OpenGLRenderer.cpp revision bdb801ca993bcccbf2a4c2401d1720c3fa523777
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include "OpenGLRenderer.h" 30 31namespace android { 32namespace uirenderer { 33 34/////////////////////////////////////////////////////////////////////////////// 35// Defines 36/////////////////////////////////////////////////////////////////////////////// 37 38#define REQUIRED_TEXTURE_UNITS_COUNT 3 39 40// Generates simple and textured vertices 41#define FV(x, y, u, v) { { x, y }, { u, v } } 42 43#define RAD_TO_DEG (180.0f / 3.14159265f) 44#define MIN_ANGLE 0.001f 45 46/////////////////////////////////////////////////////////////////////////////// 47// Globals 48/////////////////////////////////////////////////////////////////////////////// 49 50// This array is never used directly but used as a memcpy source in the 51// OpenGLRenderer constructor 52static const TextureVertex gMeshVertices[] = { 53 FV(0.0f, 0.0f, 0.0f, 0.0f), 54 FV(1.0f, 0.0f, 1.0f, 0.0f), 55 FV(0.0f, 1.0f, 0.0f, 1.0f), 56 FV(1.0f, 1.0f, 1.0f, 1.0f) 57}; 58static const GLsizei gMeshStride = sizeof(TextureVertex); 59static const GLsizei gMeshCount = 4; 60 61/** 62 * Structure mapping Skia xfermodes to OpenGL blending factors. 63 */ 64struct Blender { 65 SkXfermode::Mode mode; 66 GLenum src; 67 GLenum dst; 68}; // struct Blender 69 70// In this array, the index of each Blender equals the value of the first 71// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 72static const Blender gBlends[] = { 73 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 74 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 75 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 76 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 77 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 78 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 79 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 80 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 81 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 82 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 83 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 84 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 85}; 86 87// This array contains the swapped version of each SkXfermode. For instance 88// this array's SrcOver blending mode is actually DstOver. You can refer to 89// createLayer() for more information on the purpose of this array. 90static const Blender gBlendsSwap[] = { 91 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 92 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 93 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 94 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 95 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 96 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 97 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 98 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 99 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 100 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 101 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 103}; 104 105static const GLenum gTextureUnits[] = { 106 GL_TEXTURE0, 107 GL_TEXTURE1, 108 GL_TEXTURE2 109}; 110 111/////////////////////////////////////////////////////////////////////////////// 112// Constructors/destructor 113/////////////////////////////////////////////////////////////////////////////// 114 115OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 116 mShader = NULL; 117 mColorFilter = NULL; 118 mHasShadow = false; 119 120 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 121 122 mFirstSnapshot = new Snapshot; 123 124 GLint maxTextureUnits; 125 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits); 126 if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) { 127 LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT); 128 } 129 130 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize); 131} 132 133OpenGLRenderer::~OpenGLRenderer() { 134 // The context has already been destroyed at this point, do not call 135 // GL APIs. All GL state should be kept in Caches.h 136} 137 138/////////////////////////////////////////////////////////////////////////////// 139// Setup 140/////////////////////////////////////////////////////////////////////////////// 141 142void OpenGLRenderer::setViewport(int width, int height) { 143 glViewport(0, 0, width, height); 144 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 145 146 mWidth = width; 147 mHeight = height; 148} 149 150void OpenGLRenderer::prepare() { 151 mSnapshot = new Snapshot(mFirstSnapshot, 152 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 153 mSaveCount = 1; 154 155 glViewport(0, 0, mWidth, mHeight); 156 157 glDisable(GL_DITHER); 158 glDisable(GL_SCISSOR_TEST); 159 160 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 161 glClear(GL_COLOR_BUFFER_BIT); 162 163 glEnable(GL_SCISSOR_TEST); 164 glScissor(0, 0, mWidth, mHeight); 165 166 mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); 167} 168 169void OpenGLRenderer::finish() { 170#if DEBUG_OPENGL 171 GLenum status = GL_NO_ERROR; 172 while ((status = glGetError()) != GL_NO_ERROR) { 173 LOGD("GL error from OpenGLRenderer: 0x%x", status); 174 } 175#endif 176} 177 178void OpenGLRenderer::acquireContext() { 179 if (mCaches.currentProgram) { 180 if (mCaches.currentProgram->isInUse()) { 181 mCaches.currentProgram->remove(); 182 mCaches.currentProgram = NULL; 183 } 184 } 185} 186 187void OpenGLRenderer::releaseContext() { 188 glViewport(0, 0, mWidth, mHeight); 189 190 glEnable(GL_SCISSOR_TEST); 191 setScissorFromClip(); 192 193 glDisable(GL_DITHER); 194 195 glBindFramebuffer(GL_FRAMEBUFFER, 0); 196 197 if (mCaches.blend) { 198 glEnable(GL_BLEND); 199 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 200 glBlendEquation(GL_FUNC_ADD); 201 } else { 202 glDisable(GL_BLEND); 203 } 204} 205 206/////////////////////////////////////////////////////////////////////////////// 207// State management 208/////////////////////////////////////////////////////////////////////////////// 209 210int OpenGLRenderer::getSaveCount() const { 211 return mSaveCount; 212} 213 214int OpenGLRenderer::save(int flags) { 215 return saveSnapshot(flags); 216} 217 218void OpenGLRenderer::restore() { 219 if (mSaveCount > 1) { 220 restoreSnapshot(); 221 } 222} 223 224void OpenGLRenderer::restoreToCount(int saveCount) { 225 if (saveCount < 1) saveCount = 1; 226 227 while (mSaveCount > saveCount) { 228 restoreSnapshot(); 229 } 230} 231 232int OpenGLRenderer::saveSnapshot(int flags) { 233 mSnapshot = new Snapshot(mSnapshot, flags); 234 return mSaveCount++; 235} 236 237bool OpenGLRenderer::restoreSnapshot() { 238 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 239 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 240 241 sp<Snapshot> current = mSnapshot; 242 sp<Snapshot> previous = mSnapshot->previous; 243 244 mSaveCount--; 245 mSnapshot = previous; 246 247 if (restoreLayer) { 248 composeLayer(current, previous); 249 } 250 251 if (restoreClip) { 252 setScissorFromClip(); 253 } 254 255 return restoreClip; 256} 257 258/////////////////////////////////////////////////////////////////////////////// 259// Layers 260/////////////////////////////////////////////////////////////////////////////// 261 262int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 263 const SkPaint* p, int flags) { 264 int count = saveSnapshot(flags); 265 266 int alpha = 255; 267 SkXfermode::Mode mode; 268 269 if (p) { 270 alpha = p->getAlpha(); 271 if (!mExtensions.hasFramebufferFetch()) { 272 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 273 if (!isMode) { 274 // Assume SRC_OVER 275 mode = SkXfermode::kSrcOver_Mode; 276 } 277 } else { 278 mode = getXfermode(p->getXfermode()); 279 } 280 } else { 281 mode = SkXfermode::kSrcOver_Mode; 282 } 283 284 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags); 285 286 return count; 287} 288 289int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 290 int alpha, int flags) { 291 if (alpha == 0xff) { 292 return saveLayer(left, top, right, bottom, NULL, flags); 293 } else { 294 SkPaint paint; 295 paint.setAlpha(alpha); 296 return saveLayer(left, top, right, bottom, &paint, flags); 297 } 298} 299 300/** 301 * Layers are viewed by Skia are slightly different than layers in image editing 302 * programs (for instance.) When a layer is created, previously created layers 303 * and the frame buffer still receive every drawing command. For instance, if a 304 * layer is created and a shape intersecting the bounds of the layers and the 305 * framebuffer is draw, the shape will be drawn on both (unless the layer was 306 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 307 * 308 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 309 * texture. Unfortunately, this is inefficient as it requires every primitive to 310 * be drawn n + 1 times, where n is the number of active layers. In practice this 311 * means, for every primitive: 312 * - Switch active frame buffer 313 * - Change viewport, clip and projection matrix 314 * - Issue the drawing 315 * 316 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 317 * To avoid this, layers are implemented in a different way here. 318 * 319 * This implementation relies on the frame buffer being at least RGBA 8888. When 320 * a layer is created, only a texture is created, not an FBO. The content of the 321 * frame buffer contained within the layer's bounds is copied into this texture 322 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 323 * buffer and drawing continues as normal. This technique therefore treats the 324 * frame buffer as a scratch buffer for the layers. 325 * 326 * To compose the layers back onto the frame buffer, each layer texture 327 * (containing the original frame buffer data) is drawn as a simple quad over 328 * the frame buffer. The trick is that the quad is set as the composition 329 * destination in the blending equation, and the frame buffer becomes the source 330 * of the composition. 331 * 332 * Drawing layers with an alpha value requires an extra step before composition. 333 * An empty quad is drawn over the layer's region in the frame buffer. This quad 334 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 335 * quad is used to multiply the colors in the frame buffer. This is achieved by 336 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 337 * GL_ZERO, GL_SRC_ALPHA. 338 * 339 * Because glCopyTexImage2D() can be slow, an alternative implementation might 340 * be use to draw a single clipped layer. The implementation described above 341 * is correct in every case. 342 * 343 * (1) The frame buffer is actually not cleared right away. To allow the GPU 344 * to potentially optimize series of calls to glCopyTexImage2D, the frame 345 * buffer is left untouched until the first drawing operation. Only when 346 * something actually gets drawn are the layers regions cleared. 347 */ 348bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 349 float right, float bottom, int alpha, SkXfermode::Mode mode,int flags) { 350 LAYER_LOGD("Requesting layer %fx%f", right - left, bottom - top); 351 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 352 353 // Window coordinates of the layer 354 Rect bounds(left, top, right, bottom); 355 mSnapshot->transform->mapRect(bounds); 356 357 // Layers only make sense if they are in the framebuffer's bounds 358 bounds.intersect(*mSnapshot->clipRect); 359 bounds.snapToPixelBoundaries(); 360 361 if (bounds.isEmpty() || bounds.getWidth() > mMaxTextureSize || 362 bounds.getHeight() > mMaxTextureSize) { 363 return false; 364 } 365 366 glActiveTexture(GL_TEXTURE0); 367 368 LayerSize size(bounds.getWidth(), bounds.getHeight()); 369 Layer* layer = mCaches.layerCache.get(size); 370 if (!layer) { 371 return false; 372 } 373 374 layer->mode = mode; 375 layer->alpha = alpha; 376 layer->layer.set(bounds); 377 378 // Save the layer in the snapshot 379 snapshot->flags |= Snapshot::kFlagIsLayer; 380 snapshot->layer = layer; 381 382 // Copy the framebuffer into the layer 383 glBindTexture(GL_TEXTURE_2D, layer->texture); 384 385 // TODO: Workaround for b/3054204 386 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom, 387 bounds.getWidth(), bounds.getHeight(), 0); 388 389 // TODO: Waiting for b/3054204 to be fixed 390// if (layer->empty) { 391// glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom, 392// bounds.getWidth(), bounds.getHeight(), 0); 393// layer->empty = false; 394// } else { 395// glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, mHeight - bounds.bottom, 396// bounds.getWidth(), bounds.getHeight()); 397// } 398 399 if (flags & SkCanvas::kClipToLayer_SaveFlag && mSnapshot->clipTransformed(bounds)) { 400 setScissorFromClip(); 401 } 402 403 // Enqueue the buffer coordinates to clear the corresponding region later 404 mLayers.push(new Rect(bounds)); 405 406 return true; 407} 408 409/** 410 * Read the documentation of createLayer() before doing anything in this method. 411 */ 412void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 413 if (!current->layer) { 414 LOGE("Attempting to compose a layer that does not exist"); 415 return; 416 } 417 418 // Restore the clip from the previous snapshot 419 const Rect& clip = *previous->clipRect; 420 glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight()); 421 422 Layer* layer = current->layer; 423 const Rect& rect = layer->layer; 424 425 if (layer->alpha < 255) { 426 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 427 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 428 } 429 430 // Layers are already drawn with a top-left origin, don't flip the texture 431 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 432 433 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 434 1.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 435 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, true, true); 436 437 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 438 439 LayerSize size(rect.getWidth(), rect.getHeight()); 440 // Failing to add the layer to the cache should happen only if the 441 // layer is too large 442 if (!mCaches.layerCache.put(size, layer)) { 443 LAYER_LOGD("Deleting layer"); 444 445 glDeleteTextures(1, &layer->texture); 446 447 delete layer; 448 } 449} 450 451void OpenGLRenderer::clearLayerRegions() { 452 if (mLayers.size() == 0) return; 453 454 for (uint32_t i = 0; i < mLayers.size(); i++) { 455 Rect* bounds = mLayers.itemAt(i); 456 457 // Clear the framebuffer where the layer will draw 458 glScissor(bounds->left, mHeight - bounds->bottom, 459 bounds->getWidth(), bounds->getHeight()); 460 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 461 glClear(GL_COLOR_BUFFER_BIT); 462 463 delete bounds; 464 } 465 mLayers.clear(); 466 467 // Restore the clip 468 setScissorFromClip(); 469} 470 471/////////////////////////////////////////////////////////////////////////////// 472// Transforms 473/////////////////////////////////////////////////////////////////////////////// 474 475void OpenGLRenderer::translate(float dx, float dy) { 476 mSnapshot->transform->translate(dx, dy, 0.0f); 477} 478 479void OpenGLRenderer::rotate(float degrees) { 480 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 481} 482 483void OpenGLRenderer::scale(float sx, float sy) { 484 mSnapshot->transform->scale(sx, sy, 1.0f); 485} 486 487void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 488 mSnapshot->transform->load(*matrix); 489} 490 491void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 492 mSnapshot->transform->copyTo(*matrix); 493} 494 495void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 496 mat4 m(*matrix); 497 mSnapshot->transform->multiply(m); 498} 499 500/////////////////////////////////////////////////////////////////////////////// 501// Clipping 502/////////////////////////////////////////////////////////////////////////////// 503 504void OpenGLRenderer::setScissorFromClip() { 505 const Rect& clip = *mSnapshot->clipRect; 506 glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight()); 507} 508 509const Rect& OpenGLRenderer::getClipBounds() { 510 return mSnapshot->getLocalClip(); 511} 512 513bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 514 Rect r(left, top, right, bottom); 515 mSnapshot->transform->mapRect(r); 516 return !mSnapshot->clipRect->intersects(r); 517} 518 519bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 520 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 521 if (clipped) { 522 setScissorFromClip(); 523 } 524 return !mSnapshot->clipRect->isEmpty(); 525} 526 527/////////////////////////////////////////////////////////////////////////////// 528// Drawing 529/////////////////////////////////////////////////////////////////////////////// 530 531void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) { 532 const float right = left + bitmap->width(); 533 const float bottom = top + bitmap->height(); 534 535 if (quickReject(left, top, right, bottom)) { 536 return; 537 } 538 539 glActiveTexture(GL_TEXTURE0); 540 const Texture* texture = mCaches.textureCache.get(bitmap); 541 if (!texture) return; 542 const AutoTexture autoCleanup(texture); 543 544 drawTextureRect(left, top, right, bottom, texture, paint); 545} 546 547void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) { 548 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 549 const mat4 transform(*matrix); 550 transform.mapRect(r); 551 552 if (quickReject(r.left, r.top, r.right, r.bottom)) { 553 return; 554 } 555 556 glActiveTexture(GL_TEXTURE0); 557 const Texture* texture = mCaches.textureCache.get(bitmap); 558 if (!texture) return; 559 const AutoTexture autoCleanup(texture); 560 561 drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint); 562} 563 564void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 565 float srcLeft, float srcTop, float srcRight, float srcBottom, 566 float dstLeft, float dstTop, float dstRight, float dstBottom, 567 const SkPaint* paint) { 568 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 569 return; 570 } 571 572 glActiveTexture(GL_TEXTURE0); 573 const Texture* texture = mCaches.textureCache.get(bitmap); 574 if (!texture) return; 575 const AutoTexture autoCleanup(texture); 576 577 const float width = texture->width; 578 const float height = texture->height; 579 580 const float u1 = srcLeft / width; 581 const float v1 = srcTop / height; 582 const float u2 = srcRight / width; 583 const float v2 = srcBottom / height; 584 585 resetDrawTextureTexCoords(u1, v1, u2, v2); 586 587 drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint); 588 589 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 590} 591 592void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 593 uint32_t width, uint32_t height, float left, float top, float right, float bottom, 594 const SkPaint* paint) { 595 if (quickReject(left, top, right, bottom)) { 596 return; 597 } 598 599 glActiveTexture(GL_TEXTURE0); 600 const Texture* texture = mCaches.textureCache.get(bitmap); 601 if (!texture) return; 602 const AutoTexture autoCleanup(texture); 603 604 int alpha; 605 SkXfermode::Mode mode; 606 getAlphaAndMode(paint, &alpha, &mode); 607 608 Patch* mesh = mCaches.patchCache.get(width, height); 609 mesh->updateVertices(bitmap->width(), bitmap->height(),left, top, right, bottom, 610 xDivs, yDivs, width, height); 611 612 // Specify right and bottom as +1.0f from left/top to prevent scaling since the 613 // patch mesh already defines the final size 614 drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f, 615 mode, texture->blend, &mesh->vertices[0].position[0], 616 &mesh->vertices[0].texture[0], GL_TRIANGLES, mesh->verticesCount); 617} 618 619void OpenGLRenderer::drawLines(float* points, int count, const SkPaint* paint) { 620 int alpha; 621 SkXfermode::Mode mode; 622 getAlphaAndMode(paint, &alpha, &mode); 623 624 uint32_t color = paint->getColor(); 625 const GLfloat a = alpha / 255.0f; 626 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 627 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 628 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 629 630 const bool isAA = paint->isAntiAlias(); 631 if (isAA) { 632 GLuint textureUnit = 0; 633 setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a, 634 mode, false, true, mCaches.line.getVertices(), mCaches.line.getTexCoords()); 635 } else { 636 setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false); 637 } 638 639 const float strokeWidth = paint->getStrokeWidth(); 640 const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount; 641 const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP; 642 643 for (int i = 0; i < count; i += 4) { 644 float tx = 0.0f; 645 float ty = 0.0f; 646 647 if (isAA) { 648 mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3], 649 strokeWidth, tx, ty); 650 } else { 651 ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f; 652 } 653 654 const float dx = points[i + 2] - points[i]; 655 const float dy = points[i + 3] - points[i + 1]; 656 const float mag = sqrtf(dx * dx + dy * dy); 657 const float angle = acos(dx / mag); 658 659 mModelView.loadTranslate(points[i], points[i + 1], 0.0f); 660 if (angle > MIN_ANGLE || angle < -MIN_ANGLE) { 661 mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f); 662 } 663 mModelView.translate(tx, ty, 0.0f); 664 if (!isAA) { 665 float length = mCaches.line.getLength(points[i], points[i + 1], 666 points[i + 2], points[i + 3]); 667 mModelView.scale(length, strokeWidth, 1.0f); 668 } 669 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 670 671 if (mShader) { 672 mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot); 673 } 674 675 glDrawArrays(drawMode, 0, elementsCount); 676 } 677 678 if (isAA) { 679 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 680 } 681} 682 683void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 684 const Rect& clip = *mSnapshot->clipRect; 685 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 686} 687 688void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) { 689 if (quickReject(left, top, right, bottom)) { 690 return; 691 } 692 693 SkXfermode::Mode mode; 694 if (!mExtensions.hasFramebufferFetch()) { 695 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 696 if (!isMode) { 697 // Assume SRC_OVER 698 mode = SkXfermode::kSrcOver_Mode; 699 } 700 } else { 701 mode = getXfermode(p->getXfermode()); 702 } 703 704 // Skia draws using the color's alpha channel if < 255 705 // Otherwise, it uses the paint's alpha 706 int color = p->getColor(); 707 if (((color >> 24) & 0xff) == 255) { 708 color |= p->getAlpha() << 24; 709 } 710 711 drawColorRect(left, top, right, bottom, color, mode); 712} 713 714void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 715 float x, float y, SkPaint* paint) { 716 if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 717 return; 718 } 719 720 paint->setAntiAlias(true); 721 722 float length = -1.0f; 723 switch (paint->getTextAlign()) { 724 case SkPaint::kCenter_Align: 725 length = paint->measureText(text, bytesCount); 726 x -= length / 2.0f; 727 break; 728 case SkPaint::kRight_Align: 729 length = paint->measureText(text, bytesCount); 730 x -= length; 731 break; 732 default: 733 break; 734 } 735 736 int alpha; 737 SkXfermode::Mode mode; 738 getAlphaAndMode(paint, &alpha, &mode); 739 740 uint32_t color = paint->getColor(); 741 const GLfloat a = alpha / 255.0f; 742 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 743 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 744 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 745 746 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 747 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 748 paint->getTextSize()); 749 750 if (mHasShadow) { 751 glActiveTexture(gTextureUnits[0]); 752 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 753 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 754 count, mShadowRadius); 755 const AutoTexture autoCleanup(shadow); 756 757 setupShadow(shadow, x, y, mode, a); 758 759 // Draw the mesh 760 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 761 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 762 } 763 764 GLuint textureUnit = 0; 765 glActiveTexture(gTextureUnits[textureUnit]); 766 767 // Assume that the modelView matrix does not force scales, rotates, etc. 768 const bool linearFilter = mSnapshot->transform->changesBounds(); 769 setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit, 770 x, y, r, g, b, a, mode, false, true); 771 772 const Rect& clip = mSnapshot->getLocalClip(); 773 clearLayerRegions(); 774 fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y); 775 776 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 777 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 778 779 drawTextDecorations(text, bytesCount, length, x, y, paint); 780} 781 782void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 783 GLuint textureUnit = 0; 784 glActiveTexture(gTextureUnits[textureUnit]); 785 786 const PathTexture* texture = mCaches.pathCache.get(path, paint); 787 if (!texture) return; 788 const AutoTexture autoCleanup(texture); 789 790 const float x = texture->left - texture->offset; 791 const float y = texture->top - texture->offset; 792 793 if (quickReject(x, y, x + texture->width, y + texture->height)) { 794 return; 795 } 796 797 int alpha; 798 SkXfermode::Mode mode; 799 getAlphaAndMode(paint, &alpha, &mode); 800 801 uint32_t color = paint->getColor(); 802 const GLfloat a = alpha / 255.0f; 803 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 804 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 805 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 806 807 setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true); 808 809 clearLayerRegions(); 810 811 // Draw the mesh 812 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 813 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 814} 815 816/////////////////////////////////////////////////////////////////////////////// 817// Shaders 818/////////////////////////////////////////////////////////////////////////////// 819 820void OpenGLRenderer::resetShader() { 821 mShader = NULL; 822} 823 824void OpenGLRenderer::setupShader(SkiaShader* shader) { 825 mShader = shader; 826 if (mShader) { 827 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 828 } 829} 830 831/////////////////////////////////////////////////////////////////////////////// 832// Color filters 833/////////////////////////////////////////////////////////////////////////////// 834 835void OpenGLRenderer::resetColorFilter() { 836 mColorFilter = NULL; 837} 838 839void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 840 mColorFilter = filter; 841} 842 843/////////////////////////////////////////////////////////////////////////////// 844// Drop shadow 845/////////////////////////////////////////////////////////////////////////////// 846 847void OpenGLRenderer::resetShadow() { 848 mHasShadow = false; 849} 850 851void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 852 mHasShadow = true; 853 mShadowRadius = radius; 854 mShadowDx = dx; 855 mShadowDy = dy; 856 mShadowColor = color; 857} 858 859/////////////////////////////////////////////////////////////////////////////// 860// Drawing implementation 861/////////////////////////////////////////////////////////////////////////////// 862 863void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y, 864 SkXfermode::Mode mode, float alpha) { 865 const float sx = x - texture->left + mShadowDx; 866 const float sy = y - texture->top + mShadowDy; 867 868 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 869 const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha; 870 const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f; 871 const GLfloat g = a * ((mShadowColor >> 8) & 0xFF) / 255.0f; 872 const GLfloat b = a * ((mShadowColor ) & 0xFF) / 255.0f; 873 874 GLuint textureUnit = 0; 875 setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false); 876} 877 878void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, 879 float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode, 880 bool transforms, bool applyFilters) { 881 setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit, 882 x, y, r, g, b, a, mode, transforms, applyFilters, 883 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 884} 885 886void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 887 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 888 SkXfermode::Mode mode, bool transforms, bool applyFilters) { 889 setupTextureAlpha8(texture, width, height, textureUnit, 890 x, y, r, g, b, a, mode, transforms, applyFilters, 891 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 892} 893 894void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 895 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 896 SkXfermode::Mode mode, bool transforms, bool applyFilters, 897 GLvoid* vertices, GLvoid* texCoords) { 898 // Describe the required shaders 899 ProgramDescription description; 900 description.hasTexture = true; 901 description.hasAlpha8Texture = true; 902 903 if (applyFilters) { 904 if (mShader) { 905 mShader->describe(description, mExtensions); 906 } 907 if (mColorFilter) { 908 mColorFilter->describe(description, mExtensions); 909 } 910 } 911 912 // Setup the blending mode 913 chooseBlending(true, mode, description); 914 915 // Build and use the appropriate shader 916 useProgram(mCaches.programCache.get(description)); 917 918 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit); 919 glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit); 920 921 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 922 glEnableVertexAttribArray(texCoordsSlot); 923 924 // Setup attributes 925 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 926 gMeshStride, vertices); 927 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, 928 gMeshStride, texCoords); 929 930 // Setup uniforms 931 if (transforms) { 932 mModelView.loadTranslate(x, y, 0.0f); 933 mModelView.scale(width, height, 1.0f); 934 } else { 935 mModelView.loadIdentity(); 936 } 937 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 938 glUniform4f(mCaches.currentProgram->color, r, g, b, a); 939 940 textureUnit++; 941 if (applyFilters) { 942 // Setup attributes and uniforms required by the shaders 943 if (mShader) { 944 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 945 } 946 if (mColorFilter) { 947 mColorFilter->setupProgram(mCaches.currentProgram); 948 } 949 } 950} 951 952// Same values used by Skia 953#define kStdStrikeThru_Offset (-6.0f / 21.0f) 954#define kStdUnderline_Offset (1.0f / 9.0f) 955#define kStdUnderline_Thickness (1.0f / 18.0f) 956 957void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 958 float x, float y, SkPaint* paint) { 959 // Handle underline and strike-through 960 uint32_t flags = paint->getFlags(); 961 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 962 float underlineWidth = length; 963 // If length is > 0.0f, we already measured the text for the text alignment 964 if (length <= 0.0f) { 965 underlineWidth = paint->measureText(text, bytesCount); 966 } 967 968 float offsetX = 0; 969 switch (paint->getTextAlign()) { 970 case SkPaint::kCenter_Align: 971 offsetX = underlineWidth * 0.5f; 972 break; 973 case SkPaint::kRight_Align: 974 offsetX = underlineWidth; 975 break; 976 default: 977 break; 978 } 979 980 if (underlineWidth > 0.0f) { 981 const float textSize = paint->getTextSize(); 982 const float strokeWidth = textSize * kStdUnderline_Thickness; 983 984 const float left = x - offsetX; 985 float top = 0.0f; 986 987 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 988 float points[pointsCount]; 989 int currentPoint = 0; 990 991 if (flags & SkPaint::kUnderlineText_Flag) { 992 top = y + textSize * kStdUnderline_Offset; 993 points[currentPoint++] = left; 994 points[currentPoint++] = top; 995 points[currentPoint++] = left + underlineWidth; 996 points[currentPoint++] = top; 997 } 998 999 if (flags & SkPaint::kStrikeThruText_Flag) { 1000 top = y + textSize * kStdStrikeThru_Offset; 1001 points[currentPoint++] = left; 1002 points[currentPoint++] = top; 1003 points[currentPoint++] = left + underlineWidth; 1004 points[currentPoint++] = top; 1005 } 1006 1007 SkPaint linesPaint(*paint); 1008 linesPaint.setStrokeWidth(strokeWidth); 1009 1010 drawLines(&points[0], pointsCount, &linesPaint); 1011 } 1012 } 1013} 1014 1015void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1016 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1017 clearLayerRegions(); 1018 1019 // If a shader is set, preserve only the alpha 1020 if (mShader) { 1021 color |= 0x00ffffff; 1022 } 1023 1024 // Render using pre-multiplied alpha 1025 const int alpha = (color >> 24) & 0xFF; 1026 const GLfloat a = alpha / 255.0f; 1027 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1028 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1029 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1030 1031 setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform); 1032 1033 // Draw the mesh 1034 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1035} 1036 1037void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom, 1038 float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform) { 1039 GLuint textureUnit = 0; 1040 1041 // Describe the required shaders 1042 ProgramDescription description; 1043 if (mShader) { 1044 mShader->describe(description, mExtensions); 1045 } 1046 if (mColorFilter) { 1047 mColorFilter->describe(description, mExtensions); 1048 } 1049 1050 // Setup the blending mode 1051 chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description); 1052 1053 // Build and use the appropriate shader 1054 useProgram(mCaches.programCache.get(description)); 1055 1056 // Setup attributes 1057 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1058 gMeshStride, &mMeshVertices[0].position[0]); 1059 1060 // Setup uniforms 1061 mModelView.loadTranslate(left, top, 0.0f); 1062 mModelView.scale(right - left, bottom - top, 1.0f); 1063 if (!ignoreTransform) { 1064 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1065 } else { 1066 mat4 identity; 1067 mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity); 1068 } 1069 glUniform4f(mCaches.currentProgram->color, r, g, b, a); 1070 1071 // Setup attributes and uniforms required by the shaders 1072 if (mShader) { 1073 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1074 } 1075 if (mColorFilter) { 1076 mColorFilter->setupProgram(mCaches.currentProgram); 1077 } 1078} 1079 1080void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1081 const Texture* texture, const SkPaint* paint) { 1082 int alpha; 1083 SkXfermode::Mode mode; 1084 getAlphaAndMode(paint, &alpha, &mode); 1085 1086 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1087 texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1088 GL_TRIANGLE_STRIP, gMeshCount); 1089} 1090 1091void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1092 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1093 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1094 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1095 GL_TRIANGLE_STRIP, gMeshCount); 1096} 1097 1098void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1099 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1100 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1101 bool swapSrcDst, bool ignoreTransform) { 1102 clearLayerRegions(); 1103 1104 ProgramDescription description; 1105 description.hasTexture = true; 1106 if (mColorFilter) { 1107 mColorFilter->describe(description, mExtensions); 1108 } 1109 1110 mModelView.loadTranslate(left, top, 0.0f); 1111 mModelView.scale(right - left, bottom - top, 1.0f); 1112 1113 chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst); 1114 1115 useProgram(mCaches.programCache.get(description)); 1116 if (!ignoreTransform) { 1117 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1118 } else { 1119 mat4 m; 1120 mCaches.currentProgram->set(mOrthoMatrix, mModelView, m); 1121 } 1122 1123 // Texture 1124 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0); 1125 glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); 1126 1127 // Always premultiplied 1128 glUniform4f(mCaches.currentProgram->color, alpha, alpha, alpha, alpha); 1129 1130 // Mesh 1131 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1132 glEnableVertexAttribArray(texCoordsSlot); 1133 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1134 gMeshStride, vertices); 1135 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1136 1137 // Color filter 1138 if (mColorFilter) { 1139 mColorFilter->setupProgram(mCaches.currentProgram); 1140 } 1141 1142 glDrawArrays(drawMode, 0, elementsCount); 1143 glDisableVertexAttribArray(texCoordsSlot); 1144} 1145 1146void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1147 ProgramDescription& description, bool swapSrcDst) { 1148 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1149 if (blend) { 1150 if (mode < SkXfermode::kPlus_Mode) { 1151 if (!mCaches.blend) { 1152 glEnable(GL_BLEND); 1153 } 1154 1155 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1156 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1157 1158 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1159 glBlendFunc(sourceMode, destMode); 1160 mCaches.lastSrcMode = sourceMode; 1161 mCaches.lastDstMode = destMode; 1162 } 1163 } else { 1164 // These blend modes are not supported by OpenGL directly and have 1165 // to be implemented using shaders. Since the shader will perform 1166 // the blending, turn blending off here 1167 if (mExtensions.hasFramebufferFetch()) { 1168 description.framebufferMode = mode; 1169 description.swapSrcDst = swapSrcDst; 1170 } 1171 1172 if (mCaches.blend) { 1173 glDisable(GL_BLEND); 1174 } 1175 blend = false; 1176 } 1177 } else if (mCaches.blend) { 1178 glDisable(GL_BLEND); 1179 } 1180 mCaches.blend = blend; 1181} 1182 1183bool OpenGLRenderer::useProgram(Program* program) { 1184 if (!program->isInUse()) { 1185 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1186 program->use(); 1187 mCaches.currentProgram = program; 1188 return false; 1189 } 1190 return true; 1191} 1192 1193void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1194 TextureVertex* v = &mMeshVertices[0]; 1195 TextureVertex::setUV(v++, u1, v1); 1196 TextureVertex::setUV(v++, u2, v1); 1197 TextureVertex::setUV(v++, u1, v2); 1198 TextureVertex::setUV(v++, u2, v2); 1199} 1200 1201void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1202 if (paint) { 1203 if (!mExtensions.hasFramebufferFetch()) { 1204 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1205 if (!isMode) { 1206 // Assume SRC_OVER 1207 *mode = SkXfermode::kSrcOver_Mode; 1208 } 1209 } else { 1210 *mode = getXfermode(paint->getXfermode()); 1211 } 1212 1213 // Skia draws using the color's alpha channel if < 255 1214 // Otherwise, it uses the paint's alpha 1215 int color = paint->getColor(); 1216 *alpha = (color >> 24) & 0xFF; 1217 if (*alpha == 255) { 1218 *alpha = paint->getAlpha(); 1219 } 1220 } else { 1221 *mode = SkXfermode::kSrcOver_Mode; 1222 *alpha = 255; 1223 } 1224} 1225 1226SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1227 if (mode == NULL) { 1228 return SkXfermode::kSrcOver_Mode; 1229 } 1230 return mode->fMode; 1231} 1232 1233void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) { 1234 glActiveTexture(gTextureUnits[textureUnit]); 1235 glBindTexture(GL_TEXTURE_2D, texture); 1236 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1237 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1238} 1239 1240}; // namespace uirenderer 1241}; // namespace android 1242