OpenGLRenderer.cpp revision 93d2361c6d294c390cb5c4a13bd1b88dcd465fd7
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include "OpenGLRenderer.h" 30 31namespace android { 32namespace uirenderer { 33 34/////////////////////////////////////////////////////////////////////////////// 35// Defines 36/////////////////////////////////////////////////////////////////////////////// 37 38#define REQUIRED_TEXTURE_UNITS_COUNT 3 39 40// Generates simple and textured vertices 41#define FV(x, y, u, v) { { x, y }, { u, v } } 42 43#define RAD_TO_DEG (180.0f / 3.14159265f) 44#define MIN_ANGLE 0.001f 45 46// TODO: This should be set in properties 47#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 48 49/////////////////////////////////////////////////////////////////////////////// 50// Globals 51/////////////////////////////////////////////////////////////////////////////// 52 53// This array is never used directly but used as a memcpy source in the 54// OpenGLRenderer constructor 55static const TextureVertex gMeshVertices[] = { 56 FV(0.0f, 0.0f, 0.0f, 0.0f), 57 FV(1.0f, 0.0f, 1.0f, 0.0f), 58 FV(0.0f, 1.0f, 0.0f, 1.0f), 59 FV(1.0f, 1.0f, 1.0f, 1.0f) 60}; 61static const GLsizei gMeshStride = sizeof(TextureVertex); 62static const GLsizei gMeshCount = 4; 63 64/** 65 * Structure mapping Skia xfermodes to OpenGL blending factors. 66 */ 67struct Blender { 68 SkXfermode::Mode mode; 69 GLenum src; 70 GLenum dst; 71}; // struct Blender 72 73// In this array, the index of each Blender equals the value of the first 74// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 75static const Blender gBlends[] = { 76 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 77 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 78 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 79 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 81 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 82 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 83 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 84 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 85 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 86 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 87 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 88}; 89 90// This array contains the swapped version of each SkXfermode. For instance 91// this array's SrcOver blending mode is actually DstOver. You can refer to 92// createLayer() for more information on the purpose of this array. 93static const Blender gBlendsSwap[] = { 94 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 95 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 96 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 97 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 98 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 99 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 100 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 103 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 104 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 105 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 106}; 107 108static const GLenum gTextureUnits[] = { 109 GL_TEXTURE0, 110 GL_TEXTURE1, 111 GL_TEXTURE2 112}; 113 114/////////////////////////////////////////////////////////////////////////////// 115// Constructors/destructor 116/////////////////////////////////////////////////////////////////////////////// 117 118OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 119 mShader = NULL; 120 mColorFilter = NULL; 121 mHasShadow = false; 122 123 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 124 125 mFirstSnapshot = new Snapshot; 126 127 GLint maxTextureUnits; 128 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits); 129 if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) { 130 LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT); 131 } 132 133 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize); 134} 135 136OpenGLRenderer::~OpenGLRenderer() { 137 // The context has already been destroyed at this point, do not call 138 // GL APIs. All GL state should be kept in Caches.h 139} 140 141/////////////////////////////////////////////////////////////////////////////// 142// Setup 143/////////////////////////////////////////////////////////////////////////////// 144 145void OpenGLRenderer::setViewport(int width, int height) { 146 glViewport(0, 0, width, height); 147 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 148 149 mWidth = width; 150 mHeight = height; 151 152 mFirstSnapshot->height = height; 153 mFirstSnapshot->viewport.set(0, 0, width, height); 154} 155 156void OpenGLRenderer::prepare(bool opaque) { 157 mSnapshot = new Snapshot(mFirstSnapshot, 158 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 159 mSaveCount = 1; 160 161 glViewport(0, 0, mWidth, mHeight); 162 163 glDisable(GL_DITHER); 164 glDisable(GL_SCISSOR_TEST); 165 166 if (!opaque) { 167 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 168 glClear(GL_COLOR_BUFFER_BIT); 169 } 170 171 glEnable(GL_SCISSOR_TEST); 172 glScissor(0, 0, mWidth, mHeight); 173 174 mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); 175} 176 177void OpenGLRenderer::finish() { 178#if DEBUG_OPENGL 179 GLenum status = GL_NO_ERROR; 180 while ((status = glGetError()) != GL_NO_ERROR) { 181 LOGD("GL error from OpenGLRenderer: 0x%x", status); 182 } 183#endif 184} 185 186void OpenGLRenderer::acquireContext() { 187 if (mCaches.currentProgram) { 188 if (mCaches.currentProgram->isInUse()) { 189 mCaches.currentProgram->remove(); 190 mCaches.currentProgram = NULL; 191 } 192 } 193} 194 195void OpenGLRenderer::releaseContext() { 196 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 197 198 glEnable(GL_SCISSOR_TEST); 199 setScissorFromClip(); 200 201 glDisable(GL_DITHER); 202 203 glBindFramebuffer(GL_FRAMEBUFFER, 0); 204 205 if (mCaches.blend) { 206 glEnable(GL_BLEND); 207 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 208 glBlendEquation(GL_FUNC_ADD); 209 } else { 210 glDisable(GL_BLEND); 211 } 212} 213 214/////////////////////////////////////////////////////////////////////////////// 215// State management 216/////////////////////////////////////////////////////////////////////////////// 217 218int OpenGLRenderer::getSaveCount() const { 219 return mSaveCount; 220} 221 222int OpenGLRenderer::save(int flags) { 223 return saveSnapshot(flags); 224} 225 226void OpenGLRenderer::restore() { 227 if (mSaveCount > 1) { 228 restoreSnapshot(); 229 } 230} 231 232void OpenGLRenderer::restoreToCount(int saveCount) { 233 if (saveCount < 1) saveCount = 1; 234 235 while (mSaveCount > saveCount) { 236 restoreSnapshot(); 237 } 238} 239 240int OpenGLRenderer::saveSnapshot(int flags) { 241 mSnapshot = new Snapshot(mSnapshot, flags); 242 return mSaveCount++; 243} 244 245bool OpenGLRenderer::restoreSnapshot() { 246 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 247 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 248 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 249 250 sp<Snapshot> current = mSnapshot; 251 sp<Snapshot> previous = mSnapshot->previous; 252 253 if (restoreOrtho) { 254 Rect& r = previous->viewport; 255 glViewport(r.left, r.top, r.right, r.bottom); 256 mOrthoMatrix.load(current->orthoMatrix); 257 } 258 259 mSaveCount--; 260 mSnapshot = previous; 261 262 if (restoreLayer) { 263 composeLayer(current, previous); 264 } 265 266 if (restoreClip) { 267 setScissorFromClip(); 268 } 269 270 return restoreClip; 271} 272 273/////////////////////////////////////////////////////////////////////////////// 274// Layers 275/////////////////////////////////////////////////////////////////////////////// 276 277int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 278 const SkPaint* p, int flags) { 279 const GLuint previousFbo = mSnapshot->fbo; 280 const int count = saveSnapshot(flags); 281 282 int alpha = 255; 283 SkXfermode::Mode mode; 284 285 if (p) { 286 alpha = p->getAlpha(); 287 if (!mExtensions.hasFramebufferFetch()) { 288 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 289 if (!isMode) { 290 // Assume SRC_OVER 291 mode = SkXfermode::kSrcOver_Mode; 292 } 293 } else { 294 mode = getXfermode(p->getXfermode()); 295 } 296 } else { 297 mode = SkXfermode::kSrcOver_Mode; 298 } 299 300 if (!mSnapshot->previous->invisible) { 301 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 302 } 303 304 return count; 305} 306 307int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 308 int alpha, int flags) { 309 if (alpha == 0xff) { 310 return saveLayer(left, top, right, bottom, NULL, flags); 311 } else { 312 SkPaint paint; 313 paint.setAlpha(alpha); 314 return saveLayer(left, top, right, bottom, &paint, flags); 315 } 316} 317 318/** 319 * Layers are viewed by Skia are slightly different than layers in image editing 320 * programs (for instance.) When a layer is created, previously created layers 321 * and the frame buffer still receive every drawing command. For instance, if a 322 * layer is created and a shape intersecting the bounds of the layers and the 323 * framebuffer is draw, the shape will be drawn on both (unless the layer was 324 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 325 * 326 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 327 * texture. Unfortunately, this is inefficient as it requires every primitive to 328 * be drawn n + 1 times, where n is the number of active layers. In practice this 329 * means, for every primitive: 330 * - Switch active frame buffer 331 * - Change viewport, clip and projection matrix 332 * - Issue the drawing 333 * 334 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 335 * To avoid this, layers are implemented in a different way here, at least in the 336 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 337 * is set. When this flag is set we can redirect all drawing operations into a 338 * single FBO. 339 * 340 * This implementation relies on the frame buffer being at least RGBA 8888. When 341 * a layer is created, only a texture is created, not an FBO. The content of the 342 * frame buffer contained within the layer's bounds is copied into this texture 343 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 344 * buffer and drawing continues as normal. This technique therefore treats the 345 * frame buffer as a scratch buffer for the layers. 346 * 347 * To compose the layers back onto the frame buffer, each layer texture 348 * (containing the original frame buffer data) is drawn as a simple quad over 349 * the frame buffer. The trick is that the quad is set as the composition 350 * destination in the blending equation, and the frame buffer becomes the source 351 * of the composition. 352 * 353 * Drawing layers with an alpha value requires an extra step before composition. 354 * An empty quad is drawn over the layer's region in the frame buffer. This quad 355 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 356 * quad is used to multiply the colors in the frame buffer. This is achieved by 357 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 358 * GL_ZERO, GL_SRC_ALPHA. 359 * 360 * Because glCopyTexImage2D() can be slow, an alternative implementation might 361 * be use to draw a single clipped layer. The implementation described above 362 * is correct in every case. 363 * 364 * (1) The frame buffer is actually not cleared right away. To allow the GPU 365 * to potentially optimize series of calls to glCopyTexImage2D, the frame 366 * buffer is left untouched until the first drawing operation. Only when 367 * something actually gets drawn are the layers regions cleared. 368 */ 369bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 370 float right, float bottom, int alpha, SkXfermode::Mode mode, 371 int flags, GLuint previousFbo) { 372 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 373 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 374 375 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 376 377 // Window coordinates of the layer 378 Rect bounds(left, top, right, bottom); 379 if (!fboLayer) { 380 mSnapshot->transform->mapRect(bounds); 381 // Layers only make sense if they are in the framebuffer's bounds 382 bounds.intersect(*mSnapshot->clipRect); 383 bounds.snapToPixelBoundaries(); 384 } 385 386 if (bounds.isEmpty() || bounds.getWidth() > mMaxTextureSize || 387 bounds.getHeight() > mMaxTextureSize) { 388 snapshot->invisible = true; 389 } else { 390 // TODO: Should take the mode into account 391 snapshot->invisible = snapshot->previous->invisible || alpha <= ALPHA_THRESHOLD; 392 } 393 394 // Bail out if we won't draw in this snapshot 395 if (snapshot->invisible) { 396 return false; 397 } 398 399 glActiveTexture(GL_TEXTURE0); 400 401 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 402 if (!layer) { 403 return false; 404 } 405 406 layer->mode = mode; 407 layer->alpha = alpha; 408 layer->layer.set(bounds); 409 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 410 bounds.getWidth() / float(layer->width), 0.0f); 411 412 // Save the layer in the snapshot 413 snapshot->flags |= Snapshot::kFlagIsLayer; 414 snapshot->layer = layer; 415 416 if (fboLayer) { 417 layer->fbo = mCaches.fboCache.get(); 418 419 snapshot->flags |= Snapshot::kFlagIsFboLayer; 420 snapshot->fbo = layer->fbo; 421 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 422 snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 423 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 424 snapshot->height = bounds.getHeight(); 425 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 426 snapshot->orthoMatrix.load(mOrthoMatrix); 427 428 // Bind texture to FBO 429 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 430 glBindTexture(GL_TEXTURE_2D, layer->texture); 431 432 // Initialize the texture if needed 433 if (layer->empty) { 434 layer->empty = false; 435 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 436 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 437 } 438 439 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 440 layer->texture, 0); 441 442#if DEBUG_LAYERS 443 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 444 if (status != GL_FRAMEBUFFER_COMPLETE) { 445 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 446 447 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 448 glDeleteTextures(1, &layer->texture); 449 mCaches.fboCache.put(layer->fbo); 450 451 delete layer; 452 453 return false; 454 } 455#endif 456 457 // Clear the FBO 458 glScissor(0.0f, 0.0f, bounds.getWidth() + 1.0f, bounds.getHeight() + 1.0f); 459 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 460 glClear(GL_COLOR_BUFFER_BIT); 461 462 setScissorFromClip(); 463 464 // Change the ortho projection 465 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 466 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 467 } else { 468 // Copy the framebuffer into the layer 469 glBindTexture(GL_TEXTURE_2D, layer->texture); 470 471 if (layer->empty) { 472 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom, 473 layer->width, layer->height, 0); 474 layer->empty = false; 475 } else { 476 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, mHeight - bounds.bottom, 477 bounds.getWidth(), bounds.getHeight()); 478 } 479 480 // Enqueue the buffer coordinates to clear the corresponding region later 481 mLayers.push(new Rect(bounds)); 482 } 483 484 return true; 485} 486 487/** 488 * Read the documentation of createLayer() before doing anything in this method. 489 */ 490void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 491 if (!current->layer) { 492 LOGE("Attempting to compose a layer that does not exist"); 493 return; 494 } 495 496 const bool fboLayer = current->flags & SkCanvas::kClipToLayer_SaveFlag; 497 498 if (fboLayer) { 499 // Unbind current FBO and restore previous one 500 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 501 } 502 503 // Restore the clip from the previous snapshot 504 const Rect& clip = *previous->clipRect; 505 glScissor(clip.left, previous->height - clip.bottom, clip.getWidth(), clip.getHeight()); 506 507 Layer* layer = current->layer; 508 const Rect& rect = layer->layer; 509 510 if (!fboLayer && layer->alpha < 255) { 511 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 512 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 513 } 514 515 const Rect& texCoords = layer->texCoords; 516 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 517 518 if (fboLayer) { 519 drawTextureRect(rect.left, rect.top, rect.right, rect.bottom, 520 layer->texture, layer->alpha / 255.0f, layer->mode, layer->blend); 521 } else { 522 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 523 1.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 524 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, true, true); 525 } 526 527 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 528 529 if (fboLayer) { 530 // Detach the texture from the FBO 531 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 532 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 533 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 534 535 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 536 mCaches.fboCache.put(current->fbo); 537 } 538 539 // Failing to add the layer to the cache should happen only if the layer is too large 540 if (!mCaches.layerCache.put(layer)) { 541 LAYER_LOGD("Deleting layer"); 542 glDeleteTextures(1, &layer->texture); 543 delete layer; 544 } 545} 546 547void OpenGLRenderer::clearLayerRegions() { 548 if (mLayers.size() == 0 || mSnapshot->invisible) return; 549 550 for (uint32_t i = 0; i < mLayers.size(); i++) { 551 Rect* bounds = mLayers.itemAt(i); 552 553 // Clear the framebuffer where the layer will draw 554 glScissor(bounds->left, mHeight - bounds->bottom, 555 bounds->getWidth(), bounds->getHeight()); 556 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 557 glClear(GL_COLOR_BUFFER_BIT); 558 559 delete bounds; 560 } 561 mLayers.clear(); 562 563 // Restore the clip 564 setScissorFromClip(); 565} 566 567/////////////////////////////////////////////////////////////////////////////// 568// Transforms 569/////////////////////////////////////////////////////////////////////////////// 570 571void OpenGLRenderer::translate(float dx, float dy) { 572 mSnapshot->transform->translate(dx, dy, 0.0f); 573} 574 575void OpenGLRenderer::rotate(float degrees) { 576 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 577} 578 579void OpenGLRenderer::scale(float sx, float sy) { 580 mSnapshot->transform->scale(sx, sy, 1.0f); 581} 582 583void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 584 mSnapshot->transform->load(*matrix); 585} 586 587const float* OpenGLRenderer::getMatrix() const { 588 if (mSnapshot->fbo != 0) { 589 return &mSnapshot->transform->data[0]; 590 } 591 return &mIdentity.data[0]; 592} 593 594void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 595 mSnapshot->transform->copyTo(*matrix); 596} 597 598void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 599 mat4 m(*matrix); 600 mSnapshot->transform->multiply(m); 601} 602 603/////////////////////////////////////////////////////////////////////////////// 604// Clipping 605/////////////////////////////////////////////////////////////////////////////// 606 607void OpenGLRenderer::setScissorFromClip() { 608 const Rect& clip = *mSnapshot->clipRect; 609 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 610} 611 612const Rect& OpenGLRenderer::getClipBounds() { 613 return mSnapshot->getLocalClip(); 614} 615 616bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 617 if (mSnapshot->invisible) { 618 return true; 619 } 620 621 Rect r(left, top, right, bottom); 622 mSnapshot->transform->mapRect(r); 623 return !mSnapshot->clipRect->intersects(r); 624} 625 626bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 627 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 628 if (clipped) { 629 setScissorFromClip(); 630 } 631 return !mSnapshot->clipRect->isEmpty(); 632} 633 634/////////////////////////////////////////////////////////////////////////////// 635// Drawing 636/////////////////////////////////////////////////////////////////////////////// 637 638void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) { 639 const float right = left + bitmap->width(); 640 const float bottom = top + bitmap->height(); 641 642 if (quickReject(left, top, right, bottom)) { 643 return; 644 } 645 646 glActiveTexture(GL_TEXTURE0); 647 const Texture* texture = mCaches.textureCache.get(bitmap); 648 if (!texture) return; 649 const AutoTexture autoCleanup(texture); 650 651 drawTextureRect(left, top, right, bottom, texture, paint); 652} 653 654void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) { 655 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 656 const mat4 transform(*matrix); 657 transform.mapRect(r); 658 659 if (quickReject(r.left, r.top, r.right, r.bottom)) { 660 return; 661 } 662 663 glActiveTexture(GL_TEXTURE0); 664 const Texture* texture = mCaches.textureCache.get(bitmap); 665 if (!texture) return; 666 const AutoTexture autoCleanup(texture); 667 668 drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint); 669} 670 671void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 672 float srcLeft, float srcTop, float srcRight, float srcBottom, 673 float dstLeft, float dstTop, float dstRight, float dstBottom, 674 const SkPaint* paint) { 675 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 676 return; 677 } 678 679 glActiveTexture(GL_TEXTURE0); 680 const Texture* texture = mCaches.textureCache.get(bitmap); 681 if (!texture) return; 682 const AutoTexture autoCleanup(texture); 683 684 const float width = texture->width; 685 const float height = texture->height; 686 687 const float u1 = srcLeft / width; 688 const float v1 = srcTop / height; 689 const float u2 = srcRight / width; 690 const float v2 = srcBottom / height; 691 692 resetDrawTextureTexCoords(u1, v1, u2, v2); 693 694 drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint); 695 696 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 697} 698 699void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 700 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 701 float left, float top, float right, float bottom, const SkPaint* paint) { 702 if (quickReject(left, top, right, bottom)) { 703 return; 704 } 705 706 glActiveTexture(GL_TEXTURE0); 707 const Texture* texture = mCaches.textureCache.get(bitmap); 708 if (!texture) return; 709 const AutoTexture autoCleanup(texture); 710 711 int alpha; 712 SkXfermode::Mode mode; 713 getAlphaAndMode(paint, &alpha, &mode); 714 715 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 716 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 717 718 // Specify right and bottom as +1.0f from left/top to prevent scaling since the 719 // patch mesh already defines the final size 720 drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f, 721 mode, texture->blend, &mesh->vertices[0].position[0], 722 &mesh->vertices[0].texture[0], GL_TRIANGLES, mesh->verticesCount); 723} 724 725void OpenGLRenderer::drawLines(float* points, int count, const SkPaint* paint) { 726 if (mSnapshot->invisible) return; 727 728 int alpha; 729 SkXfermode::Mode mode; 730 getAlphaAndMode(paint, &alpha, &mode); 731 732 uint32_t color = paint->getColor(); 733 const GLfloat a = alpha / 255.0f; 734 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 735 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 736 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 737 738 const bool isAA = paint->isAntiAlias(); 739 if (isAA) { 740 GLuint textureUnit = 0; 741 setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a, 742 mode, false, true, mCaches.line.getVertices(), mCaches.line.getTexCoords()); 743 } else { 744 setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false); 745 } 746 747 const float strokeWidth = paint->getStrokeWidth(); 748 const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount; 749 const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP; 750 751 for (int i = 0; i < count; i += 4) { 752 float tx = 0.0f; 753 float ty = 0.0f; 754 755 if (isAA) { 756 mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3], 757 strokeWidth, tx, ty); 758 } else { 759 ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f; 760 } 761 762 const float dx = points[i + 2] - points[i]; 763 const float dy = points[i + 3] - points[i + 1]; 764 const float mag = sqrtf(dx * dx + dy * dy); 765 const float angle = acos(dx / mag); 766 767 mModelView.loadTranslate(points[i], points[i + 1], 0.0f); 768 if (angle > MIN_ANGLE || angle < -MIN_ANGLE) { 769 mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f); 770 } 771 mModelView.translate(tx, ty, 0.0f); 772 if (!isAA) { 773 float length = mCaches.line.getLength(points[i], points[i + 1], 774 points[i + 2], points[i + 3]); 775 mModelView.scale(length, strokeWidth, 1.0f); 776 } 777 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 778 779 if (mShader) { 780 mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot); 781 } 782 783 glDrawArrays(drawMode, 0, elementsCount); 784 } 785 786 if (isAA) { 787 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 788 } 789} 790 791void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 792 const Rect& clip = *mSnapshot->clipRect; 793 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 794} 795 796void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) { 797 if (quickReject(left, top, right, bottom)) { 798 return; 799 } 800 801 SkXfermode::Mode mode; 802 if (!mExtensions.hasFramebufferFetch()) { 803 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 804 if (!isMode) { 805 // Assume SRC_OVER 806 mode = SkXfermode::kSrcOver_Mode; 807 } 808 } else { 809 mode = getXfermode(p->getXfermode()); 810 } 811 812 // Skia draws using the color's alpha channel if < 255 813 // Otherwise, it uses the paint's alpha 814 int color = p->getColor(); 815 if (((color >> 24) & 0xff) == 255) { 816 color |= p->getAlpha() << 24; 817 } 818 819 drawColorRect(left, top, right, bottom, color, mode); 820} 821 822void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 823 float x, float y, SkPaint* paint) { 824 if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 825 return; 826 } 827 if (mSnapshot->invisible) return; 828 829 paint->setAntiAlias(true); 830 831 float length = -1.0f; 832 switch (paint->getTextAlign()) { 833 case SkPaint::kCenter_Align: 834 length = paint->measureText(text, bytesCount); 835 x -= length / 2.0f; 836 break; 837 case SkPaint::kRight_Align: 838 length = paint->measureText(text, bytesCount); 839 x -= length; 840 break; 841 default: 842 break; 843 } 844 845 int alpha; 846 SkXfermode::Mode mode; 847 getAlphaAndMode(paint, &alpha, &mode); 848 849 uint32_t color = paint->getColor(); 850 const GLfloat a = alpha / 255.0f; 851 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 852 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 853 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 854 855 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 856 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 857 paint->getTextSize()); 858 859 if (mHasShadow) { 860 glActiveTexture(gTextureUnits[0]); 861 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 862 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 863 count, mShadowRadius); 864 const AutoTexture autoCleanup(shadow); 865 866 setupShadow(shadow, x, y, mode, a); 867 868 // Draw the mesh 869 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 870 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 871 } 872 873 GLuint textureUnit = 0; 874 glActiveTexture(gTextureUnits[textureUnit]); 875 876 // Assume that the modelView matrix does not force scales, rotates, etc. 877 const bool linearFilter = mSnapshot->transform->changesBounds(); 878 setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit, 879 x, y, r, g, b, a, mode, false, true); 880 881 const Rect& clip = mSnapshot->getLocalClip(); 882 clearLayerRegions(); 883 fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y); 884 885 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 886 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 887 888 drawTextDecorations(text, bytesCount, length, x, y, paint); 889} 890 891void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 892 if (mSnapshot->invisible) return; 893 894 GLuint textureUnit = 0; 895 glActiveTexture(gTextureUnits[textureUnit]); 896 897 const PathTexture* texture = mCaches.pathCache.get(path, paint); 898 if (!texture) return; 899 const AutoTexture autoCleanup(texture); 900 901 const float x = texture->left - texture->offset; 902 const float y = texture->top - texture->offset; 903 904 if (quickReject(x, y, x + texture->width, y + texture->height)) { 905 return; 906 } 907 908 int alpha; 909 SkXfermode::Mode mode; 910 getAlphaAndMode(paint, &alpha, &mode); 911 912 uint32_t color = paint->getColor(); 913 const GLfloat a = alpha / 255.0f; 914 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 915 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 916 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 917 918 setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true); 919 920 clearLayerRegions(); 921 922 // Draw the mesh 923 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 924 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 925} 926 927/////////////////////////////////////////////////////////////////////////////// 928// Shaders 929/////////////////////////////////////////////////////////////////////////////// 930 931void OpenGLRenderer::resetShader() { 932 mShader = NULL; 933} 934 935void OpenGLRenderer::setupShader(SkiaShader* shader) { 936 mShader = shader; 937 if (mShader) { 938 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 939 } 940} 941 942/////////////////////////////////////////////////////////////////////////////// 943// Color filters 944/////////////////////////////////////////////////////////////////////////////// 945 946void OpenGLRenderer::resetColorFilter() { 947 mColorFilter = NULL; 948} 949 950void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 951 mColorFilter = filter; 952} 953 954/////////////////////////////////////////////////////////////////////////////// 955// Drop shadow 956/////////////////////////////////////////////////////////////////////////////// 957 958void OpenGLRenderer::resetShadow() { 959 mHasShadow = false; 960} 961 962void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 963 mHasShadow = true; 964 mShadowRadius = radius; 965 mShadowDx = dx; 966 mShadowDy = dy; 967 mShadowColor = color; 968} 969 970/////////////////////////////////////////////////////////////////////////////// 971// Drawing implementation 972/////////////////////////////////////////////////////////////////////////////// 973 974void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y, 975 SkXfermode::Mode mode, float alpha) { 976 const float sx = x - texture->left + mShadowDx; 977 const float sy = y - texture->top + mShadowDy; 978 979 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 980 const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha; 981 const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f; 982 const GLfloat g = a * ((mShadowColor >> 8) & 0xFF) / 255.0f; 983 const GLfloat b = a * ((mShadowColor ) & 0xFF) / 255.0f; 984 985 GLuint textureUnit = 0; 986 setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false); 987} 988 989void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, 990 float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode, 991 bool transforms, bool applyFilters) { 992 setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit, 993 x, y, r, g, b, a, mode, transforms, applyFilters, 994 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 995} 996 997void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 998 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 999 SkXfermode::Mode mode, bool transforms, bool applyFilters) { 1000 setupTextureAlpha8(texture, width, height, textureUnit, 1001 x, y, r, g, b, a, mode, transforms, applyFilters, 1002 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 1003} 1004 1005void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 1006 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 1007 SkXfermode::Mode mode, bool transforms, bool applyFilters, 1008 GLvoid* vertices, GLvoid* texCoords) { 1009 // Describe the required shaders 1010 ProgramDescription description; 1011 description.hasTexture = true; 1012 description.hasAlpha8Texture = true; 1013 const bool setColor = description.setAlpha8Color(r, g, b, a); 1014 1015 if (applyFilters) { 1016 if (mShader) { 1017 mShader->describe(description, mExtensions); 1018 } 1019 if (mColorFilter) { 1020 mColorFilter->describe(description, mExtensions); 1021 } 1022 } 1023 1024 // Setup the blending mode 1025 chooseBlending(true, mode, description); 1026 1027 // Build and use the appropriate shader 1028 useProgram(mCaches.programCache.get(description)); 1029 1030 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit); 1031 glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit); 1032 1033 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1034 glEnableVertexAttribArray(texCoordsSlot); 1035 1036 // Setup attributes 1037 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1038 gMeshStride, vertices); 1039 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, 1040 gMeshStride, texCoords); 1041 1042 // Setup uniforms 1043 if (transforms) { 1044 mModelView.loadTranslate(x, y, 0.0f); 1045 mModelView.scale(width, height, 1.0f); 1046 } else { 1047 mModelView.loadIdentity(); 1048 } 1049 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1050 if (setColor) { 1051 mCaches.currentProgram->setColor(r, g, b, a); 1052 } 1053 1054 textureUnit++; 1055 if (applyFilters) { 1056 // Setup attributes and uniforms required by the shaders 1057 if (mShader) { 1058 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1059 } 1060 if (mColorFilter) { 1061 mColorFilter->setupProgram(mCaches.currentProgram); 1062 } 1063 } 1064} 1065 1066// Same values used by Skia 1067#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1068#define kStdUnderline_Offset (1.0f / 9.0f) 1069#define kStdUnderline_Thickness (1.0f / 18.0f) 1070 1071void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1072 float x, float y, SkPaint* paint) { 1073 // Handle underline and strike-through 1074 uint32_t flags = paint->getFlags(); 1075 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1076 float underlineWidth = length; 1077 // If length is > 0.0f, we already measured the text for the text alignment 1078 if (length <= 0.0f) { 1079 underlineWidth = paint->measureText(text, bytesCount); 1080 } 1081 1082 float offsetX = 0; 1083 switch (paint->getTextAlign()) { 1084 case SkPaint::kCenter_Align: 1085 offsetX = underlineWidth * 0.5f; 1086 break; 1087 case SkPaint::kRight_Align: 1088 offsetX = underlineWidth; 1089 break; 1090 default: 1091 break; 1092 } 1093 1094 if (underlineWidth > 0.0f) { 1095 const float textSize = paint->getTextSize(); 1096 const float strokeWidth = textSize * kStdUnderline_Thickness; 1097 1098 const float left = x - offsetX; 1099 float top = 0.0f; 1100 1101 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 1102 float points[pointsCount]; 1103 int currentPoint = 0; 1104 1105 if (flags & SkPaint::kUnderlineText_Flag) { 1106 top = y + textSize * kStdUnderline_Offset; 1107 points[currentPoint++] = left; 1108 points[currentPoint++] = top; 1109 points[currentPoint++] = left + underlineWidth; 1110 points[currentPoint++] = top; 1111 } 1112 1113 if (flags & SkPaint::kStrikeThruText_Flag) { 1114 top = y + textSize * kStdStrikeThru_Offset; 1115 points[currentPoint++] = left; 1116 points[currentPoint++] = top; 1117 points[currentPoint++] = left + underlineWidth; 1118 points[currentPoint++] = top; 1119 } 1120 1121 SkPaint linesPaint(*paint); 1122 linesPaint.setStrokeWidth(strokeWidth); 1123 1124 drawLines(&points[0], pointsCount, &linesPaint); 1125 } 1126 } 1127} 1128 1129void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1130 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1131 clearLayerRegions(); 1132 1133 // If a shader is set, preserve only the alpha 1134 if (mShader) { 1135 color |= 0x00ffffff; 1136 } 1137 1138 // Render using pre-multiplied alpha 1139 const int alpha = (color >> 24) & 0xFF; 1140 const GLfloat a = alpha / 255.0f; 1141 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1142 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1143 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1144 1145 setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform); 1146 1147 // Draw the mesh 1148 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1149} 1150 1151void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom, 1152 float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform) { 1153 GLuint textureUnit = 0; 1154 1155 // Describe the required shaders 1156 ProgramDescription description; 1157 const bool setColor = description.setColor(r, g, b, a); 1158 1159 if (mShader) { 1160 mShader->describe(description, mExtensions); 1161 } 1162 if (mColorFilter) { 1163 mColorFilter->describe(description, mExtensions); 1164 } 1165 1166 // Setup the blending mode 1167 chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description); 1168 1169 // Build and use the appropriate shader 1170 useProgram(mCaches.programCache.get(description)); 1171 1172 // Setup attributes 1173 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1174 gMeshStride, &mMeshVertices[0].position[0]); 1175 1176 // Setup uniforms 1177 mModelView.loadTranslate(left, top, 0.0f); 1178 mModelView.scale(right - left, bottom - top, 1.0f); 1179 if (!ignoreTransform) { 1180 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1181 } else { 1182 mat4 identity; 1183 mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity); 1184 } 1185 mCaches.currentProgram->setColor(r, g, b, a); 1186 1187 // Setup attributes and uniforms required by the shaders 1188 if (mShader) { 1189 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1190 } 1191 if (mColorFilter) { 1192 mColorFilter->setupProgram(mCaches.currentProgram); 1193 } 1194} 1195 1196void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1197 const Texture* texture, const SkPaint* paint) { 1198 int alpha; 1199 SkXfermode::Mode mode; 1200 getAlphaAndMode(paint, &alpha, &mode); 1201 1202 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1203 texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1204 GL_TRIANGLE_STRIP, gMeshCount); 1205} 1206 1207void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1208 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1209 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1210 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1211 GL_TRIANGLE_STRIP, gMeshCount); 1212} 1213 1214void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1215 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1216 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1217 bool swapSrcDst, bool ignoreTransform) { 1218 clearLayerRegions(); 1219 1220 ProgramDescription description; 1221 description.hasTexture = true; 1222 const bool setColor = description.setColor(alpha, alpha, alpha, alpha); 1223 if (mColorFilter) { 1224 mColorFilter->describe(description, mExtensions); 1225 } 1226 1227 mModelView.loadTranslate(left, top, 0.0f); 1228 mModelView.scale(right - left, bottom - top, 1.0f); 1229 1230 chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst); 1231 1232 useProgram(mCaches.programCache.get(description)); 1233 if (!ignoreTransform) { 1234 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1235 } else { 1236 mat4 m; 1237 mCaches.currentProgram->set(mOrthoMatrix, mModelView, m); 1238 } 1239 1240 // Texture 1241 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0); 1242 glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); 1243 1244 // Always premultiplied 1245 if (setColor) { 1246 mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha); 1247 } 1248 1249 // Mesh 1250 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1251 glEnableVertexAttribArray(texCoordsSlot); 1252 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1253 gMeshStride, vertices); 1254 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1255 1256 // Color filter 1257 if (mColorFilter) { 1258 mColorFilter->setupProgram(mCaches.currentProgram); 1259 } 1260 1261 glDrawArrays(drawMode, 0, elementsCount); 1262 glDisableVertexAttribArray(texCoordsSlot); 1263} 1264 1265void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1266 ProgramDescription& description, bool swapSrcDst) { 1267 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1268 if (blend) { 1269 if (mode < SkXfermode::kPlus_Mode) { 1270 if (!mCaches.blend) { 1271 glEnable(GL_BLEND); 1272 } 1273 1274 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1275 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1276 1277 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1278 glBlendFunc(sourceMode, destMode); 1279 mCaches.lastSrcMode = sourceMode; 1280 mCaches.lastDstMode = destMode; 1281 } 1282 } else { 1283 // These blend modes are not supported by OpenGL directly and have 1284 // to be implemented using shaders. Since the shader will perform 1285 // the blending, turn blending off here 1286 if (mExtensions.hasFramebufferFetch()) { 1287 description.framebufferMode = mode; 1288 description.swapSrcDst = swapSrcDst; 1289 } 1290 1291 if (mCaches.blend) { 1292 glDisable(GL_BLEND); 1293 } 1294 blend = false; 1295 } 1296 } else if (mCaches.blend) { 1297 glDisable(GL_BLEND); 1298 } 1299 mCaches.blend = blend; 1300} 1301 1302bool OpenGLRenderer::useProgram(Program* program) { 1303 if (!program->isInUse()) { 1304 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1305 program->use(); 1306 mCaches.currentProgram = program; 1307 return false; 1308 } 1309 return true; 1310} 1311 1312void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1313 TextureVertex* v = &mMeshVertices[0]; 1314 TextureVertex::setUV(v++, u1, v1); 1315 TextureVertex::setUV(v++, u2, v1); 1316 TextureVertex::setUV(v++, u1, v2); 1317 TextureVertex::setUV(v++, u2, v2); 1318} 1319 1320void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1321 if (paint) { 1322 if (!mExtensions.hasFramebufferFetch()) { 1323 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1324 if (!isMode) { 1325 // Assume SRC_OVER 1326 *mode = SkXfermode::kSrcOver_Mode; 1327 } 1328 } else { 1329 *mode = getXfermode(paint->getXfermode()); 1330 } 1331 1332 // Skia draws using the color's alpha channel if < 255 1333 // Otherwise, it uses the paint's alpha 1334 int color = paint->getColor(); 1335 *alpha = (color >> 24) & 0xFF; 1336 if (*alpha == 255) { 1337 *alpha = paint->getAlpha(); 1338 } 1339 } else { 1340 *mode = SkXfermode::kSrcOver_Mode; 1341 *alpha = 255; 1342 } 1343} 1344 1345SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1346 if (mode == NULL) { 1347 return SkXfermode::kSrcOver_Mode; 1348 } 1349 return mode->fMode; 1350} 1351 1352void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) { 1353 glActiveTexture(gTextureUnits[textureUnit]); 1354 glBindTexture(GL_TEXTURE_2D, texture); 1355 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1356 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1357} 1358 1359}; // namespace uirenderer 1360}; // namespace android 1361