OpenGLRenderer.cpp revision c00972bb162779e52d1b0d8f662a9f6033bf9182
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include "OpenGLRenderer.h" 30 31namespace android { 32namespace uirenderer { 33 34/////////////////////////////////////////////////////////////////////////////// 35// Defines 36/////////////////////////////////////////////////////////////////////////////// 37 38#define REQUIRED_TEXTURE_UNITS_COUNT 3 39 40// Generates simple and textured vertices 41#define FV(x, y, u, v) { { x, y }, { u, v } } 42 43#define RAD_TO_DEG (180.0f / 3.14159265f) 44#define MIN_ANGLE 0.001f 45 46// TODO: This should be set in properties 47#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 48 49/////////////////////////////////////////////////////////////////////////////// 50// Globals 51/////////////////////////////////////////////////////////////////////////////// 52 53// This array is never used directly but used as a memcpy source in the 54// OpenGLRenderer constructor 55static const TextureVertex gMeshVertices[] = { 56 FV(0.0f, 0.0f, 0.0f, 0.0f), 57 FV(1.0f, 0.0f, 1.0f, 0.0f), 58 FV(0.0f, 1.0f, 0.0f, 1.0f), 59 FV(1.0f, 1.0f, 1.0f, 1.0f) 60}; 61static const GLsizei gMeshStride = sizeof(TextureVertex); 62static const GLsizei gMeshCount = 4; 63 64/** 65 * Structure mapping Skia xfermodes to OpenGL blending factors. 66 */ 67struct Blender { 68 SkXfermode::Mode mode; 69 GLenum src; 70 GLenum dst; 71}; // struct Blender 72 73// In this array, the index of each Blender equals the value of the first 74// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 75static const Blender gBlends[] = { 76 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 77 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 78 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 79 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 81 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 82 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 83 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 84 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 85 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 86 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 87 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 88}; 89 90// This array contains the swapped version of each SkXfermode. For instance 91// this array's SrcOver blending mode is actually DstOver. You can refer to 92// createLayer() for more information on the purpose of this array. 93static const Blender gBlendsSwap[] = { 94 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 95 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 96 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 97 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 98 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 99 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 100 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 103 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 104 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 105 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 106}; 107 108static const GLenum gTextureUnits[] = { 109 GL_TEXTURE0, 110 GL_TEXTURE1, 111 GL_TEXTURE2 112}; 113 114/////////////////////////////////////////////////////////////////////////////// 115// Constructors/destructor 116/////////////////////////////////////////////////////////////////////////////// 117 118OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 119 mShader = NULL; 120 mColorFilter = NULL; 121 mHasShadow = false; 122 123 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 124 125 mFirstSnapshot = new Snapshot; 126 127 GLint maxTextureUnits; 128 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits); 129 if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) { 130 LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT); 131 } 132 133 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize); 134} 135 136OpenGLRenderer::~OpenGLRenderer() { 137 // The context has already been destroyed at this point, do not call 138 // GL APIs. All GL state should be kept in Caches.h 139} 140 141/////////////////////////////////////////////////////////////////////////////// 142// Setup 143/////////////////////////////////////////////////////////////////////////////// 144 145void OpenGLRenderer::setViewport(int width, int height) { 146 glViewport(0, 0, width, height); 147 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 148 149 mWidth = width; 150 mHeight = height; 151 152 mFirstSnapshot->height = height; 153 mFirstSnapshot->viewport.set(0, 0, width, height); 154} 155 156void OpenGLRenderer::prepare(bool opaque) { 157 mSnapshot = new Snapshot(mFirstSnapshot, 158 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 159 mSaveCount = 1; 160 161 glViewport(0, 0, mWidth, mHeight); 162 163 glDisable(GL_DITHER); 164 glDisable(GL_SCISSOR_TEST); 165 166 if (!opaque) { 167 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 168 glClear(GL_COLOR_BUFFER_BIT); 169 } 170 171 glEnable(GL_SCISSOR_TEST); 172 glScissor(0, 0, mWidth, mHeight); 173 174 mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); 175} 176 177void OpenGLRenderer::finish() { 178#if DEBUG_OPENGL 179 GLenum status = GL_NO_ERROR; 180 while ((status = glGetError()) != GL_NO_ERROR) { 181 LOGD("GL error from OpenGLRenderer: 0x%x", status); 182 } 183#endif 184} 185 186void OpenGLRenderer::acquireContext() { 187 if (mCaches.currentProgram) { 188 if (mCaches.currentProgram->isInUse()) { 189 mCaches.currentProgram->remove(); 190 mCaches.currentProgram = NULL; 191 } 192 } 193} 194 195void OpenGLRenderer::releaseContext() { 196 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 197 198 glEnable(GL_SCISSOR_TEST); 199 setScissorFromClip(); 200 201 glDisable(GL_DITHER); 202 203 glBindFramebuffer(GL_FRAMEBUFFER, 0); 204 205 if (mCaches.blend) { 206 glEnable(GL_BLEND); 207 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 208 glBlendEquation(GL_FUNC_ADD); 209 } else { 210 glDisable(GL_BLEND); 211 } 212} 213 214/////////////////////////////////////////////////////////////////////////////// 215// State management 216/////////////////////////////////////////////////////////////////////////////// 217 218int OpenGLRenderer::getSaveCount() const { 219 return mSaveCount; 220} 221 222int OpenGLRenderer::save(int flags) { 223 return saveSnapshot(flags); 224} 225 226void OpenGLRenderer::restore() { 227 if (mSaveCount > 1) { 228 restoreSnapshot(); 229 } 230} 231 232void OpenGLRenderer::restoreToCount(int saveCount) { 233 if (saveCount < 1) saveCount = 1; 234 235 while (mSaveCount > saveCount) { 236 restoreSnapshot(); 237 } 238} 239 240int OpenGLRenderer::saveSnapshot(int flags) { 241 mSnapshot = new Snapshot(mSnapshot, flags); 242 return mSaveCount++; 243} 244 245bool OpenGLRenderer::restoreSnapshot() { 246 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 247 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 248 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 249 250 sp<Snapshot> current = mSnapshot; 251 sp<Snapshot> previous = mSnapshot->previous; 252 253 if (restoreOrtho) { 254 Rect& r = previous->viewport; 255 glViewport(r.left, r.top, r.right, r.bottom); 256 mOrthoMatrix.load(current->orthoMatrix); 257 } 258 259 mSaveCount--; 260 mSnapshot = previous; 261 262 if (restoreLayer) { 263 composeLayer(current, previous); 264 } 265 266 if (restoreClip) { 267 setScissorFromClip(); 268 } 269 270 return restoreClip; 271} 272 273/////////////////////////////////////////////////////////////////////////////// 274// Layers 275/////////////////////////////////////////////////////////////////////////////// 276 277int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 278 const SkPaint* p, int flags) { 279 const GLuint previousFbo = mSnapshot->fbo; 280 const int count = saveSnapshot(flags); 281 282 int alpha = 255; 283 SkXfermode::Mode mode; 284 285 if (p) { 286 alpha = p->getAlpha(); 287 if (!mExtensions.hasFramebufferFetch()) { 288 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 289 if (!isMode) { 290 // Assume SRC_OVER 291 mode = SkXfermode::kSrcOver_Mode; 292 } 293 } else { 294 mode = getXfermode(p->getXfermode()); 295 } 296 } else { 297 mode = SkXfermode::kSrcOver_Mode; 298 } 299 300 if (!mSnapshot->previous->invisible) { 301 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 302 } 303 304 return count; 305} 306 307int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 308 int alpha, int flags) { 309 if (alpha == 0xff) { 310 return saveLayer(left, top, right, bottom, NULL, flags); 311 } else { 312 SkPaint paint; 313 paint.setAlpha(alpha); 314 return saveLayer(left, top, right, bottom, &paint, flags); 315 } 316} 317 318/** 319 * Layers are viewed by Skia are slightly different than layers in image editing 320 * programs (for instance.) When a layer is created, previously created layers 321 * and the frame buffer still receive every drawing command. For instance, if a 322 * layer is created and a shape intersecting the bounds of the layers and the 323 * framebuffer is draw, the shape will be drawn on both (unless the layer was 324 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 325 * 326 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 327 * texture. Unfortunately, this is inefficient as it requires every primitive to 328 * be drawn n + 1 times, where n is the number of active layers. In practice this 329 * means, for every primitive: 330 * - Switch active frame buffer 331 * - Change viewport, clip and projection matrix 332 * - Issue the drawing 333 * 334 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 335 * To avoid this, layers are implemented in a different way here, at least in the 336 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 337 * is set. When this flag is set we can redirect all drawing operations into a 338 * single FBO. 339 * 340 * This implementation relies on the frame buffer being at least RGBA 8888. When 341 * a layer is created, only a texture is created, not an FBO. The content of the 342 * frame buffer contained within the layer's bounds is copied into this texture 343 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 344 * buffer and drawing continues as normal. This technique therefore treats the 345 * frame buffer as a scratch buffer for the layers. 346 * 347 * To compose the layers back onto the frame buffer, each layer texture 348 * (containing the original frame buffer data) is drawn as a simple quad over 349 * the frame buffer. The trick is that the quad is set as the composition 350 * destination in the blending equation, and the frame buffer becomes the source 351 * of the composition. 352 * 353 * Drawing layers with an alpha value requires an extra step before composition. 354 * An empty quad is drawn over the layer's region in the frame buffer. This quad 355 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 356 * quad is used to multiply the colors in the frame buffer. This is achieved by 357 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 358 * GL_ZERO, GL_SRC_ALPHA. 359 * 360 * Because glCopyTexImage2D() can be slow, an alternative implementation might 361 * be use to draw a single clipped layer. The implementation described above 362 * is correct in every case. 363 * 364 * (1) The frame buffer is actually not cleared right away. To allow the GPU 365 * to potentially optimize series of calls to glCopyTexImage2D, the frame 366 * buffer is left untouched until the first drawing operation. Only when 367 * something actually gets drawn are the layers regions cleared. 368 */ 369bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 370 float right, float bottom, int alpha, SkXfermode::Mode mode, 371 int flags, GLuint previousFbo) { 372 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 373 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 374 375 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 376 377 // Window coordinates of the layer 378 Rect bounds(left, top, right, bottom); 379 if (!fboLayer) { 380 mSnapshot->transform->mapRect(bounds); 381 // Layers only make sense if they are in the framebuffer's bounds 382 bounds.intersect(*mSnapshot->clipRect); 383 bounds.snapToPixelBoundaries(); 384 } 385 386 if (bounds.isEmpty() || bounds.getWidth() > mMaxTextureSize || 387 bounds.getHeight() > mMaxTextureSize) { 388 snapshot->invisible = true; 389 } else { 390 // TODO: Should take the mode into account 391 snapshot->invisible = snapshot->previous->invisible || alpha <= ALPHA_THRESHOLD; 392 } 393 394 // Bail out if we won't draw in this snapshot 395 if (snapshot->invisible) { 396 return false; 397 } 398 399 glActiveTexture(GL_TEXTURE0); 400 401 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 402 if (!layer) { 403 return false; 404 } 405 406 layer->mode = mode; 407 layer->alpha = alpha; 408 layer->layer.set(bounds); 409 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 410 bounds.getWidth() / float(layer->width), 0.0f); 411 412 // Save the layer in the snapshot 413 snapshot->flags |= Snapshot::kFlagIsLayer; 414 snapshot->layer = layer; 415 416 if (fboLayer) { 417 layer->fbo = mCaches.fboCache.get(); 418 419 snapshot->flags |= Snapshot::kFlagIsFboLayer; 420 snapshot->fbo = layer->fbo; 421 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 422 snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 423 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 424 snapshot->height = bounds.getHeight(); 425 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 426 snapshot->orthoMatrix.load(mOrthoMatrix); 427 428 setScissorFromClip(); 429 430 // Bind texture to FBO 431 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 432 glBindTexture(GL_TEXTURE_2D, layer->texture); 433 434 // Initialize the texture if needed 435 if (layer->empty) { 436 layer->empty = false; 437 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 438 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 439 } 440 441 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 442 layer->texture, 0); 443 444 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 445 if (status != GL_FRAMEBUFFER_COMPLETE) { 446 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 447 448 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 449 glDeleteTextures(1, &layer->texture); 450 mCaches.fboCache.put(layer->fbo); 451 452 delete layer; 453 454 return false; 455 } 456 457 // Clear the FBO 458 glDisable(GL_SCISSOR_TEST); 459 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 460 glClear(GL_COLOR_BUFFER_BIT); 461 glEnable(GL_SCISSOR_TEST); 462 463 // Change the ortho projection 464 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 465 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 466 } else { 467 // Copy the framebuffer into the layer 468 glBindTexture(GL_TEXTURE_2D, layer->texture); 469 470 if (layer->empty) { 471 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom, 472 layer->width, layer->height, 0); 473 layer->empty = false; 474 } else { 475 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, mHeight - bounds.bottom, 476 bounds.getWidth(), bounds.getHeight()); 477 } 478 479 // Enqueue the buffer coordinates to clear the corresponding region later 480 mLayers.push(new Rect(bounds)); 481 } 482 483 return true; 484} 485 486/** 487 * Read the documentation of createLayer() before doing anything in this method. 488 */ 489void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 490 if (!current->layer) { 491 LOGE("Attempting to compose a layer that does not exist"); 492 return; 493 } 494 495 const bool fboLayer = current->flags & SkCanvas::kClipToLayer_SaveFlag; 496 497 if (fboLayer) { 498 // Unbind current FBO and restore previous one 499 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 500 } 501 502 // Restore the clip from the previous snapshot 503 const Rect& clip = *previous->clipRect; 504 glScissor(clip.left, previous->height - clip.bottom, clip.getWidth(), clip.getHeight()); 505 506 Layer* layer = current->layer; 507 const Rect& rect = layer->layer; 508 509 if (!fboLayer && layer->alpha < 255) { 510 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 511 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 512 } 513 514 const Rect& texCoords = layer->texCoords; 515 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 516 517 if (fboLayer) { 518 drawTextureRect(rect.left, rect.top, rect.right, rect.bottom, 519 layer->texture, layer->alpha / 255.0f, layer->mode, layer->blend); 520 } else { 521 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 522 1.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 523 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, true, true); 524 } 525 526 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 527 528 if (fboLayer) { 529 // Detach the texture from the FBO 530 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 531 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 532 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 533 534 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 535 mCaches.fboCache.put(current->fbo); 536 } 537 538 // Failing to add the layer to the cache should happen only if the layer is too large 539 if (!mCaches.layerCache.put(layer)) { 540 LAYER_LOGD("Deleting layer"); 541 glDeleteTextures(1, &layer->texture); 542 delete layer; 543 } 544} 545 546void OpenGLRenderer::clearLayerRegions() { 547 if (mLayers.size() == 0 || mSnapshot->invisible) return; 548 549 for (uint32_t i = 0; i < mLayers.size(); i++) { 550 Rect* bounds = mLayers.itemAt(i); 551 552 // Clear the framebuffer where the layer will draw 553 glScissor(bounds->left, mHeight - bounds->bottom, 554 bounds->getWidth(), bounds->getHeight()); 555 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 556 glClear(GL_COLOR_BUFFER_BIT); 557 558 delete bounds; 559 } 560 mLayers.clear(); 561 562 // Restore the clip 563 setScissorFromClip(); 564} 565 566/////////////////////////////////////////////////////////////////////////////// 567// Transforms 568/////////////////////////////////////////////////////////////////////////////// 569 570void OpenGLRenderer::translate(float dx, float dy) { 571 mSnapshot->transform->translate(dx, dy, 0.0f); 572} 573 574void OpenGLRenderer::rotate(float degrees) { 575 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 576} 577 578void OpenGLRenderer::scale(float sx, float sy) { 579 mSnapshot->transform->scale(sx, sy, 1.0f); 580} 581 582void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 583 mSnapshot->transform->load(*matrix); 584} 585 586void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 587 mSnapshot->transform->copyTo(*matrix); 588} 589 590void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 591 mat4 m(*matrix); 592 mSnapshot->transform->multiply(m); 593} 594 595/////////////////////////////////////////////////////////////////////////////// 596// Clipping 597/////////////////////////////////////////////////////////////////////////////// 598 599void OpenGLRenderer::setScissorFromClip() { 600 const Rect& clip = *mSnapshot->clipRect; 601 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 602} 603 604const Rect& OpenGLRenderer::getClipBounds() { 605 return mSnapshot->getLocalClip(); 606} 607 608bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 609 if (mSnapshot->invisible) { 610 return true; 611 } 612 613 Rect r(left, top, right, bottom); 614 mSnapshot->transform->mapRect(r); 615 return !mSnapshot->clipRect->intersects(r); 616} 617 618bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 619 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 620 if (clipped) { 621 setScissorFromClip(); 622 } 623 return !mSnapshot->clipRect->isEmpty(); 624} 625 626/////////////////////////////////////////////////////////////////////////////// 627// Drawing 628/////////////////////////////////////////////////////////////////////////////// 629 630void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) { 631 const float right = left + bitmap->width(); 632 const float bottom = top + bitmap->height(); 633 634 if (quickReject(left, top, right, bottom)) { 635 return; 636 } 637 638 glActiveTexture(GL_TEXTURE0); 639 const Texture* texture = mCaches.textureCache.get(bitmap); 640 if (!texture) return; 641 const AutoTexture autoCleanup(texture); 642 643 drawTextureRect(left, top, right, bottom, texture, paint); 644} 645 646void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) { 647 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 648 const mat4 transform(*matrix); 649 transform.mapRect(r); 650 651 if (quickReject(r.left, r.top, r.right, r.bottom)) { 652 return; 653 } 654 655 glActiveTexture(GL_TEXTURE0); 656 const Texture* texture = mCaches.textureCache.get(bitmap); 657 if (!texture) return; 658 const AutoTexture autoCleanup(texture); 659 660 drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint); 661} 662 663void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 664 float srcLeft, float srcTop, float srcRight, float srcBottom, 665 float dstLeft, float dstTop, float dstRight, float dstBottom, 666 const SkPaint* paint) { 667 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 668 return; 669 } 670 671 glActiveTexture(GL_TEXTURE0); 672 const Texture* texture = mCaches.textureCache.get(bitmap); 673 if (!texture) return; 674 const AutoTexture autoCleanup(texture); 675 676 const float width = texture->width; 677 const float height = texture->height; 678 679 const float u1 = srcLeft / width; 680 const float v1 = srcTop / height; 681 const float u2 = srcRight / width; 682 const float v2 = srcBottom / height; 683 684 resetDrawTextureTexCoords(u1, v1, u2, v2); 685 686 drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint); 687 688 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 689} 690 691void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 692 uint32_t width, uint32_t height, float left, float top, float right, float bottom, 693 const SkPaint* paint) { 694 if (quickReject(left, top, right, bottom)) { 695 return; 696 } 697 698 glActiveTexture(GL_TEXTURE0); 699 const Texture* texture = mCaches.textureCache.get(bitmap); 700 if (!texture) return; 701 const AutoTexture autoCleanup(texture); 702 703 int alpha; 704 SkXfermode::Mode mode; 705 getAlphaAndMode(paint, &alpha, &mode); 706 707 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 708 right - left, bottom - top, xDivs, yDivs, width, height); 709 710 // Specify right and bottom as +1.0f from left/top to prevent scaling since the 711 // patch mesh already defines the final size 712 drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f, 713 mode, texture->blend, &mesh->vertices[0].position[0], 714 &mesh->vertices[0].texture[0], GL_TRIANGLES, mesh->verticesCount); 715} 716 717void OpenGLRenderer::drawLines(float* points, int count, const SkPaint* paint) { 718 if (mSnapshot->invisible) return; 719 720 int alpha; 721 SkXfermode::Mode mode; 722 getAlphaAndMode(paint, &alpha, &mode); 723 724 uint32_t color = paint->getColor(); 725 const GLfloat a = alpha / 255.0f; 726 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 727 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 728 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 729 730 const bool isAA = paint->isAntiAlias(); 731 if (isAA) { 732 GLuint textureUnit = 0; 733 setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a, 734 mode, false, true, mCaches.line.getVertices(), mCaches.line.getTexCoords()); 735 } else { 736 setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false); 737 } 738 739 const float strokeWidth = paint->getStrokeWidth(); 740 const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount; 741 const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP; 742 743 for (int i = 0; i < count; i += 4) { 744 float tx = 0.0f; 745 float ty = 0.0f; 746 747 if (isAA) { 748 mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3], 749 strokeWidth, tx, ty); 750 } else { 751 ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f; 752 } 753 754 const float dx = points[i + 2] - points[i]; 755 const float dy = points[i + 3] - points[i + 1]; 756 const float mag = sqrtf(dx * dx + dy * dy); 757 const float angle = acos(dx / mag); 758 759 mModelView.loadTranslate(points[i], points[i + 1], 0.0f); 760 if (angle > MIN_ANGLE || angle < -MIN_ANGLE) { 761 mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f); 762 } 763 mModelView.translate(tx, ty, 0.0f); 764 if (!isAA) { 765 float length = mCaches.line.getLength(points[i], points[i + 1], 766 points[i + 2], points[i + 3]); 767 mModelView.scale(length, strokeWidth, 1.0f); 768 } 769 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 770 771 if (mShader) { 772 mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot); 773 } 774 775 glDrawArrays(drawMode, 0, elementsCount); 776 } 777 778 if (isAA) { 779 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 780 } 781} 782 783void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 784 const Rect& clip = *mSnapshot->clipRect; 785 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 786} 787 788void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) { 789 if (quickReject(left, top, right, bottom)) { 790 return; 791 } 792 793 SkXfermode::Mode mode; 794 if (!mExtensions.hasFramebufferFetch()) { 795 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 796 if (!isMode) { 797 // Assume SRC_OVER 798 mode = SkXfermode::kSrcOver_Mode; 799 } 800 } else { 801 mode = getXfermode(p->getXfermode()); 802 } 803 804 // Skia draws using the color's alpha channel if < 255 805 // Otherwise, it uses the paint's alpha 806 int color = p->getColor(); 807 if (((color >> 24) & 0xff) == 255) { 808 color |= p->getAlpha() << 24; 809 } 810 811 drawColorRect(left, top, right, bottom, color, mode); 812} 813 814void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 815 float x, float y, SkPaint* paint) { 816 if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 817 return; 818 } 819 if (mSnapshot->invisible) return; 820 821 paint->setAntiAlias(true); 822 823 float length = -1.0f; 824 switch (paint->getTextAlign()) { 825 case SkPaint::kCenter_Align: 826 length = paint->measureText(text, bytesCount); 827 x -= length / 2.0f; 828 break; 829 case SkPaint::kRight_Align: 830 length = paint->measureText(text, bytesCount); 831 x -= length; 832 break; 833 default: 834 break; 835 } 836 837 int alpha; 838 SkXfermode::Mode mode; 839 getAlphaAndMode(paint, &alpha, &mode); 840 841 uint32_t color = paint->getColor(); 842 const GLfloat a = alpha / 255.0f; 843 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 844 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 845 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 846 847 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 848 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 849 paint->getTextSize()); 850 851 if (mHasShadow) { 852 glActiveTexture(gTextureUnits[0]); 853 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 854 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 855 count, mShadowRadius); 856 const AutoTexture autoCleanup(shadow); 857 858 setupShadow(shadow, x, y, mode, a); 859 860 // Draw the mesh 861 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 862 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 863 } 864 865 GLuint textureUnit = 0; 866 glActiveTexture(gTextureUnits[textureUnit]); 867 868 // Assume that the modelView matrix does not force scales, rotates, etc. 869 const bool linearFilter = mSnapshot->transform->changesBounds(); 870 setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit, 871 x, y, r, g, b, a, mode, false, true); 872 873 const Rect& clip = mSnapshot->getLocalClip(); 874 clearLayerRegions(); 875 fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y); 876 877 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 878 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 879 880 drawTextDecorations(text, bytesCount, length, x, y, paint); 881} 882 883void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 884 if (mSnapshot->invisible) return; 885 886 GLuint textureUnit = 0; 887 glActiveTexture(gTextureUnits[textureUnit]); 888 889 const PathTexture* texture = mCaches.pathCache.get(path, paint); 890 if (!texture) return; 891 const AutoTexture autoCleanup(texture); 892 893 const float x = texture->left - texture->offset; 894 const float y = texture->top - texture->offset; 895 896 if (quickReject(x, y, x + texture->width, y + texture->height)) { 897 return; 898 } 899 900 int alpha; 901 SkXfermode::Mode mode; 902 getAlphaAndMode(paint, &alpha, &mode); 903 904 uint32_t color = paint->getColor(); 905 const GLfloat a = alpha / 255.0f; 906 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 907 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 908 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 909 910 setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true); 911 912 clearLayerRegions(); 913 914 // Draw the mesh 915 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 916 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 917} 918 919/////////////////////////////////////////////////////////////////////////////// 920// Shaders 921/////////////////////////////////////////////////////////////////////////////// 922 923void OpenGLRenderer::resetShader() { 924 mShader = NULL; 925} 926 927void OpenGLRenderer::setupShader(SkiaShader* shader) { 928 mShader = shader; 929 if (mShader) { 930 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 931 } 932} 933 934/////////////////////////////////////////////////////////////////////////////// 935// Color filters 936/////////////////////////////////////////////////////////////////////////////// 937 938void OpenGLRenderer::resetColorFilter() { 939 mColorFilter = NULL; 940} 941 942void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 943 mColorFilter = filter; 944} 945 946/////////////////////////////////////////////////////////////////////////////// 947// Drop shadow 948/////////////////////////////////////////////////////////////////////////////// 949 950void OpenGLRenderer::resetShadow() { 951 mHasShadow = false; 952} 953 954void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 955 mHasShadow = true; 956 mShadowRadius = radius; 957 mShadowDx = dx; 958 mShadowDy = dy; 959 mShadowColor = color; 960} 961 962/////////////////////////////////////////////////////////////////////////////// 963// Drawing implementation 964/////////////////////////////////////////////////////////////////////////////// 965 966void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y, 967 SkXfermode::Mode mode, float alpha) { 968 const float sx = x - texture->left + mShadowDx; 969 const float sy = y - texture->top + mShadowDy; 970 971 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 972 const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha; 973 const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f; 974 const GLfloat g = a * ((mShadowColor >> 8) & 0xFF) / 255.0f; 975 const GLfloat b = a * ((mShadowColor ) & 0xFF) / 255.0f; 976 977 GLuint textureUnit = 0; 978 setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false); 979} 980 981void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, 982 float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode, 983 bool transforms, bool applyFilters) { 984 setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit, 985 x, y, r, g, b, a, mode, transforms, applyFilters, 986 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 987} 988 989void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 990 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 991 SkXfermode::Mode mode, bool transforms, bool applyFilters) { 992 setupTextureAlpha8(texture, width, height, textureUnit, 993 x, y, r, g, b, a, mode, transforms, applyFilters, 994 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 995} 996 997void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 998 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 999 SkXfermode::Mode mode, bool transforms, bool applyFilters, 1000 GLvoid* vertices, GLvoid* texCoords) { 1001 // Describe the required shaders 1002 ProgramDescription description; 1003 description.hasTexture = true; 1004 description.hasAlpha8Texture = true; 1005 const bool setColor = description.setAlpha8Color(r, g, b, a); 1006 1007 if (applyFilters) { 1008 if (mShader) { 1009 mShader->describe(description, mExtensions); 1010 } 1011 if (mColorFilter) { 1012 mColorFilter->describe(description, mExtensions); 1013 } 1014 } 1015 1016 // Setup the blending mode 1017 chooseBlending(true, mode, description); 1018 1019 // Build and use the appropriate shader 1020 useProgram(mCaches.programCache.get(description)); 1021 1022 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit); 1023 glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit); 1024 1025 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1026 glEnableVertexAttribArray(texCoordsSlot); 1027 1028 // Setup attributes 1029 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1030 gMeshStride, vertices); 1031 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, 1032 gMeshStride, texCoords); 1033 1034 // Setup uniforms 1035 if (transforms) { 1036 mModelView.loadTranslate(x, y, 0.0f); 1037 mModelView.scale(width, height, 1.0f); 1038 } else { 1039 mModelView.loadIdentity(); 1040 } 1041 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1042 if (setColor) { 1043 mCaches.currentProgram->setColor(r, g, b, a); 1044 } 1045 1046 textureUnit++; 1047 if (applyFilters) { 1048 // Setup attributes and uniforms required by the shaders 1049 if (mShader) { 1050 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1051 } 1052 if (mColorFilter) { 1053 mColorFilter->setupProgram(mCaches.currentProgram); 1054 } 1055 } 1056} 1057 1058// Same values used by Skia 1059#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1060#define kStdUnderline_Offset (1.0f / 9.0f) 1061#define kStdUnderline_Thickness (1.0f / 18.0f) 1062 1063void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1064 float x, float y, SkPaint* paint) { 1065 // Handle underline and strike-through 1066 uint32_t flags = paint->getFlags(); 1067 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1068 float underlineWidth = length; 1069 // If length is > 0.0f, we already measured the text for the text alignment 1070 if (length <= 0.0f) { 1071 underlineWidth = paint->measureText(text, bytesCount); 1072 } 1073 1074 float offsetX = 0; 1075 switch (paint->getTextAlign()) { 1076 case SkPaint::kCenter_Align: 1077 offsetX = underlineWidth * 0.5f; 1078 break; 1079 case SkPaint::kRight_Align: 1080 offsetX = underlineWidth; 1081 break; 1082 default: 1083 break; 1084 } 1085 1086 if (underlineWidth > 0.0f) { 1087 const float textSize = paint->getTextSize(); 1088 const float strokeWidth = textSize * kStdUnderline_Thickness; 1089 1090 const float left = x - offsetX; 1091 float top = 0.0f; 1092 1093 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 1094 float points[pointsCount]; 1095 int currentPoint = 0; 1096 1097 if (flags & SkPaint::kUnderlineText_Flag) { 1098 top = y + textSize * kStdUnderline_Offset; 1099 points[currentPoint++] = left; 1100 points[currentPoint++] = top; 1101 points[currentPoint++] = left + underlineWidth; 1102 points[currentPoint++] = top; 1103 } 1104 1105 if (flags & SkPaint::kStrikeThruText_Flag) { 1106 top = y + textSize * kStdStrikeThru_Offset; 1107 points[currentPoint++] = left; 1108 points[currentPoint++] = top; 1109 points[currentPoint++] = left + underlineWidth; 1110 points[currentPoint++] = top; 1111 } 1112 1113 SkPaint linesPaint(*paint); 1114 linesPaint.setStrokeWidth(strokeWidth); 1115 1116 drawLines(&points[0], pointsCount, &linesPaint); 1117 } 1118 } 1119} 1120 1121void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1122 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1123 clearLayerRegions(); 1124 1125 // If a shader is set, preserve only the alpha 1126 if (mShader) { 1127 color |= 0x00ffffff; 1128 } 1129 1130 // Render using pre-multiplied alpha 1131 const int alpha = (color >> 24) & 0xFF; 1132 const GLfloat a = alpha / 255.0f; 1133 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1134 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1135 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1136 1137 setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform); 1138 1139 // Draw the mesh 1140 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1141} 1142 1143void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom, 1144 float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform) { 1145 GLuint textureUnit = 0; 1146 1147 // Describe the required shaders 1148 ProgramDescription description; 1149 const bool setColor = description.setColor(r, g, b, a); 1150 1151 if (mShader) { 1152 mShader->describe(description, mExtensions); 1153 } 1154 if (mColorFilter) { 1155 mColorFilter->describe(description, mExtensions); 1156 } 1157 1158 // Setup the blending mode 1159 chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description); 1160 1161 // Build and use the appropriate shader 1162 useProgram(mCaches.programCache.get(description)); 1163 1164 // Setup attributes 1165 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1166 gMeshStride, &mMeshVertices[0].position[0]); 1167 1168 // Setup uniforms 1169 mModelView.loadTranslate(left, top, 0.0f); 1170 mModelView.scale(right - left, bottom - top, 1.0f); 1171 if (!ignoreTransform) { 1172 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1173 } else { 1174 mat4 identity; 1175 mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity); 1176 } 1177 mCaches.currentProgram->setColor(r, g, b, a); 1178 1179 // Setup attributes and uniforms required by the shaders 1180 if (mShader) { 1181 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1182 } 1183 if (mColorFilter) { 1184 mColorFilter->setupProgram(mCaches.currentProgram); 1185 } 1186} 1187 1188void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1189 const Texture* texture, const SkPaint* paint) { 1190 int alpha; 1191 SkXfermode::Mode mode; 1192 getAlphaAndMode(paint, &alpha, &mode); 1193 1194 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1195 texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1196 GL_TRIANGLE_STRIP, gMeshCount); 1197} 1198 1199void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1200 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1201 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1202 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1203 GL_TRIANGLE_STRIP, gMeshCount); 1204} 1205 1206void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1207 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1208 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1209 bool swapSrcDst, bool ignoreTransform) { 1210 clearLayerRegions(); 1211 1212 ProgramDescription description; 1213 description.hasTexture = true; 1214 const bool setColor = description.setColor(alpha, alpha, alpha, alpha); 1215 if (mColorFilter) { 1216 mColorFilter->describe(description, mExtensions); 1217 } 1218 1219 mModelView.loadTranslate(left, top, 0.0f); 1220 mModelView.scale(right - left, bottom - top, 1.0f); 1221 1222 chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst); 1223 1224 useProgram(mCaches.programCache.get(description)); 1225 if (!ignoreTransform) { 1226 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1227 } else { 1228 mat4 m; 1229 mCaches.currentProgram->set(mOrthoMatrix, mModelView, m); 1230 } 1231 1232 // Texture 1233 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0); 1234 glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); 1235 1236 // Always premultiplied 1237 if (setColor) { 1238 mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha); 1239 } 1240 1241 // Mesh 1242 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1243 glEnableVertexAttribArray(texCoordsSlot); 1244 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1245 gMeshStride, vertices); 1246 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1247 1248 // Color filter 1249 if (mColorFilter) { 1250 mColorFilter->setupProgram(mCaches.currentProgram); 1251 } 1252 1253 glDrawArrays(drawMode, 0, elementsCount); 1254 glDisableVertexAttribArray(texCoordsSlot); 1255} 1256 1257void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1258 ProgramDescription& description, bool swapSrcDst) { 1259 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1260 if (blend) { 1261 if (mode < SkXfermode::kPlus_Mode) { 1262 if (!mCaches.blend) { 1263 glEnable(GL_BLEND); 1264 } 1265 1266 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1267 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1268 1269 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1270 glBlendFunc(sourceMode, destMode); 1271 mCaches.lastSrcMode = sourceMode; 1272 mCaches.lastDstMode = destMode; 1273 } 1274 } else { 1275 // These blend modes are not supported by OpenGL directly and have 1276 // to be implemented using shaders. Since the shader will perform 1277 // the blending, turn blending off here 1278 if (mExtensions.hasFramebufferFetch()) { 1279 description.framebufferMode = mode; 1280 description.swapSrcDst = swapSrcDst; 1281 } 1282 1283 if (mCaches.blend) { 1284 glDisable(GL_BLEND); 1285 } 1286 blend = false; 1287 } 1288 } else if (mCaches.blend) { 1289 glDisable(GL_BLEND); 1290 } 1291 mCaches.blend = blend; 1292} 1293 1294bool OpenGLRenderer::useProgram(Program* program) { 1295 if (!program->isInUse()) { 1296 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1297 program->use(); 1298 mCaches.currentProgram = program; 1299 return false; 1300 } 1301 return true; 1302} 1303 1304void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1305 TextureVertex* v = &mMeshVertices[0]; 1306 TextureVertex::setUV(v++, u1, v1); 1307 TextureVertex::setUV(v++, u2, v1); 1308 TextureVertex::setUV(v++, u1, v2); 1309 TextureVertex::setUV(v++, u2, v2); 1310} 1311 1312void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1313 if (paint) { 1314 if (!mExtensions.hasFramebufferFetch()) { 1315 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1316 if (!isMode) { 1317 // Assume SRC_OVER 1318 *mode = SkXfermode::kSrcOver_Mode; 1319 } 1320 } else { 1321 *mode = getXfermode(paint->getXfermode()); 1322 } 1323 1324 // Skia draws using the color's alpha channel if < 255 1325 // Otherwise, it uses the paint's alpha 1326 int color = paint->getColor(); 1327 *alpha = (color >> 24) & 0xFF; 1328 if (*alpha == 255) { 1329 *alpha = paint->getAlpha(); 1330 } 1331 } else { 1332 *mode = SkXfermode::kSrcOver_Mode; 1333 *alpha = 255; 1334 } 1335} 1336 1337SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1338 if (mode == NULL) { 1339 return SkXfermode::kSrcOver_Mode; 1340 } 1341 return mode->fMode; 1342} 1343 1344void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) { 1345 glActiveTexture(gTextureUnits[textureUnit]); 1346 glBindTexture(GL_TEXTURE_2D, texture); 1347 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1348 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1349} 1350 1351}; // namespace uirenderer 1352}; // namespace android 1353