OpenGLRenderer.cpp revision 03750a067e818ca7fbd0f590e2ff6a8fded21e6c
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 RAD_TO_DEG (180.0f / 3.14159265f) 39#define MIN_ANGLE 0.001f 40 41// TODO: This should be set in properties 42#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 43 44/////////////////////////////////////////////////////////////////////////////// 45// Globals 46/////////////////////////////////////////////////////////////////////////////// 47 48/** 49 * Structure mapping Skia xfermodes to OpenGL blending factors. 50 */ 51struct Blender { 52 SkXfermode::Mode mode; 53 GLenum src; 54 GLenum dst; 55}; // struct Blender 56 57// In this array, the index of each Blender equals the value of the first 58// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 59static const Blender gBlends[] = { 60 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 61 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 62 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 63 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 64 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 65 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 66 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 67 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 68 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 69 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 70 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 71 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 72}; 73 74// This array contains the swapped version of each SkXfermode. For instance 75// this array's SrcOver blending mode is actually DstOver. You can refer to 76// createLayer() for more information on the purpose of this array. 77static const Blender gBlendsSwap[] = { 78 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 79 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 80 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 81 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 82 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 83 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 84 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 85 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 86 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 87 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 88 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 89 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 90}; 91 92static const GLenum gTextureUnits[] = { 93 GL_TEXTURE0, 94 GL_TEXTURE1, 95 GL_TEXTURE2 96}; 97 98/////////////////////////////////////////////////////////////////////////////// 99// Constructors/destructor 100/////////////////////////////////////////////////////////////////////////////// 101 102OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 103 mShader = NULL; 104 mColorFilter = NULL; 105 mHasShadow = false; 106 107 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 108 109 mFirstSnapshot = new Snapshot; 110 111 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize); 112} 113 114OpenGLRenderer::~OpenGLRenderer() { 115 // The context has already been destroyed at this point, do not call 116 // GL APIs. All GL state should be kept in Caches.h 117} 118 119/////////////////////////////////////////////////////////////////////////////// 120// Setup 121/////////////////////////////////////////////////////////////////////////////// 122 123void OpenGLRenderer::setViewport(int width, int height) { 124 glViewport(0, 0, width, height); 125 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 126 127 mWidth = width; 128 mHeight = height; 129 130 mFirstSnapshot->height = height; 131 mFirstSnapshot->viewport.set(0, 0, width, height); 132} 133 134void OpenGLRenderer::prepare(bool opaque) { 135 mSnapshot = new Snapshot(mFirstSnapshot, 136 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 137 mSaveCount = 1; 138 139 glViewport(0, 0, mWidth, mHeight); 140 141 glDisable(GL_DITHER); 142 glDisable(GL_SCISSOR_TEST); 143 144 if (!opaque) { 145 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 146 glClear(GL_COLOR_BUFFER_BIT); 147 } 148 149 glEnable(GL_SCISSOR_TEST); 150 glScissor(0, 0, mWidth, mHeight); 151 152 mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); 153} 154 155void OpenGLRenderer::finish() { 156#if DEBUG_OPENGL 157 GLenum status = GL_NO_ERROR; 158 while ((status = glGetError()) != GL_NO_ERROR) { 159 LOGD("GL error from OpenGLRenderer: 0x%x", status); 160 } 161#endif 162} 163 164void OpenGLRenderer::acquireContext() { 165 if (mCaches.currentProgram) { 166 if (mCaches.currentProgram->isInUse()) { 167 mCaches.currentProgram->remove(); 168 mCaches.currentProgram = NULL; 169 } 170 } 171} 172 173void OpenGLRenderer::releaseContext() { 174 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 175 176 glEnable(GL_SCISSOR_TEST); 177 setScissorFromClip(); 178 179 glDisable(GL_DITHER); 180 181 glBindFramebuffer(GL_FRAMEBUFFER, 0); 182 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 183 mCaches.bindMeshBuffer(); 184 185 if (mCaches.blend) { 186 glEnable(GL_BLEND); 187 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 188 glBlendEquation(GL_FUNC_ADD); 189 } else { 190 glDisable(GL_BLEND); 191 } 192} 193 194/////////////////////////////////////////////////////////////////////////////// 195// State management 196/////////////////////////////////////////////////////////////////////////////// 197 198int OpenGLRenderer::getSaveCount() const { 199 return mSaveCount; 200} 201 202int OpenGLRenderer::save(int flags) { 203 return saveSnapshot(flags); 204} 205 206void OpenGLRenderer::restore() { 207 if (mSaveCount > 1) { 208 restoreSnapshot(); 209 } 210} 211 212void OpenGLRenderer::restoreToCount(int saveCount) { 213 if (saveCount < 1) saveCount = 1; 214 215 while (mSaveCount > saveCount) { 216 restoreSnapshot(); 217 } 218} 219 220int OpenGLRenderer::saveSnapshot(int flags) { 221 mSnapshot = new Snapshot(mSnapshot, flags); 222 return mSaveCount++; 223} 224 225bool OpenGLRenderer::restoreSnapshot() { 226 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 227 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 228 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 229 230 sp<Snapshot> current = mSnapshot; 231 sp<Snapshot> previous = mSnapshot->previous; 232 233 if (restoreOrtho) { 234 Rect& r = previous->viewport; 235 glViewport(r.left, r.top, r.right, r.bottom); 236 mOrthoMatrix.load(current->orthoMatrix); 237 } 238 239 mSaveCount--; 240 mSnapshot = previous; 241 242 if (restoreLayer) { 243 composeLayer(current, previous); 244 } 245 246 if (restoreClip) { 247 setScissorFromClip(); 248 } 249 250 return restoreClip; 251} 252 253/////////////////////////////////////////////////////////////////////////////// 254// Layers 255/////////////////////////////////////////////////////////////////////////////// 256 257int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 258 const SkPaint* p, int flags) { 259 const GLuint previousFbo = mSnapshot->fbo; 260 const int count = saveSnapshot(flags); 261 262 int alpha = 255; 263 SkXfermode::Mode mode; 264 265 if (p) { 266 alpha = p->getAlpha(); 267 if (!mExtensions.hasFramebufferFetch()) { 268 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 269 if (!isMode) { 270 // Assume SRC_OVER 271 mode = SkXfermode::kSrcOver_Mode; 272 } 273 } else { 274 mode = getXfermode(p->getXfermode()); 275 } 276 } else { 277 mode = SkXfermode::kSrcOver_Mode; 278 } 279 280 if (!mSnapshot->previous->invisible) { 281 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 282 } 283 284 return count; 285} 286 287int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 288 int alpha, int flags) { 289 if (alpha == 0xff) { 290 return saveLayer(left, top, right, bottom, NULL, flags); 291 } else { 292 SkPaint paint; 293 paint.setAlpha(alpha); 294 return saveLayer(left, top, right, bottom, &paint, flags); 295 } 296} 297 298/** 299 * Layers are viewed by Skia are slightly different than layers in image editing 300 * programs (for instance.) When a layer is created, previously created layers 301 * and the frame buffer still receive every drawing command. For instance, if a 302 * layer is created and a shape intersecting the bounds of the layers and the 303 * framebuffer is draw, the shape will be drawn on both (unless the layer was 304 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 305 * 306 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 307 * texture. Unfortunately, this is inefficient as it requires every primitive to 308 * be drawn n + 1 times, where n is the number of active layers. In practice this 309 * means, for every primitive: 310 * - Switch active frame buffer 311 * - Change viewport, clip and projection matrix 312 * - Issue the drawing 313 * 314 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 315 * To avoid this, layers are implemented in a different way here, at least in the 316 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 317 * is set. When this flag is set we can redirect all drawing operations into a 318 * single FBO. 319 * 320 * This implementation relies on the frame buffer being at least RGBA 8888. When 321 * a layer is created, only a texture is created, not an FBO. The content of the 322 * frame buffer contained within the layer's bounds is copied into this texture 323 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 324 * buffer and drawing continues as normal. This technique therefore treats the 325 * frame buffer as a scratch buffer for the layers. 326 * 327 * To compose the layers back onto the frame buffer, each layer texture 328 * (containing the original frame buffer data) is drawn as a simple quad over 329 * the frame buffer. The trick is that the quad is set as the composition 330 * destination in the blending equation, and the frame buffer becomes the source 331 * of the composition. 332 * 333 * Drawing layers with an alpha value requires an extra step before composition. 334 * An empty quad is drawn over the layer's region in the frame buffer. This quad 335 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 336 * quad is used to multiply the colors in the frame buffer. This is achieved by 337 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 338 * GL_ZERO, GL_SRC_ALPHA. 339 * 340 * Because glCopyTexImage2D() can be slow, an alternative implementation might 341 * be use to draw a single clipped layer. The implementation described above 342 * is correct in every case. 343 * 344 * (1) The frame buffer is actually not cleared right away. To allow the GPU 345 * to potentially optimize series of calls to glCopyTexImage2D, the frame 346 * buffer is left untouched until the first drawing operation. Only when 347 * something actually gets drawn are the layers regions cleared. 348 */ 349bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 350 float right, float bottom, int alpha, SkXfermode::Mode mode, 351 int flags, GLuint previousFbo) { 352 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 353 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 354 355 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 356 357 // Window coordinates of the layer 358 Rect bounds(left, top, right, bottom); 359 if (!fboLayer) { 360 mSnapshot->transform->mapRect(bounds); 361 // Layers only make sense if they are in the framebuffer's bounds 362 bounds.intersect(*mSnapshot->clipRect); 363 bounds.snapToPixelBoundaries(); 364 } 365 366 if (bounds.isEmpty() || bounds.getWidth() > mMaxTextureSize || 367 bounds.getHeight() > mMaxTextureSize) { 368 snapshot->invisible = true; 369 } else { 370 // TODO: Should take the mode into account 371 snapshot->invisible = snapshot->previous->invisible || 372 (alpha <= ALPHA_THRESHOLD && fboLayer); 373 } 374 375 // Bail out if we won't draw in this snapshot 376 if (snapshot->invisible) { 377 return false; 378 } 379 380 glActiveTexture(GL_TEXTURE0); 381 382 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 383 if (!layer) { 384 return false; 385 } 386 387 layer->mode = mode; 388 layer->alpha = alpha; 389 layer->layer.set(bounds); 390 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 391 bounds.getWidth() / float(layer->width), 0.0f); 392 393 // Save the layer in the snapshot 394 snapshot->flags |= Snapshot::kFlagIsLayer; 395 snapshot->layer = layer; 396 397 if (fboLayer) { 398 layer->fbo = mCaches.fboCache.get(); 399 400 snapshot->flags |= Snapshot::kFlagIsFboLayer; 401 snapshot->fbo = layer->fbo; 402 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 403 snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 404 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 405 snapshot->height = bounds.getHeight(); 406 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 407 snapshot->orthoMatrix.load(mOrthoMatrix); 408 409 // Bind texture to FBO 410 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 411 glBindTexture(GL_TEXTURE_2D, layer->texture); 412 413 // Initialize the texture if needed 414 if (layer->empty) { 415 layer->empty = false; 416 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 417 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 418 } 419 420 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 421 layer->texture, 0); 422 423#if DEBUG_LAYERS 424 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 425 if (status != GL_FRAMEBUFFER_COMPLETE) { 426 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 427 428 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 429 glDeleteTextures(1, &layer->texture); 430 mCaches.fboCache.put(layer->fbo); 431 432 delete layer; 433 434 return false; 435 } 436#endif 437 438 // Clear the FBO 439 glScissor(0.0f, 0.0f, bounds.getWidth() + 1.0f, bounds.getHeight() + 1.0f); 440 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 441 glClear(GL_COLOR_BUFFER_BIT); 442 443 setScissorFromClip(); 444 445 // Change the ortho projection 446 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 447 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 448 } else { 449 // Copy the framebuffer into the layer 450 glBindTexture(GL_TEXTURE_2D, layer->texture); 451 452 if (layer->empty) { 453 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom, 454 layer->width, layer->height, 0); 455 layer->empty = false; 456 } else { 457 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, mHeight - bounds.bottom, 458 bounds.getWidth(), bounds.getHeight()); 459 } 460 461 // Enqueue the buffer coordinates to clear the corresponding region later 462 mLayers.push(new Rect(bounds)); 463 } 464 465 return true; 466} 467 468/** 469 * Read the documentation of createLayer() before doing anything in this method. 470 */ 471void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 472 if (!current->layer) { 473 LOGE("Attempting to compose a layer that does not exist"); 474 return; 475 } 476 477 const bool fboLayer = current->flags & SkCanvas::kClipToLayer_SaveFlag; 478 479 if (fboLayer) { 480 // Unbind current FBO and restore previous one 481 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 482 } 483 484 // Restore the clip from the previous snapshot 485 const Rect& clip = *previous->clipRect; 486 glScissor(clip.left, previous->height - clip.bottom, clip.getWidth(), clip.getHeight()); 487 488 Layer* layer = current->layer; 489 const Rect& rect = layer->layer; 490 491 if (!fboLayer && layer->alpha < 255) { 492 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 493 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 494 } 495 496 const Rect& texCoords = layer->texCoords; 497 mCaches.unbindMeshBuffer(); 498 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 499 500 if (fboLayer) { 501 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 502 layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 503 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount); 504 } else { 505 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 506 1.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 507 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, true, true); 508 } 509 510 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 511 512 if (fboLayer) { 513 // Detach the texture from the FBO 514 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 515 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 516 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 517 518 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 519 mCaches.fboCache.put(current->fbo); 520 } 521 522 // Failing to add the layer to the cache should happen only if the layer is too large 523 if (!mCaches.layerCache.put(layer)) { 524 LAYER_LOGD("Deleting layer"); 525 glDeleteTextures(1, &layer->texture); 526 delete layer; 527 } 528} 529 530void OpenGLRenderer::clearLayerRegions() { 531 if (mLayers.size() == 0 || mSnapshot->invisible) return; 532 533 for (uint32_t i = 0; i < mLayers.size(); i++) { 534 Rect* bounds = mLayers.itemAt(i); 535 536 // Clear the framebuffer where the layer will draw 537 glScissor(bounds->left, mSnapshot->height - bounds->bottom, 538 bounds->getWidth(), bounds->getHeight()); 539 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 540 glClear(GL_COLOR_BUFFER_BIT); 541 542 delete bounds; 543 } 544 mLayers.clear(); 545 546 // Restore the clip 547 setScissorFromClip(); 548} 549 550/////////////////////////////////////////////////////////////////////////////// 551// Transforms 552/////////////////////////////////////////////////////////////////////////////// 553 554void OpenGLRenderer::translate(float dx, float dy) { 555 mSnapshot->transform->translate(dx, dy, 0.0f); 556} 557 558void OpenGLRenderer::rotate(float degrees) { 559 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 560} 561 562void OpenGLRenderer::scale(float sx, float sy) { 563 mSnapshot->transform->scale(sx, sy, 1.0f); 564} 565 566void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 567 mSnapshot->transform->load(*matrix); 568} 569 570const float* OpenGLRenderer::getMatrix() const { 571 if (mSnapshot->fbo != 0) { 572 return &mSnapshot->transform->data[0]; 573 } 574 return &mIdentity.data[0]; 575} 576 577void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 578 mSnapshot->transform->copyTo(*matrix); 579} 580 581void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 582 SkMatrix transform; 583 mSnapshot->transform->copyTo(transform); 584 transform.preConcat(*matrix); 585 mSnapshot->transform->load(transform); 586} 587 588/////////////////////////////////////////////////////////////////////////////// 589// Clipping 590/////////////////////////////////////////////////////////////////////////////// 591 592void OpenGLRenderer::setScissorFromClip() { 593 Rect clip(*mSnapshot->clipRect); 594 clip.snapToPixelBoundaries(); 595 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 596} 597 598const Rect& OpenGLRenderer::getClipBounds() { 599 return mSnapshot->getLocalClip(); 600} 601 602bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 603 if (mSnapshot->invisible) { 604 return true; 605 } 606 607 Rect r(left, top, right, bottom); 608 mSnapshot->transform->mapRect(r); 609 r.snapToPixelBoundaries(); 610 611 Rect clipRect(*mSnapshot->clipRect); 612 clipRect.snapToPixelBoundaries(); 613 614 return !clipRect.intersects(r); 615} 616 617bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 618 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 619 if (clipped) { 620 setScissorFromClip(); 621 } 622 return !mSnapshot->clipRect->isEmpty(); 623} 624 625/////////////////////////////////////////////////////////////////////////////// 626// Drawing 627/////////////////////////////////////////////////////////////////////////////// 628 629void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) { 630 const float right = left + bitmap->width(); 631 const float bottom = top + bitmap->height(); 632 633 if (quickReject(left, top, right, bottom)) { 634 return; 635 } 636 637 glActiveTexture(GL_TEXTURE0); 638 const Texture* texture = mCaches.textureCache.get(bitmap); 639 if (!texture) return; 640 const AutoTexture autoCleanup(texture); 641 642 drawTextureRect(left, top, right, bottom, texture, paint); 643} 644 645void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) { 646 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 647 const mat4 transform(*matrix); 648 transform.mapRect(r); 649 650 if (quickReject(r.left, r.top, r.right, r.bottom)) { 651 return; 652 } 653 654 glActiveTexture(GL_TEXTURE0); 655 const Texture* texture = mCaches.textureCache.get(bitmap); 656 if (!texture) return; 657 const AutoTexture autoCleanup(texture); 658 659 drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint); 660} 661 662void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 663 float srcLeft, float srcTop, float srcRight, float srcBottom, 664 float dstLeft, float dstTop, float dstRight, float dstBottom, 665 const SkPaint* paint) { 666 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 667 return; 668 } 669 670 glActiveTexture(GL_TEXTURE0); 671 const Texture* texture = mCaches.textureCache.get(bitmap); 672 if (!texture) return; 673 const AutoTexture autoCleanup(texture); 674 675 const float width = texture->width; 676 const float height = texture->height; 677 678 const float u1 = srcLeft / width; 679 const float v1 = srcTop / height; 680 const float u2 = srcRight / width; 681 const float v2 = srcBottom / height; 682 683 mCaches.unbindMeshBuffer(); 684 resetDrawTextureTexCoords(u1, v1, u2, v2); 685 686 int alpha; 687 SkXfermode::Mode mode; 688 getAlphaAndMode(paint, &alpha, &mode); 689 690 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 691 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 692 GL_TRIANGLE_STRIP, gMeshCount); 693 694 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 695} 696 697void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 698 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 699 float left, float top, float right, float bottom, const SkPaint* paint) { 700 if (quickReject(left, top, right, bottom)) { 701 return; 702 } 703 704 glActiveTexture(GL_TEXTURE0); 705 const Texture* texture = mCaches.textureCache.get(bitmap); 706 if (!texture) return; 707 const AutoTexture autoCleanup(texture); 708 709 int alpha; 710 SkXfermode::Mode mode; 711 getAlphaAndMode(paint, &alpha, &mode); 712 713 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 714 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 715 716 if (mesh) { 717 // Specify right and bottom as +1.0f from left/top to prevent scaling since the 718 // patch mesh already defines the final size 719 drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f, 720 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 721 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer); 722 } 723} 724 725void OpenGLRenderer::drawLines(float* points, int count, const SkPaint* paint) { 726 if (mSnapshot->invisible) return; 727 728 int alpha; 729 SkXfermode::Mode mode; 730 getAlphaAndMode(paint, &alpha, &mode); 731 732 uint32_t color = paint->getColor(); 733 const GLfloat a = alpha / 255.0f; 734 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 735 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 736 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 737 738 const bool isAA = paint->isAntiAlias(); 739 if (isAA) { 740 GLuint textureUnit = 0; 741 setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a, 742 mode, false, true, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 743 mCaches.line.getMeshBuffer()); 744 } else { 745 setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false); 746 } 747 748 const float strokeWidth = paint->getStrokeWidth(); 749 const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount; 750 const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP; 751 752 for (int i = 0; i < count; i += 4) { 753 float tx = 0.0f; 754 float ty = 0.0f; 755 756 if (isAA) { 757 mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3], 758 strokeWidth, tx, ty); 759 } else { 760 ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f; 761 } 762 763 const float dx = points[i + 2] - points[i]; 764 const float dy = points[i + 3] - points[i + 1]; 765 const float mag = sqrtf(dx * dx + dy * dy); 766 const float angle = acos(dx / mag); 767 768 mModelView.loadTranslate(points[i], points[i + 1], 0.0f); 769 if (angle > MIN_ANGLE || angle < -MIN_ANGLE) { 770 mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f); 771 } 772 mModelView.translate(tx, ty, 0.0f); 773 if (!isAA) { 774 float length = mCaches.line.getLength(points[i], points[i + 1], 775 points[i + 2], points[i + 3]); 776 mModelView.scale(length, strokeWidth, 1.0f); 777 } 778 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 779 780 if (mShader) { 781 mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot); 782 } 783 784 glDrawArrays(drawMode, 0, elementsCount); 785 } 786 787 if (isAA) { 788 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 789 } 790} 791 792void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 793 const Rect& clip = *mSnapshot->clipRect; 794 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 795} 796 797void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) { 798 if (quickReject(left, top, right, bottom)) { 799 return; 800 } 801 802 SkXfermode::Mode mode; 803 if (!mExtensions.hasFramebufferFetch()) { 804 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 805 if (!isMode) { 806 // Assume SRC_OVER 807 mode = SkXfermode::kSrcOver_Mode; 808 } 809 } else { 810 mode = getXfermode(p->getXfermode()); 811 } 812 813 // Skia draws using the color's alpha channel if < 255 814 // Otherwise, it uses the paint's alpha 815 int color = p->getColor(); 816 if (((color >> 24) & 0xff) == 255) { 817 color |= p->getAlpha() << 24; 818 } 819 820 drawColorRect(left, top, right, bottom, color, mode); 821} 822 823void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 824 float x, float y, SkPaint* paint) { 825 if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 826 return; 827 } 828 if (mSnapshot->invisible) return; 829 830 paint->setAntiAlias(true); 831 832 float length = -1.0f; 833 switch (paint->getTextAlign()) { 834 case SkPaint::kCenter_Align: 835 length = paint->measureText(text, bytesCount); 836 x -= length / 2.0f; 837 break; 838 case SkPaint::kRight_Align: 839 length = paint->measureText(text, bytesCount); 840 x -= length; 841 break; 842 default: 843 break; 844 } 845 846 int alpha; 847 SkXfermode::Mode mode; 848 getAlphaAndMode(paint, &alpha, &mode); 849 850 uint32_t color = paint->getColor(); 851 const GLfloat a = alpha / 255.0f; 852 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 853 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 854 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 855 856 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 857 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 858 paint->getTextSize()); 859 860 Rect clipRect(*mSnapshot->clipRect); 861 glScissor(clipRect.left, mSnapshot->height - clipRect.bottom, 862 clipRect.getWidth(), clipRect.getHeight()); 863 864 if (mHasShadow) { 865 glActiveTexture(gTextureUnits[0]); 866 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 867 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 868 count, mShadowRadius); 869 const AutoTexture autoCleanup(shadow); 870 871 setupShadow(shadow, x, y, mode, a); 872 873 // Draw the mesh 874 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 875 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 876 } 877 878 GLuint textureUnit = 0; 879 glActiveTexture(gTextureUnits[textureUnit]); 880 881 // Assume that the modelView matrix does not force scales, rotates, etc. 882 const bool linearFilter = mSnapshot->transform->changesBounds(); 883 setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit, 884 x, y, r, g, b, a, mode, false, true, NULL, NULL); 885 886 const Rect& clip = mSnapshot->getLocalClip(); 887 clearLayerRegions(); 888 889 mCaches.unbindMeshBuffer(); 890 fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y); 891 892 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 893 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 894 895 drawTextDecorations(text, bytesCount, length, x, y, paint); 896 897 setScissorFromClip(); 898} 899 900void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 901 if (mSnapshot->invisible) return; 902 903 GLuint textureUnit = 0; 904 glActiveTexture(gTextureUnits[textureUnit]); 905 906 const PathTexture* texture = mCaches.pathCache.get(path, paint); 907 if (!texture) return; 908 const AutoTexture autoCleanup(texture); 909 910 const float x = texture->left - texture->offset; 911 const float y = texture->top - texture->offset; 912 913 if (quickReject(x, y, x + texture->width, y + texture->height)) { 914 return; 915 } 916 917 int alpha; 918 SkXfermode::Mode mode; 919 getAlphaAndMode(paint, &alpha, &mode); 920 921 uint32_t color = paint->getColor(); 922 const GLfloat a = alpha / 255.0f; 923 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 924 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 925 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 926 927 setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true); 928 929 clearLayerRegions(); 930 931 // Draw the mesh 932 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 933 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 934} 935 936/////////////////////////////////////////////////////////////////////////////// 937// Shaders 938/////////////////////////////////////////////////////////////////////////////// 939 940void OpenGLRenderer::resetShader() { 941 mShader = NULL; 942} 943 944void OpenGLRenderer::setupShader(SkiaShader* shader) { 945 mShader = shader; 946 if (mShader) { 947 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 948 } 949} 950 951/////////////////////////////////////////////////////////////////////////////// 952// Color filters 953/////////////////////////////////////////////////////////////////////////////// 954 955void OpenGLRenderer::resetColorFilter() { 956 mColorFilter = NULL; 957} 958 959void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 960 mColorFilter = filter; 961} 962 963/////////////////////////////////////////////////////////////////////////////// 964// Drop shadow 965/////////////////////////////////////////////////////////////////////////////// 966 967void OpenGLRenderer::resetShadow() { 968 mHasShadow = false; 969} 970 971void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 972 mHasShadow = true; 973 mShadowRadius = radius; 974 mShadowDx = dx; 975 mShadowDy = dy; 976 mShadowColor = color; 977} 978 979/////////////////////////////////////////////////////////////////////////////// 980// Drawing implementation 981/////////////////////////////////////////////////////////////////////////////// 982 983void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y, 984 SkXfermode::Mode mode, float alpha) { 985 const float sx = x - texture->left + mShadowDx; 986 const float sy = y - texture->top + mShadowDy; 987 988 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 989 const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha; 990 const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f; 991 const GLfloat g = a * ((mShadowColor >> 8) & 0xFF) / 255.0f; 992 const GLfloat b = a * ((mShadowColor ) & 0xFF) / 255.0f; 993 994 GLuint textureUnit = 0; 995 setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false); 996} 997 998void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, 999 float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode, 1000 bool transforms, bool applyFilters) { 1001 setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit, 1002 x, y, r, g, b, a, mode, transforms, applyFilters, 1003 (GLvoid*) 0, (GLvoid*) gMeshTextureOffset); 1004} 1005 1006void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 1007 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 1008 SkXfermode::Mode mode, bool transforms, bool applyFilters) { 1009 setupTextureAlpha8(texture, width, height, textureUnit, x, y, r, g, b, a, mode, 1010 transforms, applyFilters, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset); 1011} 1012 1013void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 1014 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 1015 SkXfermode::Mode mode, bool transforms, bool applyFilters, 1016 GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1017 // Describe the required shaders 1018 ProgramDescription description; 1019 description.hasTexture = true; 1020 description.hasAlpha8Texture = true; 1021 const bool setColor = description.setAlpha8Color(r, g, b, a); 1022 1023 if (applyFilters) { 1024 if (mShader) { 1025 mShader->describe(description, mExtensions); 1026 } 1027 if (mColorFilter) { 1028 mColorFilter->describe(description, mExtensions); 1029 } 1030 } 1031 1032 // Setup the blending mode 1033 chooseBlending(true, mode, description); 1034 1035 // Build and use the appropriate shader 1036 useProgram(mCaches.programCache.get(description)); 1037 1038 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit); 1039 glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit); 1040 1041 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1042 glEnableVertexAttribArray(texCoordsSlot); 1043 1044 if (texCoords) { 1045 // Setup attributes 1046 if (!vertices) { 1047 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1048 } else { 1049 mCaches.unbindMeshBuffer(); 1050 } 1051 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1052 gMeshStride, vertices); 1053 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1054 } 1055 1056 // Setup uniforms 1057 if (transforms) { 1058 mModelView.loadTranslate(x, y, 0.0f); 1059 mModelView.scale(width, height, 1.0f); 1060 } else { 1061 mModelView.loadIdentity(); 1062 } 1063 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1064 if (setColor) { 1065 mCaches.currentProgram->setColor(r, g, b, a); 1066 } 1067 1068 textureUnit++; 1069 if (applyFilters) { 1070 // Setup attributes and uniforms required by the shaders 1071 if (mShader) { 1072 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1073 } 1074 if (mColorFilter) { 1075 mColorFilter->setupProgram(mCaches.currentProgram); 1076 } 1077 } 1078} 1079 1080// Same values used by Skia 1081#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1082#define kStdUnderline_Offset (1.0f / 9.0f) 1083#define kStdUnderline_Thickness (1.0f / 18.0f) 1084 1085void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1086 float x, float y, SkPaint* paint) { 1087 // Handle underline and strike-through 1088 uint32_t flags = paint->getFlags(); 1089 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1090 float underlineWidth = length; 1091 // If length is > 0.0f, we already measured the text for the text alignment 1092 if (length <= 0.0f) { 1093 underlineWidth = paint->measureText(text, bytesCount); 1094 } 1095 1096 float offsetX = 0; 1097 switch (paint->getTextAlign()) { 1098 case SkPaint::kCenter_Align: 1099 offsetX = underlineWidth * 0.5f; 1100 break; 1101 case SkPaint::kRight_Align: 1102 offsetX = underlineWidth; 1103 break; 1104 default: 1105 break; 1106 } 1107 1108 if (underlineWidth > 0.0f) { 1109 const float textSize = paint->getTextSize(); 1110 const float strokeWidth = textSize * kStdUnderline_Thickness; 1111 1112 const float left = x - offsetX; 1113 float top = 0.0f; 1114 1115 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 1116 float points[pointsCount]; 1117 int currentPoint = 0; 1118 1119 if (flags & SkPaint::kUnderlineText_Flag) { 1120 top = y + textSize * kStdUnderline_Offset; 1121 points[currentPoint++] = left; 1122 points[currentPoint++] = top; 1123 points[currentPoint++] = left + underlineWidth; 1124 points[currentPoint++] = top; 1125 } 1126 1127 if (flags & SkPaint::kStrikeThruText_Flag) { 1128 top = y + textSize * kStdStrikeThru_Offset; 1129 points[currentPoint++] = left; 1130 points[currentPoint++] = top; 1131 points[currentPoint++] = left + underlineWidth; 1132 points[currentPoint++] = top; 1133 } 1134 1135 SkPaint linesPaint(*paint); 1136 linesPaint.setStrokeWidth(strokeWidth); 1137 1138 drawLines(&points[0], pointsCount, &linesPaint); 1139 } 1140 } 1141} 1142 1143void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1144 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1145 clearLayerRegions(); 1146 1147 // If a shader is set, preserve only the alpha 1148 if (mShader) { 1149 color |= 0x00ffffff; 1150 } 1151 1152 // Render using pre-multiplied alpha 1153 const int alpha = (color >> 24) & 0xFF; 1154 const GLfloat a = alpha / 255.0f; 1155 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1156 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1157 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1158 1159 setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform); 1160 1161 // Draw the mesh 1162 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1163} 1164 1165void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom, 1166 float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform) { 1167 GLuint textureUnit = 0; 1168 1169 // Describe the required shaders 1170 ProgramDescription description; 1171 const bool setColor = description.setColor(r, g, b, a); 1172 1173 if (mShader) { 1174 mShader->describe(description, mExtensions); 1175 } 1176 if (mColorFilter) { 1177 mColorFilter->describe(description, mExtensions); 1178 } 1179 1180 // Setup the blending mode 1181 chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description); 1182 1183 // Build and use the appropriate shader 1184 useProgram(mCaches.programCache.get(description)); 1185 1186 // Setup attributes 1187 mCaches.bindMeshBuffer(); 1188 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1189 gMeshStride, 0); 1190 1191 // Setup uniforms 1192 mModelView.loadTranslate(left, top, 0.0f); 1193 mModelView.scale(right - left, bottom - top, 1.0f); 1194 if (!ignoreTransform) { 1195 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1196 } else { 1197 mat4 identity; 1198 mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity); 1199 } 1200 mCaches.currentProgram->setColor(r, g, b, a); 1201 1202 // Setup attributes and uniforms required by the shaders 1203 if (mShader) { 1204 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1205 } 1206 if (mColorFilter) { 1207 mColorFilter->setupProgram(mCaches.currentProgram); 1208 } 1209} 1210 1211void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1212 const Texture* texture, const SkPaint* paint) { 1213 int alpha; 1214 SkXfermode::Mode mode; 1215 getAlphaAndMode(paint, &alpha, &mode); 1216 1217 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1218 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1219 GL_TRIANGLE_STRIP, gMeshCount); 1220} 1221 1222void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1223 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1224 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1225 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 1226} 1227 1228void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1229 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1230 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1231 bool swapSrcDst, bool ignoreTransform, GLuint vbo) { 1232 clearLayerRegions(); 1233 1234 ProgramDescription description; 1235 description.hasTexture = true; 1236 const bool setColor = description.setColor(alpha, alpha, alpha, alpha); 1237 if (mColorFilter) { 1238 mColorFilter->describe(description, mExtensions); 1239 } 1240 1241 mModelView.loadTranslate(left, top, 0.0f); 1242 mModelView.scale(right - left, bottom - top, 1.0f); 1243 1244 chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst); 1245 1246 useProgram(mCaches.programCache.get(description)); 1247 if (!ignoreTransform) { 1248 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1249 } else { 1250 mat4 m; 1251 mCaches.currentProgram->set(mOrthoMatrix, mModelView, m); 1252 } 1253 1254 // Texture 1255 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0); 1256 glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); 1257 1258 // Always premultiplied 1259 if (setColor) { 1260 mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha); 1261 } 1262 1263 // Mesh 1264 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1265 glEnableVertexAttribArray(texCoordsSlot); 1266 1267 if (!vertices) { 1268 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1269 } else { 1270 mCaches.unbindMeshBuffer(); 1271 } 1272 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1273 gMeshStride, vertices); 1274 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1275 1276 // Color filter 1277 if (mColorFilter) { 1278 mColorFilter->setupProgram(mCaches.currentProgram); 1279 } 1280 1281 glDrawArrays(drawMode, 0, elementsCount); 1282 glDisableVertexAttribArray(texCoordsSlot); 1283} 1284 1285void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1286 ProgramDescription& description, bool swapSrcDst) { 1287 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1288 if (blend) { 1289 if (mode < SkXfermode::kPlus_Mode) { 1290 if (!mCaches.blend) { 1291 glEnable(GL_BLEND); 1292 } 1293 1294 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1295 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1296 1297 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1298 glBlendFunc(sourceMode, destMode); 1299 mCaches.lastSrcMode = sourceMode; 1300 mCaches.lastDstMode = destMode; 1301 } 1302 } else { 1303 // These blend modes are not supported by OpenGL directly and have 1304 // to be implemented using shaders. Since the shader will perform 1305 // the blending, turn blending off here 1306 if (mExtensions.hasFramebufferFetch()) { 1307 description.framebufferMode = mode; 1308 description.swapSrcDst = swapSrcDst; 1309 } 1310 1311 if (mCaches.blend) { 1312 glDisable(GL_BLEND); 1313 } 1314 blend = false; 1315 } 1316 } else if (mCaches.blend) { 1317 glDisable(GL_BLEND); 1318 } 1319 mCaches.blend = blend; 1320} 1321 1322bool OpenGLRenderer::useProgram(Program* program) { 1323 if (!program->isInUse()) { 1324 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1325 program->use(); 1326 mCaches.currentProgram = program; 1327 return false; 1328 } 1329 return true; 1330} 1331 1332void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1333 TextureVertex* v = &mMeshVertices[0]; 1334 TextureVertex::setUV(v++, u1, v1); 1335 TextureVertex::setUV(v++, u2, v1); 1336 TextureVertex::setUV(v++, u1, v2); 1337 TextureVertex::setUV(v++, u2, v2); 1338} 1339 1340void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1341 if (paint) { 1342 if (!mExtensions.hasFramebufferFetch()) { 1343 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1344 if (!isMode) { 1345 // Assume SRC_OVER 1346 *mode = SkXfermode::kSrcOver_Mode; 1347 } 1348 } else { 1349 *mode = getXfermode(paint->getXfermode()); 1350 } 1351 1352 // Skia draws using the color's alpha channel if < 255 1353 // Otherwise, it uses the paint's alpha 1354 int color = paint->getColor(); 1355 *alpha = (color >> 24) & 0xFF; 1356 if (*alpha == 255) { 1357 *alpha = paint->getAlpha(); 1358 } 1359 } else { 1360 *mode = SkXfermode::kSrcOver_Mode; 1361 *alpha = 255; 1362 } 1363} 1364 1365SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1366 if (mode == NULL) { 1367 return SkXfermode::kSrcOver_Mode; 1368 } 1369 return mode->fMode; 1370} 1371 1372void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) { 1373 glActiveTexture(gTextureUnits[textureUnit]); 1374 glBindTexture(GL_TEXTURE_2D, texture); 1375 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1377} 1378 1379}; // namespace uirenderer 1380}; // namespace android 1381