OpenGLRenderer.cpp revision d2a1ff003b9b1212c9ab4b5f679b5b097720a359
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include "OpenGLRenderer.h" 30 31namespace android { 32namespace uirenderer { 33 34/////////////////////////////////////////////////////////////////////////////// 35// Defines 36/////////////////////////////////////////////////////////////////////////////// 37 38#define REQUIRED_TEXTURE_UNITS_COUNT 3 39 40// Generates simple and textured vertices 41#define FV(x, y, u, v) { { x, y }, { u, v } } 42 43#define RAD_TO_DEG (180.0f / 3.14159265f) 44#define MIN_ANGLE 0.001f 45 46// TODO: This should be set in properties 47#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 48 49/////////////////////////////////////////////////////////////////////////////// 50// Globals 51/////////////////////////////////////////////////////////////////////////////// 52 53// This array is never used directly but used as a memcpy source in the 54// OpenGLRenderer constructor 55static const TextureVertex gMeshVertices[] = { 56 FV(0.0f, 0.0f, 0.0f, 0.0f), 57 FV(1.0f, 0.0f, 1.0f, 0.0f), 58 FV(0.0f, 1.0f, 0.0f, 1.0f), 59 FV(1.0f, 1.0f, 1.0f, 1.0f) 60}; 61static const GLsizei gMeshStride = sizeof(TextureVertex); 62static const GLsizei gMeshCount = 4; 63 64/** 65 * Structure mapping Skia xfermodes to OpenGL blending factors. 66 */ 67struct Blender { 68 SkXfermode::Mode mode; 69 GLenum src; 70 GLenum dst; 71}; // struct Blender 72 73// In this array, the index of each Blender equals the value of the first 74// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 75static const Blender gBlends[] = { 76 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 77 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 78 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 79 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 81 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 82 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 83 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 84 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 85 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 86 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 87 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 88}; 89 90// This array contains the swapped version of each SkXfermode. For instance 91// this array's SrcOver blending mode is actually DstOver. You can refer to 92// createLayer() for more information on the purpose of this array. 93static const Blender gBlendsSwap[] = { 94 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 95 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 96 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 97 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 98 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 99 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 100 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 103 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 104 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 105 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 106}; 107 108static const GLenum gTextureUnits[] = { 109 GL_TEXTURE0, 110 GL_TEXTURE1, 111 GL_TEXTURE2 112}; 113 114/////////////////////////////////////////////////////////////////////////////// 115// Constructors/destructor 116/////////////////////////////////////////////////////////////////////////////// 117 118OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 119 mShader = NULL; 120 mColorFilter = NULL; 121 mHasShadow = false; 122 123 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 124 125 mFirstSnapshot = new Snapshot; 126 127 GLint maxTextureUnits; 128 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits); 129 if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) { 130 LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT); 131 } 132 133 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize); 134} 135 136OpenGLRenderer::~OpenGLRenderer() { 137 // The context has already been destroyed at this point, do not call 138 // GL APIs. All GL state should be kept in Caches.h 139} 140 141/////////////////////////////////////////////////////////////////////////////// 142// Setup 143/////////////////////////////////////////////////////////////////////////////// 144 145void OpenGLRenderer::setViewport(int width, int height) { 146 glViewport(0, 0, width, height); 147 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 148 149 mWidth = width; 150 mHeight = height; 151 152 mFirstSnapshot->height = height; 153 mFirstSnapshot->viewport.set(0, 0, width, height); 154} 155 156void OpenGLRenderer::prepare(bool opaque) { 157 mSnapshot = new Snapshot(mFirstSnapshot, 158 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 159 mSaveCount = 1; 160 161 glViewport(0, 0, mWidth, mHeight); 162 163 glDisable(GL_DITHER); 164 glDisable(GL_SCISSOR_TEST); 165 166 if (!opaque) { 167 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 168 glClear(GL_COLOR_BUFFER_BIT); 169 } 170 171 glEnable(GL_SCISSOR_TEST); 172 glScissor(0, 0, mWidth, mHeight); 173 174 mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); 175} 176 177void OpenGLRenderer::finish() { 178#if DEBUG_OPENGL 179 GLenum status = GL_NO_ERROR; 180 while ((status = glGetError()) != GL_NO_ERROR) { 181 LOGD("GL error from OpenGLRenderer: 0x%x", status); 182 } 183#endif 184} 185 186void OpenGLRenderer::acquireContext() { 187 if (mCaches.currentProgram) { 188 if (mCaches.currentProgram->isInUse()) { 189 mCaches.currentProgram->remove(); 190 mCaches.currentProgram = NULL; 191 } 192 } 193} 194 195void OpenGLRenderer::releaseContext() { 196 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 197 198 glEnable(GL_SCISSOR_TEST); 199 setScissorFromClip(); 200 201 glDisable(GL_DITHER); 202 203 glBindFramebuffer(GL_FRAMEBUFFER, 0); 204 205 if (mCaches.blend) { 206 glEnable(GL_BLEND); 207 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 208 glBlendEquation(GL_FUNC_ADD); 209 } else { 210 glDisable(GL_BLEND); 211 } 212} 213 214/////////////////////////////////////////////////////////////////////////////// 215// State management 216/////////////////////////////////////////////////////////////////////////////// 217 218int OpenGLRenderer::getSaveCount() const { 219 return mSaveCount; 220} 221 222int OpenGLRenderer::save(int flags) { 223 return saveSnapshot(flags); 224} 225 226void OpenGLRenderer::restore() { 227 if (mSaveCount > 1) { 228 restoreSnapshot(); 229 } 230} 231 232void OpenGLRenderer::restoreToCount(int saveCount) { 233 if (saveCount < 1) saveCount = 1; 234 235 while (mSaveCount > saveCount) { 236 restoreSnapshot(); 237 } 238} 239 240int OpenGLRenderer::saveSnapshot(int flags) { 241 mSnapshot = new Snapshot(mSnapshot, flags); 242 return mSaveCount++; 243} 244 245bool OpenGLRenderer::restoreSnapshot() { 246 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 247 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 248 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 249 250 sp<Snapshot> current = mSnapshot; 251 sp<Snapshot> previous = mSnapshot->previous; 252 253 if (restoreOrtho) { 254 Rect& r = previous->viewport; 255 glViewport(r.left, r.top, r.right, r.bottom); 256 mOrthoMatrix.load(current->orthoMatrix); 257 } 258 259 mSaveCount--; 260 mSnapshot = previous; 261 262 if (restoreLayer) { 263 composeLayer(current, previous); 264 } 265 266 if (restoreClip) { 267 setScissorFromClip(); 268 } 269 270 return restoreClip; 271} 272 273/////////////////////////////////////////////////////////////////////////////// 274// Layers 275/////////////////////////////////////////////////////////////////////////////// 276 277int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 278 const SkPaint* p, int flags) { 279 const GLuint previousFbo = mSnapshot->fbo; 280 const int count = saveSnapshot(flags); 281 282 int alpha = 255; 283 SkXfermode::Mode mode; 284 285 if (p) { 286 alpha = p->getAlpha(); 287 if (!mExtensions.hasFramebufferFetch()) { 288 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 289 if (!isMode) { 290 // Assume SRC_OVER 291 mode = SkXfermode::kSrcOver_Mode; 292 } 293 } else { 294 mode = getXfermode(p->getXfermode()); 295 } 296 } else { 297 mode = SkXfermode::kSrcOver_Mode; 298 } 299 300 if (!mSnapshot->previous->invisible) { 301 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 302 } 303 304 return count; 305} 306 307int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 308 int alpha, int flags) { 309 if (alpha == 0xff) { 310 return saveLayer(left, top, right, bottom, NULL, flags); 311 } else { 312 SkPaint paint; 313 paint.setAlpha(alpha); 314 return saveLayer(left, top, right, bottom, &paint, flags); 315 } 316} 317 318/** 319 * Layers are viewed by Skia are slightly different than layers in image editing 320 * programs (for instance.) When a layer is created, previously created layers 321 * and the frame buffer still receive every drawing command. For instance, if a 322 * layer is created and a shape intersecting the bounds of the layers and the 323 * framebuffer is draw, the shape will be drawn on both (unless the layer was 324 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 325 * 326 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 327 * texture. Unfortunately, this is inefficient as it requires every primitive to 328 * be drawn n + 1 times, where n is the number of active layers. In practice this 329 * means, for every primitive: 330 * - Switch active frame buffer 331 * - Change viewport, clip and projection matrix 332 * - Issue the drawing 333 * 334 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 335 * To avoid this, layers are implemented in a different way here, at least in the 336 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 337 * is set. When this flag is set we can redirect all drawing operations into a 338 * single FBO. 339 * 340 * This implementation relies on the frame buffer being at least RGBA 8888. When 341 * a layer is created, only a texture is created, not an FBO. The content of the 342 * frame buffer contained within the layer's bounds is copied into this texture 343 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 344 * buffer and drawing continues as normal. This technique therefore treats the 345 * frame buffer as a scratch buffer for the layers. 346 * 347 * To compose the layers back onto the frame buffer, each layer texture 348 * (containing the original frame buffer data) is drawn as a simple quad over 349 * the frame buffer. The trick is that the quad is set as the composition 350 * destination in the blending equation, and the frame buffer becomes the source 351 * of the composition. 352 * 353 * Drawing layers with an alpha value requires an extra step before composition. 354 * An empty quad is drawn over the layer's region in the frame buffer. This quad 355 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 356 * quad is used to multiply the colors in the frame buffer. This is achieved by 357 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 358 * GL_ZERO, GL_SRC_ALPHA. 359 * 360 * Because glCopyTexImage2D() can be slow, an alternative implementation might 361 * be use to draw a single clipped layer. The implementation described above 362 * is correct in every case. 363 * 364 * (1) The frame buffer is actually not cleared right away. To allow the GPU 365 * to potentially optimize series of calls to glCopyTexImage2D, the frame 366 * buffer is left untouched until the first drawing operation. Only when 367 * something actually gets drawn are the layers regions cleared. 368 */ 369bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 370 float right, float bottom, int alpha, SkXfermode::Mode mode, 371 int flags, GLuint previousFbo) { 372 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 373 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 374 375 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 376 377 // Window coordinates of the layer 378 Rect bounds(left, top, right, bottom); 379 if (!fboLayer) { 380 mSnapshot->transform->mapRect(bounds); 381 // Layers only make sense if they are in the framebuffer's bounds 382 bounds.intersect(*mSnapshot->clipRect); 383 bounds.snapToPixelBoundaries(); 384 } 385 386 if (bounds.isEmpty() || bounds.getWidth() > mMaxTextureSize || 387 bounds.getHeight() > mMaxTextureSize) { 388 snapshot->invisible = true; 389 } else { 390 // TODO: Should take the mode into account 391 snapshot->invisible = snapshot->previous->invisible || 392 (alpha <= ALPHA_THRESHOLD && fboLayer); 393 } 394 395 // Bail out if we won't draw in this snapshot 396 if (snapshot->invisible) { 397 return false; 398 } 399 400 glActiveTexture(GL_TEXTURE0); 401 402 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 403 if (!layer) { 404 return false; 405 } 406 407 layer->mode = mode; 408 layer->alpha = alpha; 409 layer->layer.set(bounds); 410 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 411 bounds.getWidth() / float(layer->width), 0.0f); 412 413 // Save the layer in the snapshot 414 snapshot->flags |= Snapshot::kFlagIsLayer; 415 snapshot->layer = layer; 416 417 if (fboLayer) { 418 layer->fbo = mCaches.fboCache.get(); 419 420 snapshot->flags |= Snapshot::kFlagIsFboLayer; 421 snapshot->fbo = layer->fbo; 422 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 423 snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 424 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 425 snapshot->height = bounds.getHeight(); 426 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 427 snapshot->orthoMatrix.load(mOrthoMatrix); 428 429 // Bind texture to FBO 430 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 431 glBindTexture(GL_TEXTURE_2D, layer->texture); 432 433 // Initialize the texture if needed 434 if (layer->empty) { 435 layer->empty = false; 436 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 437 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 438 } 439 440 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 441 layer->texture, 0); 442 443#if DEBUG_LAYERS 444 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 445 if (status != GL_FRAMEBUFFER_COMPLETE) { 446 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 447 448 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 449 glDeleteTextures(1, &layer->texture); 450 mCaches.fboCache.put(layer->fbo); 451 452 delete layer; 453 454 return false; 455 } 456#endif 457 458 // Clear the FBO 459 glScissor(0.0f, 0.0f, bounds.getWidth() + 1.0f, bounds.getHeight() + 1.0f); 460 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 461 glClear(GL_COLOR_BUFFER_BIT); 462 463 setScissorFromClip(); 464 465 // Change the ortho projection 466 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 467 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 468 } else { 469 // Copy the framebuffer into the layer 470 glBindTexture(GL_TEXTURE_2D, layer->texture); 471 472 if (layer->empty) { 473 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom, 474 layer->width, layer->height, 0); 475 layer->empty = false; 476 } else { 477 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, mHeight - bounds.bottom, 478 bounds.getWidth(), bounds.getHeight()); 479 } 480 481 // Enqueue the buffer coordinates to clear the corresponding region later 482 mLayers.push(new Rect(bounds)); 483 } 484 485 return true; 486} 487 488/** 489 * Read the documentation of createLayer() before doing anything in this method. 490 */ 491void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 492 if (!current->layer) { 493 LOGE("Attempting to compose a layer that does not exist"); 494 return; 495 } 496 497 const bool fboLayer = current->flags & SkCanvas::kClipToLayer_SaveFlag; 498 499 if (fboLayer) { 500 // Unbind current FBO and restore previous one 501 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 502 } 503 504 // Restore the clip from the previous snapshot 505 const Rect& clip = *previous->clipRect; 506 glScissor(clip.left, previous->height - clip.bottom, clip.getWidth(), clip.getHeight()); 507 508 Layer* layer = current->layer; 509 const Rect& rect = layer->layer; 510 511 if (!fboLayer && layer->alpha < 255) { 512 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 513 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 514 } 515 516 const Rect& texCoords = layer->texCoords; 517 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 518 519 if (fboLayer) { 520 drawTextureRect(rect.left, rect.top, rect.right, rect.bottom, 521 layer->texture, layer->alpha / 255.0f, layer->mode, layer->blend); 522 } else { 523 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 524 1.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 525 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, true, true); 526 } 527 528 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 529 530 if (fboLayer) { 531 // Detach the texture from the FBO 532 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 533 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 534 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 535 536 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 537 mCaches.fboCache.put(current->fbo); 538 } 539 540 // Failing to add the layer to the cache should happen only if the layer is too large 541 if (!mCaches.layerCache.put(layer)) { 542 LAYER_LOGD("Deleting layer"); 543 glDeleteTextures(1, &layer->texture); 544 delete layer; 545 } 546} 547 548void OpenGLRenderer::clearLayerRegions() { 549 if (mLayers.size() == 0 || mSnapshot->invisible) return; 550 551 for (uint32_t i = 0; i < mLayers.size(); i++) { 552 Rect* bounds = mLayers.itemAt(i); 553 554 // Clear the framebuffer where the layer will draw 555 glScissor(bounds->left, mSnapshot->height - bounds->bottom, 556 bounds->getWidth(), bounds->getHeight()); 557 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 558 glClear(GL_COLOR_BUFFER_BIT); 559 560 delete bounds; 561 } 562 mLayers.clear(); 563 564 // Restore the clip 565 setScissorFromClip(); 566} 567 568/////////////////////////////////////////////////////////////////////////////// 569// Transforms 570/////////////////////////////////////////////////////////////////////////////// 571 572void OpenGLRenderer::translate(float dx, float dy) { 573 mSnapshot->transform->translate(dx, dy, 0.0f); 574} 575 576void OpenGLRenderer::rotate(float degrees) { 577 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 578} 579 580void OpenGLRenderer::scale(float sx, float sy) { 581 mSnapshot->transform->scale(sx, sy, 1.0f); 582} 583 584void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 585 mSnapshot->transform->load(*matrix); 586} 587 588const float* OpenGLRenderer::getMatrix() const { 589 if (mSnapshot->fbo != 0) { 590 return &mSnapshot->transform->data[0]; 591 } 592 return &mIdentity.data[0]; 593} 594 595void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 596 mSnapshot->transform->copyTo(*matrix); 597} 598 599void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 600 mat4 m(*matrix); 601 mSnapshot->transform->multiply(m); 602} 603 604/////////////////////////////////////////////////////////////////////////////// 605// Clipping 606/////////////////////////////////////////////////////////////////////////////// 607 608void OpenGLRenderer::setScissorFromClip() { 609 const Rect& clip = *mSnapshot->clipRect; 610 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 611} 612 613const Rect& OpenGLRenderer::getClipBounds() { 614 return mSnapshot->getLocalClip(); 615} 616 617bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 618 if (mSnapshot->invisible) { 619 return true; 620 } 621 622 Rect r(left, top, right, bottom); 623 mSnapshot->transform->mapRect(r); 624 r.snapToPixelBoundaries(); 625 626 Rect clipRect(*mSnapshot->clipRect); 627 clipRect.snapToPixelBoundaries(); 628 629 return !clipRect.intersects(r); 630} 631 632bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 633 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 634 if (clipped) { 635 setScissorFromClip(); 636 } 637 return !mSnapshot->clipRect->isEmpty(); 638} 639 640/////////////////////////////////////////////////////////////////////////////// 641// Drawing 642/////////////////////////////////////////////////////////////////////////////// 643 644void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) { 645 const float right = left + bitmap->width(); 646 const float bottom = top + bitmap->height(); 647 648 if (quickReject(left, top, right, bottom)) { 649 return; 650 } 651 652 glActiveTexture(GL_TEXTURE0); 653 const Texture* texture = mCaches.textureCache.get(bitmap); 654 if (!texture) return; 655 const AutoTexture autoCleanup(texture); 656 657 drawTextureRect(left, top, right, bottom, texture, paint); 658} 659 660void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) { 661 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 662 const mat4 transform(*matrix); 663 transform.mapRect(r); 664 665 if (quickReject(r.left, r.top, r.right, r.bottom)) { 666 return; 667 } 668 669 glActiveTexture(GL_TEXTURE0); 670 const Texture* texture = mCaches.textureCache.get(bitmap); 671 if (!texture) return; 672 const AutoTexture autoCleanup(texture); 673 674 drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint); 675} 676 677void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 678 float srcLeft, float srcTop, float srcRight, float srcBottom, 679 float dstLeft, float dstTop, float dstRight, float dstBottom, 680 const SkPaint* paint) { 681 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 682 return; 683 } 684 685 glActiveTexture(GL_TEXTURE0); 686 const Texture* texture = mCaches.textureCache.get(bitmap); 687 if (!texture) return; 688 const AutoTexture autoCleanup(texture); 689 690 const float width = texture->width; 691 const float height = texture->height; 692 693 const float u1 = srcLeft / width; 694 const float v1 = srcTop / height; 695 const float u2 = srcRight / width; 696 const float v2 = srcBottom / height; 697 698 resetDrawTextureTexCoords(u1, v1, u2, v2); 699 700 drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint); 701 702 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 703} 704 705void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 706 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 707 float left, float top, float right, float bottom, const SkPaint* paint) { 708 if (quickReject(left, top, right, bottom)) { 709 return; 710 } 711 712 glActiveTexture(GL_TEXTURE0); 713 const Texture* texture = mCaches.textureCache.get(bitmap); 714 if (!texture) return; 715 const AutoTexture autoCleanup(texture); 716 717 int alpha; 718 SkXfermode::Mode mode; 719 getAlphaAndMode(paint, &alpha, &mode); 720 721 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 722 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 723 724 // Specify right and bottom as +1.0f from left/top to prevent scaling since the 725 // patch mesh already defines the final size 726 drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f, 727 mode, texture->blend, &mesh->vertices[0].position[0], 728 &mesh->vertices[0].texture[0], GL_TRIANGLES, mesh->verticesCount); 729} 730 731void OpenGLRenderer::drawLines(float* points, int count, const SkPaint* paint) { 732 if (mSnapshot->invisible) return; 733 734 int alpha; 735 SkXfermode::Mode mode; 736 getAlphaAndMode(paint, &alpha, &mode); 737 738 uint32_t color = paint->getColor(); 739 const GLfloat a = alpha / 255.0f; 740 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 741 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 742 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 743 744 const bool isAA = paint->isAntiAlias(); 745 if (isAA) { 746 GLuint textureUnit = 0; 747 setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a, 748 mode, false, true, mCaches.line.getVertices(), mCaches.line.getTexCoords()); 749 } else { 750 setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false); 751 } 752 753 const float strokeWidth = paint->getStrokeWidth(); 754 const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount; 755 const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP; 756 757 for (int i = 0; i < count; i += 4) { 758 float tx = 0.0f; 759 float ty = 0.0f; 760 761 if (isAA) { 762 mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3], 763 strokeWidth, tx, ty); 764 } else { 765 ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f; 766 } 767 768 const float dx = points[i + 2] - points[i]; 769 const float dy = points[i + 3] - points[i + 1]; 770 const float mag = sqrtf(dx * dx + dy * dy); 771 const float angle = acos(dx / mag); 772 773 mModelView.loadTranslate(points[i], points[i + 1], 0.0f); 774 if (angle > MIN_ANGLE || angle < -MIN_ANGLE) { 775 mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f); 776 } 777 mModelView.translate(tx, ty, 0.0f); 778 if (!isAA) { 779 float length = mCaches.line.getLength(points[i], points[i + 1], 780 points[i + 2], points[i + 3]); 781 mModelView.scale(length, strokeWidth, 1.0f); 782 } 783 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 784 785 if (mShader) { 786 mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot); 787 } 788 789 glDrawArrays(drawMode, 0, elementsCount); 790 } 791 792 if (isAA) { 793 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 794 } 795} 796 797void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 798 const Rect& clip = *mSnapshot->clipRect; 799 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 800} 801 802void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) { 803 if (quickReject(left, top, right, bottom)) { 804 return; 805 } 806 807 SkXfermode::Mode mode; 808 if (!mExtensions.hasFramebufferFetch()) { 809 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 810 if (!isMode) { 811 // Assume SRC_OVER 812 mode = SkXfermode::kSrcOver_Mode; 813 } 814 } else { 815 mode = getXfermode(p->getXfermode()); 816 } 817 818 // Skia draws using the color's alpha channel if < 255 819 // Otherwise, it uses the paint's alpha 820 int color = p->getColor(); 821 if (((color >> 24) & 0xff) == 255) { 822 color |= p->getAlpha() << 24; 823 } 824 825 drawColorRect(left, top, right, bottom, color, mode); 826} 827 828void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 829 float x, float y, SkPaint* paint) { 830 if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 831 return; 832 } 833 if (mSnapshot->invisible) return; 834 835 paint->setAntiAlias(true); 836 837 float length = -1.0f; 838 switch (paint->getTextAlign()) { 839 case SkPaint::kCenter_Align: 840 length = paint->measureText(text, bytesCount); 841 x -= length / 2.0f; 842 break; 843 case SkPaint::kRight_Align: 844 length = paint->measureText(text, bytesCount); 845 x -= length; 846 break; 847 default: 848 break; 849 } 850 851 int alpha; 852 SkXfermode::Mode mode; 853 getAlphaAndMode(paint, &alpha, &mode); 854 855 uint32_t color = paint->getColor(); 856 const GLfloat a = alpha / 255.0f; 857 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 858 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 859 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 860 861 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 862 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 863 paint->getTextSize()); 864 865 if (mHasShadow) { 866 glActiveTexture(gTextureUnits[0]); 867 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 868 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 869 count, mShadowRadius); 870 const AutoTexture autoCleanup(shadow); 871 872 setupShadow(shadow, x, y, mode, a); 873 874 // Draw the mesh 875 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 876 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 877 } 878 879 GLuint textureUnit = 0; 880 glActiveTexture(gTextureUnits[textureUnit]); 881 882 // Assume that the modelView matrix does not force scales, rotates, etc. 883 const bool linearFilter = mSnapshot->transform->changesBounds(); 884 setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit, 885 x, y, r, g, b, a, mode, false, true); 886 887 const Rect& clip = mSnapshot->getLocalClip(); 888 clearLayerRegions(); 889 fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y); 890 891 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 892 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 893 894 drawTextDecorations(text, bytesCount, length, x, y, paint); 895} 896 897void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 898 if (mSnapshot->invisible) return; 899 900 GLuint textureUnit = 0; 901 glActiveTexture(gTextureUnits[textureUnit]); 902 903 const PathTexture* texture = mCaches.pathCache.get(path, paint); 904 if (!texture) return; 905 const AutoTexture autoCleanup(texture); 906 907 const float x = texture->left - texture->offset; 908 const float y = texture->top - texture->offset; 909 910 if (quickReject(x, y, x + texture->width, y + texture->height)) { 911 return; 912 } 913 914 int alpha; 915 SkXfermode::Mode mode; 916 getAlphaAndMode(paint, &alpha, &mode); 917 918 uint32_t color = paint->getColor(); 919 const GLfloat a = alpha / 255.0f; 920 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 921 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 922 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 923 924 setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true); 925 926 clearLayerRegions(); 927 928 // Draw the mesh 929 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 930 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 931} 932 933/////////////////////////////////////////////////////////////////////////////// 934// Shaders 935/////////////////////////////////////////////////////////////////////////////// 936 937void OpenGLRenderer::resetShader() { 938 mShader = NULL; 939} 940 941void OpenGLRenderer::setupShader(SkiaShader* shader) { 942 mShader = shader; 943 if (mShader) { 944 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 945 } 946} 947 948/////////////////////////////////////////////////////////////////////////////// 949// Color filters 950/////////////////////////////////////////////////////////////////////////////// 951 952void OpenGLRenderer::resetColorFilter() { 953 mColorFilter = NULL; 954} 955 956void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 957 mColorFilter = filter; 958} 959 960/////////////////////////////////////////////////////////////////////////////// 961// Drop shadow 962/////////////////////////////////////////////////////////////////////////////// 963 964void OpenGLRenderer::resetShadow() { 965 mHasShadow = false; 966} 967 968void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 969 mHasShadow = true; 970 mShadowRadius = radius; 971 mShadowDx = dx; 972 mShadowDy = dy; 973 mShadowColor = color; 974} 975 976/////////////////////////////////////////////////////////////////////////////// 977// Drawing implementation 978/////////////////////////////////////////////////////////////////////////////// 979 980void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y, 981 SkXfermode::Mode mode, float alpha) { 982 const float sx = x - texture->left + mShadowDx; 983 const float sy = y - texture->top + mShadowDy; 984 985 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 986 const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha; 987 const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f; 988 const GLfloat g = a * ((mShadowColor >> 8) & 0xFF) / 255.0f; 989 const GLfloat b = a * ((mShadowColor ) & 0xFF) / 255.0f; 990 991 GLuint textureUnit = 0; 992 setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false); 993} 994 995void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, 996 float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode, 997 bool transforms, bool applyFilters) { 998 setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit, 999 x, y, r, g, b, a, mode, transforms, applyFilters, 1000 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 1001} 1002 1003void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 1004 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 1005 SkXfermode::Mode mode, bool transforms, bool applyFilters) { 1006 setupTextureAlpha8(texture, width, height, textureUnit, 1007 x, y, r, g, b, a, mode, transforms, applyFilters, 1008 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 1009} 1010 1011void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 1012 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 1013 SkXfermode::Mode mode, bool transforms, bool applyFilters, 1014 GLvoid* vertices, GLvoid* texCoords) { 1015 // Describe the required shaders 1016 ProgramDescription description; 1017 description.hasTexture = true; 1018 description.hasAlpha8Texture = true; 1019 const bool setColor = description.setAlpha8Color(r, g, b, a); 1020 1021 if (applyFilters) { 1022 if (mShader) { 1023 mShader->describe(description, mExtensions); 1024 } 1025 if (mColorFilter) { 1026 mColorFilter->describe(description, mExtensions); 1027 } 1028 } 1029 1030 // Setup the blending mode 1031 chooseBlending(true, mode, description); 1032 1033 // Build and use the appropriate shader 1034 useProgram(mCaches.programCache.get(description)); 1035 1036 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit); 1037 glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit); 1038 1039 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1040 glEnableVertexAttribArray(texCoordsSlot); 1041 1042 // Setup attributes 1043 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1044 gMeshStride, vertices); 1045 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, 1046 gMeshStride, texCoords); 1047 1048 // Setup uniforms 1049 if (transforms) { 1050 mModelView.loadTranslate(x, y, 0.0f); 1051 mModelView.scale(width, height, 1.0f); 1052 } else { 1053 mModelView.loadIdentity(); 1054 } 1055 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1056 if (setColor) { 1057 mCaches.currentProgram->setColor(r, g, b, a); 1058 } 1059 1060 textureUnit++; 1061 if (applyFilters) { 1062 // Setup attributes and uniforms required by the shaders 1063 if (mShader) { 1064 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1065 } 1066 if (mColorFilter) { 1067 mColorFilter->setupProgram(mCaches.currentProgram); 1068 } 1069 } 1070} 1071 1072// Same values used by Skia 1073#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1074#define kStdUnderline_Offset (1.0f / 9.0f) 1075#define kStdUnderline_Thickness (1.0f / 18.0f) 1076 1077void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1078 float x, float y, SkPaint* paint) { 1079 // Handle underline and strike-through 1080 uint32_t flags = paint->getFlags(); 1081 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1082 float underlineWidth = length; 1083 // If length is > 0.0f, we already measured the text for the text alignment 1084 if (length <= 0.0f) { 1085 underlineWidth = paint->measureText(text, bytesCount); 1086 } 1087 1088 float offsetX = 0; 1089 switch (paint->getTextAlign()) { 1090 case SkPaint::kCenter_Align: 1091 offsetX = underlineWidth * 0.5f; 1092 break; 1093 case SkPaint::kRight_Align: 1094 offsetX = underlineWidth; 1095 break; 1096 default: 1097 break; 1098 } 1099 1100 if (underlineWidth > 0.0f) { 1101 const float textSize = paint->getTextSize(); 1102 const float strokeWidth = textSize * kStdUnderline_Thickness; 1103 1104 const float left = x - offsetX; 1105 float top = 0.0f; 1106 1107 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 1108 float points[pointsCount]; 1109 int currentPoint = 0; 1110 1111 if (flags & SkPaint::kUnderlineText_Flag) { 1112 top = y + textSize * kStdUnderline_Offset; 1113 points[currentPoint++] = left; 1114 points[currentPoint++] = top; 1115 points[currentPoint++] = left + underlineWidth; 1116 points[currentPoint++] = top; 1117 } 1118 1119 if (flags & SkPaint::kStrikeThruText_Flag) { 1120 top = y + textSize * kStdStrikeThru_Offset; 1121 points[currentPoint++] = left; 1122 points[currentPoint++] = top; 1123 points[currentPoint++] = left + underlineWidth; 1124 points[currentPoint++] = top; 1125 } 1126 1127 SkPaint linesPaint(*paint); 1128 linesPaint.setStrokeWidth(strokeWidth); 1129 1130 drawLines(&points[0], pointsCount, &linesPaint); 1131 } 1132 } 1133} 1134 1135void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1136 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1137 clearLayerRegions(); 1138 1139 // If a shader is set, preserve only the alpha 1140 if (mShader) { 1141 color |= 0x00ffffff; 1142 } 1143 1144 // Render using pre-multiplied alpha 1145 const int alpha = (color >> 24) & 0xFF; 1146 const GLfloat a = alpha / 255.0f; 1147 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1148 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1149 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1150 1151 setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform); 1152 1153 // Draw the mesh 1154 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1155} 1156 1157void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom, 1158 float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform) { 1159 GLuint textureUnit = 0; 1160 1161 // Describe the required shaders 1162 ProgramDescription description; 1163 const bool setColor = description.setColor(r, g, b, a); 1164 1165 if (mShader) { 1166 mShader->describe(description, mExtensions); 1167 } 1168 if (mColorFilter) { 1169 mColorFilter->describe(description, mExtensions); 1170 } 1171 1172 // Setup the blending mode 1173 chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description); 1174 1175 // Build and use the appropriate shader 1176 useProgram(mCaches.programCache.get(description)); 1177 1178 // Setup attributes 1179 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1180 gMeshStride, &mMeshVertices[0].position[0]); 1181 1182 // Setup uniforms 1183 mModelView.loadTranslate(left, top, 0.0f); 1184 mModelView.scale(right - left, bottom - top, 1.0f); 1185 if (!ignoreTransform) { 1186 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1187 } else { 1188 mat4 identity; 1189 mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity); 1190 } 1191 mCaches.currentProgram->setColor(r, g, b, a); 1192 1193 // Setup attributes and uniforms required by the shaders 1194 if (mShader) { 1195 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1196 } 1197 if (mColorFilter) { 1198 mColorFilter->setupProgram(mCaches.currentProgram); 1199 } 1200} 1201 1202void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1203 const Texture* texture, const SkPaint* paint) { 1204 int alpha; 1205 SkXfermode::Mode mode; 1206 getAlphaAndMode(paint, &alpha, &mode); 1207 1208 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1209 texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1210 GL_TRIANGLE_STRIP, gMeshCount); 1211} 1212 1213void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1214 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1215 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1216 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1217 GL_TRIANGLE_STRIP, gMeshCount); 1218} 1219 1220void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1221 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1222 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1223 bool swapSrcDst, bool ignoreTransform) { 1224 clearLayerRegions(); 1225 1226 ProgramDescription description; 1227 description.hasTexture = true; 1228 const bool setColor = description.setColor(alpha, alpha, alpha, alpha); 1229 if (mColorFilter) { 1230 mColorFilter->describe(description, mExtensions); 1231 } 1232 1233 mModelView.loadTranslate(left, top, 0.0f); 1234 mModelView.scale(right - left, bottom - top, 1.0f); 1235 1236 chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst); 1237 1238 useProgram(mCaches.programCache.get(description)); 1239 if (!ignoreTransform) { 1240 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1241 } else { 1242 mat4 m; 1243 mCaches.currentProgram->set(mOrthoMatrix, mModelView, m); 1244 } 1245 1246 // Texture 1247 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0); 1248 glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); 1249 1250 // Always premultiplied 1251 if (setColor) { 1252 mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha); 1253 } 1254 1255 // Mesh 1256 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1257 glEnableVertexAttribArray(texCoordsSlot); 1258 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1259 gMeshStride, vertices); 1260 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1261 1262 // Color filter 1263 if (mColorFilter) { 1264 mColorFilter->setupProgram(mCaches.currentProgram); 1265 } 1266 1267 glDrawArrays(drawMode, 0, elementsCount); 1268 glDisableVertexAttribArray(texCoordsSlot); 1269} 1270 1271void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1272 ProgramDescription& description, bool swapSrcDst) { 1273 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1274 if (blend) { 1275 if (mode < SkXfermode::kPlus_Mode) { 1276 if (!mCaches.blend) { 1277 glEnable(GL_BLEND); 1278 } 1279 1280 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1281 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1282 1283 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1284 glBlendFunc(sourceMode, destMode); 1285 mCaches.lastSrcMode = sourceMode; 1286 mCaches.lastDstMode = destMode; 1287 } 1288 } else { 1289 // These blend modes are not supported by OpenGL directly and have 1290 // to be implemented using shaders. Since the shader will perform 1291 // the blending, turn blending off here 1292 if (mExtensions.hasFramebufferFetch()) { 1293 description.framebufferMode = mode; 1294 description.swapSrcDst = swapSrcDst; 1295 } 1296 1297 if (mCaches.blend) { 1298 glDisable(GL_BLEND); 1299 } 1300 blend = false; 1301 } 1302 } else if (mCaches.blend) { 1303 glDisable(GL_BLEND); 1304 } 1305 mCaches.blend = blend; 1306} 1307 1308bool OpenGLRenderer::useProgram(Program* program) { 1309 if (!program->isInUse()) { 1310 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1311 program->use(); 1312 mCaches.currentProgram = program; 1313 return false; 1314 } 1315 return true; 1316} 1317 1318void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1319 TextureVertex* v = &mMeshVertices[0]; 1320 TextureVertex::setUV(v++, u1, v1); 1321 TextureVertex::setUV(v++, u2, v1); 1322 TextureVertex::setUV(v++, u1, v2); 1323 TextureVertex::setUV(v++, u2, v2); 1324} 1325 1326void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1327 if (paint) { 1328 if (!mExtensions.hasFramebufferFetch()) { 1329 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1330 if (!isMode) { 1331 // Assume SRC_OVER 1332 *mode = SkXfermode::kSrcOver_Mode; 1333 } 1334 } else { 1335 *mode = getXfermode(paint->getXfermode()); 1336 } 1337 1338 // Skia draws using the color's alpha channel if < 255 1339 // Otherwise, it uses the paint's alpha 1340 int color = paint->getColor(); 1341 *alpha = (color >> 24) & 0xFF; 1342 if (*alpha == 255) { 1343 *alpha = paint->getAlpha(); 1344 } 1345 } else { 1346 *mode = SkXfermode::kSrcOver_Mode; 1347 *alpha = 255; 1348 } 1349} 1350 1351SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1352 if (mode == NULL) { 1353 return SkXfermode::kSrcOver_Mode; 1354 } 1355 return mode->fMode; 1356} 1357 1358void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) { 1359 glActiveTexture(gTextureUnits[textureUnit]); 1360 glBindTexture(GL_TEXTURE_2D, texture); 1361 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1362 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1363} 1364 1365}; // namespace uirenderer 1366}; // namespace android 1367