OpenGLRenderer.cpp revision a80d32f7b69aa37026ab99e4ade1ad86dae76a81
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 <cutils/properties.h> 27#include <utils/Log.h> 28 29#include "OpenGLRenderer.h" 30#include "Properties.h" 31 32namespace android { 33namespace uirenderer { 34 35/////////////////////////////////////////////////////////////////////////////// 36// Defines 37/////////////////////////////////////////////////////////////////////////////// 38 39#define DEFAULT_TEXTURE_CACHE_SIZE 20.0f 40#define DEFAULT_LAYER_CACHE_SIZE 6.0f 41#define DEFAULT_PATH_CACHE_SIZE 6.0f 42#define DEFAULT_PATCH_CACHE_SIZE 100 43#define DEFAULT_GRADIENT_CACHE_SIZE 0.5f 44#define DEFAULT_DROP_SHADOW_CACHE_SIZE 2.0f 45 46#define REQUIRED_TEXTURE_UNITS_COUNT 3 47 48// Converts a number of mega-bytes into bytes 49#define MB(s) s * 1024 * 1024 50 51// Generates simple and textured vertices 52#define FV(x, y, u, v) { { x, y }, { u, v } } 53 54/////////////////////////////////////////////////////////////////////////////// 55// Globals 56/////////////////////////////////////////////////////////////////////////////// 57 58// This array is never used directly but used as a memcpy source in the 59// OpenGLRenderer constructor 60static const TextureVertex gMeshVertices[] = { 61 FV(0.0f, 0.0f, 0.0f, 0.0f), 62 FV(1.0f, 0.0f, 1.0f, 0.0f), 63 FV(0.0f, 1.0f, 0.0f, 1.0f), 64 FV(1.0f, 1.0f, 1.0f, 1.0f) 65}; 66static const GLsizei gMeshStride = sizeof(TextureVertex); 67static const GLsizei gMeshCount = 4; 68 69/** 70 * Structure mapping Skia xfermodes to OpenGL blending factors. 71 */ 72struct Blender { 73 SkXfermode::Mode mode; 74 GLenum src; 75 GLenum dst; 76}; // struct Blender 77 78// In this array, the index of each Blender equals the value of the first 79// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 80static const Blender gBlends[] = { 81 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 82 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 83 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 84 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 85 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 86 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 87 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 88 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 89 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 90 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 91 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 92 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 93}; 94 95static const GLenum gTextureUnits[] = { 96 GL_TEXTURE0, 97 GL_TEXTURE1, 98 GL_TEXTURE2 99}; 100 101/////////////////////////////////////////////////////////////////////////////// 102// Constructors/destructor 103/////////////////////////////////////////////////////////////////////////////// 104 105OpenGLRenderer::OpenGLRenderer(): 106 mBlend(false), mLastSrcMode(GL_ZERO), mLastDstMode(GL_ZERO), 107 mTextureCache(MB(DEFAULT_TEXTURE_CACHE_SIZE)), 108 mLayerCache(MB(DEFAULT_LAYER_CACHE_SIZE)), 109 mGradientCache(MB(DEFAULT_GRADIENT_CACHE_SIZE)), 110 mPathCache(MB(DEFAULT_PATH_CACHE_SIZE)), 111 mPatchCache(DEFAULT_PATCH_CACHE_SIZE), 112 mDropShadowCache(MB(DEFAULT_DROP_SHADOW_CACHE_SIZE)) { 113 LOGD("Create OpenGLRenderer"); 114 115 char property[PROPERTY_VALUE_MAX]; 116 if (property_get(PROPERTY_TEXTURE_CACHE_SIZE, property, NULL) > 0) { 117 LOGD(" Setting texture cache size to %sMB", property); 118 mTextureCache.setMaxSize(MB(atof(property))); 119 } else { 120 LOGD(" Using default texture cache size of %.2fMB", DEFAULT_TEXTURE_CACHE_SIZE); 121 } 122 123 if (property_get(PROPERTY_LAYER_CACHE_SIZE, property, NULL) > 0) { 124 LOGD(" Setting layer cache size to %sMB", property); 125 mLayerCache.setMaxSize(MB(atof(property))); 126 } else { 127 LOGD(" Using default layer cache size of %.2fMB", DEFAULT_LAYER_CACHE_SIZE); 128 } 129 130 if (property_get(PROPERTY_GRADIENT_CACHE_SIZE, property, NULL) > 0) { 131 LOGD(" Setting gradient cache size to %sMB", property); 132 mGradientCache.setMaxSize(MB(atof(property))); 133 } else { 134 LOGD(" Using default gradient cache size of %.2fMB", DEFAULT_GRADIENT_CACHE_SIZE); 135 } 136 137 if (property_get(PROPERTY_PATH_CACHE_SIZE, property, NULL) > 0) { 138 LOGD(" Setting path cache size to %sMB", property); 139 mPathCache.setMaxSize(MB(atof(property))); 140 } else { 141 LOGD(" Using default path cache size of %.2fMB", DEFAULT_PATH_CACHE_SIZE); 142 } 143 144 if (property_get(PROPERTY_DROP_SHADOW_CACHE_SIZE, property, NULL) > 0) { 145 LOGD(" Setting drop shadow cache size to %sMB", property); 146 mDropShadowCache.setMaxSize(MB(atof(property))); 147 } else { 148 LOGD(" Using default drop shadow cache size of %.2fMB", DEFAULT_DROP_SHADOW_CACHE_SIZE); 149 } 150 mDropShadowCache.setFontRenderer(mFontRenderer); 151 152 mCurrentProgram = NULL; 153 mShader = NULL; 154 mColorFilter = NULL; 155 mHasShadow = false; 156 157 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 158 159 mFirstSnapshot = new Snapshot; 160 161 GLint maxTextureUnits; 162 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits); 163 if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) { 164 LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT); 165 } 166} 167 168OpenGLRenderer::~OpenGLRenderer() { 169 LOGD("Destroy OpenGLRenderer"); 170 171 mTextureCache.clear(); 172 mLayerCache.clear(); 173 mGradientCache.clear(); 174 mPathCache.clear(); 175 mPatchCache.clear(); 176 mProgramCache.clear(); 177 mDropShadowCache.clear(); 178} 179 180/////////////////////////////////////////////////////////////////////////////// 181// Setup 182/////////////////////////////////////////////////////////////////////////////// 183 184void OpenGLRenderer::setViewport(int width, int height) { 185 glViewport(0, 0, width, height); 186 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 187 188 mWidth = width; 189 mHeight = height; 190 mFirstSnapshot->height = height; 191 mFirstSnapshot->viewport.set(0, 0, width, height); 192} 193 194void OpenGLRenderer::prepare() { 195 mSnapshot = new Snapshot(mFirstSnapshot); 196 mSaveCount = 1; 197 198 glDisable(GL_SCISSOR_TEST); 199 200 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 201 glClear(GL_COLOR_BUFFER_BIT); 202 203 glEnable(GL_SCISSOR_TEST); 204 glScissor(0, 0, mWidth, mHeight); 205 206 mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); 207} 208 209/////////////////////////////////////////////////////////////////////////////// 210// State management 211/////////////////////////////////////////////////////////////////////////////// 212 213int OpenGLRenderer::getSaveCount() const { 214 return mSaveCount; 215} 216 217int OpenGLRenderer::save(int flags) { 218 return saveSnapshot(); 219} 220 221void OpenGLRenderer::restore() { 222 if (mSaveCount > 1) { 223 restoreSnapshot(); 224 } 225} 226 227void OpenGLRenderer::restoreToCount(int saveCount) { 228 if (saveCount < 1) saveCount = 1; 229 230 while (mSaveCount > saveCount) { 231 restoreSnapshot(); 232 } 233} 234 235int OpenGLRenderer::saveSnapshot() { 236 mSnapshot = new Snapshot(mSnapshot); 237 return mSaveCount++; 238} 239 240bool OpenGLRenderer::restoreSnapshot() { 241 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 242 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 243 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 244 245 sp<Snapshot> current = mSnapshot; 246 sp<Snapshot> previous = mSnapshot->previous; 247 248 if (restoreOrtho) { 249 Rect& r = previous->viewport; 250 glViewport(r.left, r.top, r.right, r.bottom); 251 mOrthoMatrix.load(current->orthoMatrix); 252 } 253 254 mSaveCount--; 255 mSnapshot = previous; 256 257 if (restoreLayer) { 258 composeLayer(current, previous); 259 } 260 261 if (restoreClip) { 262 setScissorFromClip(); 263 } 264 265 return restoreClip; 266} 267 268/////////////////////////////////////////////////////////////////////////////// 269// Layers 270/////////////////////////////////////////////////////////////////////////////// 271 272int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 273 const SkPaint* p, int flags) { 274 int count = saveSnapshot(); 275 276 int alpha = 255; 277 SkXfermode::Mode mode; 278 279 if (p) { 280 alpha = p->getAlpha(); 281 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 282 if (!isMode) { 283 // Assume SRC_OVER 284 mode = SkXfermode::kSrcOver_Mode; 285 } 286 } else { 287 mode = SkXfermode::kSrcOver_Mode; 288 } 289 290 if (alpha > 0 && !mSnapshot->invisible) { 291 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags); 292 } else { 293 mSnapshot->invisible = true; 294 } 295 296 return count; 297} 298 299int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 300 int alpha, int flags) { 301 int count = saveSnapshot(); 302 if (alpha > 0 && !mSnapshot->invisible) { 303 createLayer(mSnapshot, left, top, right, bottom, alpha, SkXfermode::kSrcOver_Mode, flags); 304 } else { 305 mSnapshot->invisible = true; 306 } 307 return count; 308} 309 310bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 311 float right, float bottom, int alpha, SkXfermode::Mode mode,int flags) { 312 LAYER_LOGD("Requesting layer %fx%f", right - left, bottom - top); 313 LAYER_LOGD("Layer cache size = %d", mLayerCache.getSize()); 314 315 GLuint previousFbo = snapshot->previous.get() ? snapshot->previous->fbo : 0; 316 LayerSize size(right - left, bottom - top); 317 318 Layer* layer = mLayerCache.get(size, previousFbo); 319 if (!layer) { 320 return false; 321 } 322 323 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 324 325 // Clear the FBO 326 glDisable(GL_SCISSOR_TEST); 327 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 328 glClear(GL_COLOR_BUFFER_BIT); 329 glEnable(GL_SCISSOR_TEST); 330 331 layer->mode = mode; 332 layer->alpha = alpha / 255.0f; 333 layer->layer.set(left, top, right, bottom); 334 335 // Save the layer in the snapshot 336 snapshot->flags |= Snapshot::kFlagIsLayer; 337 snapshot->layer = layer; 338 snapshot->fbo = layer->fbo; 339 snapshot->transform.loadTranslate(-left, -top, 0.0f); 340 snapshot->setClip(0.0f, 0.0f, right - left, bottom - top); 341 snapshot->viewport.set(0.0f, 0.0f, right - left, bottom - top); 342 snapshot->height = bottom - top; 343 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 344 snapshot->orthoMatrix.load(mOrthoMatrix); 345 346 setScissorFromClip(); 347 348 // Change the ortho projection 349 glViewport(0, 0, right - left, bottom - top); 350 mOrthoMatrix.loadOrtho(0.0f, right - left, bottom - top, 0.0f, -1.0f, 1.0f); 351 352 return true; 353} 354 355void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 356 if (!current->layer) { 357 LOGE("Attempting to compose a layer that does not exist"); 358 return; 359 } 360 361 // Unbind current FBO and restore previous one 362 // Most of the time, previous->fbo will be 0 to bind the default buffer 363 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 364 365 // Restore the clip from the previous snapshot 366 const Rect& clip = previous->clipRect; 367 glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight()); 368 369 Layer* layer = current->layer; 370 const Rect& rect = layer->layer; 371 372 // FBOs are already drawn with a top-left origin, don't flip the texture 373 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 374 375 drawTextureRect(rect.left, rect.top, rect.right, rect.bottom, 376 layer->texture, layer->alpha, layer->mode, layer->blend); 377 378 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 379 380 LayerSize size(rect.getWidth(), rect.getHeight()); 381 // Failing to add the layer to the cache should happen only if the 382 // layer is too large 383 if (!mLayerCache.put(size, layer)) { 384 LAYER_LOGD("Deleting layer"); 385 386 glDeleteFramebuffers(1, &layer->fbo); 387 glDeleteTextures(1, &layer->texture); 388 389 delete layer; 390 } 391} 392 393/////////////////////////////////////////////////////////////////////////////// 394// Transforms 395/////////////////////////////////////////////////////////////////////////////// 396 397void OpenGLRenderer::translate(float dx, float dy) { 398 mSnapshot->transform.translate(dx, dy, 0.0f); 399} 400 401void OpenGLRenderer::rotate(float degrees) { 402 mSnapshot->transform.rotate(degrees, 0.0f, 0.0f, 1.0f); 403} 404 405void OpenGLRenderer::scale(float sx, float sy) { 406 mSnapshot->transform.scale(sx, sy, 1.0f); 407} 408 409void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 410 mSnapshot->transform.load(*matrix); 411} 412 413void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 414 mSnapshot->transform.copyTo(*matrix); 415} 416 417void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 418 mat4 m(*matrix); 419 mSnapshot->transform.multiply(m); 420} 421 422/////////////////////////////////////////////////////////////////////////////// 423// Clipping 424/////////////////////////////////////////////////////////////////////////////// 425 426void OpenGLRenderer::setScissorFromClip() { 427 const Rect& clip = mSnapshot->clipRect; 428 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 429} 430 431const Rect& OpenGLRenderer::getClipBounds() { 432 return mSnapshot->getLocalClip(); 433} 434 435bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 436 if (mSnapshot->invisible) return true; 437 438 Rect r(left, top, right, bottom); 439 mSnapshot->transform.mapRect(r); 440 return !mSnapshot->clipRect.intersects(r); 441} 442 443bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 444 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 445 if (clipped) { 446 setScissorFromClip(); 447 } 448 return !mSnapshot->clipRect.isEmpty(); 449} 450 451/////////////////////////////////////////////////////////////////////////////// 452// Drawing 453/////////////////////////////////////////////////////////////////////////////// 454 455void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) { 456 const float right = left + bitmap->width(); 457 const float bottom = top + bitmap->height(); 458 459 if (quickReject(left, top, right, bottom)) { 460 return; 461 } 462 463 glActiveTexture(GL_TEXTURE0); 464 const Texture* texture = mTextureCache.get(bitmap); 465 if (!texture) return; 466 const AutoTexture autoCleanup(texture); 467 468 drawTextureRect(left, top, right, bottom, texture, paint); 469} 470 471void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) { 472 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 473 const mat4 transform(*matrix); 474 transform.mapRect(r); 475 476 if (quickReject(r.left, r.top, r.right, r.bottom)) { 477 return; 478 } 479 480 glActiveTexture(GL_TEXTURE0); 481 const Texture* texture = mTextureCache.get(bitmap); 482 if (!texture) return; 483 const AutoTexture autoCleanup(texture); 484 485 drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint); 486} 487 488void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 489 float srcLeft, float srcTop, float srcRight, float srcBottom, 490 float dstLeft, float dstTop, float dstRight, float dstBottom, 491 const SkPaint* paint) { 492 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 493 return; 494 } 495 496 glActiveTexture(GL_TEXTURE0); 497 const Texture* texture = mTextureCache.get(bitmap); 498 if (!texture) return; 499 const AutoTexture autoCleanup(texture); 500 501 const float width = texture->width; 502 const float height = texture->height; 503 504 const float u1 = srcLeft / width; 505 const float v1 = srcTop / height; 506 const float u2 = srcRight / width; 507 const float v2 = srcBottom / height; 508 509 resetDrawTextureTexCoords(u1, v1, u2, v2); 510 511 drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint); 512 513 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 514} 515 516void OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, 517 float left, float top, float right, float bottom, const SkPaint* paint) { 518 if (quickReject(left, top, right, bottom)) { 519 return; 520 } 521 522 glActiveTexture(GL_TEXTURE0); 523 const Texture* texture = mTextureCache.get(bitmap); 524 if (!texture) return; 525 const AutoTexture autoCleanup(texture); 526 527 int alpha; 528 SkXfermode::Mode mode; 529 getAlphaAndMode(paint, &alpha, &mode); 530 531 Patch* mesh = mPatchCache.get(patch); 532 mesh->updateVertices(bitmap, left, top, right, bottom, 533 &patch->xDivs[0], &patch->yDivs[0], patch->numXDivs, patch->numYDivs); 534 535 // Specify right and bottom as +1.0f from left/top to prevent scaling since the 536 // patch mesh already defines the final size 537 drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f, 538 mode, texture->blend, &mesh->vertices[0].position[0], 539 &mesh->vertices[0].texture[0], mesh->indices, mesh->indicesCount); 540} 541 542void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 543 if (mSnapshot->invisible) return; 544 const Rect& clip = mSnapshot->clipRect; 545 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 546} 547 548void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) { 549 if (quickReject(left, top, right, bottom)) { 550 return; 551 } 552 553 SkXfermode::Mode mode; 554 555 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 556 if (!isMode) { 557 // Assume SRC_OVER 558 mode = SkXfermode::kSrcOver_Mode; 559 } 560 561 // Skia draws using the color's alpha channel if < 255 562 // Otherwise, it uses the paint's alpha 563 int color = p->getColor(); 564 if (((color >> 24) & 0xff) == 255) { 565 color |= p->getAlpha() << 24; 566 } 567 568 drawColorRect(left, top, right, bottom, color, mode); 569} 570 571void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 572 float x, float y, SkPaint* paint) { 573 if (mSnapshot->invisible || text == NULL || count == 0 || 574 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 575 return; 576 } 577 578 float scaleX = paint->getTextScaleX(); 579 bool applyScaleX = scaleX < 0.9999f || scaleX > 1.0001f; 580 if (applyScaleX) { 581 save(0); 582 translate(x - (x * scaleX), 0.0f); 583 scale(scaleX, 1.0f); 584 } 585 586 float length = -1.0f; 587 switch (paint->getTextAlign()) { 588 case SkPaint::kCenter_Align: 589 length = paint->measureText(text, bytesCount); 590 x -= length / 2.0f; 591 break; 592 case SkPaint::kRight_Align: 593 length = paint->measureText(text, bytesCount); 594 x -= length; 595 break; 596 default: 597 break; 598 } 599 600 int alpha; 601 SkXfermode::Mode mode; 602 getAlphaAndMode(paint, &alpha, &mode); 603 604 uint32_t color = paint->getColor(); 605 const GLfloat a = alpha / 255.0f; 606 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 607 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 608 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 609 610 mFontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), paint->getTextSize()); 611 if (mHasShadow) { 612 glActiveTexture(gTextureUnits[0]); 613 const ShadowTexture* shadow = mDropShadowCache.get(paint, text, bytesCount, 614 count, mShadowRadius); 615 const AutoTexture autoCleanup(shadow); 616 617 setupShadow(shadow, x, y, mode, a); 618 619 // Draw the mesh 620 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 621 glDisableVertexAttribArray(mCurrentProgram->getAttrib("texCoords")); 622 } 623 624 GLuint textureUnit = 0; 625 glActiveTexture(gTextureUnits[textureUnit]); 626 627 setupTextureAlpha8(mFontRenderer.getTexture(), 0, 0, textureUnit, x, y, r, g, b, a, 628 mode, false, true); 629 630 const Rect& clip = mSnapshot->getLocalClip(); 631 mFontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y); 632 633 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 634 glDisableVertexAttribArray(mCurrentProgram->getAttrib("texCoords")); 635 636 drawTextDecorations(text, bytesCount, length, x, y, paint); 637 638 if (applyScaleX) { 639 restore(); 640 } 641} 642 643void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 644 if (mSnapshot->invisible) return; 645 646 GLuint textureUnit = 0; 647 glActiveTexture(gTextureUnits[textureUnit]); 648 649 const PathTexture* texture = mPathCache.get(path, paint); 650 if (!texture) return; 651 const AutoTexture autoCleanup(texture); 652 653 const float x = texture->left - texture->offset; 654 const float y = texture->top - texture->offset; 655 656 if (quickReject(x, y, x + texture->width, y + texture->height)) { 657 return; 658 } 659 660 int alpha; 661 SkXfermode::Mode mode; 662 getAlphaAndMode(paint, &alpha, &mode); 663 664 uint32_t color = paint->getColor(); 665 const GLfloat a = alpha / 255.0f; 666 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 667 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 668 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 669 670 setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true); 671 672 // Draw the mesh 673 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 674 glDisableVertexAttribArray(mCurrentProgram->getAttrib("texCoords")); 675} 676 677/////////////////////////////////////////////////////////////////////////////// 678// Shaders 679/////////////////////////////////////////////////////////////////////////////// 680 681void OpenGLRenderer::resetShader() { 682 mShader = NULL; 683} 684 685void OpenGLRenderer::setupShader(SkiaShader* shader) { 686 mShader = shader; 687 if (mShader) { 688 mShader->set(&mTextureCache, &mGradientCache); 689 } 690} 691 692/////////////////////////////////////////////////////////////////////////////// 693// Color filters 694/////////////////////////////////////////////////////////////////////////////// 695 696void OpenGLRenderer::resetColorFilter() { 697 mColorFilter = NULL; 698} 699 700void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 701 mColorFilter = filter; 702} 703 704/////////////////////////////////////////////////////////////////////////////// 705// Drop shadow 706/////////////////////////////////////////////////////////////////////////////// 707 708void OpenGLRenderer::resetShadow() { 709 mHasShadow = false; 710} 711 712void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 713 mHasShadow = true; 714 mShadowRadius = radius; 715 mShadowDx = dx; 716 mShadowDy = dy; 717 mShadowColor = color; 718} 719 720/////////////////////////////////////////////////////////////////////////////// 721// Drawing implementation 722/////////////////////////////////////////////////////////////////////////////// 723 724void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y, 725 SkXfermode::Mode mode, float alpha) { 726 const float sx = x - texture->left + mShadowDx; 727 const float sy = y - texture->top + mShadowDy; 728 729 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 730 const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha; 731 const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f; 732 const GLfloat g = a * ((mShadowColor >> 8) & 0xFF) / 255.0f; 733 const GLfloat b = a * ((mShadowColor ) & 0xFF) / 255.0f; 734 735 GLuint textureUnit = 0; 736 setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false); 737} 738 739void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, 740 float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode, 741 bool transforms, bool applyFilters) { 742 setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit, 743 x, y, r, g, b, a, mode, transforms, applyFilters); 744} 745 746void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 747 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 748 SkXfermode::Mode mode, bool transforms, bool applyFilters) { 749 // Describe the required shaders 750 ProgramDescription description; 751 description.hasTexture = true; 752 description.hasAlpha8Texture = true; 753 754 if (applyFilters) { 755 if (mShader) { 756 mShader->describe(description, mExtensions); 757 } 758 if (mColorFilter) { 759 mColorFilter->describe(description, mExtensions); 760 } 761 } 762 763 // Build and use the appropriate shader 764 useProgram(mProgramCache.get(description)); 765 766 // Setup the blending mode 767 chooseBlending(true, mode); 768 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit); 769 glUniform1i(mCurrentProgram->getUniform("sampler"), textureUnit); 770 771 int texCoordsSlot = mCurrentProgram->getAttrib("texCoords"); 772 glEnableVertexAttribArray(texCoordsSlot); 773 774 // Setup attributes 775 glVertexAttribPointer(mCurrentProgram->position, 2, GL_FLOAT, GL_FALSE, 776 gMeshStride, &mMeshVertices[0].position[0]); 777 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, 778 gMeshStride, &mMeshVertices[0].texture[0]); 779 780 // Setup uniforms 781 if (transforms) { 782 mModelView.loadTranslate(x, y, 0.0f); 783 mModelView.scale(width, height, 1.0f); 784 } else { 785 mModelView.loadIdentity(); 786 } 787 mCurrentProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform); 788 glUniform4f(mCurrentProgram->color, r, g, b, a); 789 790 textureUnit++; 791 if (applyFilters) { 792 // Setup attributes and uniforms required by the shaders 793 if (mShader) { 794 mShader->setupProgram(mCurrentProgram, mModelView, *mSnapshot, &textureUnit); 795 } 796 if (mColorFilter) { 797 mColorFilter->setupProgram(mCurrentProgram); 798 } 799 } 800} 801 802#define kStdStrikeThru_Offset (-6.0f / 21.0f) 803#define kStdUnderline_Offset (1.0f / 9.0f) 804#define kStdUnderline_Thickness (1.0f / 18.0f) 805 806void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 807 float x, float y, SkPaint* paint) { 808 // Handle underline and strike-through 809 uint32_t flags = paint->getFlags(); 810 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 811 float underlineWidth = length; 812 // If length is > 0.0f, we already measured the text for the text alignment 813 if (length <= 0.0f) { 814 underlineWidth = paint->measureText(text, bytesCount); 815 } 816 817 float offsetX = 0; 818 switch (paint->getTextAlign()) { 819 case SkPaint::kCenter_Align: 820 offsetX = underlineWidth * 0.5f; 821 break; 822 case SkPaint::kRight_Align: 823 offsetX = underlineWidth; 824 break; 825 default: 826 break; 827 } 828 829 if (underlineWidth > 0.0f) { 830 float textSize = paint->getTextSize(); 831 float height = textSize * kStdUnderline_Thickness; 832 833 float left = x - offsetX; 834 float top = 0.0f; 835 float right = left + underlineWidth; 836 float bottom = 0.0f; 837 838 if (flags & SkPaint::kUnderlineText_Flag) { 839 top = y + textSize * kStdUnderline_Offset; 840 bottom = top + height; 841 drawRect(left, top, right, bottom, paint); 842 } 843 844 if (flags & SkPaint::kStrikeThruText_Flag) { 845 top = y + textSize * kStdStrikeThru_Offset; 846 bottom = top + height; 847 drawRect(left, top, right, bottom, paint); 848 } 849 } 850 } 851} 852 853void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 854 int color, SkXfermode::Mode mode, bool ignoreTransform) { 855 // If a shader is set, preserve only the alpha 856 if (mShader) { 857 color |= 0x00ffffff; 858 } 859 860 // Render using pre-multiplied alpha 861 const int alpha = (color >> 24) & 0xFF; 862 const GLfloat a = alpha / 255.0f; 863 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 864 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 865 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 866 867 GLuint textureUnit = 0; 868 869 // Setup the blending mode 870 chooseBlending(alpha < 255 || (mShader && mShader->blend()), mode); 871 872 // Describe the required shaders 873 ProgramDescription description; 874 if (mShader) { 875 mShader->describe(description, mExtensions); 876 } 877 if (mColorFilter) { 878 mColorFilter->describe(description, mExtensions); 879 } 880 881 // Build and use the appropriate shader 882 useProgram(mProgramCache.get(description)); 883 884 // Setup attributes 885 glVertexAttribPointer(mCurrentProgram->position, 2, GL_FLOAT, GL_FALSE, 886 gMeshStride, &mMeshVertices[0].position[0]); 887 888 // Setup uniforms 889 mModelView.loadTranslate(left, top, 0.0f); 890 mModelView.scale(right - left, bottom - top, 1.0f); 891 if (!ignoreTransform) { 892 mCurrentProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform); 893 } else { 894 mat4 identity; 895 mCurrentProgram->set(mOrthoMatrix, mModelView, identity); 896 } 897 glUniform4f(mCurrentProgram->color, r, g, b, a); 898 899 // Setup attributes and uniforms required by the shaders 900 if (mShader) { 901 mShader->setupProgram(mCurrentProgram, mModelView, *mSnapshot, &textureUnit); 902 } 903 if (mColorFilter) { 904 mColorFilter->setupProgram(mCurrentProgram); 905 } 906 907 // Draw the mesh 908 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 909} 910 911void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 912 const Texture* texture, const SkPaint* paint) { 913 int alpha; 914 SkXfermode::Mode mode; 915 getAlphaAndMode(paint, &alpha, &mode); 916 917 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, texture->blend, 918 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], NULL); 919} 920 921void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 922 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 923 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 924 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], NULL); 925} 926 927void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 928 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 929 GLvoid* vertices, GLvoid* texCoords, GLvoid* indices, GLsizei elementsCount) { 930 ProgramDescription description; 931 description.hasTexture = true; 932 if (mColorFilter) { 933 mColorFilter->describe(description, mExtensions); 934 } 935 936 mModelView.loadTranslate(left, top, 0.0f); 937 mModelView.scale(right - left, bottom - top, 1.0f); 938 939 useProgram(mProgramCache.get(description)); 940 mCurrentProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform); 941 942 chooseBlending(blend || alpha < 1.0f, mode); 943 944 // Texture 945 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0); 946 glUniform1i(mCurrentProgram->getUniform("sampler"), 0); 947 948 // Always premultiplied 949 glUniform4f(mCurrentProgram->color, alpha, alpha, alpha, alpha); 950 951 // Mesh 952 int texCoordsSlot = mCurrentProgram->getAttrib("texCoords"); 953 glEnableVertexAttribArray(texCoordsSlot); 954 glVertexAttribPointer(mCurrentProgram->position, 2, GL_FLOAT, GL_FALSE, 955 gMeshStride, vertices); 956 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 957 958 // Color filter 959 if (mColorFilter) { 960 mColorFilter->setupProgram(mCurrentProgram); 961 } 962 963 if (!indices) { 964 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 965 } else { 966 glDrawElements(GL_TRIANGLES, elementsCount, GL_UNSIGNED_SHORT, indices); 967 } 968 glDisableVertexAttribArray(texCoordsSlot); 969} 970 971void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, bool isPremultiplied) { 972 blend = blend || mode != SkXfermode::kSrcOver_Mode; 973 if (blend) { 974 if (!mBlend) { 975 glEnable(GL_BLEND); 976 } 977 978 GLenum sourceMode = gBlends[mode].src; 979 GLenum destMode = gBlends[mode].dst; 980 if (!isPremultiplied && sourceMode == GL_ONE) { 981 sourceMode = GL_SRC_ALPHA; 982 } 983 984 if (sourceMode != mLastSrcMode || destMode != mLastDstMode) { 985 glBlendFunc(sourceMode, destMode); 986 mLastSrcMode = sourceMode; 987 mLastDstMode = destMode; 988 } 989 } else if (mBlend) { 990 glDisable(GL_BLEND); 991 } 992 mBlend = blend; 993} 994 995bool OpenGLRenderer::useProgram(Program* program) { 996 if (!program->isInUse()) { 997 if (mCurrentProgram != NULL) mCurrentProgram->remove(); 998 program->use(); 999 mCurrentProgram = program; 1000 return false; 1001 } 1002 return true; 1003} 1004 1005void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1006 TextureVertex* v = &mMeshVertices[0]; 1007 TextureVertex::setUV(v++, u1, v1); 1008 TextureVertex::setUV(v++, u2, v1); 1009 TextureVertex::setUV(v++, u1, v2); 1010 TextureVertex::setUV(v++, u2, v2); 1011} 1012 1013void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1014 if (paint) { 1015 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1016 if (!isMode) { 1017 // Assume SRC_OVER 1018 *mode = SkXfermode::kSrcOver_Mode; 1019 } 1020 1021 // Skia draws using the color's alpha channel if < 255 1022 // Otherwise, it uses the paint's alpha 1023 int color = paint->getColor(); 1024 *alpha = (color >> 24) & 0xFF; 1025 if (*alpha == 255) { 1026 *alpha = paint->getAlpha(); 1027 } 1028 } else { 1029 *mode = SkXfermode::kSrcOver_Mode; 1030 *alpha = 255; 1031 } 1032} 1033 1034void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) { 1035 glActiveTexture(gTextureUnits[textureUnit]); 1036 glBindTexture(GL_TEXTURE_2D, texture); 1037 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1038 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1039} 1040 1041}; // namespace uirenderer 1042}; // namespace android 1043