OpenGLRenderer.cpp revision 41030da16856c8869e1e51d4a0405432fa96614e
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include "OpenGLRenderer.h" 30 31namespace android { 32namespace uirenderer { 33 34/////////////////////////////////////////////////////////////////////////////// 35// Defines 36/////////////////////////////////////////////////////////////////////////////// 37 38#define REQUIRED_TEXTURE_UNITS_COUNT 3 39 40// Generates simple and textured vertices 41#define FV(x, y, u, v) { { x, y }, { u, v } } 42 43#define RAD_TO_DEG (180.0f / 3.14159265f) 44#define MIN_ANGLE 0.001f 45 46// TODO: This should be set in properties 47#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 48 49/////////////////////////////////////////////////////////////////////////////// 50// Globals 51/////////////////////////////////////////////////////////////////////////////// 52 53// This array is never used directly but used as a memcpy source in the 54// OpenGLRenderer constructor 55static const TextureVertex gMeshVertices[] = { 56 FV(0.0f, 0.0f, 0.0f, 0.0f), 57 FV(1.0f, 0.0f, 1.0f, 0.0f), 58 FV(0.0f, 1.0f, 0.0f, 1.0f), 59 FV(1.0f, 1.0f, 1.0f, 1.0f) 60}; 61static const GLsizei gMeshStride = sizeof(TextureVertex); 62static const GLsizei gMeshCount = 4; 63 64/** 65 * Structure mapping Skia xfermodes to OpenGL blending factors. 66 */ 67struct Blender { 68 SkXfermode::Mode mode; 69 GLenum src; 70 GLenum dst; 71}; // struct Blender 72 73// In this array, the index of each Blender equals the value of the first 74// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 75static const Blender gBlends[] = { 76 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 77 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 78 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 79 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 81 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 82 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 83 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 84 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 85 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 86 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 87 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 88}; 89 90// This array contains the swapped version of each SkXfermode. For instance 91// this array's SrcOver blending mode is actually DstOver. You can refer to 92// createLayer() for more information on the purpose of this array. 93static const Blender gBlendsSwap[] = { 94 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 95 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 96 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 97 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 98 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 99 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 100 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 103 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 104 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 105 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 106}; 107 108static const GLenum gTextureUnits[] = { 109 GL_TEXTURE0, 110 GL_TEXTURE1, 111 GL_TEXTURE2 112}; 113 114/////////////////////////////////////////////////////////////////////////////// 115// Constructors/destructor 116/////////////////////////////////////////////////////////////////////////////// 117 118OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 119 mShader = NULL; 120 mColorFilter = NULL; 121 mHasShadow = false; 122 123 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 124 125 mFirstSnapshot = new Snapshot; 126 127 GLint maxTextureUnits; 128 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits); 129 if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) { 130 LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT); 131 } 132 133 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize); 134} 135 136OpenGLRenderer::~OpenGLRenderer() { 137 // The context has already been destroyed at this point, do not call 138 // GL APIs. All GL state should be kept in Caches.h 139} 140 141/////////////////////////////////////////////////////////////////////////////// 142// Setup 143/////////////////////////////////////////////////////////////////////////////// 144 145void OpenGLRenderer::setViewport(int width, int height) { 146 glViewport(0, 0, width, height); 147 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 148 149 mWidth = width; 150 mHeight = height; 151 152 mFirstSnapshot->height = height; 153 mFirstSnapshot->viewport.set(0, 0, width, height); 154} 155 156void OpenGLRenderer::prepare(bool opaque) { 157 mSnapshot = new Snapshot(mFirstSnapshot, 158 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 159 mSaveCount = 1; 160 161 glViewport(0, 0, mWidth, mHeight); 162 163 glDisable(GL_DITHER); 164 glDisable(GL_SCISSOR_TEST); 165 166 if (!opaque) { 167 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 168 glClear(GL_COLOR_BUFFER_BIT); 169 } 170 171 glEnable(GL_SCISSOR_TEST); 172 glScissor(0, 0, mWidth, mHeight); 173 174 mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); 175} 176 177void OpenGLRenderer::finish() { 178#if DEBUG_OPENGL 179 GLenum status = GL_NO_ERROR; 180 while ((status = glGetError()) != GL_NO_ERROR) { 181 LOGD("GL error from OpenGLRenderer: 0x%x", status); 182 } 183#endif 184} 185 186void OpenGLRenderer::acquireContext() { 187 if (mCaches.currentProgram) { 188 if (mCaches.currentProgram->isInUse()) { 189 mCaches.currentProgram->remove(); 190 mCaches.currentProgram = NULL; 191 } 192 } 193} 194 195void OpenGLRenderer::releaseContext() { 196 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 197 198 glEnable(GL_SCISSOR_TEST); 199 setScissorFromClip(); 200 201 glDisable(GL_DITHER); 202 203 glBindFramebuffer(GL_FRAMEBUFFER, 0); 204 205 if (mCaches.blend) { 206 glEnable(GL_BLEND); 207 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 208 glBlendEquation(GL_FUNC_ADD); 209 } else { 210 glDisable(GL_BLEND); 211 } 212} 213 214/////////////////////////////////////////////////////////////////////////////// 215// State management 216/////////////////////////////////////////////////////////////////////////////// 217 218int OpenGLRenderer::getSaveCount() const { 219 return mSaveCount; 220} 221 222int OpenGLRenderer::save(int flags) { 223 return saveSnapshot(flags); 224} 225 226void OpenGLRenderer::restore() { 227 if (mSaveCount > 1) { 228 restoreSnapshot(); 229 } 230} 231 232void OpenGLRenderer::restoreToCount(int saveCount) { 233 if (saveCount < 1) saveCount = 1; 234 235 while (mSaveCount > saveCount) { 236 restoreSnapshot(); 237 } 238} 239 240int OpenGLRenderer::saveSnapshot(int flags) { 241 mSnapshot = new Snapshot(mSnapshot, flags); 242 return mSaveCount++; 243} 244 245bool OpenGLRenderer::restoreSnapshot() { 246 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 247 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 248 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 249 250 sp<Snapshot> current = mSnapshot; 251 sp<Snapshot> previous = mSnapshot->previous; 252 253 if (restoreOrtho) { 254 Rect& r = previous->viewport; 255 glViewport(r.left, r.top, r.right, r.bottom); 256 mOrthoMatrix.load(current->orthoMatrix); 257 } 258 259 mSaveCount--; 260 mSnapshot = previous; 261 262 if (restoreLayer) { 263 composeLayer(current, previous); 264 } 265 266 if (restoreClip) { 267 setScissorFromClip(); 268 } 269 270 return restoreClip; 271} 272 273/////////////////////////////////////////////////////////////////////////////// 274// Layers 275/////////////////////////////////////////////////////////////////////////////// 276 277int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 278 const SkPaint* p, int flags) { 279 const GLuint previousFbo = mSnapshot->fbo; 280 const int count = saveSnapshot(flags); 281 282 int alpha = 255; 283 SkXfermode::Mode mode; 284 285 if (p) { 286 alpha = p->getAlpha(); 287 if (!mExtensions.hasFramebufferFetch()) { 288 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 289 if (!isMode) { 290 // Assume SRC_OVER 291 mode = SkXfermode::kSrcOver_Mode; 292 } 293 } else { 294 mode = getXfermode(p->getXfermode()); 295 } 296 } else { 297 mode = SkXfermode::kSrcOver_Mode; 298 } 299 300 if (!mSnapshot->previous->invisible) { 301 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 302 } 303 304 return count; 305} 306 307int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 308 int alpha, int flags) { 309 if (alpha == 0xff) { 310 return saveLayer(left, top, right, bottom, NULL, flags); 311 } else { 312 SkPaint paint; 313 paint.setAlpha(alpha); 314 return saveLayer(left, top, right, bottom, &paint, flags); 315 } 316} 317 318/** 319 * Layers are viewed by Skia are slightly different than layers in image editing 320 * programs (for instance.) When a layer is created, previously created layers 321 * and the frame buffer still receive every drawing command. For instance, if a 322 * layer is created and a shape intersecting the bounds of the layers and the 323 * framebuffer is draw, the shape will be drawn on both (unless the layer was 324 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 325 * 326 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 327 * texture. Unfortunately, this is inefficient as it requires every primitive to 328 * be drawn n + 1 times, where n is the number of active layers. In practice this 329 * means, for every primitive: 330 * - Switch active frame buffer 331 * - Change viewport, clip and projection matrix 332 * - Issue the drawing 333 * 334 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 335 * To avoid this, layers are implemented in a different way here, at least in the 336 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 337 * is set. When this flag is set we can redirect all drawing operations into a 338 * single FBO. 339 * 340 * This implementation relies on the frame buffer being at least RGBA 8888. When 341 * a layer is created, only a texture is created, not an FBO. The content of the 342 * frame buffer contained within the layer's bounds is copied into this texture 343 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 344 * buffer and drawing continues as normal. This technique therefore treats the 345 * frame buffer as a scratch buffer for the layers. 346 * 347 * To compose the layers back onto the frame buffer, each layer texture 348 * (containing the original frame buffer data) is drawn as a simple quad over 349 * the frame buffer. The trick is that the quad is set as the composition 350 * destination in the blending equation, and the frame buffer becomes the source 351 * of the composition. 352 * 353 * Drawing layers with an alpha value requires an extra step before composition. 354 * An empty quad is drawn over the layer's region in the frame buffer. This quad 355 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 356 * quad is used to multiply the colors in the frame buffer. This is achieved by 357 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 358 * GL_ZERO, GL_SRC_ALPHA. 359 * 360 * Because glCopyTexImage2D() can be slow, an alternative implementation might 361 * be use to draw a single clipped layer. The implementation described above 362 * is correct in every case. 363 * 364 * (1) The frame buffer is actually not cleared right away. To allow the GPU 365 * to potentially optimize series of calls to glCopyTexImage2D, the frame 366 * buffer is left untouched until the first drawing operation. Only when 367 * something actually gets drawn are the layers regions cleared. 368 */ 369bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 370 float right, float bottom, int alpha, SkXfermode::Mode mode, 371 int flags, GLuint previousFbo) { 372 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 373 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 374 375 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 376 377 // Window coordinates of the layer 378 Rect bounds(left, top, right, bottom); 379 if (!fboLayer) { 380 mSnapshot->transform->mapRect(bounds); 381 // Layers only make sense if they are in the framebuffer's bounds 382 bounds.intersect(*mSnapshot->clipRect); 383 bounds.snapToPixelBoundaries(); 384 } 385 386 if (bounds.isEmpty() || bounds.getWidth() > mMaxTextureSize || 387 bounds.getHeight() > mMaxTextureSize) { 388 snapshot->invisible = true; 389 } else { 390 // TODO: Should take the mode into account 391 snapshot->invisible = snapshot->previous->invisible || alpha <= ALPHA_THRESHOLD; 392 } 393 394 // Bail out if we won't draw in this snapshot 395 if (snapshot->invisible) { 396 return false; 397 } 398 399 glActiveTexture(GL_TEXTURE0); 400 401 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 402 if (!layer) { 403 return false; 404 } 405 406 layer->mode = mode; 407 layer->alpha = alpha; 408 layer->layer.set(bounds); 409 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 410 bounds.getWidth() / float(layer->width), 0.0f); 411 412 // Save the layer in the snapshot 413 snapshot->flags |= Snapshot::kFlagIsLayer; 414 snapshot->layer = layer; 415 416 if (fboLayer) { 417 layer->fbo = mCaches.fboCache.get(); 418 419 snapshot->flags |= Snapshot::kFlagIsFboLayer; 420 snapshot->fbo = layer->fbo; 421 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 422 snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 423 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 424 snapshot->height = bounds.getHeight(); 425 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 426 snapshot->orthoMatrix.load(mOrthoMatrix); 427 428 // Bind texture to FBO 429 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 430 glBindTexture(GL_TEXTURE_2D, layer->texture); 431 432 // Initialize the texture if needed 433 if (layer->empty) { 434 layer->empty = false; 435 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 436 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 437 } 438 439 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 440 layer->texture, 0); 441 442#if DEBUG_LAYERS 443 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 444 if (status != GL_FRAMEBUFFER_COMPLETE) { 445 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 446 447 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 448 glDeleteTextures(1, &layer->texture); 449 mCaches.fboCache.put(layer->fbo); 450 451 delete layer; 452 453 return false; 454 } 455#endif 456 457 // Clear the FBO 458 glScissor(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 459 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 460 glClear(GL_COLOR_BUFFER_BIT); 461 462 setScissorFromClip(); 463 464 // Change the ortho projection 465 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 466 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 467 } else { 468 // Copy the framebuffer into the layer 469 glBindTexture(GL_TEXTURE_2D, layer->texture); 470 471 if (layer->empty) { 472 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom, 473 layer->width, layer->height, 0); 474 layer->empty = false; 475 } else { 476 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, mHeight - bounds.bottom, 477 bounds.getWidth(), bounds.getHeight()); 478 } 479 480 // Enqueue the buffer coordinates to clear the corresponding region later 481 mLayers.push(new Rect(bounds)); 482 } 483 484 return true; 485} 486 487/** 488 * Read the documentation of createLayer() before doing anything in this method. 489 */ 490void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 491 if (!current->layer) { 492 LOGE("Attempting to compose a layer that does not exist"); 493 return; 494 } 495 496 const bool fboLayer = current->flags & SkCanvas::kClipToLayer_SaveFlag; 497 498 if (fboLayer) { 499 // Unbind current FBO and restore previous one 500 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 501 } 502 503 // Restore the clip from the previous snapshot 504 const Rect& clip = *previous->clipRect; 505 glScissor(clip.left, previous->height - clip.bottom, clip.getWidth(), clip.getHeight()); 506 507 Layer* layer = current->layer; 508 const Rect& rect = layer->layer; 509 510 if (!fboLayer && layer->alpha < 255) { 511 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 512 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 513 } 514 515 const Rect& texCoords = layer->texCoords; 516 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 517 518 if (fboLayer) { 519 drawTextureRect(rect.left, rect.top, rect.right, rect.bottom, 520 layer->texture, layer->alpha / 255.0f, layer->mode, layer->blend); 521 } else { 522 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 523 1.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 524 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, true, true); 525 } 526 527 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 528 529 if (fboLayer) { 530 // Detach the texture from the FBO 531 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 532 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 533 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 534 535 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 536 mCaches.fboCache.put(current->fbo); 537 } 538 539 // Failing to add the layer to the cache should happen only if the layer is too large 540 if (!mCaches.layerCache.put(layer)) { 541 LAYER_LOGD("Deleting layer"); 542 glDeleteTextures(1, &layer->texture); 543 delete layer; 544 } 545} 546 547void OpenGLRenderer::clearLayerRegions() { 548 if (mLayers.size() == 0 || mSnapshot->invisible) return; 549 550 for (uint32_t i = 0; i < mLayers.size(); i++) { 551 Rect* bounds = mLayers.itemAt(i); 552 553 // Clear the framebuffer where the layer will draw 554 glScissor(bounds->left, mHeight - bounds->bottom, 555 bounds->getWidth(), bounds->getHeight()); 556 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 557 glClear(GL_COLOR_BUFFER_BIT); 558 559 delete bounds; 560 } 561 mLayers.clear(); 562 563 // Restore the clip 564 setScissorFromClip(); 565} 566 567/////////////////////////////////////////////////////////////////////////////// 568// Transforms 569/////////////////////////////////////////////////////////////////////////////// 570 571void OpenGLRenderer::translate(float dx, float dy) { 572 mSnapshot->transform->translate(dx, dy, 0.0f); 573} 574 575void OpenGLRenderer::rotate(float degrees) { 576 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 577} 578 579void OpenGLRenderer::scale(float sx, float sy) { 580 mSnapshot->transform->scale(sx, sy, 1.0f); 581} 582 583void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 584 mSnapshot->transform->load(*matrix); 585} 586 587const float* OpenGLRenderer::getMatrix() const { 588 return &mSnapshot->transform->data[0]; 589} 590 591void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 592 mSnapshot->transform->copyTo(*matrix); 593} 594 595void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 596 mat4 m(*matrix); 597 mSnapshot->transform->multiply(m); 598} 599 600/////////////////////////////////////////////////////////////////////////////// 601// Clipping 602/////////////////////////////////////////////////////////////////////////////// 603 604void OpenGLRenderer::setScissorFromClip() { 605 const Rect& clip = *mSnapshot->clipRect; 606 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 607} 608 609const Rect& OpenGLRenderer::getClipBounds() { 610 return mSnapshot->getLocalClip(); 611} 612 613bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 614 if (mSnapshot->invisible) { 615 return true; 616 } 617 618 Rect r(left, top, right, bottom); 619 mSnapshot->transform->mapRect(r); 620 return !mSnapshot->clipRect->intersects(r); 621} 622 623bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 624 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 625 if (clipped) { 626 setScissorFromClip(); 627 } 628 return !mSnapshot->clipRect->isEmpty(); 629} 630 631/////////////////////////////////////////////////////////////////////////////// 632// Drawing 633/////////////////////////////////////////////////////////////////////////////// 634 635void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) { 636 const float right = left + bitmap->width(); 637 const float bottom = top + bitmap->height(); 638 639 if (quickReject(left, top, right, bottom)) { 640 return; 641 } 642 643 glActiveTexture(GL_TEXTURE0); 644 const Texture* texture = mCaches.textureCache.get(bitmap); 645 if (!texture) return; 646 const AutoTexture autoCleanup(texture); 647 648 drawTextureRect(left, top, right, bottom, texture, paint); 649} 650 651void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) { 652 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 653 const mat4 transform(*matrix); 654 transform.mapRect(r); 655 656 if (quickReject(r.left, r.top, r.right, r.bottom)) { 657 return; 658 } 659 660 glActiveTexture(GL_TEXTURE0); 661 const Texture* texture = mCaches.textureCache.get(bitmap); 662 if (!texture) return; 663 const AutoTexture autoCleanup(texture); 664 665 drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint); 666} 667 668void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 669 float srcLeft, float srcTop, float srcRight, float srcBottom, 670 float dstLeft, float dstTop, float dstRight, float dstBottom, 671 const SkPaint* paint) { 672 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 673 return; 674 } 675 676 glActiveTexture(GL_TEXTURE0); 677 const Texture* texture = mCaches.textureCache.get(bitmap); 678 if (!texture) return; 679 const AutoTexture autoCleanup(texture); 680 681 const float width = texture->width; 682 const float height = texture->height; 683 684 const float u1 = srcLeft / width; 685 const float v1 = srcTop / height; 686 const float u2 = srcRight / width; 687 const float v2 = srcBottom / height; 688 689 resetDrawTextureTexCoords(u1, v1, u2, v2); 690 691 drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint); 692 693 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 694} 695 696void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 697 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 698 float left, float top, float right, float bottom, const SkPaint* paint) { 699 if (quickReject(left, top, right, bottom)) { 700 return; 701 } 702 703 glActiveTexture(GL_TEXTURE0); 704 const Texture* texture = mCaches.textureCache.get(bitmap); 705 if (!texture) return; 706 const AutoTexture autoCleanup(texture); 707 708 int alpha; 709 SkXfermode::Mode mode; 710 getAlphaAndMode(paint, &alpha, &mode); 711 712 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 713 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 714 715 // Specify right and bottom as +1.0f from left/top to prevent scaling since the 716 // patch mesh already defines the final size 717 drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f, 718 mode, texture->blend, &mesh->vertices[0].position[0], 719 &mesh->vertices[0].texture[0], GL_TRIANGLES, mesh->verticesCount); 720} 721 722void OpenGLRenderer::drawLines(float* points, int count, const SkPaint* paint) { 723 if (mSnapshot->invisible) return; 724 725 int alpha; 726 SkXfermode::Mode mode; 727 getAlphaAndMode(paint, &alpha, &mode); 728 729 uint32_t color = paint->getColor(); 730 const GLfloat a = alpha / 255.0f; 731 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 732 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 733 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 734 735 const bool isAA = paint->isAntiAlias(); 736 if (isAA) { 737 GLuint textureUnit = 0; 738 setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a, 739 mode, false, true, mCaches.line.getVertices(), mCaches.line.getTexCoords()); 740 } else { 741 setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false); 742 } 743 744 const float strokeWidth = paint->getStrokeWidth(); 745 const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount; 746 const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP; 747 748 for (int i = 0; i < count; i += 4) { 749 float tx = 0.0f; 750 float ty = 0.0f; 751 752 if (isAA) { 753 mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3], 754 strokeWidth, tx, ty); 755 } else { 756 ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f; 757 } 758 759 const float dx = points[i + 2] - points[i]; 760 const float dy = points[i + 3] - points[i + 1]; 761 const float mag = sqrtf(dx * dx + dy * dy); 762 const float angle = acos(dx / mag); 763 764 mModelView.loadTranslate(points[i], points[i + 1], 0.0f); 765 if (angle > MIN_ANGLE || angle < -MIN_ANGLE) { 766 mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f); 767 } 768 mModelView.translate(tx, ty, 0.0f); 769 if (!isAA) { 770 float length = mCaches.line.getLength(points[i], points[i + 1], 771 points[i + 2], points[i + 3]); 772 mModelView.scale(length, strokeWidth, 1.0f); 773 } 774 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 775 776 if (mShader) { 777 mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot); 778 } 779 780 glDrawArrays(drawMode, 0, elementsCount); 781 } 782 783 if (isAA) { 784 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 785 } 786} 787 788void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 789 const Rect& clip = *mSnapshot->clipRect; 790 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 791} 792 793void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) { 794 if (quickReject(left, top, right, bottom)) { 795 return; 796 } 797 798 SkXfermode::Mode mode; 799 if (!mExtensions.hasFramebufferFetch()) { 800 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 801 if (!isMode) { 802 // Assume SRC_OVER 803 mode = SkXfermode::kSrcOver_Mode; 804 } 805 } else { 806 mode = getXfermode(p->getXfermode()); 807 } 808 809 // Skia draws using the color's alpha channel if < 255 810 // Otherwise, it uses the paint's alpha 811 int color = p->getColor(); 812 if (((color >> 24) & 0xff) == 255) { 813 color |= p->getAlpha() << 24; 814 } 815 816 drawColorRect(left, top, right, bottom, color, mode); 817} 818 819void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 820 float x, float y, SkPaint* paint) { 821 if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 822 return; 823 } 824 if (mSnapshot->invisible) return; 825 826 paint->setAntiAlias(true); 827 828 float length = -1.0f; 829 switch (paint->getTextAlign()) { 830 case SkPaint::kCenter_Align: 831 length = paint->measureText(text, bytesCount); 832 x -= length / 2.0f; 833 break; 834 case SkPaint::kRight_Align: 835 length = paint->measureText(text, bytesCount); 836 x -= length; 837 break; 838 default: 839 break; 840 } 841 842 int alpha; 843 SkXfermode::Mode mode; 844 getAlphaAndMode(paint, &alpha, &mode); 845 846 uint32_t color = paint->getColor(); 847 const GLfloat a = alpha / 255.0f; 848 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 849 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 850 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 851 852 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 853 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 854 paint->getTextSize()); 855 856 if (mHasShadow) { 857 glActiveTexture(gTextureUnits[0]); 858 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 859 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 860 count, mShadowRadius); 861 const AutoTexture autoCleanup(shadow); 862 863 setupShadow(shadow, x, y, mode, a); 864 865 // Draw the mesh 866 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 867 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 868 } 869 870 GLuint textureUnit = 0; 871 glActiveTexture(gTextureUnits[textureUnit]); 872 873 // Assume that the modelView matrix does not force scales, rotates, etc. 874 const bool linearFilter = mSnapshot->transform->changesBounds(); 875 setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit, 876 x, y, r, g, b, a, mode, false, true); 877 878 const Rect& clip = mSnapshot->getLocalClip(); 879 clearLayerRegions(); 880 fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y); 881 882 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 883 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 884 885 drawTextDecorations(text, bytesCount, length, x, y, paint); 886} 887 888void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 889 if (mSnapshot->invisible) return; 890 891 GLuint textureUnit = 0; 892 glActiveTexture(gTextureUnits[textureUnit]); 893 894 const PathTexture* texture = mCaches.pathCache.get(path, paint); 895 if (!texture) return; 896 const AutoTexture autoCleanup(texture); 897 898 const float x = texture->left - texture->offset; 899 const float y = texture->top - texture->offset; 900 901 if (quickReject(x, y, x + texture->width, y + texture->height)) { 902 return; 903 } 904 905 int alpha; 906 SkXfermode::Mode mode; 907 getAlphaAndMode(paint, &alpha, &mode); 908 909 uint32_t color = paint->getColor(); 910 const GLfloat a = alpha / 255.0f; 911 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 912 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 913 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 914 915 setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true); 916 917 clearLayerRegions(); 918 919 // Draw the mesh 920 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 921 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 922} 923 924/////////////////////////////////////////////////////////////////////////////// 925// Shaders 926/////////////////////////////////////////////////////////////////////////////// 927 928void OpenGLRenderer::resetShader() { 929 mShader = NULL; 930} 931 932void OpenGLRenderer::setupShader(SkiaShader* shader) { 933 mShader = shader; 934 if (mShader) { 935 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 936 } 937} 938 939/////////////////////////////////////////////////////////////////////////////// 940// Color filters 941/////////////////////////////////////////////////////////////////////////////// 942 943void OpenGLRenderer::resetColorFilter() { 944 mColorFilter = NULL; 945} 946 947void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 948 mColorFilter = filter; 949} 950 951/////////////////////////////////////////////////////////////////////////////// 952// Drop shadow 953/////////////////////////////////////////////////////////////////////////////// 954 955void OpenGLRenderer::resetShadow() { 956 mHasShadow = false; 957} 958 959void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 960 mHasShadow = true; 961 mShadowRadius = radius; 962 mShadowDx = dx; 963 mShadowDy = dy; 964 mShadowColor = color; 965} 966 967/////////////////////////////////////////////////////////////////////////////// 968// Drawing implementation 969/////////////////////////////////////////////////////////////////////////////// 970 971void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y, 972 SkXfermode::Mode mode, float alpha) { 973 const float sx = x - texture->left + mShadowDx; 974 const float sy = y - texture->top + mShadowDy; 975 976 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 977 const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha; 978 const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f; 979 const GLfloat g = a * ((mShadowColor >> 8) & 0xFF) / 255.0f; 980 const GLfloat b = a * ((mShadowColor ) & 0xFF) / 255.0f; 981 982 GLuint textureUnit = 0; 983 setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false); 984} 985 986void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, 987 float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode, 988 bool transforms, bool applyFilters) { 989 setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit, 990 x, y, r, g, b, a, mode, transforms, applyFilters, 991 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 992} 993 994void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 995 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 996 SkXfermode::Mode mode, bool transforms, bool applyFilters) { 997 setupTextureAlpha8(texture, width, height, textureUnit, 998 x, y, r, g, b, a, mode, transforms, applyFilters, 999 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 1000} 1001 1002void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 1003 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 1004 SkXfermode::Mode mode, bool transforms, bool applyFilters, 1005 GLvoid* vertices, GLvoid* texCoords) { 1006 // Describe the required shaders 1007 ProgramDescription description; 1008 description.hasTexture = true; 1009 description.hasAlpha8Texture = true; 1010 const bool setColor = description.setAlpha8Color(r, g, b, a); 1011 1012 if (applyFilters) { 1013 if (mShader) { 1014 mShader->describe(description, mExtensions); 1015 } 1016 if (mColorFilter) { 1017 mColorFilter->describe(description, mExtensions); 1018 } 1019 } 1020 1021 // Setup the blending mode 1022 chooseBlending(true, mode, description); 1023 1024 // Build and use the appropriate shader 1025 useProgram(mCaches.programCache.get(description)); 1026 1027 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit); 1028 glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit); 1029 1030 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1031 glEnableVertexAttribArray(texCoordsSlot); 1032 1033 // Setup attributes 1034 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1035 gMeshStride, vertices); 1036 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, 1037 gMeshStride, texCoords); 1038 1039 // Setup uniforms 1040 if (transforms) { 1041 mModelView.loadTranslate(x, y, 0.0f); 1042 mModelView.scale(width, height, 1.0f); 1043 } else { 1044 mModelView.loadIdentity(); 1045 } 1046 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1047 if (setColor) { 1048 mCaches.currentProgram->setColor(r, g, b, a); 1049 } 1050 1051 textureUnit++; 1052 if (applyFilters) { 1053 // Setup attributes and uniforms required by the shaders 1054 if (mShader) { 1055 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1056 } 1057 if (mColorFilter) { 1058 mColorFilter->setupProgram(mCaches.currentProgram); 1059 } 1060 } 1061} 1062 1063// Same values used by Skia 1064#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1065#define kStdUnderline_Offset (1.0f / 9.0f) 1066#define kStdUnderline_Thickness (1.0f / 18.0f) 1067 1068void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1069 float x, float y, SkPaint* paint) { 1070 // Handle underline and strike-through 1071 uint32_t flags = paint->getFlags(); 1072 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1073 float underlineWidth = length; 1074 // If length is > 0.0f, we already measured the text for the text alignment 1075 if (length <= 0.0f) { 1076 underlineWidth = paint->measureText(text, bytesCount); 1077 } 1078 1079 float offsetX = 0; 1080 switch (paint->getTextAlign()) { 1081 case SkPaint::kCenter_Align: 1082 offsetX = underlineWidth * 0.5f; 1083 break; 1084 case SkPaint::kRight_Align: 1085 offsetX = underlineWidth; 1086 break; 1087 default: 1088 break; 1089 } 1090 1091 if (underlineWidth > 0.0f) { 1092 const float textSize = paint->getTextSize(); 1093 const float strokeWidth = textSize * kStdUnderline_Thickness; 1094 1095 const float left = x - offsetX; 1096 float top = 0.0f; 1097 1098 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 1099 float points[pointsCount]; 1100 int currentPoint = 0; 1101 1102 if (flags & SkPaint::kUnderlineText_Flag) { 1103 top = y + textSize * kStdUnderline_Offset; 1104 points[currentPoint++] = left; 1105 points[currentPoint++] = top; 1106 points[currentPoint++] = left + underlineWidth; 1107 points[currentPoint++] = top; 1108 } 1109 1110 if (flags & SkPaint::kStrikeThruText_Flag) { 1111 top = y + textSize * kStdStrikeThru_Offset; 1112 points[currentPoint++] = left; 1113 points[currentPoint++] = top; 1114 points[currentPoint++] = left + underlineWidth; 1115 points[currentPoint++] = top; 1116 } 1117 1118 SkPaint linesPaint(*paint); 1119 linesPaint.setStrokeWidth(strokeWidth); 1120 1121 drawLines(&points[0], pointsCount, &linesPaint); 1122 } 1123 } 1124} 1125 1126void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1127 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1128 clearLayerRegions(); 1129 1130 // If a shader is set, preserve only the alpha 1131 if (mShader) { 1132 color |= 0x00ffffff; 1133 } 1134 1135 // Render using pre-multiplied alpha 1136 const int alpha = (color >> 24) & 0xFF; 1137 const GLfloat a = alpha / 255.0f; 1138 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1139 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1140 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1141 1142 setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform); 1143 1144 // Draw the mesh 1145 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1146} 1147 1148void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom, 1149 float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform) { 1150 GLuint textureUnit = 0; 1151 1152 // Describe the required shaders 1153 ProgramDescription description; 1154 const bool setColor = description.setColor(r, g, b, a); 1155 1156 if (mShader) { 1157 mShader->describe(description, mExtensions); 1158 } 1159 if (mColorFilter) { 1160 mColorFilter->describe(description, mExtensions); 1161 } 1162 1163 // Setup the blending mode 1164 chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description); 1165 1166 // Build and use the appropriate shader 1167 useProgram(mCaches.programCache.get(description)); 1168 1169 // Setup attributes 1170 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1171 gMeshStride, &mMeshVertices[0].position[0]); 1172 1173 // Setup uniforms 1174 mModelView.loadTranslate(left, top, 0.0f); 1175 mModelView.scale(right - left, bottom - top, 1.0f); 1176 if (!ignoreTransform) { 1177 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1178 } else { 1179 mat4 identity; 1180 mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity); 1181 } 1182 mCaches.currentProgram->setColor(r, g, b, a); 1183 1184 // Setup attributes and uniforms required by the shaders 1185 if (mShader) { 1186 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1187 } 1188 if (mColorFilter) { 1189 mColorFilter->setupProgram(mCaches.currentProgram); 1190 } 1191} 1192 1193void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1194 const Texture* texture, const SkPaint* paint) { 1195 int alpha; 1196 SkXfermode::Mode mode; 1197 getAlphaAndMode(paint, &alpha, &mode); 1198 1199 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1200 texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1201 GL_TRIANGLE_STRIP, gMeshCount); 1202} 1203 1204void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1205 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1206 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1207 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1208 GL_TRIANGLE_STRIP, gMeshCount); 1209} 1210 1211void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1212 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1213 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1214 bool swapSrcDst, bool ignoreTransform) { 1215 clearLayerRegions(); 1216 1217 ProgramDescription description; 1218 description.hasTexture = true; 1219 const bool setColor = description.setColor(alpha, alpha, alpha, alpha); 1220 if (mColorFilter) { 1221 mColorFilter->describe(description, mExtensions); 1222 } 1223 1224 mModelView.loadTranslate(left, top, 0.0f); 1225 mModelView.scale(right - left, bottom - top, 1.0f); 1226 1227 chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst); 1228 1229 useProgram(mCaches.programCache.get(description)); 1230 if (!ignoreTransform) { 1231 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1232 } else { 1233 mat4 m; 1234 mCaches.currentProgram->set(mOrthoMatrix, mModelView, m); 1235 } 1236 1237 // Texture 1238 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0); 1239 glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); 1240 1241 // Always premultiplied 1242 if (setColor) { 1243 mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha); 1244 } 1245 1246 // Mesh 1247 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1248 glEnableVertexAttribArray(texCoordsSlot); 1249 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1250 gMeshStride, vertices); 1251 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1252 1253 // Color filter 1254 if (mColorFilter) { 1255 mColorFilter->setupProgram(mCaches.currentProgram); 1256 } 1257 1258 glDrawArrays(drawMode, 0, elementsCount); 1259 glDisableVertexAttribArray(texCoordsSlot); 1260} 1261 1262void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1263 ProgramDescription& description, bool swapSrcDst) { 1264 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1265 if (blend) { 1266 if (mode < SkXfermode::kPlus_Mode) { 1267 if (!mCaches.blend) { 1268 glEnable(GL_BLEND); 1269 } 1270 1271 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1272 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1273 1274 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1275 glBlendFunc(sourceMode, destMode); 1276 mCaches.lastSrcMode = sourceMode; 1277 mCaches.lastDstMode = destMode; 1278 } 1279 } else { 1280 // These blend modes are not supported by OpenGL directly and have 1281 // to be implemented using shaders. Since the shader will perform 1282 // the blending, turn blending off here 1283 if (mExtensions.hasFramebufferFetch()) { 1284 description.framebufferMode = mode; 1285 description.swapSrcDst = swapSrcDst; 1286 } 1287 1288 if (mCaches.blend) { 1289 glDisable(GL_BLEND); 1290 } 1291 blend = false; 1292 } 1293 } else if (mCaches.blend) { 1294 glDisable(GL_BLEND); 1295 } 1296 mCaches.blend = blend; 1297} 1298 1299bool OpenGLRenderer::useProgram(Program* program) { 1300 if (!program->isInUse()) { 1301 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1302 program->use(); 1303 mCaches.currentProgram = program; 1304 return false; 1305 } 1306 return true; 1307} 1308 1309void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1310 TextureVertex* v = &mMeshVertices[0]; 1311 TextureVertex::setUV(v++, u1, v1); 1312 TextureVertex::setUV(v++, u2, v1); 1313 TextureVertex::setUV(v++, u1, v2); 1314 TextureVertex::setUV(v++, u2, v2); 1315} 1316 1317void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1318 if (paint) { 1319 if (!mExtensions.hasFramebufferFetch()) { 1320 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1321 if (!isMode) { 1322 // Assume SRC_OVER 1323 *mode = SkXfermode::kSrcOver_Mode; 1324 } 1325 } else { 1326 *mode = getXfermode(paint->getXfermode()); 1327 } 1328 1329 // Skia draws using the color's alpha channel if < 255 1330 // Otherwise, it uses the paint's alpha 1331 int color = paint->getColor(); 1332 *alpha = (color >> 24) & 0xFF; 1333 if (*alpha == 255) { 1334 *alpha = paint->getAlpha(); 1335 } 1336 } else { 1337 *mode = SkXfermode::kSrcOver_Mode; 1338 *alpha = 255; 1339 } 1340} 1341 1342SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1343 if (mode == NULL) { 1344 return SkXfermode::kSrcOver_Mode; 1345 } 1346 return mode->fMode; 1347} 1348 1349void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) { 1350 glActiveTexture(gTextureUnits[textureUnit]); 1351 glBindTexture(GL_TEXTURE_2D, texture); 1352 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1353 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1354} 1355 1356}; // namespace uirenderer 1357}; // namespace android 1358