OpenGLRenderer.cpp revision a957eea78557cb47a91d44d9e6ee641c58cf1c07
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 } 166#endif 167#if DEBUG_MEMORY_USAGE 168 mCaches.dumpMemoryUsage(); 169#else 170 if (mCaches.getDebugLevel() & kDebugMemory) { 171 mCaches.dumpMemoryUsage(); 172 } 173#endif 174} 175 176void OpenGLRenderer::acquireContext() { 177 if (mCaches.currentProgram) { 178 if (mCaches.currentProgram->isInUse()) { 179 mCaches.currentProgram->remove(); 180 mCaches.currentProgram = NULL; 181 } 182 } 183 mCaches.unbindMeshBuffer(); 184} 185 186void OpenGLRenderer::releaseContext() { 187 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 188 189 glEnable(GL_SCISSOR_TEST); 190 dirtyClip(); 191 192 glDisable(GL_DITHER); 193 194 glBindFramebuffer(GL_FRAMEBUFFER, 0); 195 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 196 197 mCaches.blend = true; 198 glEnable(GL_BLEND); 199 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 200 glBlendEquation(GL_FUNC_ADD); 201} 202 203/////////////////////////////////////////////////////////////////////////////// 204// State management 205/////////////////////////////////////////////////////////////////////////////// 206 207int OpenGLRenderer::getSaveCount() const { 208 return mSaveCount; 209} 210 211int OpenGLRenderer::save(int flags) { 212 return saveSnapshot(flags); 213} 214 215void OpenGLRenderer::restore() { 216 if (mSaveCount > 1) { 217 restoreSnapshot(); 218 } 219} 220 221void OpenGLRenderer::restoreToCount(int saveCount) { 222 if (saveCount < 1) saveCount = 1; 223 224 while (mSaveCount > saveCount) { 225 restoreSnapshot(); 226 } 227} 228 229int OpenGLRenderer::saveSnapshot(int flags) { 230 mSnapshot = new Snapshot(mSnapshot, flags); 231 return mSaveCount++; 232} 233 234bool OpenGLRenderer::restoreSnapshot() { 235 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 236 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 237 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 238 239 sp<Snapshot> current = mSnapshot; 240 sp<Snapshot> previous = mSnapshot->previous; 241 242 if (restoreOrtho) { 243 Rect& r = previous->viewport; 244 glViewport(r.left, r.top, r.right, r.bottom); 245 mOrthoMatrix.load(current->orthoMatrix); 246 } 247 248 mSaveCount--; 249 mSnapshot = previous; 250 251 if (restoreClip) { 252 dirtyClip(); 253 } 254 255 if (restoreLayer) { 256 composeLayer(current, previous); 257 } 258 259 return restoreClip; 260} 261 262/////////////////////////////////////////////////////////////////////////////// 263// Layers 264/////////////////////////////////////////////////////////////////////////////// 265 266int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 267 SkPaint* p, int flags) { 268 const GLuint previousFbo = mSnapshot->fbo; 269 const int count = saveSnapshot(flags); 270 271 if (!mSnapshot->invisible) { 272 int alpha = 255; 273 SkXfermode::Mode mode; 274 275 if (p) { 276 alpha = p->getAlpha(); 277 if (!mCaches.extensions.hasFramebufferFetch()) { 278 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 279 if (!isMode) { 280 // Assume SRC_OVER 281 mode = SkXfermode::kSrcOver_Mode; 282 } 283 } else { 284 mode = getXfermode(p->getXfermode()); 285 } 286 } else { 287 mode = SkXfermode::kSrcOver_Mode; 288 } 289 290 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 291 } 292 293 return count; 294} 295 296int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 297 int alpha, int flags) { 298 if (alpha >= 255 - ALPHA_THRESHOLD) { 299 return saveLayer(left, top, right, bottom, NULL, flags); 300 } else { 301 SkPaint paint; 302 paint.setAlpha(alpha); 303 return saveLayer(left, top, right, bottom, &paint, flags); 304 } 305} 306 307/** 308 * Layers are viewed by Skia are slightly different than layers in image editing 309 * programs (for instance.) When a layer is created, previously created layers 310 * and the frame buffer still receive every drawing command. For instance, if a 311 * layer is created and a shape intersecting the bounds of the layers and the 312 * framebuffer is draw, the shape will be drawn on both (unless the layer was 313 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 314 * 315 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 316 * texture. Unfortunately, this is inefficient as it requires every primitive to 317 * be drawn n + 1 times, where n is the number of active layers. In practice this 318 * means, for every primitive: 319 * - Switch active frame buffer 320 * - Change viewport, clip and projection matrix 321 * - Issue the drawing 322 * 323 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 324 * To avoid this, layers are implemented in a different way here, at least in the 325 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 326 * is set. When this flag is set we can redirect all drawing operations into a 327 * single FBO. 328 * 329 * This implementation relies on the frame buffer being at least RGBA 8888. When 330 * a layer is created, only a texture is created, not an FBO. The content of the 331 * frame buffer contained within the layer's bounds is copied into this texture 332 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 333 * buffer and drawing continues as normal. This technique therefore treats the 334 * frame buffer as a scratch buffer for the layers. 335 * 336 * To compose the layers back onto the frame buffer, each layer texture 337 * (containing the original frame buffer data) is drawn as a simple quad over 338 * the frame buffer. The trick is that the quad is set as the composition 339 * destination in the blending equation, and the frame buffer becomes the source 340 * of the composition. 341 * 342 * Drawing layers with an alpha value requires an extra step before composition. 343 * An empty quad is drawn over the layer's region in the frame buffer. This quad 344 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 345 * quad is used to multiply the colors in the frame buffer. This is achieved by 346 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 347 * GL_ZERO, GL_SRC_ALPHA. 348 * 349 * Because glCopyTexImage2D() can be slow, an alternative implementation might 350 * be use to draw a single clipped layer. The implementation described above 351 * is correct in every case. 352 * 353 * (1) The frame buffer is actually not cleared right away. To allow the GPU 354 * to potentially optimize series of calls to glCopyTexImage2D, the frame 355 * buffer is left untouched until the first drawing operation. Only when 356 * something actually gets drawn are the layers regions cleared. 357 */ 358bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 359 float right, float bottom, int alpha, SkXfermode::Mode mode, 360 int flags, GLuint previousFbo) { 361 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 362 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 363 364 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 365 366 // Window coordinates of the layer 367 Rect bounds(left, top, right, bottom); 368 if (fboLayer) { 369 // Clear the previous layer regions before we change the viewport 370 clearLayerRegions(); 371 } else { 372 mSnapshot->transform->mapRect(bounds); 373 374 // Layers only make sense if they are in the framebuffer's bounds 375 bounds.intersect(*snapshot->clipRect); 376 377 // We cannot work with sub-pixels in this case 378 bounds.snapToPixelBoundaries(); 379 380 // When the layer is not an FBO, we may use glCopyTexImage so we 381 // need to make sure the layer does not extend outside the bounds 382 // of the framebuffer 383 bounds.intersect(snapshot->previous->viewport); 384 } 385 386 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 387 bounds.getHeight() > mCaches.maxTextureSize) { 388 snapshot->invisible = true; 389 } else { 390 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 391 } 392 393 // Bail out if we won't draw in this snapshot 394 if (snapshot->invisible) { 395 return false; 396 } 397 398 glActiveTexture(gTextureUnits[0]); 399 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 400 if (!layer) { 401 return false; 402 } 403 404 layer->mode = mode; 405 layer->alpha = alpha; 406 layer->layer.set(bounds); 407 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 408 bounds.getWidth() / float(layer->width), 0.0f); 409 410 // Save the layer in the snapshot 411 snapshot->flags |= Snapshot::kFlagIsLayer; 412 snapshot->layer = layer; 413 414 if (fboLayer) { 415 return createFboLayer(layer, bounds, snapshot, previousFbo); 416 } else { 417 // Copy the framebuffer into the layer 418 glBindTexture(GL_TEXTURE_2D, layer->texture); 419 420 if (layer->empty) { 421 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, 422 snapshot->height - bounds.bottom, layer->width, layer->height, 0); 423 layer->empty = false; 424 } else { 425 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 426 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 427 } 428 429 // Enqueue the buffer coordinates to clear the corresponding region later 430 mLayers.push(new Rect(bounds)); 431 } 432 433 return true; 434} 435 436bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 437 GLuint previousFbo) { 438 layer->fbo = mCaches.fboCache.get(); 439 440#if RENDER_LAYERS_AS_REGIONS 441 snapshot->region = &snapshot->layer->region; 442 snapshot->flags |= Snapshot::kFlagFboTarget; 443#endif 444 445 Rect clip(bounds); 446 snapshot->transform->mapRect(clip); 447 clip.intersect(*snapshot->clipRect); 448 clip.snapToPixelBoundaries(); 449 clip.intersect(snapshot->previous->viewport); 450 451 mat4 inverse; 452 inverse.loadInverse(*mSnapshot->transform); 453 454 inverse.mapRect(clip); 455 clip.snapToPixelBoundaries(); 456 clip.intersect(bounds); 457 clip.translate(-bounds.left, -bounds.top); 458 459 snapshot->flags |= Snapshot::kFlagIsFboLayer; 460 snapshot->fbo = layer->fbo; 461 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 462 //snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 463 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 464 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 465 snapshot->height = bounds.getHeight(); 466 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 467 snapshot->orthoMatrix.load(mOrthoMatrix); 468 469 // Bind texture to FBO 470 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 471 glBindTexture(GL_TEXTURE_2D, layer->texture); 472 473 // Initialize the texture if needed 474 if (layer->empty) { 475 layer->empty = false; 476 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 477 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 478 } 479 480 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 481 layer->texture, 0); 482 483#if DEBUG_LAYERS_AS_REGIONS 484 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 485 if (status != GL_FRAMEBUFFER_COMPLETE) { 486 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 487 488 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 489 glDeleteTextures(1, &layer->texture); 490 mCaches.fboCache.put(layer->fbo); 491 492 delete layer; 493 494 return false; 495 } 496#endif 497 498 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 499 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 500 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 501 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 502 glClear(GL_COLOR_BUFFER_BIT); 503 504 dirtyClip(); 505 506 // Change the ortho projection 507 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 508 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 509 510 return true; 511} 512 513/** 514 * Read the documentation of createLayer() before doing anything in this method. 515 */ 516void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 517 if (!current->layer) { 518 LOGE("Attempting to compose a layer that does not exist"); 519 return; 520 } 521 522 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 523 524 if (fboLayer) { 525 // Unbind current FBO and restore previous one 526 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 527 } 528 529 Layer* layer = current->layer; 530 const Rect& rect = layer->layer; 531 532 if (!fboLayer && layer->alpha < 255) { 533 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 534 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 535 // Required below, composeLayerRect() will divide by 255 536 layer->alpha = 255; 537 } 538 539 mCaches.unbindMeshBuffer(); 540 541 glActiveTexture(gTextureUnits[0]); 542 543 // When the layer is stored in an FBO, we can save a bit of fillrate by 544 // drawing only the dirty region 545 if (fboLayer) { 546 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 547 composeLayerRegion(layer, rect); 548 } else { 549 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 550 composeLayerRect(layer, rect, true); 551 } 552 553 if (fboLayer) { 554 // Detach the texture from the FBO 555 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 556 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 557 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 558 559 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 560 mCaches.fboCache.put(current->fbo); 561 } 562 563 dirtyClip(); 564 565 // Failing to add the layer to the cache should happen only if the layer is too large 566 if (!mCaches.layerCache.put(layer)) { 567 LAYER_LOGD("Deleting layer"); 568 glDeleteTextures(1, &layer->texture); 569 delete layer; 570 } 571} 572 573void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 574 const Rect& texCoords = layer->texCoords; 575 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 576 577 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 578 layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 579 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap); 580 581 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 582} 583 584void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 585#if RENDER_LAYERS_AS_REGIONS 586 if (layer->region.isRect()) { 587 composeLayerRect(layer, rect); 588 layer->region.clear(); 589 return; 590 } 591 592 if (!layer->region.isEmpty()) { 593 size_t count; 594 const android::Rect* rects = layer->region.getArray(&count); 595 596 setupDraw(); 597 598 ProgramDescription description; 599 description.hasTexture = true; 600 601 const float alpha = layer->alpha / 255.0f; 602 const bool setColor = description.setColor(alpha, alpha, alpha, alpha); 603 chooseBlending(layer->blend || layer->alpha < 255, layer->mode, description, false); 604 605 useProgram(mCaches.programCache.get(description)); 606 607 // Texture 608 bindTexture(layer->texture); 609 glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); 610 611 // Always premultiplied 612 if (setColor) { 613 mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha); 614 } 615 616 // Mesh 617 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 618 glEnableVertexAttribArray(texCoordsSlot); 619 620 mModelView.loadIdentity(); 621 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 622 623 const float texX = 1.0f / float(layer->width); 624 const float texY = 1.0f / float(layer->height); 625 626 TextureVertex* mesh = mCaches.getRegionMesh(); 627 GLsizei numQuads = 0; 628 629 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 630 gMeshStride, &mesh[0].position[0]); 631 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, 632 gMeshStride, &mesh[0].texture[0]); 633 634 for (size_t i = 0; i < count; i++) { 635 const android::Rect* r = &rects[i]; 636 637 const float u1 = r->left * texX; 638 const float v1 = (rect.getHeight() - r->top) * texY; 639 const float u2 = r->right * texX; 640 const float v2 = (rect.getHeight() - r->bottom) * texY; 641 642 // TODO: Reject quads outside of the clip 643 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 644 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 645 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 646 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 647 648 numQuads++; 649 650 if (numQuads >= REGION_MESH_QUAD_COUNT) { 651 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 652 numQuads = 0; 653 mesh = mCaches.getRegionMesh(); 654 } 655 } 656 657 if (numQuads > 0) { 658 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 659 } 660 661 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 662 glDisableVertexAttribArray(texCoordsSlot); 663 664#if DEBUG_LAYERS_AS_REGIONS 665 uint32_t colors[] = { 666 0x7fff0000, 0x7f00ff00, 667 0x7f0000ff, 0x7fff00ff, 668 }; 669 670 int offset = 0; 671 int32_t top = rects[0].top; 672 int i = 0; 673 674 for (size_t i = 0; i < count; i++) { 675 if (top != rects[i].top) { 676 offset ^= 0x2; 677 top = rects[i].top; 678 } 679 680 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 681 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 682 SkXfermode::kSrcOver_Mode); 683 } 684#endif 685 686 layer->region.clear(); 687 } 688#else 689 composeLayerRect(layer, rect); 690#endif 691} 692 693void OpenGLRenderer::dirtyLayer(const float left, const float top, 694 const float right, const float bottom, const mat4 transform) { 695#if RENDER_LAYERS_AS_REGIONS 696 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) { 697 Rect bounds(left, top, right, bottom); 698 transform.mapRect(bounds); 699 bounds.intersect(*mSnapshot->clipRect); 700 bounds.snapToPixelBoundaries(); 701 702 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 703 if (!dirty.isEmpty()) { 704 mSnapshot->region->orSelf(dirty); 705 } 706 } 707#endif 708} 709 710void OpenGLRenderer::dirtyLayer(const float left, const float top, 711 const float right, const float bottom) { 712#if RENDER_LAYERS_AS_REGIONS 713 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) { 714 Rect bounds(left, top, right, bottom); 715 bounds.intersect(*mSnapshot->clipRect); 716 bounds.snapToPixelBoundaries(); 717 718 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 719 if (!dirty.isEmpty()) { 720 mSnapshot->region->orSelf(dirty); 721 } 722 } 723#endif 724} 725 726void OpenGLRenderer::setupDraw() { 727 clearLayerRegions(); 728 if (mDirtyClip) { 729 setScissorFromClip(); 730 } 731} 732 733void OpenGLRenderer::clearLayerRegions() { 734 if (mLayers.size() == 0 || mSnapshot->invisible) return; 735 736 Rect clipRect(*mSnapshot->clipRect); 737 clipRect.snapToPixelBoundaries(); 738 739 for (uint32_t i = 0; i < mLayers.size(); i++) { 740 Rect* bounds = mLayers.itemAt(i); 741 if (clipRect.intersects(*bounds)) { 742 // Clear the framebuffer where the layer will draw 743 glScissor(bounds->left, mSnapshot->height - bounds->bottom, 744 bounds->getWidth(), bounds->getHeight()); 745 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 746 glClear(GL_COLOR_BUFFER_BIT); 747 748 // Restore the clip 749 dirtyClip(); 750 } 751 752 delete bounds; 753 } 754 755 mLayers.clear(); 756} 757 758/////////////////////////////////////////////////////////////////////////////// 759// Transforms 760/////////////////////////////////////////////////////////////////////////////// 761 762void OpenGLRenderer::translate(float dx, float dy) { 763 mSnapshot->transform->translate(dx, dy, 0.0f); 764} 765 766void OpenGLRenderer::rotate(float degrees) { 767 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 768} 769 770void OpenGLRenderer::scale(float sx, float sy) { 771 mSnapshot->transform->scale(sx, sy, 1.0f); 772} 773 774void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 775 mSnapshot->transform->load(*matrix); 776} 777 778const float* OpenGLRenderer::getMatrix() const { 779 if (mSnapshot->fbo != 0) { 780 return &mSnapshot->transform->data[0]; 781 } 782 return &mIdentity.data[0]; 783} 784 785void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 786 mSnapshot->transform->copyTo(*matrix); 787} 788 789void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 790 SkMatrix transform; 791 mSnapshot->transform->copyTo(transform); 792 transform.preConcat(*matrix); 793 mSnapshot->transform->load(transform); 794} 795 796/////////////////////////////////////////////////////////////////////////////// 797// Clipping 798/////////////////////////////////////////////////////////////////////////////// 799 800void OpenGLRenderer::setScissorFromClip() { 801 Rect clip(*mSnapshot->clipRect); 802 clip.snapToPixelBoundaries(); 803 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 804 mDirtyClip = false; 805} 806 807const Rect& OpenGLRenderer::getClipBounds() { 808 return mSnapshot->getLocalClip(); 809} 810 811bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 812 if (mSnapshot->invisible) { 813 return true; 814 } 815 816 Rect r(left, top, right, bottom); 817 mSnapshot->transform->mapRect(r); 818 r.snapToPixelBoundaries(); 819 820 Rect clipRect(*mSnapshot->clipRect); 821 clipRect.snapToPixelBoundaries(); 822 823 return !clipRect.intersects(r); 824} 825 826bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 827 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 828 if (clipped) { 829 dirtyClip(); 830 } 831 return !mSnapshot->clipRect->isEmpty(); 832} 833 834/////////////////////////////////////////////////////////////////////////////// 835// Drawing 836/////////////////////////////////////////////////////////////////////////////// 837 838void OpenGLRenderer::drawDisplayList(DisplayList* displayList) { 839 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 840 // will be performed by the display list itself 841 if (displayList) { 842 displayList->replay(*this); 843 } 844} 845 846void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 847 const float right = left + bitmap->width(); 848 const float bottom = top + bitmap->height(); 849 850 if (quickReject(left, top, right, bottom)) { 851 return; 852 } 853 854 glActiveTexture(GL_TEXTURE0); 855 Texture* texture = mCaches.textureCache.get(bitmap); 856 if (!texture) return; 857 const AutoTexture autoCleanup(texture); 858 859 drawTextureRect(left, top, right, bottom, texture, paint); 860} 861 862void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 863 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 864 const mat4 transform(*matrix); 865 transform.mapRect(r); 866 867 if (quickReject(r.left, r.top, r.right, r.bottom)) { 868 return; 869 } 870 871 glActiveTexture(GL_TEXTURE0); 872 Texture* texture = mCaches.textureCache.get(bitmap); 873 if (!texture) return; 874 const AutoTexture autoCleanup(texture); 875 876 // This could be done in a cheaper way, all we need is pass the matrix 877 // to the vertex shader. The save/restore is a bit overkill. 878 save(SkCanvas::kMatrix_SaveFlag); 879 concatMatrix(matrix); 880 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 881 restore(); 882} 883 884void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 885 float srcLeft, float srcTop, float srcRight, float srcBottom, 886 float dstLeft, float dstTop, float dstRight, float dstBottom, 887 SkPaint* paint) { 888 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 889 return; 890 } 891 892 glActiveTexture(gTextureUnits[0]); 893 Texture* texture = mCaches.textureCache.get(bitmap); 894 if (!texture) return; 895 const AutoTexture autoCleanup(texture); 896 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 897 898 const float width = texture->width; 899 const float height = texture->height; 900 901 const float u1 = srcLeft / width; 902 const float v1 = srcTop / height; 903 const float u2 = srcRight / width; 904 const float v2 = srcBottom / height; 905 906 mCaches.unbindMeshBuffer(); 907 resetDrawTextureTexCoords(u1, v1, u2, v2); 908 909 int alpha; 910 SkXfermode::Mode mode; 911 getAlphaAndMode(paint, &alpha, &mode); 912 913 if (mSnapshot->transform->isPureTranslate()) { 914 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 915 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 916 917 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 918 texture->id, alpha / 255.0f, mode, texture->blend, 919 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 920 GL_TRIANGLE_STRIP, gMeshCount, false, true); 921 } else { 922 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 923 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 924 GL_TRIANGLE_STRIP, gMeshCount); 925 } 926 927 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 928} 929 930void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 931 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 932 float left, float top, float right, float bottom, SkPaint* paint) { 933 if (quickReject(left, top, right, bottom)) { 934 return; 935 } 936 937 glActiveTexture(gTextureUnits[0]); 938 Texture* texture = mCaches.textureCache.get(bitmap); 939 if (!texture) return; 940 const AutoTexture autoCleanup(texture); 941 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 942 943 int alpha; 944 SkXfermode::Mode mode; 945 getAlphaAndMode(paint, &alpha, &mode); 946 947 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 948 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 949 950 if (mesh && mesh->verticesCount > 0) { 951 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 952#if RENDER_LAYERS_AS_REGIONS 953 // Mark the current layer dirty where we are going to draw the patch 954 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && 955 mSnapshot->region && mesh->hasEmptyQuads) { 956 const size_t count = mesh->quads.size(); 957 for (size_t i = 0; i < count; i++) { 958 const Rect& bounds = mesh->quads.itemAt(i); 959 if (pureTranslate) { 960 const float x = (int) floorf(bounds.left + 0.5f); 961 const float y = (int) floorf(bounds.top + 0.5f); 962 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 963 *mSnapshot->transform); 964 } else { 965 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, 966 *mSnapshot->transform); 967 } 968 } 969 } 970#endif 971 972 if (pureTranslate) { 973 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 974 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 975 976 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 977 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 978 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 979 true, !mesh->hasEmptyQuads); 980 } else { 981 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 982 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 983 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 984 true, !mesh->hasEmptyQuads); 985 } 986 } 987} 988 989void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 990 // TODO: Should do quickReject for each line 991 if (mSnapshot->invisible) return; 992 993 const bool isAA = paint->isAntiAlias(); 994 const float strokeWidth = paint->getStrokeWidth() * 0.5f; 995 // A stroke width of 0 has a special meaningin Skia: 996 // it draws an unscaled 1px wide line 997 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 998 999 setupDraw(); 1000 1001 int alpha; 1002 SkXfermode::Mode mode; 1003 getAlphaAndMode(paint, &alpha, &mode); 1004 1005 uint32_t color = paint->getColor(); 1006 const GLfloat a = alpha / 255.0f; 1007 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1008 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1009 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1010 1011 // Used only with AA lines 1012 GLuint textureUnit = 0; 1013 1014 // Describe the required shaders 1015 ProgramDescription description; 1016 const bool setColor = description.setColor(r, g, b, a); 1017 1018 if (mShader) { 1019 mShader->describe(description, mCaches.extensions); 1020 } 1021 if (mColorFilter) { 1022 mColorFilter->describe(description, mCaches.extensions); 1023 } 1024 1025 // Setup the blending mode 1026 chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description); 1027 1028 // We're not drawing with VBOs here 1029 mCaches.unbindMeshBuffer(); 1030 1031 int verticesCount = count >> 2; 1032 if (!isHairLine) { 1033 // TODO: AA needs more vertices 1034 verticesCount *= 6; 1035 } else { 1036 // TODO: AA will be different 1037 verticesCount *= 2; 1038 } 1039 1040 TextureVertex lines[verticesCount]; 1041 TextureVertex* vertex = &lines[0]; 1042 1043 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1044 gMeshStride, vertex); 1045 1046 mModelView.loadIdentity(); 1047 1048 // Build and use the appropriate shader 1049 useProgram(mCaches.programCache.get(description)); 1050 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1051 1052 if (!mShader || (mShader && setColor)) { 1053 mCaches.currentProgram->setColor(r, g, b, a); 1054 } 1055 1056 if (mShader) { 1057 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1058 } 1059 if (mColorFilter) { 1060 mColorFilter->setupProgram(mCaches.currentProgram); 1061 } 1062 1063 if (!isHairLine) { 1064 // TODO: Handle the AA case 1065 for (int i = 0; i < count; i += 4) { 1066 // a = start point, b = end point 1067 vec2 a(points[i], points[i + 1]); 1068 vec2 b(points[i + 2], points[i + 3]); 1069 1070 // Bias to snap to the same pixels as Skia 1071 a += 0.375; 1072 b += 0.375; 1073 1074 // Find the normal to the line 1075 vec2 n = (b - a).copyNormalized() * strokeWidth; 1076 float x = n.x; 1077 n.x = -n.y; 1078 n.y = x; 1079 1080 // Four corners of the rectangle defining a thick line 1081 vec2 p1 = a - n; 1082 vec2 p2 = a + n; 1083 vec2 p3 = b + n; 1084 vec2 p4 = b - n; 1085 1086 // Draw the line as 2 triangles, could be optimized 1087 // by using only 4 vertices and the correct indices 1088 // Also we should probably used non textured vertices 1089 // when line AA is disabled to save on bandwidth 1090 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1091 TextureVertex::set(vertex++, p2.x, p2.y, 0.0f, 0.0f); 1092 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1093 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1094 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1095 TextureVertex::set(vertex++, p4.x, p4.y, 0.0f, 0.0f); 1096 1097 // TODO: Mark the dirty regions when RENDER_LAYERS_AS_REGIONS is set 1098 } 1099 1100 // GL_LINE does not give the result we want to match Skia 1101 glDrawArrays(GL_TRIANGLES, 0, verticesCount); 1102 } else { 1103 // TODO: Handle the AA case 1104 for (int i = 0; i < count; i += 4) { 1105 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1106 TextureVertex::set(vertex++, points[i + 2], points[i + 3], 0.0f, 0.0f); 1107 } 1108 glLineWidth(1.0f); 1109 glDrawArrays(GL_LINES, 0, verticesCount); 1110 } 1111} 1112 1113void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1114 // No need to check against the clip, we fill the clip region 1115 if (mSnapshot->invisible) return; 1116 1117 Rect& clip(*mSnapshot->clipRect); 1118 clip.snapToPixelBoundaries(); 1119 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1120} 1121 1122void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 1123 if (quickReject(left, top, right, bottom)) { 1124 return; 1125 } 1126 1127 SkXfermode::Mode mode; 1128 if (!mCaches.extensions.hasFramebufferFetch()) { 1129 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 1130 if (!isMode) { 1131 // Assume SRC_OVER 1132 mode = SkXfermode::kSrcOver_Mode; 1133 } 1134 } else { 1135 mode = getXfermode(p->getXfermode()); 1136 } 1137 1138 // Skia draws using the color's alpha channel if < 255 1139 // Otherwise, it uses the paint's alpha 1140 int color = p->getColor(); 1141 if (((color >> 24) & 0xff) == 255) { 1142 color |= p->getAlpha() << 24; 1143 } 1144 1145 drawColorRect(left, top, right, bottom, color, mode); 1146} 1147 1148void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 1149 float x, float y, SkPaint* paint) { 1150 if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 1151 return; 1152 } 1153 if (mSnapshot->invisible) return; 1154 1155 paint->setAntiAlias(true); 1156 1157 float length = -1.0f; 1158 switch (paint->getTextAlign()) { 1159 case SkPaint::kCenter_Align: 1160 length = paint->measureText(text, bytesCount); 1161 x -= length / 2.0f; 1162 break; 1163 case SkPaint::kRight_Align: 1164 length = paint->measureText(text, bytesCount); 1165 x -= length; 1166 break; 1167 default: 1168 break; 1169 } 1170 1171 // TODO: Handle paint->getTextScaleX() 1172 const float oldX = x; 1173 const float oldY = y; 1174 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1175 if (pureTranslate) { 1176 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 1177 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 1178 } 1179 1180 int alpha; 1181 SkXfermode::Mode mode; 1182 getAlphaAndMode(paint, &alpha, &mode); 1183 1184 uint32_t color = paint->getColor(); 1185 const GLfloat a = alpha / 255.0f; 1186 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1187 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1188 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1189 1190 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 1191 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 1192 paint->getTextSize()); 1193 1194 setupDraw(); 1195 1196 if (mHasShadow) { 1197 glActiveTexture(gTextureUnits[0]); 1198 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1199 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 1200 count, mShadowRadius); 1201 const AutoTexture autoCleanup(shadow); 1202 1203 setupShadow(shadow, x, y, mode, a, pureTranslate); 1204 1205 // Draw the mesh 1206 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1207 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1208 } 1209 1210 GLuint textureUnit = 0; 1211 glActiveTexture(gTextureUnits[textureUnit]); 1212 1213 // Pick the appropriate texture filtering 1214 bool linearFilter = mSnapshot->transform->changesBounds(); 1215 if (pureTranslate && !linearFilter) { 1216 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 1217 } 1218 1219 // Dimensions are set to (0,0), the layer (if any) won't be dirtied 1220 setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit, 1221 x, y, r, g, b, a, mode, false, true, NULL, NULL, 0, pureTranslate); 1222 1223 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 1224 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 1225 1226#if RENDER_LAYERS_AS_REGIONS 1227 bool hasLayer = (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region; 1228#else 1229 bool hasLayer = false; 1230#endif 1231 1232 mCaches.unbindMeshBuffer(); 1233 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 1234 hasLayer ? &bounds : NULL)) { 1235#if RENDER_LAYERS_AS_REGIONS 1236 if (hasLayer) { 1237 if (!pureTranslate) { 1238 mSnapshot->transform->mapRect(bounds); 1239 } 1240 bounds.intersect(*mSnapshot->clipRect); 1241 bounds.snapToPixelBoundaries(); 1242 1243 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1244 mSnapshot->region->orSelf(dirty); 1245 } 1246#endif 1247 } 1248 1249 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1250 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1251 1252 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 1253} 1254 1255void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 1256 if (mSnapshot->invisible) return; 1257 1258 GLuint textureUnit = 0; 1259 glActiveTexture(gTextureUnits[textureUnit]); 1260 1261 const PathTexture* texture = mCaches.pathCache.get(path, paint); 1262 if (!texture) return; 1263 const AutoTexture autoCleanup(texture); 1264 1265 const float x = texture->left - texture->offset; 1266 const float y = texture->top - texture->offset; 1267 1268 if (quickReject(x, y, x + texture->width, y + texture->height)) { 1269 return; 1270 } 1271 1272 int alpha; 1273 SkXfermode::Mode mode; 1274 getAlphaAndMode(paint, &alpha, &mode); 1275 1276 uint32_t color = paint->getColor(); 1277 const GLfloat a = alpha / 255.0f; 1278 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1279 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1280 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1281 1282 setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true); 1283 1284 setupDraw(); 1285 1286 // Draw the mesh 1287 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1288 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1289} 1290 1291/////////////////////////////////////////////////////////////////////////////// 1292// Shaders 1293/////////////////////////////////////////////////////////////////////////////// 1294 1295void OpenGLRenderer::resetShader() { 1296 mShader = NULL; 1297} 1298 1299void OpenGLRenderer::setupShader(SkiaShader* shader) { 1300 mShader = shader; 1301 if (mShader) { 1302 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 1303 } 1304} 1305 1306/////////////////////////////////////////////////////////////////////////////// 1307// Color filters 1308/////////////////////////////////////////////////////////////////////////////// 1309 1310void OpenGLRenderer::resetColorFilter() { 1311 mColorFilter = NULL; 1312} 1313 1314void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 1315 mColorFilter = filter; 1316} 1317 1318/////////////////////////////////////////////////////////////////////////////// 1319// Drop shadow 1320/////////////////////////////////////////////////////////////////////////////// 1321 1322void OpenGLRenderer::resetShadow() { 1323 mHasShadow = false; 1324} 1325 1326void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 1327 mHasShadow = true; 1328 mShadowRadius = radius; 1329 mShadowDx = dx; 1330 mShadowDy = dy; 1331 mShadowColor = color; 1332} 1333 1334/////////////////////////////////////////////////////////////////////////////// 1335// Drawing implementation 1336/////////////////////////////////////////////////////////////////////////////// 1337 1338void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y, 1339 SkXfermode::Mode mode, float alpha, bool ignoreTransforms) { 1340 const float sx = x - texture->left + mShadowDx; 1341 const float sy = y - texture->top + mShadowDy; 1342 1343 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 1344 const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha; 1345 const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f; 1346 const GLfloat g = a * ((mShadowColor >> 8) & 0xFF) / 255.0f; 1347 const GLfloat b = a * ((mShadowColor ) & 0xFF) / 255.0f; 1348 1349 GLuint textureUnit = 0; 1350 setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit, 1351 sx, sy, r, g, b, a, mode, true, false, 1352 (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 0, ignoreTransforms); 1353} 1354 1355void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, 1356 float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode, 1357 bool transforms, bool applyFilters) { 1358 setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit, 1359 x, y, r, g, b, a, mode, transforms, applyFilters, 1360 (GLvoid*) 0, (GLvoid*) gMeshTextureOffset); 1361} 1362 1363void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 1364 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 1365 SkXfermode::Mode mode, bool transforms, bool applyFilters) { 1366 setupTextureAlpha8(texture, width, height, textureUnit, x, y, r, g, b, a, mode, 1367 transforms, applyFilters, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset); 1368} 1369 1370void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 1371 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 1372 SkXfermode::Mode mode, bool transforms, bool applyFilters, 1373 GLvoid* vertices, GLvoid* texCoords, GLuint vbo, bool ignoreTransform) { 1374 // Describe the required shaders 1375 ProgramDescription description; 1376 description.hasTexture = true; 1377 description.hasAlpha8Texture = true; 1378 const bool setColor = description.setAlpha8Color(r, g, b, a); 1379 1380 if (applyFilters) { 1381 if (mShader) { 1382 mShader->describe(description, mCaches.extensions); 1383 } 1384 if (mColorFilter) { 1385 mColorFilter->describe(description, mCaches.extensions); 1386 } 1387 } 1388 1389 // Setup the blending mode 1390 chooseBlending(true, mode, description); 1391 1392 // Build and use the appropriate shader 1393 useProgram(mCaches.programCache.get(description)); 1394 1395 bindTexture(texture); 1396 glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit); 1397 1398 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1399 glEnableVertexAttribArray(texCoordsSlot); 1400 1401 if (texCoords) { 1402 // Setup attributes 1403 if (!vertices) { 1404 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1405 } else { 1406 mCaches.unbindMeshBuffer(); 1407 } 1408 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1409 gMeshStride, vertices); 1410 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1411 } 1412 1413 // Setup uniforms 1414 if (transforms) { 1415 mModelView.loadTranslate(x, y, 0.0f); 1416 mModelView.scale(width, height, 1.0f); 1417 } else { 1418 mModelView.loadIdentity(); 1419 } 1420 1421 mat4 t; 1422 if (!ignoreTransform) { 1423 t.load(*mSnapshot->transform); 1424 } 1425 1426 mCaches.currentProgram->set(mOrthoMatrix, mModelView, t); 1427 if (width > 0 && height > 0) { 1428 dirtyLayer(x, y, x + width, y + height, t); 1429 } 1430 1431 if (setColor) { 1432 mCaches.currentProgram->setColor(r, g, b, a); 1433 } 1434 1435 textureUnit++; 1436 if (applyFilters) { 1437 // Setup attributes and uniforms required by the shaders 1438 if (mShader) { 1439 if (ignoreTransform) { 1440 mModelView.loadInverse(*mSnapshot->transform); 1441 } 1442 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1443 } 1444 if (mColorFilter) { 1445 mColorFilter->setupProgram(mCaches.currentProgram); 1446 } 1447 } 1448} 1449 1450// Same values used by Skia 1451#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1452#define kStdUnderline_Offset (1.0f / 9.0f) 1453#define kStdUnderline_Thickness (1.0f / 18.0f) 1454 1455void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1456 float x, float y, SkPaint* paint) { 1457 // Handle underline and strike-through 1458 uint32_t flags = paint->getFlags(); 1459 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1460 float underlineWidth = length; 1461 // If length is > 0.0f, we already measured the text for the text alignment 1462 if (length <= 0.0f) { 1463 underlineWidth = paint->measureText(text, bytesCount); 1464 } 1465 1466 float offsetX = 0; 1467 switch (paint->getTextAlign()) { 1468 case SkPaint::kCenter_Align: 1469 offsetX = underlineWidth * 0.5f; 1470 break; 1471 case SkPaint::kRight_Align: 1472 offsetX = underlineWidth; 1473 break; 1474 default: 1475 break; 1476 } 1477 1478 if (underlineWidth > 0.0f) { 1479 const float textSize = paint->getTextSize(); 1480 const float strokeWidth = textSize * kStdUnderline_Thickness; 1481 1482 const float left = x - offsetX; 1483 float top = 0.0f; 1484 1485 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 1486 float points[pointsCount]; 1487 int currentPoint = 0; 1488 1489 if (flags & SkPaint::kUnderlineText_Flag) { 1490 top = y + textSize * kStdUnderline_Offset; 1491 points[currentPoint++] = left; 1492 points[currentPoint++] = top; 1493 points[currentPoint++] = left + underlineWidth; 1494 points[currentPoint++] = top; 1495 } 1496 1497 if (flags & SkPaint::kStrikeThruText_Flag) { 1498 top = y + textSize * kStdStrikeThru_Offset; 1499 points[currentPoint++] = left; 1500 points[currentPoint++] = top; 1501 points[currentPoint++] = left + underlineWidth; 1502 points[currentPoint++] = top; 1503 } 1504 1505 SkPaint linesPaint(*paint); 1506 linesPaint.setStrokeWidth(strokeWidth); 1507 1508 drawLines(&points[0], pointsCount, &linesPaint); 1509 } 1510 } 1511} 1512 1513void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1514 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1515 setupDraw(); 1516 1517 // If a shader is set, preserve only the alpha 1518 if (mShader) { 1519 color |= 0x00ffffff; 1520 } 1521 1522 // Render using pre-multiplied alpha 1523 const int alpha = (color >> 24) & 0xFF; 1524 const GLfloat a = alpha / 255.0f; 1525 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1526 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1527 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1528 1529 setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform); 1530 1531 // Draw the mesh 1532 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1533} 1534 1535void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom, 1536 float r, float g, float b, float a, SkXfermode::Mode mode, 1537 bool ignoreTransform, bool ignoreMatrix) { 1538 GLuint textureUnit = 0; 1539 1540 // Describe the required shaders 1541 ProgramDescription description; 1542 const bool setColor = description.setColor(r, g, b, a); 1543 1544 if (mShader) { 1545 mShader->describe(description, mCaches.extensions); 1546 } 1547 if (mColorFilter) { 1548 mColorFilter->describe(description, mCaches.extensions); 1549 } 1550 1551 // Setup the blending mode 1552 chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description); 1553 1554 // Build and use the appropriate shader 1555 useProgram(mCaches.programCache.get(description)); 1556 1557 // Setup attributes 1558 mCaches.bindMeshBuffer(); 1559 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1560 gMeshStride, 0); 1561 1562 if (!ignoreMatrix) { 1563 // Setup uniforms 1564 mModelView.loadTranslate(left, top, 0.0f); 1565 mModelView.scale(right - left, bottom - top, 1.0f); 1566 if (!ignoreTransform) { 1567 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1568 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1569 } else { 1570 mat4 identity; 1571 mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity); 1572 dirtyLayer(left, top, right, bottom); 1573 } 1574 } 1575 if (!mShader || (mShader && setColor)) { 1576 mCaches.currentProgram->setColor(r, g, b, a); 1577 } 1578 1579 // Setup attributes and uniforms required by the shaders 1580 if (mShader) { 1581 if (ignoreMatrix) { 1582 mModelView.loadIdentity(); 1583 } else if (ignoreTransform) { 1584 mModelView.loadInverse(*mSnapshot->transform); 1585 } 1586 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1587 } 1588 if (mColorFilter) { 1589 mColorFilter->setupProgram(mCaches.currentProgram); 1590 } 1591} 1592 1593void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1594 Texture* texture, SkPaint* paint) { 1595 int alpha; 1596 SkXfermode::Mode mode; 1597 getAlphaAndMode(paint, &alpha, &mode); 1598 1599 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1600 1601 if (mSnapshot->transform->isPureTranslate()) { 1602 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1603 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1604 1605 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1606 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 1607 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 1608 } else { 1609 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1610 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1611 GL_TRIANGLE_STRIP, gMeshCount); 1612 } 1613} 1614 1615void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1616 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1617 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1618 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 1619} 1620 1621void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1622 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1623 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1624 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 1625 setupDraw(); 1626 1627 ProgramDescription description; 1628 description.hasTexture = true; 1629 const bool setColor = description.setColor(alpha, alpha, alpha, alpha); 1630 if (mColorFilter) { 1631 mColorFilter->describe(description, mCaches.extensions); 1632 } 1633 1634 mModelView.loadTranslate(left, top, 0.0f); 1635 if (!ignoreScale) { 1636 mModelView.scale(right - left, bottom - top, 1.0f); 1637 } 1638 1639 chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst); 1640 1641 useProgram(mCaches.programCache.get(description)); 1642 if (!ignoreTransform) { 1643 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1644 if (dirty) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1645 } else { 1646 mat4 identity; 1647 mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity); 1648 if (dirty) dirtyLayer(left, top, right, bottom); 1649 } 1650 1651 // Texture 1652 bindTexture(texture); 1653 glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); 1654 1655 // Always premultiplied 1656 if (setColor) { 1657 mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha); 1658 } 1659 1660 // Mesh 1661 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1662 glEnableVertexAttribArray(texCoordsSlot); 1663 1664 if (!vertices) { 1665 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1666 } else { 1667 mCaches.unbindMeshBuffer(); 1668 } 1669 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1670 gMeshStride, vertices); 1671 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1672 1673 // Color filter 1674 if (mColorFilter) { 1675 mColorFilter->setupProgram(mCaches.currentProgram); 1676 } 1677 1678 glDrawArrays(drawMode, 0, elementsCount); 1679 glDisableVertexAttribArray(texCoordsSlot); 1680} 1681 1682void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1683 ProgramDescription& description, bool swapSrcDst) { 1684 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1685 if (blend) { 1686 if (mode < SkXfermode::kPlus_Mode) { 1687 if (!mCaches.blend) { 1688 glEnable(GL_BLEND); 1689 } 1690 1691 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1692 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1693 1694 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1695 glBlendFunc(sourceMode, destMode); 1696 mCaches.lastSrcMode = sourceMode; 1697 mCaches.lastDstMode = destMode; 1698 } 1699 } else { 1700 // These blend modes are not supported by OpenGL directly and have 1701 // to be implemented using shaders. Since the shader will perform 1702 // the blending, turn blending off here 1703 if (mCaches.extensions.hasFramebufferFetch()) { 1704 description.framebufferMode = mode; 1705 description.swapSrcDst = swapSrcDst; 1706 } 1707 1708 if (mCaches.blend) { 1709 glDisable(GL_BLEND); 1710 } 1711 blend = false; 1712 } 1713 } else if (mCaches.blend) { 1714 glDisable(GL_BLEND); 1715 } 1716 mCaches.blend = blend; 1717} 1718 1719bool OpenGLRenderer::useProgram(Program* program) { 1720 if (!program->isInUse()) { 1721 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1722 program->use(); 1723 mCaches.currentProgram = program; 1724 return false; 1725 } 1726 return true; 1727} 1728 1729void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1730 TextureVertex* v = &mMeshVertices[0]; 1731 TextureVertex::setUV(v++, u1, v1); 1732 TextureVertex::setUV(v++, u2, v1); 1733 TextureVertex::setUV(v++, u1, v2); 1734 TextureVertex::setUV(v++, u2, v2); 1735} 1736 1737void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1738 if (paint) { 1739 if (!mCaches.extensions.hasFramebufferFetch()) { 1740 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1741 if (!isMode) { 1742 // Assume SRC_OVER 1743 *mode = SkXfermode::kSrcOver_Mode; 1744 } 1745 } else { 1746 *mode = getXfermode(paint->getXfermode()); 1747 } 1748 1749 // Skia draws using the color's alpha channel if < 255 1750 // Otherwise, it uses the paint's alpha 1751 int color = paint->getColor(); 1752 *alpha = (color >> 24) & 0xFF; 1753 if (*alpha == 255) { 1754 *alpha = paint->getAlpha(); 1755 } 1756 } else { 1757 *mode = SkXfermode::kSrcOver_Mode; 1758 *alpha = 255; 1759 } 1760} 1761 1762SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1763 if (mode == NULL) { 1764 return SkXfermode::kSrcOver_Mode; 1765 } 1766 return mode->fMode; 1767} 1768 1769void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) { 1770 bool bound = false; 1771 if (wrapS != texture->wrapS) { 1772 glBindTexture(GL_TEXTURE_2D, texture->id); 1773 bound = true; 1774 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1775 texture->wrapS = wrapS; 1776 } 1777 if (wrapT != texture->wrapT) { 1778 if (!bound) { 1779 glBindTexture(GL_TEXTURE_2D, texture->id); 1780 } 1781 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1782 texture->wrapT = wrapT; 1783 } 1784} 1785 1786}; // namespace uirenderer 1787}; // namespace android 1788