OpenGLRenderer.cpp revision 5b3b35296e8b2c8d3f07d32bb645d5414db41a1d
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 <ui/Rect.h> 30 31#include "OpenGLRenderer.h" 32 33namespace android { 34namespace uirenderer { 35 36/////////////////////////////////////////////////////////////////////////////// 37// Defines 38/////////////////////////////////////////////////////////////////////////////// 39 40#define RAD_TO_DEG (180.0f / 3.14159265f) 41#define MIN_ANGLE 0.001f 42 43// TODO: This should be set in properties 44#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 45 46/////////////////////////////////////////////////////////////////////////////// 47// Globals 48/////////////////////////////////////////////////////////////////////////////// 49 50/** 51 * Structure mapping Skia xfermodes to OpenGL blending factors. 52 */ 53struct Blender { 54 SkXfermode::Mode mode; 55 GLenum src; 56 GLenum dst; 57}; // struct Blender 58 59// In this array, the index of each Blender equals the value of the first 60// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 61static const Blender gBlends[] = { 62 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 63 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 64 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 65 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 66 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 67 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 68 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 69 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 70 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 71 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 73 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 74}; 75 76// This array contains the swapped version of each SkXfermode. For instance 77// this array's SrcOver blending mode is actually DstOver. You can refer to 78// createLayer() for more information on the purpose of this array. 79static const Blender gBlendsSwap[] = { 80 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 81 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 82 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 83 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 84 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 85 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 86 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 87 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 88 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 89 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 90 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 91 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 92}; 93 94static const GLenum gTextureUnits[] = { 95 GL_TEXTURE0, 96 GL_TEXTURE1, 97 GL_TEXTURE2 98}; 99 100/////////////////////////////////////////////////////////////////////////////// 101// Constructors/destructor 102/////////////////////////////////////////////////////////////////////////////// 103 104OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 105 mShader = NULL; 106 mColorFilter = NULL; 107 mHasShadow = false; 108 109 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 110 111 mFirstSnapshot = new Snapshot; 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 mDirtyClip = false; 134} 135 136void OpenGLRenderer::prepare(bool opaque) { 137 mSnapshot = new Snapshot(mFirstSnapshot, 138 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 139 mSaveCount = 1; 140 141 glViewport(0, 0, mWidth, mHeight); 142 143 glDisable(GL_DITHER); 144 145 if (!opaque) { 146 glDisable(GL_SCISSOR_TEST); 147 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 148 glClear(GL_COLOR_BUFFER_BIT); 149 glEnable(GL_SCISSOR_TEST); 150 } else { 151 glEnable(GL_SCISSOR_TEST); 152 glScissor(0, 0, mWidth, mHeight); 153 dirtyClip(); 154 } 155 156 mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); 157} 158 159void OpenGLRenderer::finish() { 160#if DEBUG_OPENGL 161 GLenum status = GL_NO_ERROR; 162 while ((status = glGetError()) != GL_NO_ERROR) { 163 LOGD("GL error from OpenGLRenderer: 0x%x", status); 164 } 165#endif 166} 167 168void OpenGLRenderer::acquireContext() { 169 if (mCaches.currentProgram) { 170 if (mCaches.currentProgram->isInUse()) { 171 mCaches.currentProgram->remove(); 172 mCaches.currentProgram = NULL; 173 } 174 } 175 mCaches.unbindMeshBuffer(); 176} 177 178void OpenGLRenderer::releaseContext() { 179 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 180 181 glEnable(GL_SCISSOR_TEST); 182 dirtyClip(); 183 184 glDisable(GL_DITHER); 185 186 glBindFramebuffer(GL_FRAMEBUFFER, 0); 187 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 188 189 mCaches.blend = true; 190 glEnable(GL_BLEND); 191 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 192 glBlendEquation(GL_FUNC_ADD); 193} 194 195/////////////////////////////////////////////////////////////////////////////// 196// State management 197/////////////////////////////////////////////////////////////////////////////// 198 199int OpenGLRenderer::getSaveCount() const { 200 return mSaveCount; 201} 202 203int OpenGLRenderer::save(int flags) { 204 return saveSnapshot(flags); 205} 206 207void OpenGLRenderer::restore() { 208 if (mSaveCount > 1) { 209 restoreSnapshot(); 210 } 211} 212 213void OpenGLRenderer::restoreToCount(int saveCount) { 214 if (saveCount < 1) saveCount = 1; 215 216 while (mSaveCount > saveCount) { 217 restoreSnapshot(); 218 } 219} 220 221int OpenGLRenderer::saveSnapshot(int flags) { 222 mSnapshot = new Snapshot(mSnapshot, flags); 223 return mSaveCount++; 224} 225 226bool OpenGLRenderer::restoreSnapshot() { 227 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 228 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 229 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 230 231 sp<Snapshot> current = mSnapshot; 232 sp<Snapshot> previous = mSnapshot->previous; 233 234 if (restoreOrtho) { 235 Rect& r = previous->viewport; 236 glViewport(r.left, r.top, r.right, r.bottom); 237 mOrthoMatrix.load(current->orthoMatrix); 238 } 239 240 mSaveCount--; 241 mSnapshot = previous; 242 243 if (restoreLayer) { 244 composeLayer(current, previous); 245 } 246 247 if (restoreClip) { 248 dirtyClip(); 249 } 250 251 return restoreClip; 252} 253 254/////////////////////////////////////////////////////////////////////////////// 255// Layers 256/////////////////////////////////////////////////////////////////////////////// 257 258int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 259 SkPaint* p, int flags) { 260 const GLuint previousFbo = mSnapshot->fbo; 261 const int count = saveSnapshot(flags); 262 263 int alpha = 255; 264 SkXfermode::Mode mode; 265 266 if (p) { 267 alpha = p->getAlpha(); 268 if (!mCaches.extensions.hasFramebufferFetch()) { 269 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 270 if (!isMode) { 271 // Assume SRC_OVER 272 mode = SkXfermode::kSrcOver_Mode; 273 } 274 } else { 275 mode = getXfermode(p->getXfermode()); 276 } 277 } else { 278 mode = SkXfermode::kSrcOver_Mode; 279 } 280 281 if (!mSnapshot->previous->invisible) { 282 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 283 } 284 285 return count; 286} 287 288int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 289 int alpha, int flags) { 290 if (alpha >= 255 - ALPHA_THRESHOLD) { 291 return saveLayer(left, top, right, bottom, NULL, flags); 292 } else { 293 SkPaint paint; 294 paint.setAlpha(alpha); 295 return saveLayer(left, top, right, bottom, &paint, flags); 296 } 297} 298 299/** 300 * Layers are viewed by Skia are slightly different than layers in image editing 301 * programs (for instance.) When a layer is created, previously created layers 302 * and the frame buffer still receive every drawing command. For instance, if a 303 * layer is created and a shape intersecting the bounds of the layers and the 304 * framebuffer is draw, the shape will be drawn on both (unless the layer was 305 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 306 * 307 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 308 * texture. Unfortunately, this is inefficient as it requires every primitive to 309 * be drawn n + 1 times, where n is the number of active layers. In practice this 310 * means, for every primitive: 311 * - Switch active frame buffer 312 * - Change viewport, clip and projection matrix 313 * - Issue the drawing 314 * 315 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 316 * To avoid this, layers are implemented in a different way here, at least in the 317 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 318 * is set. When this flag is set we can redirect all drawing operations into a 319 * single FBO. 320 * 321 * This implementation relies on the frame buffer being at least RGBA 8888. When 322 * a layer is created, only a texture is created, not an FBO. The content of the 323 * frame buffer contained within the layer's bounds is copied into this texture 324 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 325 * buffer and drawing continues as normal. This technique therefore treats the 326 * frame buffer as a scratch buffer for the layers. 327 * 328 * To compose the layers back onto the frame buffer, each layer texture 329 * (containing the original frame buffer data) is drawn as a simple quad over 330 * the frame buffer. The trick is that the quad is set as the composition 331 * destination in the blending equation, and the frame buffer becomes the source 332 * of the composition. 333 * 334 * Drawing layers with an alpha value requires an extra step before composition. 335 * An empty quad is drawn over the layer's region in the frame buffer. This quad 336 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 337 * quad is used to multiply the colors in the frame buffer. This is achieved by 338 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 339 * GL_ZERO, GL_SRC_ALPHA. 340 * 341 * Because glCopyTexImage2D() can be slow, an alternative implementation might 342 * be use to draw a single clipped layer. The implementation described above 343 * is correct in every case. 344 * 345 * (1) The frame buffer is actually not cleared right away. To allow the GPU 346 * to potentially optimize series of calls to glCopyTexImage2D, the frame 347 * buffer is left untouched until the first drawing operation. Only when 348 * something actually gets drawn are the layers regions cleared. 349 */ 350bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 351 float right, float bottom, int alpha, SkXfermode::Mode mode, 352 int flags, GLuint previousFbo) { 353 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 354 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 355 356 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 357 358 // Window coordinates of the layer 359 Rect bounds(left, top, right, bottom); 360 if (fboLayer) { 361 // Clear the previous layer regions before we change the viewport 362 clearLayerRegions(); 363 } else { 364 mSnapshot->transform->mapRect(bounds); 365 366 // Layers only make sense if they are in the framebuffer's bounds 367 bounds.intersect(*snapshot->clipRect); 368 369 // We cannot work with sub-pixels in this case 370 bounds.snapToPixelBoundaries(); 371 372 // When the layer is not an FBO, we may use glCopyTexImage so we 373 // need to make sure the layer does not extend outside the bounds 374 // of the framebuffer 375 bounds.intersect(snapshot->previous->viewport); 376 } 377 378 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 379 bounds.getHeight() > mCaches.maxTextureSize) { 380 snapshot->invisible = true; 381 } else { 382 snapshot->invisible = snapshot->previous->invisible || 383 (alpha <= ALPHA_THRESHOLD && fboLayer); 384 } 385 386 // Bail out if we won't draw in this snapshot 387 if (snapshot->invisible) { 388 return false; 389 } 390 391 glActiveTexture(gTextureUnits[0]); 392 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 393 if (!layer) { 394 return false; 395 } 396 397 layer->mode = mode; 398 layer->alpha = alpha; 399 layer->layer.set(bounds); 400 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 401 bounds.getWidth() / float(layer->width), 0.0f); 402 403 // Save the layer in the snapshot 404 snapshot->flags |= Snapshot::kFlagIsLayer; 405 snapshot->layer = layer; 406 407 if (fboLayer) { 408 return createFboLayer(layer, bounds, snapshot, previousFbo); 409 } else { 410 // Copy the framebuffer into the layer 411 glBindTexture(GL_TEXTURE_2D, layer->texture); 412 413 if (layer->empty) { 414 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, 415 snapshot->height - bounds.bottom, layer->width, layer->height, 0); 416 layer->empty = false; 417 } else { 418 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 419 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 420 } 421 422 // Enqueue the buffer coordinates to clear the corresponding region later 423 mLayers.push(new Rect(bounds)); 424 } 425 426 return true; 427} 428 429bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 430 GLuint previousFbo) { 431 layer->fbo = mCaches.fboCache.get(); 432 433#if RENDER_LAYERS_AS_REGIONS 434 snapshot->region = &snapshot->layer->region; 435 snapshot->flags |= Snapshot::kFlagFboTarget; 436#endif 437 438 Rect clip(bounds); 439 snapshot->transform->mapRect(clip); 440 clip.intersect(*snapshot->clipRect); 441 clip.snapToPixelBoundaries(); 442 clip.intersect(snapshot->previous->viewport); 443 444 mat4 inverse; 445 inverse.loadInverse(*mSnapshot->transform); 446 447 inverse.mapRect(clip); 448 clip.snapToPixelBoundaries(); 449 clip.intersect(bounds); 450 451 snapshot->flags |= Snapshot::kFlagIsFboLayer; 452 snapshot->fbo = layer->fbo; 453 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 454 //snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 455 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 456 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 457 snapshot->height = bounds.getHeight(); 458 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 459 snapshot->orthoMatrix.load(mOrthoMatrix); 460 461 // Bind texture to FBO 462 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 463 glBindTexture(GL_TEXTURE_2D, layer->texture); 464 465 // Initialize the texture if needed 466 if (layer->empty) { 467 layer->empty = false; 468 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 469 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 470 } 471 472 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 473 layer->texture, 0); 474 475#if DEBUG_LAYERS_AS_REGIONS 476 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 477 if (status != GL_FRAMEBUFFER_COMPLETE) { 478 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 479 480 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 481 glDeleteTextures(1, &layer->texture); 482 mCaches.fboCache.put(layer->fbo); 483 484 delete layer; 485 486 return false; 487 } 488#endif 489 490 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 491 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 492 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 493 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 494 glClear(GL_COLOR_BUFFER_BIT); 495 496 dirtyClip(); 497 498 // Change the ortho projection 499 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 500 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 501 502 return true; 503} 504 505/** 506 * Read the documentation of createLayer() before doing anything in this method. 507 */ 508void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 509 if (!current->layer) { 510 LOGE("Attempting to compose a layer that does not exist"); 511 return; 512 } 513 514 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 515 516 if (fboLayer) { 517 // Unbind current FBO and restore previous one 518 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 519 } 520 521 Layer* layer = current->layer; 522 const Rect& rect = layer->layer; 523 524 if (!fboLayer && layer->alpha < 255) { 525 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 526 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 527 // Required below, composeLayerRect() will divide by 255 528 layer->alpha = 255; 529 } 530 531 mCaches.unbindMeshBuffer(); 532 533 glActiveTexture(gTextureUnits[0]); 534 535 // When the layer is stored in an FBO, we can save a bit of fillrate by 536 // drawing only the dirty region 537 if (fboLayer) { 538 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 539 composeLayerRegion(layer, rect); 540 } else { 541 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 542 composeLayerRect(layer, rect, true); 543 } 544 545 if (fboLayer) { 546 // Detach the texture from the FBO 547 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 548 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 549 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 550 551 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 552 mCaches.fboCache.put(current->fbo); 553 } 554 555 dirtyClip(); 556 557 // Failing to add the layer to the cache should happen only if the layer is too large 558 if (!mCaches.layerCache.put(layer)) { 559 LAYER_LOGD("Deleting layer"); 560 glDeleteTextures(1, &layer->texture); 561 delete layer; 562 } 563} 564 565void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 566 const Rect& texCoords = layer->texCoords; 567 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 568 569 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 570 layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 571 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap); 572 573 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 574} 575 576void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 577#if RENDER_LAYERS_AS_REGIONS 578 if (layer->region.isRect()) { 579 composeLayerRect(layer, rect); 580 layer->region.clear(); 581 return; 582 } 583 584 if (!layer->region.isEmpty()) { 585 size_t count; 586 const android::Rect* rects = layer->region.getArray(&count); 587 588 setupDraw(); 589 590 ProgramDescription description; 591 description.hasTexture = true; 592 593 const float alpha = layer->alpha / 255.0f; 594 const bool setColor = description.setColor(alpha, alpha, alpha, alpha); 595 chooseBlending(layer->blend || layer->alpha < 255, layer->mode, description, false); 596 597 useProgram(mCaches.programCache.get(description)); 598 599 // Texture 600 bindTexture(layer->texture); 601 glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); 602 603 // Always premultiplied 604 if (setColor) { 605 mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha); 606 } 607 608 // Mesh 609 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 610 glEnableVertexAttribArray(texCoordsSlot); 611 612 mModelView.loadIdentity(); 613 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 614 615 const float texX = 1.0f / float(layer->width); 616 const float texY = 1.0f / float(layer->height); 617 618 TextureVertex* mesh = mCaches.getRegionMesh(); 619 GLsizei numQuads = 0; 620 621 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 622 gMeshStride, &mesh[0].position[0]); 623 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, 624 gMeshStride, &mesh[0].texture[0]); 625 626 for (size_t i = 0; i < count; i++) { 627 const android::Rect* r = &rects[i]; 628 629 const float u1 = r->left * texX; 630 const float v1 = (rect.getHeight() - r->top) * texY; 631 const float u2 = r->right * texX; 632 const float v2 = (rect.getHeight() - r->bottom) * texY; 633 634 // TODO: Reject quads outside of the clip 635 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 636 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 637 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 638 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 639 640 numQuads++; 641 642 if (numQuads >= REGION_MESH_QUAD_COUNT) { 643 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 644 numQuads = 0; 645 mesh = mCaches.getRegionMesh(); 646 } 647 } 648 649 if (numQuads > 0) { 650 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 651 } 652 653 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 654 glDisableVertexAttribArray(texCoordsSlot); 655 656#if DEBUG_LAYERS_AS_REGIONS 657 uint32_t colors[] = { 658 0x7fff0000, 0x7f00ff00, 659 0x7f0000ff, 0x7fff00ff, 660 }; 661 662 int offset = 0; 663 int32_t top = rects[0].top; 664 int i = 0; 665 666 for (size_t i = 0; i < count; i++) { 667 if (top != rects[i].top) { 668 offset ^= 0x2; 669 top = rects[i].top; 670 } 671 672 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 673 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 674 SkXfermode::kSrcOver_Mode); 675 } 676#endif 677 678 layer->region.clear(); 679 } 680#else 681 composeLayerRect(layer, rect); 682#endif 683} 684 685void OpenGLRenderer::dirtyLayer(const float left, const float top, 686 const float right, const float bottom, const mat4 transform) { 687#if RENDER_LAYERS_AS_REGIONS 688 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) { 689 Rect bounds(left, top, right, bottom); 690 transform.mapRect(bounds); 691 bounds.intersect(*mSnapshot->clipRect); 692 bounds.snapToPixelBoundaries(); 693 694 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 695 if (!dirty.isEmpty()) { 696 mSnapshot->region->orSelf(dirty); 697 } 698 } 699#endif 700} 701 702void OpenGLRenderer::dirtyLayer(const float left, const float top, 703 const float right, const float bottom) { 704#if RENDER_LAYERS_AS_REGIONS 705 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) { 706 Rect bounds(left, top, right, bottom); 707 bounds.intersect(*mSnapshot->clipRect); 708 bounds.snapToPixelBoundaries(); 709 710 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 711 if (!dirty.isEmpty()) { 712 mSnapshot->region->orSelf(dirty); 713 } 714 } 715#endif 716} 717 718void OpenGLRenderer::setupDraw() { 719 clearLayerRegions(); 720 if (mDirtyClip) { 721 setScissorFromClip(); 722 } 723} 724 725void OpenGLRenderer::clearLayerRegions() { 726 if (mLayers.size() == 0 || mSnapshot->invisible) return; 727 728 Rect clipRect(*mSnapshot->clipRect); 729 clipRect.snapToPixelBoundaries(); 730 731 for (uint32_t i = 0; i < mLayers.size(); i++) { 732 Rect* bounds = mLayers.itemAt(i); 733 if (clipRect.intersects(*bounds)) { 734 // Clear the framebuffer where the layer will draw 735 glScissor(bounds->left, mSnapshot->height - bounds->bottom, 736 bounds->getWidth(), bounds->getHeight()); 737 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 738 glClear(GL_COLOR_BUFFER_BIT); 739 740 // Restore the clip 741 dirtyClip(); 742 } 743 744 delete bounds; 745 } 746 747 mLayers.clear(); 748} 749 750/////////////////////////////////////////////////////////////////////////////// 751// Transforms 752/////////////////////////////////////////////////////////////////////////////// 753 754void OpenGLRenderer::translate(float dx, float dy) { 755 mSnapshot->transform->translate(dx, dy, 0.0f); 756} 757 758void OpenGLRenderer::rotate(float degrees) { 759 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 760} 761 762void OpenGLRenderer::scale(float sx, float sy) { 763 mSnapshot->transform->scale(sx, sy, 1.0f); 764} 765 766void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 767 mSnapshot->transform->load(*matrix); 768} 769 770const float* OpenGLRenderer::getMatrix() const { 771 if (mSnapshot->fbo != 0) { 772 return &mSnapshot->transform->data[0]; 773 } 774 return &mIdentity.data[0]; 775} 776 777void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 778 mSnapshot->transform->copyTo(*matrix); 779} 780 781void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 782 SkMatrix transform; 783 mSnapshot->transform->copyTo(transform); 784 transform.preConcat(*matrix); 785 mSnapshot->transform->load(transform); 786} 787 788/////////////////////////////////////////////////////////////////////////////// 789// Clipping 790/////////////////////////////////////////////////////////////////////////////// 791 792void OpenGLRenderer::setScissorFromClip() { 793 Rect clip(*mSnapshot->clipRect); 794 clip.snapToPixelBoundaries(); 795 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 796 mDirtyClip = false; 797} 798 799const Rect& OpenGLRenderer::getClipBounds() { 800 return mSnapshot->getLocalClip(); 801} 802 803bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 804 if (mSnapshot->invisible) { 805 return true; 806 } 807 808 Rect r(left, top, right, bottom); 809 mSnapshot->transform->mapRect(r); 810 r.snapToPixelBoundaries(); 811 812 Rect clipRect(*mSnapshot->clipRect); 813 clipRect.snapToPixelBoundaries(); 814 815 return !clipRect.intersects(r); 816} 817 818bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 819 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 820 if (clipped) { 821 dirtyClip(); 822 } 823 return !mSnapshot->clipRect->isEmpty(); 824} 825 826/////////////////////////////////////////////////////////////////////////////// 827// Drawing 828/////////////////////////////////////////////////////////////////////////////// 829 830void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 831 const float right = left + bitmap->width(); 832 const float bottom = top + bitmap->height(); 833 834 if (quickReject(left, top, right, bottom)) { 835 return; 836 } 837 838 glActiveTexture(GL_TEXTURE0); 839 Texture* texture = mCaches.textureCache.get(bitmap); 840 if (!texture) return; 841 const AutoTexture autoCleanup(texture); 842 843 drawTextureRect(left, top, right, bottom, texture, paint); 844} 845 846void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 847 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 848 const mat4 transform(*matrix); 849 transform.mapRect(r); 850 851 if (quickReject(r.left, r.top, r.right, r.bottom)) { 852 return; 853 } 854 855 glActiveTexture(GL_TEXTURE0); 856 Texture* texture = mCaches.textureCache.get(bitmap); 857 if (!texture) return; 858 const AutoTexture autoCleanup(texture); 859 860 // This could be done in a cheaper way, all we need is pass the matrix 861 // to the vertex shader. The save/restore is a bit overkill. 862 save(SkCanvas::kMatrix_SaveFlag); 863 concatMatrix(matrix); 864 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 865 restore(); 866} 867 868void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 869 float srcLeft, float srcTop, float srcRight, float srcBottom, 870 float dstLeft, float dstTop, float dstRight, float dstBottom, 871 SkPaint* paint) { 872 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 873 return; 874 } 875 876 glActiveTexture(gTextureUnits[0]); 877 Texture* texture = mCaches.textureCache.get(bitmap); 878 if (!texture) return; 879 const AutoTexture autoCleanup(texture); 880 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 881 882 const float width = texture->width; 883 const float height = texture->height; 884 885 const float u1 = srcLeft / width; 886 const float v1 = srcTop / height; 887 const float u2 = srcRight / width; 888 const float v2 = srcBottom / height; 889 890 mCaches.unbindMeshBuffer(); 891 resetDrawTextureTexCoords(u1, v1, u2, v2); 892 893 int alpha; 894 SkXfermode::Mode mode; 895 getAlphaAndMode(paint, &alpha, &mode); 896 897 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 898 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 899 GL_TRIANGLE_STRIP, gMeshCount); 900 901 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 902} 903 904void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 905 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 906 float left, float top, float right, float bottom, SkPaint* paint) { 907 if (quickReject(left, top, right, bottom)) { 908 return; 909 } 910 911 glActiveTexture(gTextureUnits[0]); 912 Texture* texture = mCaches.textureCache.get(bitmap); 913 if (!texture) return; 914 const AutoTexture autoCleanup(texture); 915 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 916 917 int alpha; 918 SkXfermode::Mode mode; 919 getAlphaAndMode(paint, &alpha, &mode); 920 921 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 922 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 923 924 if (mesh) { 925 // Mark the current layer dirty where we are going to draw the patch 926 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && 927 mSnapshot->region && mesh->hasEmptyQuads) { 928 const size_t count = mesh->quads.size(); 929 for (size_t i = 0; i < count; i++) { 930 Rect bounds = mesh->quads.itemAt(i); 931 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, 932 *mSnapshot->transform); 933 } 934 } 935 936 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 937 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 938 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 939 true, !mesh->hasEmptyQuads); 940 } 941} 942 943void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 944 if (mSnapshot->invisible) return; 945 946 int alpha; 947 SkXfermode::Mode mode; 948 getAlphaAndMode(paint, &alpha, &mode); 949 950 uint32_t color = paint->getColor(); 951 const GLfloat a = alpha / 255.0f; 952 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 953 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 954 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 955 956 const bool isAA = paint->isAntiAlias(); 957 if (isAA) { 958 GLuint textureUnit = 0; 959 glActiveTexture(gTextureUnits[textureUnit]); 960 setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a, 961 mode, false, true, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 962 mCaches.line.getMeshBuffer()); 963 } else { 964 setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false); 965 } 966 967 const float strokeWidth = paint->getStrokeWidth(); 968 const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount; 969 const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP; 970 971 for (int i = 0; i < count; i += 4) { 972 float tx = 0.0f; 973 float ty = 0.0f; 974 975 if (isAA) { 976 mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3], 977 strokeWidth, tx, ty); 978 } else { 979 ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f; 980 } 981 982 const float dx = points[i + 2] - points[i]; 983 const float dy = points[i + 3] - points[i + 1]; 984 const float mag = sqrtf(dx * dx + dy * dy); 985 const float angle = acos(dx / mag); 986 987 mModelView.loadTranslate(points[i], points[i + 1], 0.0f); 988 if (angle > MIN_ANGLE || angle < -MIN_ANGLE) { 989 mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f); 990 } 991 mModelView.translate(tx, ty, 0.0f); 992 if (!isAA) { 993 float length = mCaches.line.getLength(points[i], points[i + 1], 994 points[i + 2], points[i + 3]); 995 mModelView.scale(length, strokeWidth, 1.0f); 996 } 997 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 998 // TODO: Add bounds to the layer's region 999 1000 if (mShader) { 1001 mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot); 1002 } 1003 1004 glDrawArrays(drawMode, 0, elementsCount); 1005 } 1006 1007 if (isAA) { 1008 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1009 } 1010} 1011 1012void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1013 Rect& clip(*mSnapshot->clipRect); 1014 clip.snapToPixelBoundaries(); 1015 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1016} 1017 1018void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 1019 if (quickReject(left, top, right, bottom)) { 1020 return; 1021 } 1022 1023 SkXfermode::Mode mode; 1024 if (!mCaches.extensions.hasFramebufferFetch()) { 1025 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 1026 if (!isMode) { 1027 // Assume SRC_OVER 1028 mode = SkXfermode::kSrcOver_Mode; 1029 } 1030 } else { 1031 mode = getXfermode(p->getXfermode()); 1032 } 1033 1034 // Skia draws using the color's alpha channel if < 255 1035 // Otherwise, it uses the paint's alpha 1036 int color = p->getColor(); 1037 if (((color >> 24) & 0xff) == 255) { 1038 color |= p->getAlpha() << 24; 1039 } 1040 1041 drawColorRect(left, top, right, bottom, color, mode); 1042} 1043 1044void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 1045 float x, float y, SkPaint* paint) { 1046 if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 1047 return; 1048 } 1049 if (mSnapshot->invisible) return; 1050 1051 paint->setAntiAlias(true); 1052 1053 float length = -1.0f; 1054 switch (paint->getTextAlign()) { 1055 case SkPaint::kCenter_Align: 1056 length = paint->measureText(text, bytesCount); 1057 x -= length / 2.0f; 1058 break; 1059 case SkPaint::kRight_Align: 1060 length = paint->measureText(text, bytesCount); 1061 x -= length; 1062 break; 1063 default: 1064 break; 1065 } 1066 1067 int alpha; 1068 SkXfermode::Mode mode; 1069 getAlphaAndMode(paint, &alpha, &mode); 1070 1071 uint32_t color = paint->getColor(); 1072 const GLfloat a = alpha / 255.0f; 1073 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1074 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1075 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1076 1077 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 1078 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 1079 paint->getTextSize()); 1080 1081 setupDraw(); 1082 1083 if (mHasShadow) { 1084 glActiveTexture(gTextureUnits[0]); 1085 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1086 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 1087 count, mShadowRadius); 1088 const AutoTexture autoCleanup(shadow); 1089 1090 setupShadow(shadow, x, y, mode, a); 1091 1092 // Draw the mesh 1093 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1094 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1095 } 1096 1097 GLuint textureUnit = 0; 1098 glActiveTexture(gTextureUnits[textureUnit]); 1099 1100 // Assume that the modelView matrix does not force scales, rotates, etc. 1101 const bool linearFilter = mSnapshot->transform->changesBounds(); 1102 1103 // Dimensions are set to (0,0), the layer (if any) won't be dirtied 1104 setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit, 1105 x, y, r, g, b, a, mode, false, true, NULL, NULL); 1106 1107 const Rect& clip = mSnapshot->getLocalClip(); 1108 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 1109 1110#if RENDER_LAYERS_AS_REGIONS 1111 bool hasLayer = (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region; 1112#else 1113 bool hasLayer = false; 1114#endif 1115 1116 mCaches.unbindMeshBuffer(); 1117 if (fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y, 1118 hasLayer ? &bounds : NULL)) { 1119#if RENDER_LAYERS_AS_REGIONS 1120 if (hasLayer) { 1121 mSnapshot->transform->mapRect(bounds); 1122 bounds.intersect(*mSnapshot->clipRect); 1123 bounds.snapToPixelBoundaries(); 1124 1125 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1126 mSnapshot->region->orSelf(dirty); 1127 } 1128#endif 1129 } 1130 1131 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1132 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1133 1134 drawTextDecorations(text, bytesCount, length, x, y, paint); 1135} 1136 1137void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 1138 if (mSnapshot->invisible) return; 1139 1140 GLuint textureUnit = 0; 1141 glActiveTexture(gTextureUnits[textureUnit]); 1142 1143 const PathTexture* texture = mCaches.pathCache.get(path, paint); 1144 if (!texture) return; 1145 const AutoTexture autoCleanup(texture); 1146 1147 const float x = texture->left - texture->offset; 1148 const float y = texture->top - texture->offset; 1149 1150 if (quickReject(x, y, x + texture->width, y + texture->height)) { 1151 return; 1152 } 1153 1154 int alpha; 1155 SkXfermode::Mode mode; 1156 getAlphaAndMode(paint, &alpha, &mode); 1157 1158 uint32_t color = paint->getColor(); 1159 const GLfloat a = alpha / 255.0f; 1160 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1161 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1162 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1163 1164 setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true); 1165 1166 setupDraw(); 1167 1168 // Draw the mesh 1169 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1170 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1171} 1172 1173/////////////////////////////////////////////////////////////////////////////// 1174// Shaders 1175/////////////////////////////////////////////////////////////////////////////// 1176 1177void OpenGLRenderer::resetShader() { 1178 mShader = NULL; 1179} 1180 1181void OpenGLRenderer::setupShader(SkiaShader* shader) { 1182 mShader = shader; 1183 if (mShader) { 1184 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 1185 } 1186} 1187 1188/////////////////////////////////////////////////////////////////////////////// 1189// Color filters 1190/////////////////////////////////////////////////////////////////////////////// 1191 1192void OpenGLRenderer::resetColorFilter() { 1193 mColorFilter = NULL; 1194} 1195 1196void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 1197 mColorFilter = filter; 1198} 1199 1200/////////////////////////////////////////////////////////////////////////////// 1201// Drop shadow 1202/////////////////////////////////////////////////////////////////////////////// 1203 1204void OpenGLRenderer::resetShadow() { 1205 mHasShadow = false; 1206} 1207 1208void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 1209 mHasShadow = true; 1210 mShadowRadius = radius; 1211 mShadowDx = dx; 1212 mShadowDy = dy; 1213 mShadowColor = color; 1214} 1215 1216/////////////////////////////////////////////////////////////////////////////// 1217// Drawing implementation 1218/////////////////////////////////////////////////////////////////////////////// 1219 1220void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y, 1221 SkXfermode::Mode mode, float alpha) { 1222 const float sx = x - texture->left + mShadowDx; 1223 const float sy = y - texture->top + mShadowDy; 1224 1225 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 1226 const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha; 1227 const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f; 1228 const GLfloat g = a * ((mShadowColor >> 8) & 0xFF) / 255.0f; 1229 const GLfloat b = a * ((mShadowColor ) & 0xFF) / 255.0f; 1230 1231 GLuint textureUnit = 0; 1232 setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false); 1233} 1234 1235void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, 1236 float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode, 1237 bool transforms, bool applyFilters) { 1238 setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit, 1239 x, y, r, g, b, a, mode, transforms, applyFilters, 1240 (GLvoid*) 0, (GLvoid*) gMeshTextureOffset); 1241} 1242 1243void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 1244 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 1245 SkXfermode::Mode mode, bool transforms, bool applyFilters) { 1246 setupTextureAlpha8(texture, width, height, textureUnit, x, y, r, g, b, a, mode, 1247 transforms, applyFilters, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset); 1248} 1249 1250void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 1251 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 1252 SkXfermode::Mode mode, bool transforms, bool applyFilters, 1253 GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1254 // Describe the required shaders 1255 ProgramDescription description; 1256 description.hasTexture = true; 1257 description.hasAlpha8Texture = true; 1258 const bool setColor = description.setAlpha8Color(r, g, b, a); 1259 1260 if (applyFilters) { 1261 if (mShader) { 1262 mShader->describe(description, mCaches.extensions); 1263 } 1264 if (mColorFilter) { 1265 mColorFilter->describe(description, mCaches.extensions); 1266 } 1267 } 1268 1269 // Setup the blending mode 1270 chooseBlending(true, mode, description); 1271 1272 // Build and use the appropriate shader 1273 useProgram(mCaches.programCache.get(description)); 1274 1275 bindTexture(texture); 1276 glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit); 1277 1278 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1279 glEnableVertexAttribArray(texCoordsSlot); 1280 1281 if (texCoords) { 1282 // Setup attributes 1283 if (!vertices) { 1284 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1285 } else { 1286 mCaches.unbindMeshBuffer(); 1287 } 1288 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1289 gMeshStride, vertices); 1290 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1291 } 1292 1293 // Setup uniforms 1294 if (transforms) { 1295 mModelView.loadTranslate(x, y, 0.0f); 1296 mModelView.scale(width, height, 1.0f); 1297 } else { 1298 mModelView.loadIdentity(); 1299 } 1300 1301 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1302 if (width > 0 && height > 0) { 1303 dirtyLayer(x, y, x + width, y + height, *mSnapshot->transform); 1304 } 1305 1306 if (setColor) { 1307 mCaches.currentProgram->setColor(r, g, b, a); 1308 } 1309 1310 textureUnit++; 1311 if (applyFilters) { 1312 // Setup attributes and uniforms required by the shaders 1313 if (mShader) { 1314 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1315 } 1316 if (mColorFilter) { 1317 mColorFilter->setupProgram(mCaches.currentProgram); 1318 } 1319 } 1320} 1321 1322// Same values used by Skia 1323#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1324#define kStdUnderline_Offset (1.0f / 9.0f) 1325#define kStdUnderline_Thickness (1.0f / 18.0f) 1326 1327void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1328 float x, float y, SkPaint* paint) { 1329 // Handle underline and strike-through 1330 uint32_t flags = paint->getFlags(); 1331 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1332 float underlineWidth = length; 1333 // If length is > 0.0f, we already measured the text for the text alignment 1334 if (length <= 0.0f) { 1335 underlineWidth = paint->measureText(text, bytesCount); 1336 } 1337 1338 float offsetX = 0; 1339 switch (paint->getTextAlign()) { 1340 case SkPaint::kCenter_Align: 1341 offsetX = underlineWidth * 0.5f; 1342 break; 1343 case SkPaint::kRight_Align: 1344 offsetX = underlineWidth; 1345 break; 1346 default: 1347 break; 1348 } 1349 1350 if (underlineWidth > 0.0f) { 1351 const float textSize = paint->getTextSize(); 1352 const float strokeWidth = textSize * kStdUnderline_Thickness; 1353 1354 const float left = x - offsetX; 1355 float top = 0.0f; 1356 1357 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 1358 float points[pointsCount]; 1359 int currentPoint = 0; 1360 1361 if (flags & SkPaint::kUnderlineText_Flag) { 1362 top = y + textSize * kStdUnderline_Offset; 1363 points[currentPoint++] = left; 1364 points[currentPoint++] = top; 1365 points[currentPoint++] = left + underlineWidth; 1366 points[currentPoint++] = top; 1367 } 1368 1369 if (flags & SkPaint::kStrikeThruText_Flag) { 1370 top = y + textSize * kStdStrikeThru_Offset; 1371 points[currentPoint++] = left; 1372 points[currentPoint++] = top; 1373 points[currentPoint++] = left + underlineWidth; 1374 points[currentPoint++] = top; 1375 } 1376 1377 SkPaint linesPaint(*paint); 1378 linesPaint.setStrokeWidth(strokeWidth); 1379 1380 drawLines(&points[0], pointsCount, &linesPaint); 1381 } 1382 } 1383} 1384 1385void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1386 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1387 setupDraw(); 1388 1389 // If a shader is set, preserve only the alpha 1390 if (mShader) { 1391 color |= 0x00ffffff; 1392 } 1393 1394 // Render using pre-multiplied alpha 1395 const int alpha = (color >> 24) & 0xFF; 1396 const GLfloat a = alpha / 255.0f; 1397 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1398 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1399 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1400 1401 setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform); 1402 1403 // Draw the mesh 1404 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1405} 1406 1407void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom, 1408 float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform) { 1409 GLuint textureUnit = 0; 1410 1411 // Describe the required shaders 1412 ProgramDescription description; 1413 const bool setColor = description.setColor(r, g, b, a); 1414 1415 if (mShader) { 1416 mShader->describe(description, mCaches.extensions); 1417 } 1418 if (mColorFilter) { 1419 mColorFilter->describe(description, mCaches.extensions); 1420 } 1421 1422 // Setup the blending mode 1423 chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description); 1424 1425 // Build and use the appropriate shader 1426 useProgram(mCaches.programCache.get(description)); 1427 1428 // Setup attributes 1429 mCaches.bindMeshBuffer(); 1430 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1431 gMeshStride, 0); 1432 1433 // Setup uniforms 1434 mModelView.loadTranslate(left, top, 0.0f); 1435 mModelView.scale(right - left, bottom - top, 1.0f); 1436 if (!ignoreTransform) { 1437 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1438 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1439 } else { 1440 mat4 identity; 1441 mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity); 1442 dirtyLayer(left, top, right, bottom); 1443 } 1444 mCaches.currentProgram->setColor(r, g, b, a); 1445 1446 // Setup attributes and uniforms required by the shaders 1447 if (mShader) { 1448 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1449 } 1450 if (mColorFilter) { 1451 mColorFilter->setupProgram(mCaches.currentProgram); 1452 } 1453} 1454 1455void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1456 Texture* texture, SkPaint* paint) { 1457 int alpha; 1458 SkXfermode::Mode mode; 1459 getAlphaAndMode(paint, &alpha, &mode); 1460 1461 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1462 1463 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1464 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1465 GL_TRIANGLE_STRIP, gMeshCount); 1466} 1467 1468void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1469 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1470 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1471 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 1472} 1473 1474void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1475 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1476 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1477 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 1478 setupDraw(); 1479 1480 ProgramDescription description; 1481 description.hasTexture = true; 1482 const bool setColor = description.setColor(alpha, alpha, alpha, alpha); 1483 if (mColorFilter) { 1484 mColorFilter->describe(description, mCaches.extensions); 1485 } 1486 1487 mModelView.loadTranslate(left, top, 0.0f); 1488 if (!ignoreScale) { 1489 mModelView.scale(right - left, bottom - top, 1.0f); 1490 } 1491 1492 chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst); 1493 1494 useProgram(mCaches.programCache.get(description)); 1495 if (!ignoreTransform) { 1496 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1497 if (dirty) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1498 } else { 1499 mat4 identity; 1500 mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity); 1501 if (dirty) dirtyLayer(left, top, right, bottom); 1502 } 1503 1504 // Texture 1505 bindTexture(texture); 1506 glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); 1507 1508 // Always premultiplied 1509 if (setColor) { 1510 mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha); 1511 } 1512 1513 // Mesh 1514 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1515 glEnableVertexAttribArray(texCoordsSlot); 1516 1517 if (!vertices) { 1518 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1519 } else { 1520 mCaches.unbindMeshBuffer(); 1521 } 1522 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1523 gMeshStride, vertices); 1524 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1525 1526 // Color filter 1527 if (mColorFilter) { 1528 mColorFilter->setupProgram(mCaches.currentProgram); 1529 } 1530 1531 glDrawArrays(drawMode, 0, elementsCount); 1532 glDisableVertexAttribArray(texCoordsSlot); 1533} 1534 1535void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1536 ProgramDescription& description, bool swapSrcDst) { 1537 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1538 if (blend) { 1539 if (mode < SkXfermode::kPlus_Mode) { 1540 if (!mCaches.blend) { 1541 glEnable(GL_BLEND); 1542 } 1543 1544 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1545 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1546 1547 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1548 glBlendFunc(sourceMode, destMode); 1549 mCaches.lastSrcMode = sourceMode; 1550 mCaches.lastDstMode = destMode; 1551 } 1552 } else { 1553 // These blend modes are not supported by OpenGL directly and have 1554 // to be implemented using shaders. Since the shader will perform 1555 // the blending, turn blending off here 1556 if (mCaches.extensions.hasFramebufferFetch()) { 1557 description.framebufferMode = mode; 1558 description.swapSrcDst = swapSrcDst; 1559 } 1560 1561 if (mCaches.blend) { 1562 glDisable(GL_BLEND); 1563 } 1564 blend = false; 1565 } 1566 } else if (mCaches.blend) { 1567 glDisable(GL_BLEND); 1568 } 1569 mCaches.blend = blend; 1570} 1571 1572bool OpenGLRenderer::useProgram(Program* program) { 1573 if (!program->isInUse()) { 1574 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1575 program->use(); 1576 mCaches.currentProgram = program; 1577 return false; 1578 } 1579 return true; 1580} 1581 1582void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1583 TextureVertex* v = &mMeshVertices[0]; 1584 TextureVertex::setUV(v++, u1, v1); 1585 TextureVertex::setUV(v++, u2, v1); 1586 TextureVertex::setUV(v++, u1, v2); 1587 TextureVertex::setUV(v++, u2, v2); 1588} 1589 1590void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1591 if (paint) { 1592 if (!mCaches.extensions.hasFramebufferFetch()) { 1593 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1594 if (!isMode) { 1595 // Assume SRC_OVER 1596 *mode = SkXfermode::kSrcOver_Mode; 1597 } 1598 } else { 1599 *mode = getXfermode(paint->getXfermode()); 1600 } 1601 1602 // Skia draws using the color's alpha channel if < 255 1603 // Otherwise, it uses the paint's alpha 1604 int color = paint->getColor(); 1605 *alpha = (color >> 24) & 0xFF; 1606 if (*alpha == 255) { 1607 *alpha = paint->getAlpha(); 1608 } 1609 } else { 1610 *mode = SkXfermode::kSrcOver_Mode; 1611 *alpha = 255; 1612 } 1613} 1614 1615SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1616 if (mode == NULL) { 1617 return SkXfermode::kSrcOver_Mode; 1618 } 1619 return mode->fMode; 1620} 1621 1622void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) { 1623 bool bound = false; 1624 if (wrapS != texture->wrapS) { 1625 glBindTexture(GL_TEXTURE_2D, texture->id); 1626 bound = true; 1627 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1628 texture->wrapS = wrapS; 1629 } 1630 if (wrapT != texture->wrapT) { 1631 if (!bound) { 1632 glBindTexture(GL_TEXTURE_2D, texture->id); 1633 } 1634 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1635 texture->wrapT = wrapT; 1636 } 1637} 1638 1639}; // namespace uirenderer 1640}; // namespace android 1641