 1265 // Mesh 1266 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1267 glEnableVertexAttribArray(texCoordsSlot); 1268 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1269 gMeshStride, vertices); 1270 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1271 1272 // Color filter 1273 if (mColorFilter) { 1274 mColorFilter->setupProgram(mCaches.currentProgram); 1275 } 1276 1277 glDrawArrays(drawMode, 0, elementsCount); 1278 glDisableVertexAttribArray(texCoordsSlot); 1279} 1280 1281void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1282 ProgramDescription& description, bool swapSrcDst) { 1283 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1284 if (blend) { 1285 if (mode < SkXfermode::kPlus_Mode) { 1286 if (!mCaches.blend) { 1287 glEnable(GL_BLEND); 1288 } 1289 1290 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1291 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1292 1293 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1294 glBlendFunc(sourceMode, destMode); 1295 mCaches.lastSrcMode = sourceMode; 1296 mCaches.lastDstMode = destMode; 1297 } 1298 } else { 1299 // These blend modes are not supported by OpenGL directly and have 1300 // to be implemented using shaders. Since the shader will perform 1301 // the blending, turn blending off here 1302 if (mExtensions.hasFramebufferFetch()) { 1303 description.framebufferMode = mode; 1304 description.swapSrcDst = swapSrcDst; 1305 } 1306 1307 if (mCaches.blend) { 1308 glDisable(GL_BLEND); 1309 } 1310 blend = false; 1311 } 1312 } else if (mCaches.blend) { 1313 glDisable(GL_BLEND); 1314 } 1315 mCaches.blend = blend; 1316} 1317 1318bool OpenGLRenderer::useProgram(Program* program) { 1319 if (!program->isInUse()) { 1320 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1321 program->use(); 1322 mCaches.currentProgram = program; 1323 return false; 1324 } 1325 return true; 1326} 1327 1328void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1329 TextureVertex* v = &mMeshVertices[0]; 1330 TextureVertex::setUV(v++, u1, v1); 1331 TextureVertex::setUV(v++, u2, v1); 1332 TextureVertex::setUV(v++, u1, v2); 1333 TextureVertex::setUV(v++, u2, v2); 1334} 1335 1336void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1337 if (paint) { 1338 if (!mExtensions.hasFramebufferFetch()) { 1339 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1340 if (!isMode) { 1341 // Assume SRC_OVER 1342 *mode = SkXfermode::kSrcOver_Mode; 1343 } 1344 } else { 1345 *mode = getXfermode(paint->getXfermode()); 1346 } 1347 1348 // Skia draws using the color's alpha channel if < 255 1349 // Otherwise, it uses the paint's alpha 1350 int color = paint->getColor(); 1351 *alpha = (color >> 24) & 0xFF; 1352 if (*alpha == 255) { 1353 *alpha = paint->getAlpha(); 1354 } 1355 } else { 1356 *mode = SkXfermode::kSrcOver_Mode; 1357 *alpha = 255; 1358 } 1359} 1360 1361SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1362 if (mode == NULL) { 1363 return SkXfermode::kSrcOver_Mode; 1364 } 1365 return mode->fMode; 1366} 1367 1368void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) { 1369 glActiveTexture(gTextureUnits[textureUnit]); 1370 glBindTexture(GL_TEXTURE_2D, texture); 1371 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1372 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1373} 1374 1375}; // namespace uirenderer 1376}; // namespace android 1377