OpenGLRenderer.cpp revision 807daf7df615b60ce6fc41355aabe3aa353cebab
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#include "DisplayListRenderer.h" 33#include "Vector.h" 34 35namespace android { 36namespace uirenderer { 37 38/////////////////////////////////////////////////////////////////////////////// 39// Defines 40/////////////////////////////////////////////////////////////////////////////// 41 42#define RAD_TO_DEG (180.0f / 3.14159265f) 43#define MIN_ANGLE 0.001f 44 45// TODO: This should be set in properties 46#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 47 48/////////////////////////////////////////////////////////////////////////////// 49// Globals 50/////////////////////////////////////////////////////////////////////////////// 51 52/** 53 * Structure mapping Skia xfermodes to OpenGL blending factors. 54 */ 55struct Blender { 56 SkXfermode::Mode mode; 57 GLenum src; 58 GLenum dst; 59}; // struct Blender 60 61// In this array, the index of each Blender equals the value of the first 62// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 63static const Blender gBlends[] = { 64 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 65 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 66 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 67 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 68 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 69 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 70 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 71 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 72 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 73 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 74 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 75 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 76}; 77 78// This array contains the swapped version of each SkXfermode. For instance 79// this array's SrcOver blending mode is actually DstOver. You can refer to 80// createLayer() for more information on the purpose of this array. 81static const Blender gBlendsSwap[] = { 82 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 83 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 84 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 85 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 86 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 87 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 88 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 89 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 90 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 92 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 93 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 94}; 95 96static const GLenum gTextureUnits[] = { 97 GL_TEXTURE0, 98 GL_TEXTURE1, 99 GL_TEXTURE2 100}; 101 102/////////////////////////////////////////////////////////////////////////////// 103// Constructors/destructor 104/////////////////////////////////////////////////////////////////////////////// 105 106OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 107 mShader = NULL; 108 mColorFilter = NULL; 109 mHasShadow = false; 110 111 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 112 113 mFirstSnapshot = new Snapshot; 114} 115 116OpenGLRenderer::~OpenGLRenderer() { 117 // The context has already been destroyed at this point, do not call 118 // GL APIs. All GL state should be kept in Caches.h 119} 120 121/////////////////////////////////////////////////////////////////////////////// 122// Setup 123/////////////////////////////////////////////////////////////////////////////// 124 125void OpenGLRenderer::setViewport(int width, int height) { 126 glViewport(0, 0, width, height); 127 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 128 129 mWidth = width; 130 mHeight = height; 131 132 mFirstSnapshot->height = height; 133 mFirstSnapshot->viewport.set(0, 0, width, height); 134 135 mDirtyClip = false; 136} 137 138void OpenGLRenderer::prepare(bool opaque) { 139 mCaches.clearGarbage(); 140 141 mSnapshot = new Snapshot(mFirstSnapshot, 142 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 143 mSaveCount = 1; 144 145 glViewport(0, 0, mWidth, mHeight); 146 147 glDisable(GL_DITHER); 148 149 if (!opaque) { 150 glDisable(GL_SCISSOR_TEST); 151 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 152 glClear(GL_COLOR_BUFFER_BIT); 153 } 154 155 glEnable(GL_SCISSOR_TEST); 156 glScissor(0, 0, mWidth, mHeight); 157 mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); 158} 159 160void OpenGLRenderer::finish() { 161#if DEBUG_OPENGL 162 GLenum status = GL_NO_ERROR; 163 while ((status = glGetError()) != GL_NO_ERROR) { 164 LOGD("GL error from OpenGLRenderer: 0x%x", status); 165 switch (status) { 166 case GL_OUT_OF_MEMORY: 167 LOGE(" OpenGLRenderer is out of memory!"); 168 break; 169 } 170 } 171#endif 172#if DEBUG_MEMORY_USAGE 173 mCaches.dumpMemoryUsage(); 174#else 175 if (mCaches.getDebugLevel() & kDebugMemory) { 176 mCaches.dumpMemoryUsage(); 177 } 178#endif 179} 180 181void OpenGLRenderer::interrupt() { 182 if (mCaches.currentProgram) { 183 if (mCaches.currentProgram->isInUse()) { 184 mCaches.currentProgram->remove(); 185 mCaches.currentProgram = NULL; 186 } 187 } 188 mCaches.unbindMeshBuffer(); 189} 190 191void OpenGLRenderer::acquireContext() { 192 interrupt(); 193} 194 195void OpenGLRenderer::resume() { 196 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 197 198 glEnable(GL_SCISSOR_TEST); 199 dirtyClip(); 200 201 glDisable(GL_DITHER); 202 203 glBindFramebuffer(GL_FRAMEBUFFER, 0); 204 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 205 206 mCaches.blend = true; 207 glEnable(GL_BLEND); 208 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 209 glBlendEquation(GL_FUNC_ADD); 210} 211 212void OpenGLRenderer::releaseContext() { 213 resume(); 214} 215 216/////////////////////////////////////////////////////////////////////////////// 217// State management 218/////////////////////////////////////////////////////////////////////////////// 219 220int OpenGLRenderer::getSaveCount() const { 221 return mSaveCount; 222} 223 224int OpenGLRenderer::save(int flags) { 225 return saveSnapshot(flags); 226} 227 228void OpenGLRenderer::restore() { 229 if (mSaveCount > 1) { 230 restoreSnapshot(); 231 } 232} 233 234void OpenGLRenderer::restoreToCount(int saveCount) { 235 if (saveCount < 1) saveCount = 1; 236 237 while (mSaveCount > saveCount) { 238 restoreSnapshot(); 239 } 240} 241 242int OpenGLRenderer::saveSnapshot(int flags) { 243 mSnapshot = new Snapshot(mSnapshot, flags); 244 return mSaveCount++; 245} 246 247bool OpenGLRenderer::restoreSnapshot() { 248 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 249 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 250 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 251 252 sp<Snapshot> current = mSnapshot; 253 sp<Snapshot> previous = mSnapshot->previous; 254 255 if (restoreOrtho) { 256 Rect& r = previous->viewport; 257 glViewport(r.left, r.top, r.right, r.bottom); 258 mOrthoMatrix.load(current->orthoMatrix); 259 } 260 261 mSaveCount--; 262 mSnapshot = previous; 263 264 if (restoreClip) { 265 dirtyClip(); 266 } 267 268 if (restoreLayer) { 269 composeLayer(current, previous); 270 } 271 272 return restoreClip; 273} 274 275/////////////////////////////////////////////////////////////////////////////// 276// Layers 277/////////////////////////////////////////////////////////////////////////////// 278 279int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 280 SkPaint* p, int flags) { 281 const GLuint previousFbo = mSnapshot->fbo; 282 const int count = saveSnapshot(flags); 283 284 if (!mSnapshot->isIgnored()) { 285 int alpha = 255; 286 SkXfermode::Mode mode; 287 288 if (p) { 289 alpha = p->getAlpha(); 290 if (!mCaches.extensions.hasFramebufferFetch()) { 291 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 292 if (!isMode) { 293 // Assume SRC_OVER 294 mode = SkXfermode::kSrcOver_Mode; 295 } 296 } else { 297 mode = getXfermode(p->getXfermode()); 298 } 299 } else { 300 mode = SkXfermode::kSrcOver_Mode; 301 } 302 303 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 304 } 305 306 return count; 307} 308 309int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 310 int alpha, int flags) { 311 if (alpha >= 255 - ALPHA_THRESHOLD) { 312 return saveLayer(left, top, right, bottom, NULL, flags); 313 } else { 314 SkPaint paint; 315 paint.setAlpha(alpha); 316 return saveLayer(left, top, right, bottom, &paint, flags); 317 } 318} 319 320/** 321 * Layers are viewed by Skia are slightly different than layers in image editing 322 * programs (for instance.) When a layer is created, previously created layers 323 * and the frame buffer still receive every drawing command. For instance, if a 324 * layer is created and a shape intersecting the bounds of the layers and the 325 * framebuffer is draw, the shape will be drawn on both (unless the layer was 326 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 327 * 328 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 329 * texture. Unfortunately, this is inefficient as it requires every primitive to 330 * be drawn n + 1 times, where n is the number of active layers. In practice this 331 * means, for every primitive: 332 * - Switch active frame buffer 333 * - Change viewport, clip and projection matrix 334 * - Issue the drawing 335 * 336 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 337 * To avoid this, layers are implemented in a different way here, at least in the 338 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 339 * is set. When this flag is set we can redirect all drawing operations into a 340 * single FBO. 341 * 342 * This implementation relies on the frame buffer being at least RGBA 8888. When 343 * a layer is created, only a texture is created, not an FBO. The content of the 344 * frame buffer contained within the layer's bounds is copied into this texture 345 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 346 * buffer and drawing continues as normal. This technique therefore treats the 347 * frame buffer as a scratch buffer for the layers. 348 * 349 * To compose the layers back onto the frame buffer, each layer texture 350 * (containing the original frame buffer data) is drawn as a simple quad over 351 * the frame buffer. The trick is that the quad is set as the composition 352 * destination in the blending equation, and the frame buffer becomes the source 353 * of the composition. 354 * 355 * Drawing layers with an alpha value requires an extra step before composition. 356 * An empty quad is drawn over the layer's region in the frame buffer. This quad 357 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 358 * quad is used to multiply the colors in the frame buffer. This is achieved by 359 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 360 * GL_ZERO, GL_SRC_ALPHA. 361 * 362 * Because glCopyTexImage2D() can be slow, an alternative implementation might 363 * be use to draw a single clipped layer. The implementation described above 364 * is correct in every case. 365 * 366 * (1) The frame buffer is actually not cleared right away. To allow the GPU 367 * to potentially optimize series of calls to glCopyTexImage2D, the frame 368 * buffer is left untouched until the first drawing operation. Only when 369 * something actually gets drawn are the layers regions cleared. 370 */ 371bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 372 float right, float bottom, int alpha, SkXfermode::Mode mode, 373 int flags, GLuint previousFbo) { 374 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 375 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 376 377 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 378 379 // Window coordinates of the layer 380 Rect bounds(left, top, right, bottom); 381 if (fboLayer) { 382 // Clear the previous layer regions before we change the viewport 383 clearLayerRegions(); 384 } else { 385 mSnapshot->transform->mapRect(bounds); 386 387 // Layers only make sense if they are in the framebuffer's bounds 388 bounds.intersect(*snapshot->clipRect); 389 390 // We cannot work with sub-pixels in this case 391 bounds.snapToPixelBoundaries(); 392 393 // When the layer is not an FBO, we may use glCopyTexImage so we 394 // need to make sure the layer does not extend outside the bounds 395 // of the framebuffer 396 bounds.intersect(snapshot->previous->viewport); 397 } 398 399 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 400 bounds.getHeight() > mCaches.maxTextureSize) { 401 snapshot->empty = fboLayer; 402 } else { 403 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 404 } 405 406 // Bail out if we won't draw in this snapshot 407 if (snapshot->invisible || snapshot->empty) { 408 return false; 409 } 410 411 glActiveTexture(gTextureUnits[0]); 412 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 413 if (!layer) { 414 return false; 415 } 416 417 layer->mode = mode; 418 layer->alpha = alpha; 419 layer->layer.set(bounds); 420 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 421 bounds.getWidth() / float(layer->width), 0.0f); 422 layer->colorFilter = mColorFilter; 423 424 // Save the layer in the snapshot 425 snapshot->flags |= Snapshot::kFlagIsLayer; 426 snapshot->layer = layer; 427 428 if (fboLayer) { 429 return createFboLayer(layer, bounds, snapshot, previousFbo); 430 } else { 431 // Copy the framebuffer into the layer 432 glBindTexture(GL_TEXTURE_2D, layer->texture); 433 434 if (layer->empty) { 435 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, 436 snapshot->height - bounds.bottom, layer->width, layer->height, 0); 437 layer->empty = false; 438 } else { 439 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 440 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 441 } 442 443 // Enqueue the buffer coordinates to clear the corresponding region later 444 mLayers.push(new Rect(bounds)); 445 } 446 447 return true; 448} 449 450bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 451 GLuint previousFbo) { 452 layer->fbo = mCaches.fboCache.get(); 453 454#if RENDER_LAYERS_AS_REGIONS 455 snapshot->region = &snapshot->layer->region; 456 snapshot->flags |= Snapshot::kFlagFboTarget; 457#endif 458 459 Rect clip(bounds); 460 snapshot->transform->mapRect(clip); 461 clip.intersect(*snapshot->clipRect); 462 clip.snapToPixelBoundaries(); 463 clip.intersect(snapshot->previous->viewport); 464 465 mat4 inverse; 466 inverse.loadInverse(*mSnapshot->transform); 467 468 inverse.mapRect(clip); 469 clip.snapToPixelBoundaries(); 470 clip.intersect(bounds); 471 clip.translate(-bounds.left, -bounds.top); 472 473 snapshot->flags |= Snapshot::kFlagIsFboLayer; 474 snapshot->fbo = layer->fbo; 475 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 476 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 477 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 478 snapshot->height = bounds.getHeight(); 479 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 480 snapshot->orthoMatrix.load(mOrthoMatrix); 481 482 // Bind texture to FBO 483 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 484 glBindTexture(GL_TEXTURE_2D, layer->texture); 485 486 // Initialize the texture if needed 487 if (layer->empty) { 488 layer->empty = false; 489 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 490 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 491 } 492 493 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 494 layer->texture, 0); 495 496#if DEBUG_LAYERS_AS_REGIONS 497 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 498 if (status != GL_FRAMEBUFFER_COMPLETE) { 499 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 500 501 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 502 glDeleteTextures(1, &layer->texture); 503 mCaches.fboCache.put(layer->fbo); 504 505 delete layer; 506 507 return false; 508 } 509#endif 510 511 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 512 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 513 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 514 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 515 glClear(GL_COLOR_BUFFER_BIT); 516 517 dirtyClip(); 518 519 // Change the ortho projection 520 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 521 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 522 523 return true; 524} 525 526/** 527 * Read the documentation of createLayer() before doing anything in this method. 528 */ 529void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 530 if (!current->layer) { 531 LOGE("Attempting to compose a layer that does not exist"); 532 return; 533 } 534 535 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 536 537 if (fboLayer) { 538 // Unbind current FBO and restore previous one 539 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 540 } 541 542 Layer* layer = current->layer; 543 const Rect& rect = layer->layer; 544 545 if (!fboLayer && layer->alpha < 255) { 546 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 547 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 548 // Required below, composeLayerRect() will divide by 255 549 layer->alpha = 255; 550 } 551 552 mCaches.unbindMeshBuffer(); 553 554 glActiveTexture(gTextureUnits[0]); 555 556 // When the layer is stored in an FBO, we can save a bit of fillrate by 557 // drawing only the dirty region 558 if (fboLayer) { 559 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 560 if (layer->colorFilter) { 561 setupColorFilter(layer->colorFilter); 562 } 563 composeLayerRegion(layer, rect); 564 if (layer->colorFilter) { 565 resetColorFilter(); 566 } 567 } else { 568 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 569 composeLayerRect(layer, rect, true); 570 } 571 572 if (fboLayer) { 573 // Detach the texture from the FBO 574 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 575 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 576 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 577 578 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 579 mCaches.fboCache.put(current->fbo); 580 } 581 582 dirtyClip(); 583 584 // Failing to add the layer to the cache should happen only if the layer is too large 585 if (!mCaches.layerCache.put(layer)) { 586 LAYER_LOGD("Deleting layer"); 587 glDeleteTextures(1, &layer->texture); 588 delete layer; 589 } 590} 591 592void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 593 const Rect& texCoords = layer->texCoords; 594 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 595 596 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 597 layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 598 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap); 599 600 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 601} 602 603void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 604#if RENDER_LAYERS_AS_REGIONS 605 if (layer->region.isRect()) { 606 composeLayerRect(layer, rect); 607 layer->region.clear(); 608 return; 609 } 610 611 if (!layer->region.isEmpty()) { 612 size_t count; 613 const android::Rect* rects = layer->region.getArray(&count); 614 615 const float alpha = layer->alpha / 255.0f; 616 const float texX = 1.0f / float(layer->width); 617 const float texY = 1.0f / float(layer->height); 618 const float height = rect.getHeight(); 619 620 TextureVertex* mesh = mCaches.getRegionMesh(); 621 GLsizei numQuads = 0; 622 623 setupDraw(); 624 setupDrawWithTexture(); 625 setupDrawColor(alpha, alpha, alpha, alpha); 626 setupDrawColorFilter(); 627 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 628 setupDrawProgram(); 629 setupDrawDirtyRegionsDisabled(); 630 setupDrawPureColorUniforms(); 631 setupDrawColorFilterUniforms(); 632 setupDrawTexture(layer->texture); 633 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 634 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); 635 636 for (size_t i = 0; i < count; i++) { 637 const android::Rect* r = &rects[i]; 638 639 const float u1 = r->left * texX; 640 const float v1 = (height - r->top) * texY; 641 const float u2 = r->right * texX; 642 const float v2 = (height - r->bottom) * texY; 643 644 // TODO: Reject quads outside of the clip 645 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 646 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 647 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 648 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 649 650 numQuads++; 651 652 if (numQuads >= REGION_MESH_QUAD_COUNT) { 653 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 654 numQuads = 0; 655 mesh = mCaches.getRegionMesh(); 656 } 657 } 658 659 if (numQuads > 0) { 660 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 661 } 662 663 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 664 finishDrawTexture(); 665 666#if DEBUG_LAYERS_AS_REGIONS 667 uint32_t colors[] = { 668 0x7fff0000, 0x7f00ff00, 669 0x7f0000ff, 0x7fff00ff, 670 }; 671 672 int offset = 0; 673 int32_t top = rects[0].top; 674 int i = 0; 675 676 for (size_t i = 0; i < count; i++) { 677 if (top != rects[i].top) { 678 offset ^= 0x2; 679 top = rects[i].top; 680 } 681 682 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 683 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 684 SkXfermode::kSrcOver_Mode); 685 } 686#endif 687 688 layer->region.clear(); 689 } 690#else 691 composeLayerRect(layer, rect); 692#endif 693} 694 695void OpenGLRenderer::dirtyLayer(const float left, const float top, 696 const float right, const float bottom, const mat4 transform) { 697#if RENDER_LAYERS_AS_REGIONS 698 if (hasLayer()) { 699 Rect bounds(left, top, right, bottom); 700 transform.mapRect(bounds); 701 dirtyLayerUnchecked(bounds, getRegion()); 702 } 703#endif 704} 705 706void OpenGLRenderer::dirtyLayer(const float left, const float top, 707 const float right, const float bottom) { 708#if RENDER_LAYERS_AS_REGIONS 709 if (hasLayer()) { 710 Rect bounds(left, top, right, bottom); 711 dirtyLayerUnchecked(bounds, getRegion()); 712 } 713#endif 714} 715 716void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 717#if RENDER_LAYERS_AS_REGIONS 718 if (bounds.intersect(*mSnapshot->clipRect)) { 719 bounds.snapToPixelBoundaries(); 720 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 721 if (!dirty.isEmpty()) { 722 region->orSelf(dirty); 723 } 724 } 725#endif 726} 727 728void OpenGLRenderer::clearLayerRegions() { 729 if (mLayers.size() == 0 || mSnapshot->isIgnored()) return; 730 731 Rect clipRect(*mSnapshot->clipRect); 732 clipRect.snapToPixelBoundaries(); 733 734 for (uint32_t i = 0; i < mLayers.size(); i++) { 735 Rect* bounds = mLayers.itemAt(i); 736 if (clipRect.intersects(*bounds)) { 737 // Clear the framebuffer where the layer will draw 738 glScissor(bounds->left, mSnapshot->height - bounds->bottom, 739 bounds->getWidth(), bounds->getHeight()); 740 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 741 glClear(GL_COLOR_BUFFER_BIT); 742 743 // Restore the clip 744 dirtyClip(); 745 } 746 747 delete bounds; 748 } 749 750 mLayers.clear(); 751} 752 753/////////////////////////////////////////////////////////////////////////////// 754// Transforms 755/////////////////////////////////////////////////////////////////////////////// 756 757void OpenGLRenderer::translate(float dx, float dy) { 758 mSnapshot->transform->translate(dx, dy, 0.0f); 759} 760 761void OpenGLRenderer::rotate(float degrees) { 762 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 763} 764 765void OpenGLRenderer::scale(float sx, float sy) { 766 mSnapshot->transform->scale(sx, sy, 1.0f); 767} 768 769void OpenGLRenderer::skew(float sx, float sy) { 770 mSnapshot->transform->skew(sx, sy); 771} 772 773void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 774 mSnapshot->transform->load(*matrix); 775} 776 777const float* OpenGLRenderer::getMatrix() const { 778 if (mSnapshot->fbo != 0) { 779 return &mSnapshot->transform->data[0]; 780 } 781 return &mIdentity.data[0]; 782} 783 784void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 785 mSnapshot->transform->copyTo(*matrix); 786} 787 788void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 789 SkMatrix transform; 790 mSnapshot->transform->copyTo(transform); 791 transform.preConcat(*matrix); 792 mSnapshot->transform->load(transform); 793} 794 795/////////////////////////////////////////////////////////////////////////////// 796// Clipping 797/////////////////////////////////////////////////////////////////////////////// 798 799void OpenGLRenderer::setScissorFromClip() { 800 Rect clip(*mSnapshot->clipRect); 801 clip.snapToPixelBoundaries(); 802 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 803 mDirtyClip = false; 804} 805 806const Rect& OpenGLRenderer::getClipBounds() { 807 return mSnapshot->getLocalClip(); 808} 809 810bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 811 if (mSnapshot->isIgnored()) { 812 return true; 813 } 814 815 Rect r(left, top, right, bottom); 816 mSnapshot->transform->mapRect(r); 817 r.snapToPixelBoundaries(); 818 819 Rect clipRect(*mSnapshot->clipRect); 820 clipRect.snapToPixelBoundaries(); 821 822 return !clipRect.intersects(r); 823} 824 825bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 826 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 827 if (clipped) { 828 dirtyClip(); 829 } 830 return !mSnapshot->clipRect->isEmpty(); 831} 832 833/////////////////////////////////////////////////////////////////////////////// 834// Drawing commands 835/////////////////////////////////////////////////////////////////////////////// 836 837void OpenGLRenderer::setupDraw() { 838 clearLayerRegions(); 839 if (mDirtyClip) { 840 setScissorFromClip(); 841 } 842 mDescription.reset(); 843 mSetShaderColor = false; 844 mColorSet = false; 845 mColorA = mColorR = mColorG = mColorB = 0.0f; 846 mTextureUnit = 0; 847 mTrackDirtyRegions = true; 848 mTexCoordsSlot = -1; 849} 850 851void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 852 mDescription.hasTexture = true; 853 mDescription.hasAlpha8Texture = isAlpha8; 854} 855 856void OpenGLRenderer::setupDrawColor(int color) { 857 setupDrawColor(color, (color >> 24) & 0xFF); 858} 859 860void OpenGLRenderer::setupDrawColor(int color, int alpha) { 861 mColorA = alpha / 255.0f; 862 const float a = mColorA / 255.0f; 863 mColorR = a * ((color >> 16) & 0xFF); 864 mColorG = a * ((color >> 8) & 0xFF); 865 mColorB = a * ((color ) & 0xFF); 866 mColorSet = true; 867 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 868} 869 870void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 871 mColorA = alpha / 255.0f; 872 const float a = mColorA / 255.0f; 873 mColorR = a * ((color >> 16) & 0xFF); 874 mColorG = a * ((color >> 8) & 0xFF); 875 mColorB = a * ((color ) & 0xFF); 876 mColorSet = true; 877 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 878} 879 880void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 881 mColorA = a; 882 mColorR = r; 883 mColorG = g; 884 mColorB = b; 885 mColorSet = true; 886 mSetShaderColor = mDescription.setColor(r, g, b, a); 887} 888 889void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 890 mColorA = a; 891 mColorR = r; 892 mColorG = g; 893 mColorB = b; 894 mColorSet = true; 895 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 896} 897 898void OpenGLRenderer::setupDrawShader() { 899 if (mShader) { 900 mShader->describe(mDescription, mCaches.extensions); 901 } 902} 903 904void OpenGLRenderer::setupDrawColorFilter() { 905 if (mColorFilter) { 906 mColorFilter->describe(mDescription, mCaches.extensions); 907 } 908} 909 910void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 911 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 912 mDescription, swapSrcDst); 913} 914 915void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 916 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 917 mDescription, swapSrcDst); 918} 919 920void OpenGLRenderer::setupDrawProgram() { 921 useProgram(mCaches.programCache.get(mDescription)); 922} 923 924void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 925 mTrackDirtyRegions = false; 926} 927 928void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 929 bool ignoreTransform) { 930 mModelView.loadTranslate(left, top, 0.0f); 931 if (!ignoreTransform) { 932 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 933 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 934 } else { 935 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 936 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 937 } 938} 939 940void OpenGLRenderer::setupDrawModelViewIdentity() { 941 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform); 942} 943 944void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 945 bool ignoreTransform, bool ignoreModelView) { 946 if (!ignoreModelView) { 947 mModelView.loadTranslate(left, top, 0.0f); 948 mModelView.scale(right - left, bottom - top, 1.0f); 949 } else { 950 mModelView.loadIdentity(); 951 } 952 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 953 if (!ignoreTransform) { 954 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 955 if (mTrackDirtyRegions && dirty) { 956 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 957 } 958 } else { 959 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 960 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 961 } 962} 963 964void OpenGLRenderer::setupDrawColorUniforms() { 965 if (mColorSet || (mShader && mSetShaderColor)) { 966 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 967 } 968} 969 970void OpenGLRenderer::setupDrawPureColorUniforms() { 971 if (mSetShaderColor) { 972 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 973 } 974} 975 976void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 977 if (mShader) { 978 if (ignoreTransform) { 979 mModelView.loadInverse(*mSnapshot->transform); 980 } 981 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 982 } 983} 984 985void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 986 if (mShader) { 987 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 988 } 989} 990 991void OpenGLRenderer::setupDrawColorFilterUniforms() { 992 if (mColorFilter) { 993 mColorFilter->setupProgram(mCaches.currentProgram); 994 } 995} 996 997void OpenGLRenderer::setupDrawSimpleMesh() { 998 mCaches.bindMeshBuffer(); 999 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1000 gMeshStride, 0); 1001} 1002 1003void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1004 bindTexture(texture); 1005 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1006 1007 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1008 glEnableVertexAttribArray(mTexCoordsSlot); 1009} 1010 1011void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1012 if (!vertices) { 1013 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1014 } else { 1015 mCaches.unbindMeshBuffer(); 1016 } 1017 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1018 gMeshStride, vertices); 1019 if (mTexCoordsSlot > 0) { 1020 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1021 } 1022} 1023 1024void OpenGLRenderer::finishDrawTexture() { 1025 glDisableVertexAttribArray(mTexCoordsSlot); 1026} 1027 1028/////////////////////////////////////////////////////////////////////////////// 1029// Drawing 1030/////////////////////////////////////////////////////////////////////////////// 1031 1032void OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t level) { 1033 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1034 // will be performed by the display list itself 1035 if (displayList) { 1036 displayList->replay(*this, level); 1037 } 1038} 1039 1040void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1041 const float right = left + bitmap->width(); 1042 const float bottom = top + bitmap->height(); 1043 1044 if (quickReject(left, top, right, bottom)) { 1045 return; 1046 } 1047 1048 glActiveTexture(gTextureUnits[0]); 1049 Texture* texture = mCaches.textureCache.get(bitmap); 1050 if (!texture) return; 1051 const AutoTexture autoCleanup(texture); 1052 1053 drawTextureRect(left, top, right, bottom, texture, paint); 1054} 1055 1056void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1057 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1058 const mat4 transform(*matrix); 1059 transform.mapRect(r); 1060 1061 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1062 return; 1063 } 1064 1065 glActiveTexture(gTextureUnits[0]); 1066 Texture* texture = mCaches.textureCache.get(bitmap); 1067 if (!texture) return; 1068 const AutoTexture autoCleanup(texture); 1069 1070 // This could be done in a cheaper way, all we need is pass the matrix 1071 // to the vertex shader. The save/restore is a bit overkill. 1072 save(SkCanvas::kMatrix_SaveFlag); 1073 concatMatrix(matrix); 1074 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1075 restore(); 1076} 1077 1078void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1079 float srcLeft, float srcTop, float srcRight, float srcBottom, 1080 float dstLeft, float dstTop, float dstRight, float dstBottom, 1081 SkPaint* paint) { 1082 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1083 return; 1084 } 1085 1086 glActiveTexture(gTextureUnits[0]); 1087 Texture* texture = mCaches.textureCache.get(bitmap); 1088 if (!texture) return; 1089 const AutoTexture autoCleanup(texture); 1090 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1091 1092 const float width = texture->width; 1093 const float height = texture->height; 1094 1095 const float u1 = srcLeft / width; 1096 const float v1 = srcTop / height; 1097 const float u2 = srcRight / width; 1098 const float v2 = srcBottom / height; 1099 1100 mCaches.unbindMeshBuffer(); 1101 resetDrawTextureTexCoords(u1, v1, u2, v2); 1102 1103 int alpha; 1104 SkXfermode::Mode mode; 1105 getAlphaAndMode(paint, &alpha, &mode); 1106 1107 if (mSnapshot->transform->isPureTranslate()) { 1108 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1109 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1110 1111 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1112 texture->id, alpha / 255.0f, mode, texture->blend, 1113 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1114 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1115 } else { 1116 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1117 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1118 GL_TRIANGLE_STRIP, gMeshCount); 1119 } 1120 1121 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1122} 1123 1124void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1125 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1126 float left, float top, float right, float bottom, SkPaint* paint) { 1127 if (quickReject(left, top, right, bottom)) { 1128 return; 1129 } 1130 1131 glActiveTexture(gTextureUnits[0]); 1132 Texture* texture = mCaches.textureCache.get(bitmap); 1133 if (!texture) return; 1134 const AutoTexture autoCleanup(texture); 1135 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1136 1137 int alpha; 1138 SkXfermode::Mode mode; 1139 getAlphaAndMode(paint, &alpha, &mode); 1140 1141 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1142 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1143 1144 if (mesh && mesh->verticesCount > 0) { 1145 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1146#if RENDER_LAYERS_AS_REGIONS 1147 // Mark the current layer dirty where we are going to draw the patch 1148 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && 1149 mSnapshot->region && mesh->hasEmptyQuads) { 1150 const size_t count = mesh->quads.size(); 1151 for (size_t i = 0; i < count; i++) { 1152 const Rect& bounds = mesh->quads.itemAt(i); 1153 if (pureTranslate) { 1154 const float x = (int) floorf(bounds.left + 0.5f); 1155 const float y = (int) floorf(bounds.top + 0.5f); 1156 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1157 *mSnapshot->transform); 1158 } else { 1159 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, 1160 *mSnapshot->transform); 1161 } 1162 } 1163 } 1164#endif 1165 1166 if (pureTranslate) { 1167 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1168 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1169 1170 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1171 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1172 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1173 true, !mesh->hasEmptyQuads); 1174 } else { 1175 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1176 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1177 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1178 true, !mesh->hasEmptyQuads); 1179 } 1180 } 1181} 1182 1183void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1184 if (mSnapshot->isIgnored()) return; 1185 1186 const bool isAA = paint->isAntiAlias(); 1187 const float strokeWidth = paint->getStrokeWidth() * 0.5f; 1188 // A stroke width of 0 has a special meaningin Skia: 1189 // it draws an unscaled 1px wide line 1190 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1191 1192 int alpha; 1193 SkXfermode::Mode mode; 1194 getAlphaAndMode(paint, &alpha, &mode); 1195 1196 int verticesCount = count >> 2; 1197 int generatedVerticesCount = 0; 1198 if (!isHairLine) { 1199 // TODO: AA needs more vertices 1200 verticesCount *= 6; 1201 } else { 1202 // TODO: AA will be different 1203 verticesCount *= 2; 1204 } 1205 1206 TextureVertex lines[verticesCount]; 1207 TextureVertex* vertex = &lines[0]; 1208 1209 setupDraw(); 1210 setupDrawColor(paint->getColor(), alpha); 1211 setupDrawColorFilter(); 1212 setupDrawShader(); 1213 setupDrawBlending(mode); 1214 setupDrawProgram(); 1215 setupDrawModelViewIdentity(); 1216 setupDrawColorUniforms(); 1217 setupDrawColorFilterUniforms(); 1218 setupDrawShaderIdentityUniforms(); 1219 setupDrawMesh(vertex); 1220 1221 if (!isHairLine) { 1222 // TODO: Handle the AA case 1223 for (int i = 0; i < count; i += 4) { 1224 // a = start point, b = end point 1225 vec2 a(points[i], points[i + 1]); 1226 vec2 b(points[i + 2], points[i + 3]); 1227 1228 // Bias to snap to the same pixels as Skia 1229 a += 0.375; 1230 b += 0.375; 1231 1232 // Find the normal to the line 1233 vec2 n = (b - a).copyNormalized() * strokeWidth; 1234 float x = n.x; 1235 n.x = -n.y; 1236 n.y = x; 1237 1238 // Four corners of the rectangle defining a thick line 1239 vec2 p1 = a - n; 1240 vec2 p2 = a + n; 1241 vec2 p3 = b + n; 1242 vec2 p4 = b - n; 1243 1244 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1245 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1246 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1247 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1248 1249 if (!quickReject(left, top, right, bottom)) { 1250 // Draw the line as 2 triangles, could be optimized 1251 // by using only 4 vertices and the correct indices 1252 // Also we should probably used non textured vertices 1253 // when line AA is disabled to save on bandwidth 1254 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1255 TextureVertex::set(vertex++, p2.x, p2.y, 0.0f, 0.0f); 1256 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1257 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1258 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1259 TextureVertex::set(vertex++, p4.x, p4.y, 0.0f, 0.0f); 1260 1261 generatedVerticesCount += 6; 1262 1263 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1264 } 1265 } 1266 1267 if (generatedVerticesCount > 0) { 1268 // GL_LINE does not give the result we want to match Skia 1269 glDrawArrays(GL_TRIANGLES, 0, generatedVerticesCount); 1270 } 1271 } else { 1272 // TODO: Handle the AA case 1273 for (int i = 0; i < count; i += 4) { 1274 const float left = fmin(points[i], points[i + 1]); 1275 const float right = fmax(points[i], points[i + 1]); 1276 const float top = fmin(points[i + 2], points[i + 3]); 1277 const float bottom = fmax(points[i + 2], points[i + 3]); 1278 1279 if (!quickReject(left, top, right, bottom)) { 1280 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1281 TextureVertex::set(vertex++, points[i + 2], points[i + 3], 0.0f, 0.0f); 1282 1283 generatedVerticesCount += 2; 1284 1285 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1286 } 1287 } 1288 1289 if (generatedVerticesCount > 0) { 1290 glLineWidth(1.0f); 1291 glDrawArrays(GL_LINES, 0, generatedVerticesCount); 1292 } 1293 } 1294} 1295 1296void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1297 // No need to check against the clip, we fill the clip region 1298 if (mSnapshot->isIgnored()) return; 1299 1300 Rect& clip(*mSnapshot->clipRect); 1301 clip.snapToPixelBoundaries(); 1302 1303 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1304} 1305 1306void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 1307 if (quickReject(left, top, right, bottom)) { 1308 return; 1309 } 1310 1311 SkXfermode::Mode mode; 1312 if (!mCaches.extensions.hasFramebufferFetch()) { 1313 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 1314 if (!isMode) { 1315 // Assume SRC_OVER 1316 mode = SkXfermode::kSrcOver_Mode; 1317 } 1318 } else { 1319 mode = getXfermode(p->getXfermode()); 1320 } 1321 1322 // Skia draws using the color's alpha channel if < 255 1323 // Otherwise, it uses the paint's alpha 1324 int color = p->getColor(); 1325 if (((color >> 24) & 0xff) == 255) { 1326 color |= p->getAlpha() << 24; 1327 } 1328 1329 drawColorRect(left, top, right, bottom, color, mode); 1330} 1331 1332void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 1333 float x, float y, SkPaint* paint) { 1334 if (text == NULL || count == 0) { 1335 return; 1336 } 1337 if (mSnapshot->isIgnored()) return; 1338 1339 paint->setAntiAlias(true); 1340 1341 float length = -1.0f; 1342 switch (paint->getTextAlign()) { 1343 case SkPaint::kCenter_Align: 1344 length = paint->measureText(text, bytesCount); 1345 x -= length / 2.0f; 1346 break; 1347 case SkPaint::kRight_Align: 1348 length = paint->measureText(text, bytesCount); 1349 x -= length; 1350 break; 1351 default: 1352 break; 1353 } 1354 1355 // TODO: Handle paint->getTextScaleX() 1356 const float oldX = x; 1357 const float oldY = y; 1358 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1359 if (pureTranslate) { 1360 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 1361 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 1362 } 1363 1364 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 1365 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 1366 paint->getTextSize()); 1367 1368 int alpha; 1369 SkXfermode::Mode mode; 1370 getAlphaAndMode(paint, &alpha, &mode); 1371 1372 if (mHasShadow) { 1373 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1374 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 1375 count, mShadowRadius); 1376 const AutoTexture autoCleanup(shadow); 1377 1378 const float sx = x - shadow->left + mShadowDx; 1379 const float sy = y - shadow->top + mShadowDy; 1380 1381 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 1382 1383 glActiveTexture(gTextureUnits[0]); 1384 setupDraw(); 1385 setupDrawWithTexture(true); 1386 setupDrawAlpha8Color(mShadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 1387 setupDrawBlending(true, mode); 1388 setupDrawProgram(); 1389 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height, pureTranslate); 1390 setupDrawTexture(shadow->id); 1391 setupDrawPureColorUniforms(); 1392 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1393 1394 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1395 finishDrawTexture(); 1396 } 1397 1398 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 1399 return; 1400 } 1401 1402 // Pick the appropriate texture filtering 1403 bool linearFilter = mSnapshot->transform->changesBounds(); 1404 if (pureTranslate && !linearFilter) { 1405 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 1406 } 1407 1408 glActiveTexture(gTextureUnits[0]); 1409 setupDraw(); 1410 setupDrawDirtyRegionsDisabled(); 1411 setupDrawWithTexture(true); 1412 setupDrawAlpha8Color(paint->getColor(), alpha); 1413 setupDrawColorFilter(); 1414 setupDrawShader(); 1415 setupDrawBlending(true, mode); 1416 setupDrawProgram(); 1417 setupDrawModelView(x, y, x, y, pureTranslate, true); 1418 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 1419 setupDrawPureColorUniforms(); 1420 setupDrawColorFilterUniforms(); 1421 setupDrawShaderUniforms(pureTranslate); 1422 1423 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 1424 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 1425 1426#if RENDER_LAYERS_AS_REGIONS 1427 bool hasActiveLayer = hasLayer(); 1428#else 1429 bool hasActiveLayer = false; 1430#endif 1431 1432 mCaches.unbindMeshBuffer(); 1433 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 1434 hasActiveLayer ? &bounds : NULL)) { 1435#if RENDER_LAYERS_AS_REGIONS 1436 if (hasActiveLayer) { 1437 if (!pureTranslate) { 1438 mSnapshot->transform->mapRect(bounds); 1439 } 1440 dirtyLayerUnchecked(bounds, getRegion()); 1441 } 1442#endif 1443 } 1444 1445 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1446 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1447 1448 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 1449} 1450 1451void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 1452 if (mSnapshot->isIgnored()) return; 1453 1454 GLuint textureUnit = 0; 1455 glActiveTexture(gTextureUnits[textureUnit]); 1456 1457 const PathTexture* texture = mCaches.pathCache.get(path, paint); 1458 if (!texture) return; 1459 const AutoTexture autoCleanup(texture); 1460 1461 const float x = texture->left - texture->offset; 1462 const float y = texture->top - texture->offset; 1463 1464 if (quickReject(x, y, x + texture->width, y + texture->height)) { 1465 return; 1466 } 1467 1468 int alpha; 1469 SkXfermode::Mode mode; 1470 getAlphaAndMode(paint, &alpha, &mode); 1471 1472 setupDraw(); 1473 setupDrawWithTexture(true); 1474 setupDrawAlpha8Color(paint->getColor(), alpha); 1475 setupDrawColorFilter(); 1476 setupDrawShader(); 1477 setupDrawBlending(true, mode); 1478 setupDrawProgram(); 1479 setupDrawModelView(x, y, x + texture->width, y + texture->height); 1480 setupDrawTexture(texture->id); 1481 setupDrawPureColorUniforms(); 1482 setupDrawColorFilterUniforms(); 1483 setupDrawShaderUniforms(); 1484 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1485 1486 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1487 1488 finishDrawTexture(); 1489} 1490 1491void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 1492 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 1493 return; 1494 } 1495 1496 glActiveTexture(gTextureUnits[0]); 1497 1498 int alpha; 1499 SkXfermode::Mode mode; 1500 getAlphaAndMode(paint, &alpha, &mode); 1501 1502 layer->alpha = alpha; 1503 layer->mode = mode; 1504 1505 1506#if RENDER_LAYERS_AS_REGIONS 1507 if (layer->region.isRect()) { 1508 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1509 composeLayerRect(layer, r); 1510 } else if (!layer->region.isEmpty() && layer->mesh) { 1511 const Rect& rect = layer->layer; 1512 1513 setupDraw(); 1514 setupDrawWithTexture(); 1515 setupDrawColor(alpha, alpha, alpha, alpha); 1516 setupDrawColorFilter(); 1517 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 1518 setupDrawProgram(); 1519 setupDrawDirtyRegionsDisabled(); 1520 setupDrawPureColorUniforms(); 1521 setupDrawColorFilterUniforms(); 1522 setupDrawTexture(layer->texture); 1523 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1524 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 1525 1526 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 1527 GL_UNSIGNED_SHORT, layer->meshIndices); 1528 1529 finishDrawTexture(); 1530 } 1531#else 1532 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1533 composeLayerRect(layer, r); 1534#endif 1535} 1536 1537/////////////////////////////////////////////////////////////////////////////// 1538// Shaders 1539/////////////////////////////////////////////////////////////////////////////// 1540 1541void OpenGLRenderer::resetShader() { 1542 mShader = NULL; 1543} 1544 1545void OpenGLRenderer::setupShader(SkiaShader* shader) { 1546 mShader = shader; 1547 if (mShader) { 1548 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 1549 } 1550} 1551 1552/////////////////////////////////////////////////////////////////////////////// 1553// Color filters 1554/////////////////////////////////////////////////////////////////////////////// 1555 1556void OpenGLRenderer::resetColorFilter() { 1557 mColorFilter = NULL; 1558} 1559 1560void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 1561 mColorFilter = filter; 1562} 1563 1564/////////////////////////////////////////////////////////////////////////////// 1565// Drop shadow 1566/////////////////////////////////////////////////////////////////////////////// 1567 1568void OpenGLRenderer::resetShadow() { 1569 mHasShadow = false; 1570} 1571 1572void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 1573 mHasShadow = true; 1574 mShadowRadius = radius; 1575 mShadowDx = dx; 1576 mShadowDy = dy; 1577 mShadowColor = color; 1578} 1579 1580/////////////////////////////////////////////////////////////////////////////// 1581// Drawing implementation 1582/////////////////////////////////////////////////////////////////////////////// 1583 1584// Same values used by Skia 1585#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1586#define kStdUnderline_Offset (1.0f / 9.0f) 1587#define kStdUnderline_Thickness (1.0f / 18.0f) 1588 1589void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1590 float x, float y, SkPaint* paint) { 1591 // Handle underline and strike-through 1592 uint32_t flags = paint->getFlags(); 1593 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1594 float underlineWidth = length; 1595 // If length is > 0.0f, we already measured the text for the text alignment 1596 if (length <= 0.0f) { 1597 underlineWidth = paint->measureText(text, bytesCount); 1598 } 1599 1600 float offsetX = 0; 1601 switch (paint->getTextAlign()) { 1602 case SkPaint::kCenter_Align: 1603 offsetX = underlineWidth * 0.5f; 1604 break; 1605 case SkPaint::kRight_Align: 1606 offsetX = underlineWidth; 1607 break; 1608 default: 1609 break; 1610 } 1611 1612 if (underlineWidth > 0.0f) { 1613 const float textSize = paint->getTextSize(); 1614 const float strokeWidth = textSize * kStdUnderline_Thickness; 1615 1616 const float left = x - offsetX; 1617 float top = 0.0f; 1618 1619 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 1620 float points[pointsCount]; 1621 int currentPoint = 0; 1622 1623 if (flags & SkPaint::kUnderlineText_Flag) { 1624 top = y + textSize * kStdUnderline_Offset; 1625 points[currentPoint++] = left; 1626 points[currentPoint++] = top; 1627 points[currentPoint++] = left + underlineWidth; 1628 points[currentPoint++] = top; 1629 } 1630 1631 if (flags & SkPaint::kStrikeThruText_Flag) { 1632 top = y + textSize * kStdStrikeThru_Offset; 1633 points[currentPoint++] = left; 1634 points[currentPoint++] = top; 1635 points[currentPoint++] = left + underlineWidth; 1636 points[currentPoint++] = top; 1637 } 1638 1639 SkPaint linesPaint(*paint); 1640 linesPaint.setStrokeWidth(strokeWidth); 1641 1642 drawLines(&points[0], pointsCount, &linesPaint); 1643 } 1644 } 1645} 1646 1647void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1648 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1649 // If a shader is set, preserve only the alpha 1650 if (mShader) { 1651 color |= 0x00ffffff; 1652 } 1653 1654 setupDraw(); 1655 setupDrawColor(color); 1656 setupDrawShader(); 1657 setupDrawColorFilter(); 1658 setupDrawBlending(mode); 1659 setupDrawProgram(); 1660 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1661 setupDrawColorUniforms(); 1662 setupDrawShaderUniforms(ignoreTransform); 1663 setupDrawColorFilterUniforms(); 1664 setupDrawSimpleMesh(); 1665 1666 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1667} 1668 1669void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1670 Texture* texture, SkPaint* paint) { 1671 int alpha; 1672 SkXfermode::Mode mode; 1673 getAlphaAndMode(paint, &alpha, &mode); 1674 1675 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1676 1677 if (mSnapshot->transform->isPureTranslate()) { 1678 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1679 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1680 1681 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1682 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 1683 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 1684 } else { 1685 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1686 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1687 GL_TRIANGLE_STRIP, gMeshCount); 1688 } 1689} 1690 1691void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1692 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1693 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1694 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 1695} 1696 1697void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1698 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1699 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1700 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 1701 1702 setupDraw(); 1703 setupDrawWithTexture(); 1704 setupDrawColor(alpha, alpha, alpha, alpha); 1705 setupDrawColorFilter(); 1706 setupDrawBlending(blend, mode, swapSrcDst); 1707 setupDrawProgram(); 1708 if (!dirty) { 1709 setupDrawDirtyRegionsDisabled(); 1710 } 1711 if (!ignoreScale) { 1712 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1713 } else { 1714 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 1715 } 1716 setupDrawPureColorUniforms(); 1717 setupDrawColorFilterUniforms(); 1718 setupDrawTexture(texture); 1719 setupDrawMesh(vertices, texCoords, vbo); 1720 1721 glDrawArrays(drawMode, 0, elementsCount); 1722 1723 finishDrawTexture(); 1724} 1725 1726void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1727 ProgramDescription& description, bool swapSrcDst) { 1728 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1729 if (blend) { 1730 if (mode < SkXfermode::kPlus_Mode) { 1731 if (!mCaches.blend) { 1732 glEnable(GL_BLEND); 1733 } 1734 1735 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1736 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1737 1738 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1739 glBlendFunc(sourceMode, destMode); 1740 mCaches.lastSrcMode = sourceMode; 1741 mCaches.lastDstMode = destMode; 1742 } 1743 } else { 1744 // These blend modes are not supported by OpenGL directly and have 1745 // to be implemented using shaders. Since the shader will perform 1746 // the blending, turn blending off here 1747 if (mCaches.extensions.hasFramebufferFetch()) { 1748 description.framebufferMode = mode; 1749 description.swapSrcDst = swapSrcDst; 1750 } 1751 1752 if (mCaches.blend) { 1753 glDisable(GL_BLEND); 1754 } 1755 blend = false; 1756 } 1757 } else if (mCaches.blend) { 1758 glDisable(GL_BLEND); 1759 } 1760 mCaches.blend = blend; 1761} 1762 1763bool OpenGLRenderer::useProgram(Program* program) { 1764 if (!program->isInUse()) { 1765 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1766 program->use(); 1767 mCaches.currentProgram = program; 1768 return false; 1769 } 1770 return true; 1771} 1772 1773void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1774 TextureVertex* v = &mMeshVertices[0]; 1775 TextureVertex::setUV(v++, u1, v1); 1776 TextureVertex::setUV(v++, u2, v1); 1777 TextureVertex::setUV(v++, u1, v2); 1778 TextureVertex::setUV(v++, u2, v2); 1779} 1780 1781void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1782 if (paint) { 1783 if (!mCaches.extensions.hasFramebufferFetch()) { 1784 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1785 if (!isMode) { 1786 // Assume SRC_OVER 1787 *mode = SkXfermode::kSrcOver_Mode; 1788 } 1789 } else { 1790 *mode = getXfermode(paint->getXfermode()); 1791 } 1792 1793 // Skia draws using the color's alpha channel if < 255 1794 // Otherwise, it uses the paint's alpha 1795 int color = paint->getColor(); 1796 *alpha = (color >> 24) & 0xFF; 1797 if (*alpha == 255) { 1798 *alpha = paint->getAlpha(); 1799 } 1800 } else { 1801 *mode = SkXfermode::kSrcOver_Mode; 1802 *alpha = 255; 1803 } 1804} 1805 1806SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1807 if (mode == NULL) { 1808 return SkXfermode::kSrcOver_Mode; 1809 } 1810 return mode->fMode; 1811} 1812 1813void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) { 1814 bool bound = false; 1815 if (wrapS != texture->wrapS) { 1816 glBindTexture(GL_TEXTURE_2D, texture->id); 1817 bound = true; 1818 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1819 texture->wrapS = wrapS; 1820 } 1821 if (wrapT != texture->wrapT) { 1822 if (!bound) { 1823 glBindTexture(GL_TEXTURE_2D, texture->id); 1824 } 1825 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1826 texture->wrapT = wrapT; 1827 } 1828} 1829 1830}; // namespace uirenderer 1831}; // namespace android 1832