OpenGLRenderer.cpp revision ada830f639591b99c3e40de22b07296c7932a33f
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); 618 619 TextureVertex* mesh = mCaches.getRegionMesh(); 620 GLsizei numQuads = 0; 621 622 setupDraw(); 623 setupDrawWithTexture(); 624 setupDrawColor(alpha, alpha, alpha, alpha); 625 setupDrawColorFilter(); 626 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 627 setupDrawProgram(); 628 setupDrawDirtyRegionsDisabled(); 629 setupDrawPureColorUniforms(); 630 setupDrawColorFilterUniforms(); 631 setupDrawTexture(layer->texture); 632 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 633 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); 634 635 for (size_t i = 0; i < count; i++) { 636 const android::Rect* r = &rects[i]; 637 638 const float u1 = r->left * texX; 639 const float v1 = (rect.getHeight() - r->top) * texY; 640 const float u2 = r->right * texX; 641 const float v2 = (rect.getHeight() - r->bottom) * texY; 642 643 // TODO: Reject quads outside of the clip 644 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 645 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 646 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 647 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 648 649 numQuads++; 650 651 if (numQuads >= REGION_MESH_QUAD_COUNT) { 652 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 653 numQuads = 0; 654 mesh = mCaches.getRegionMesh(); 655 } 656 } 657 658 if (numQuads > 0) { 659 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 660 } 661 662 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 663 finishDrawTexture(); 664 665#if DEBUG_LAYERS_AS_REGIONS 666 uint32_t colors[] = { 667 0x7fff0000, 0x7f00ff00, 668 0x7f0000ff, 0x7fff00ff, 669 }; 670 671 int offset = 0; 672 int32_t top = rects[0].top; 673 int i = 0; 674 675 for (size_t i = 0; i < count; i++) { 676 if (top != rects[i].top) { 677 offset ^= 0x2; 678 top = rects[i].top; 679 } 680 681 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 682 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 683 SkXfermode::kSrcOver_Mode); 684 } 685#endif 686 687 layer->region.clear(); 688 } 689#else 690 composeLayerRect(layer, rect); 691#endif 692} 693 694void OpenGLRenderer::dirtyLayer(const float left, const float top, 695 const float right, const float bottom, const mat4 transform) { 696#if RENDER_LAYERS_AS_REGIONS 697 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) { 698 Rect bounds(left, top, right, bottom); 699 transform.mapRect(bounds); 700 bounds.intersect(*mSnapshot->clipRect); 701 bounds.snapToPixelBoundaries(); 702 703 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 704 if (!dirty.isEmpty()) { 705 mSnapshot->region->orSelf(dirty); 706 } 707 } 708#endif 709} 710 711void OpenGLRenderer::dirtyLayer(const float left, const float top, 712 const float right, const float bottom) { 713#if RENDER_LAYERS_AS_REGIONS 714 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) { 715 Rect bounds(left, top, right, bottom); 716 bounds.intersect(*mSnapshot->clipRect); 717 bounds.snapToPixelBoundaries(); 718 719 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 720 if (!dirty.isEmpty()) { 721 mSnapshot->region->orSelf(dirty); 722 } 723 } 724#endif 725} 726 727void OpenGLRenderer::clearLayerRegions() { 728 if (mLayers.size() == 0 || mSnapshot->isIgnored()) return; 729 730 Rect clipRect(*mSnapshot->clipRect); 731 clipRect.snapToPixelBoundaries(); 732 733 for (uint32_t i = 0; i < mLayers.size(); i++) { 734 Rect* bounds = mLayers.itemAt(i); 735 if (clipRect.intersects(*bounds)) { 736 // Clear the framebuffer where the layer will draw 737 glScissor(bounds->left, mSnapshot->height - bounds->bottom, 738 bounds->getWidth(), bounds->getHeight()); 739 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 740 glClear(GL_COLOR_BUFFER_BIT); 741 742 // Restore the clip 743 dirtyClip(); 744 } 745 746 delete bounds; 747 } 748 749 mLayers.clear(); 750} 751 752/////////////////////////////////////////////////////////////////////////////// 753// Transforms 754/////////////////////////////////////////////////////////////////////////////// 755 756void OpenGLRenderer::translate(float dx, float dy) { 757 mSnapshot->transform->translate(dx, dy, 0.0f); 758} 759 760void OpenGLRenderer::rotate(float degrees) { 761 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 762} 763 764void OpenGLRenderer::scale(float sx, float sy) { 765 mSnapshot->transform->scale(sx, sy, 1.0f); 766} 767 768void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 769 mSnapshot->transform->load(*matrix); 770} 771 772const float* OpenGLRenderer::getMatrix() const { 773 if (mSnapshot->fbo != 0) { 774 return &mSnapshot->transform->data[0]; 775 } 776 return &mIdentity.data[0]; 777} 778 779void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 780 mSnapshot->transform->copyTo(*matrix); 781} 782 783void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 784 SkMatrix transform; 785 mSnapshot->transform->copyTo(transform); 786 transform.preConcat(*matrix); 787 mSnapshot->transform->load(transform); 788} 789 790/////////////////////////////////////////////////////////////////////////////// 791// Clipping 792/////////////////////////////////////////////////////////////////////////////// 793 794void OpenGLRenderer::setScissorFromClip() { 795 Rect clip(*mSnapshot->clipRect); 796 clip.snapToPixelBoundaries(); 797 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 798 mDirtyClip = false; 799} 800 801const Rect& OpenGLRenderer::getClipBounds() { 802 return mSnapshot->getLocalClip(); 803} 804 805bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 806 if (mSnapshot->isIgnored()) { 807 return true; 808 } 809 810 Rect r(left, top, right, bottom); 811 mSnapshot->transform->mapRect(r); 812 r.snapToPixelBoundaries(); 813 814 Rect clipRect(*mSnapshot->clipRect); 815 clipRect.snapToPixelBoundaries(); 816 817 return !clipRect.intersects(r); 818} 819 820bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 821 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 822 if (clipped) { 823 dirtyClip(); 824 } 825 return !mSnapshot->clipRect->isEmpty(); 826} 827 828/////////////////////////////////////////////////////////////////////////////// 829// Drawing commands 830/////////////////////////////////////////////////////////////////////////////// 831 832void OpenGLRenderer::setupDraw() { 833 clearLayerRegions(); 834 if (mDirtyClip) { 835 setScissorFromClip(); 836 } 837 mDescription.reset(); 838 mSetShaderColor = false; 839 mColorSet = false; 840 mColorA = mColorR = mColorG = mColorB = 0.0f; 841 mTextureUnit = 0; 842 mTrackDirtyRegions = true; 843 mTexCoordsSlot = -1; 844} 845 846void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 847 mDescription.hasTexture = true; 848 mDescription.hasAlpha8Texture = isAlpha8; 849} 850 851void OpenGLRenderer::setupDrawColor(int color) { 852 setupDrawColor(color, (color >> 24) & 0xFF); 853} 854 855void OpenGLRenderer::setupDrawColor(int color, int alpha) { 856 mColorA = alpha / 255.0f; 857 const float a = mColorA / 255.0f; 858 mColorR = a * ((color >> 16) & 0xFF); 859 mColorG = a * ((color >> 8) & 0xFF); 860 mColorB = a * ((color ) & 0xFF); 861 mColorSet = true; 862 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 863} 864 865void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 866 mColorA = alpha / 255.0f; 867 const float a = mColorA / 255.0f; 868 mColorR = a * ((color >> 16) & 0xFF); 869 mColorG = a * ((color >> 8) & 0xFF); 870 mColorB = a * ((color ) & 0xFF); 871 mColorSet = true; 872 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 873} 874 875void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 876 mColorA = a; 877 mColorR = r; 878 mColorG = g; 879 mColorB = b; 880 mColorSet = true; 881 mSetShaderColor = mDescription.setColor(r, g, b, a); 882} 883 884void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 885 mColorA = a; 886 mColorR = r; 887 mColorG = g; 888 mColorB = b; 889 mColorSet = true; 890 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 891} 892 893void OpenGLRenderer::setupDrawShader() { 894 if (mShader) { 895 mShader->describe(mDescription, mCaches.extensions); 896 } 897} 898 899void OpenGLRenderer::setupDrawColorFilter() { 900 if (mColorFilter) { 901 mColorFilter->describe(mDescription, mCaches.extensions); 902 } 903} 904 905void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 906 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 907 mDescription, swapSrcDst); 908} 909 910void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 911 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 912 mDescription, swapSrcDst); 913} 914 915void OpenGLRenderer::setupDrawProgram() { 916 useProgram(mCaches.programCache.get(mDescription)); 917} 918 919void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 920 mTrackDirtyRegions = false; 921} 922 923void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 924 bool ignoreTransform) { 925 mModelView.loadTranslate(left, top, 0.0f); 926 if (!ignoreTransform) { 927 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 928 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 929 } else { 930 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 931 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 932 } 933} 934 935void OpenGLRenderer::setupDrawModelViewIdentity() { 936 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform); 937} 938 939void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 940 bool ignoreTransform, bool ignoreModelView) { 941 if (!ignoreModelView) { 942 mModelView.loadTranslate(left, top, 0.0f); 943 mModelView.scale(right - left, bottom - top, 1.0f); 944 } else { 945 mModelView.loadIdentity(); 946 } 947 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 948 if (!ignoreTransform) { 949 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 950 if (mTrackDirtyRegions && dirty) { 951 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 952 } 953 } else { 954 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 955 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 956 } 957} 958 959void OpenGLRenderer::setupDrawColorUniforms() { 960 if (mColorSet || (mShader && mSetShaderColor)) { 961 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 962 } 963} 964 965void OpenGLRenderer::setupDrawPureColorUniforms() { 966 if (mSetShaderColor) { 967 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 968 } 969} 970 971void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 972 if (mShader) { 973 if (ignoreTransform) { 974 mModelView.loadInverse(*mSnapshot->transform); 975 } 976 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 977 } 978} 979 980void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 981 if (mShader) { 982 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 983 } 984} 985 986void OpenGLRenderer::setupDrawColorFilterUniforms() { 987 if (mColorFilter) { 988 mColorFilter->setupProgram(mCaches.currentProgram); 989 } 990} 991 992void OpenGLRenderer::setupDrawSimpleMesh() { 993 mCaches.bindMeshBuffer(); 994 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 995 gMeshStride, 0); 996} 997 998void OpenGLRenderer::setupDrawTexture(GLuint texture) { 999 bindTexture(texture); 1000 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1001 1002 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1003 glEnableVertexAttribArray(mTexCoordsSlot); 1004} 1005 1006void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1007 if (!vertices) { 1008 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1009 } else { 1010 mCaches.unbindMeshBuffer(); 1011 } 1012 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1013 gMeshStride, vertices); 1014 if (mTexCoordsSlot > 0) { 1015 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1016 } 1017} 1018 1019void OpenGLRenderer::finishDrawTexture() { 1020 glDisableVertexAttribArray(mTexCoordsSlot); 1021} 1022 1023/////////////////////////////////////////////////////////////////////////////// 1024// Drawing 1025/////////////////////////////////////////////////////////////////////////////// 1026 1027void OpenGLRenderer::drawDisplayList(DisplayList* displayList) { 1028 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1029 // will be performed by the display list itself 1030 if (displayList) { 1031 displayList->replay(*this); 1032 } 1033} 1034 1035void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1036 const float right = left + bitmap->width(); 1037 const float bottom = top + bitmap->height(); 1038 1039 if (quickReject(left, top, right, bottom)) { 1040 return; 1041 } 1042 1043 glActiveTexture(gTextureUnits[0]); 1044 Texture* texture = mCaches.textureCache.get(bitmap); 1045 if (!texture) return; 1046 const AutoTexture autoCleanup(texture); 1047 1048 drawTextureRect(left, top, right, bottom, texture, paint); 1049} 1050 1051void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1052 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1053 const mat4 transform(*matrix); 1054 transform.mapRect(r); 1055 1056 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1057 return; 1058 } 1059 1060 glActiveTexture(gTextureUnits[0]); 1061 Texture* texture = mCaches.textureCache.get(bitmap); 1062 if (!texture) return; 1063 const AutoTexture autoCleanup(texture); 1064 1065 // This could be done in a cheaper way, all we need is pass the matrix 1066 // to the vertex shader. The save/restore is a bit overkill. 1067 save(SkCanvas::kMatrix_SaveFlag); 1068 concatMatrix(matrix); 1069 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1070 restore(); 1071} 1072 1073void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1074 float srcLeft, float srcTop, float srcRight, float srcBottom, 1075 float dstLeft, float dstTop, float dstRight, float dstBottom, 1076 SkPaint* paint) { 1077 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1078 return; 1079 } 1080 1081 glActiveTexture(gTextureUnits[0]); 1082 Texture* texture = mCaches.textureCache.get(bitmap); 1083 if (!texture) return; 1084 const AutoTexture autoCleanup(texture); 1085 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1086 1087 const float width = texture->width; 1088 const float height = texture->height; 1089 1090 const float u1 = srcLeft / width; 1091 const float v1 = srcTop / height; 1092 const float u2 = srcRight / width; 1093 const float v2 = srcBottom / height; 1094 1095 mCaches.unbindMeshBuffer(); 1096 resetDrawTextureTexCoords(u1, v1, u2, v2); 1097 1098 int alpha; 1099 SkXfermode::Mode mode; 1100 getAlphaAndMode(paint, &alpha, &mode); 1101 1102 if (mSnapshot->transform->isPureTranslate()) { 1103 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1104 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1105 1106 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1107 texture->id, alpha / 255.0f, mode, texture->blend, 1108 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1109 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1110 } else { 1111 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1112 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1113 GL_TRIANGLE_STRIP, gMeshCount); 1114 } 1115 1116 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1117} 1118 1119void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1120 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1121 float left, float top, float right, float bottom, SkPaint* paint) { 1122 if (quickReject(left, top, right, bottom)) { 1123 return; 1124 } 1125 1126 glActiveTexture(gTextureUnits[0]); 1127 Texture* texture = mCaches.textureCache.get(bitmap); 1128 if (!texture) return; 1129 const AutoTexture autoCleanup(texture); 1130 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1131 1132 int alpha; 1133 SkXfermode::Mode mode; 1134 getAlphaAndMode(paint, &alpha, &mode); 1135 1136 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1137 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1138 1139 if (mesh && mesh->verticesCount > 0) { 1140 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1141#if RENDER_LAYERS_AS_REGIONS 1142 // Mark the current layer dirty where we are going to draw the patch 1143 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && 1144 mSnapshot->region && mesh->hasEmptyQuads) { 1145 const size_t count = mesh->quads.size(); 1146 for (size_t i = 0; i < count; i++) { 1147 const Rect& bounds = mesh->quads.itemAt(i); 1148 if (pureTranslate) { 1149 const float x = (int) floorf(bounds.left + 0.5f); 1150 const float y = (int) floorf(bounds.top + 0.5f); 1151 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1152 *mSnapshot->transform); 1153 } else { 1154 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, 1155 *mSnapshot->transform); 1156 } 1157 } 1158 } 1159#endif 1160 1161 if (pureTranslate) { 1162 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1163 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1164 1165 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1166 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1167 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1168 true, !mesh->hasEmptyQuads); 1169 } else { 1170 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1171 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1172 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1173 true, !mesh->hasEmptyQuads); 1174 } 1175 } 1176} 1177 1178void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1179 if (mSnapshot->isIgnored()) return; 1180 1181 const bool isAA = paint->isAntiAlias(); 1182 const float strokeWidth = paint->getStrokeWidth() * 0.5f; 1183 // A stroke width of 0 has a special meaningin Skia: 1184 // it draws an unscaled 1px wide line 1185 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1186 1187 int alpha; 1188 SkXfermode::Mode mode; 1189 getAlphaAndMode(paint, &alpha, &mode); 1190 1191 int verticesCount = count >> 2; 1192 int generatedVerticesCount = 0; 1193 if (!isHairLine) { 1194 // TODO: AA needs more vertices 1195 verticesCount *= 6; 1196 } else { 1197 // TODO: AA will be different 1198 verticesCount *= 2; 1199 } 1200 1201 TextureVertex lines[verticesCount]; 1202 TextureVertex* vertex = &lines[0]; 1203 1204 setupDraw(); 1205 setupDrawColor(paint->getColor(), alpha); 1206 setupDrawColorFilter(); 1207 setupDrawShader(); 1208 setupDrawBlending(mode); 1209 setupDrawProgram(); 1210 setupDrawModelViewIdentity(); 1211 setupDrawColorUniforms(); 1212 setupDrawColorFilterUniforms(); 1213 setupDrawShaderIdentityUniforms(); 1214 setupDrawMesh(vertex); 1215 1216 if (!isHairLine) { 1217 // TODO: Handle the AA case 1218 for (int i = 0; i < count; i += 4) { 1219 // a = start point, b = end point 1220 vec2 a(points[i], points[i + 1]); 1221 vec2 b(points[i + 2], points[i + 3]); 1222 1223 // Bias to snap to the same pixels as Skia 1224 a += 0.375; 1225 b += 0.375; 1226 1227 // Find the normal to the line 1228 vec2 n = (b - a).copyNormalized() * strokeWidth; 1229 float x = n.x; 1230 n.x = -n.y; 1231 n.y = x; 1232 1233 // Four corners of the rectangle defining a thick line 1234 vec2 p1 = a - n; 1235 vec2 p2 = a + n; 1236 vec2 p3 = b + n; 1237 vec2 p4 = b - n; 1238 1239 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1240 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1241 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1242 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1243 1244 if (!quickReject(left, top, right, bottom)) { 1245 // Draw the line as 2 triangles, could be optimized 1246 // by using only 4 vertices and the correct indices 1247 // Also we should probably used non textured vertices 1248 // when line AA is disabled to save on bandwidth 1249 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1250 TextureVertex::set(vertex++, p2.x, p2.y, 0.0f, 0.0f); 1251 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1252 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1253 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1254 TextureVertex::set(vertex++, p4.x, p4.y, 0.0f, 0.0f); 1255 1256 generatedVerticesCount += 6; 1257 1258 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1259 } 1260 } 1261 1262 if (generatedVerticesCount > 0) { 1263 // GL_LINE does not give the result we want to match Skia 1264 glDrawArrays(GL_TRIANGLES, 0, generatedVerticesCount); 1265 } 1266 } else { 1267 // TODO: Handle the AA case 1268 for (int i = 0; i < count; i += 4) { 1269 const float left = fmin(points[i], points[i + 1]); 1270 const float right = fmax(points[i], points[i + 1]); 1271 const float top = fmin(points[i + 2], points[i + 3]); 1272 const float bottom = fmax(points[i + 2], points[i + 3]); 1273 1274 if (!quickReject(left, top, right, bottom)) { 1275 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1276 TextureVertex::set(vertex++, points[i + 2], points[i + 3], 0.0f, 0.0f); 1277 1278 generatedVerticesCount += 2; 1279 1280 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1281 } 1282 } 1283 1284 if (generatedVerticesCount > 0) { 1285 glLineWidth(1.0f); 1286 glDrawArrays(GL_LINES, 0, generatedVerticesCount); 1287 } 1288 } 1289} 1290 1291void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1292 // No need to check against the clip, we fill the clip region 1293 if (mSnapshot->isIgnored()) return; 1294 1295 Rect& clip(*mSnapshot->clipRect); 1296 clip.snapToPixelBoundaries(); 1297 1298 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1299} 1300 1301void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 1302 if (quickReject(left, top, right, bottom)) { 1303 return; 1304 } 1305 1306 SkXfermode::Mode mode; 1307 if (!mCaches.extensions.hasFramebufferFetch()) { 1308 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 1309 if (!isMode) { 1310 // Assume SRC_OVER 1311 mode = SkXfermode::kSrcOver_Mode; 1312 } 1313 } else { 1314 mode = getXfermode(p->getXfermode()); 1315 } 1316 1317 // Skia draws using the color's alpha channel if < 255 1318 // Otherwise, it uses the paint's alpha 1319 int color = p->getColor(); 1320 if (((color >> 24) & 0xff) == 255) { 1321 color |= p->getAlpha() << 24; 1322 } 1323 1324 drawColorRect(left, top, right, bottom, color, mode); 1325} 1326 1327void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 1328 float x, float y, SkPaint* paint) { 1329 if (text == NULL || count == 0) { 1330 return; 1331 } 1332 if (mSnapshot->isIgnored()) return; 1333 1334 paint->setAntiAlias(true); 1335 1336 float length = -1.0f; 1337 switch (paint->getTextAlign()) { 1338 case SkPaint::kCenter_Align: 1339 length = paint->measureText(text, bytesCount); 1340 x -= length / 2.0f; 1341 break; 1342 case SkPaint::kRight_Align: 1343 length = paint->measureText(text, bytesCount); 1344 x -= length; 1345 break; 1346 default: 1347 break; 1348 } 1349 1350 // TODO: Handle paint->getTextScaleX() 1351 const float oldX = x; 1352 const float oldY = y; 1353 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1354 if (pureTranslate) { 1355 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 1356 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 1357 } 1358 1359 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 1360 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 1361 paint->getTextSize()); 1362 1363 int alpha; 1364 SkXfermode::Mode mode; 1365 getAlphaAndMode(paint, &alpha, &mode); 1366 1367 if (mHasShadow) { 1368 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1369 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 1370 count, mShadowRadius); 1371 const AutoTexture autoCleanup(shadow); 1372 1373 const float sx = x - shadow->left + mShadowDx; 1374 const float sy = y - shadow->top + mShadowDy; 1375 1376 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 1377 1378 glActiveTexture(gTextureUnits[0]); 1379 setupDraw(); 1380 setupDrawWithTexture(true); 1381 setupDrawAlpha8Color(mShadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 1382 setupDrawBlending(true, mode); 1383 setupDrawProgram(); 1384 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height, pureTranslate); 1385 setupDrawTexture(shadow->id); 1386 setupDrawPureColorUniforms(); 1387 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1388 1389 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1390 finishDrawTexture(); 1391 } 1392 1393 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 1394 return; 1395 } 1396 1397 // Pick the appropriate texture filtering 1398 bool linearFilter = mSnapshot->transform->changesBounds(); 1399 if (pureTranslate && !linearFilter) { 1400 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 1401 } 1402 1403 glActiveTexture(gTextureUnits[0]); 1404 setupDraw(); 1405 setupDrawDirtyRegionsDisabled(); 1406 setupDrawWithTexture(true); 1407 setupDrawAlpha8Color(paint->getColor(), alpha); 1408 setupDrawColorFilter(); 1409 setupDrawShader(); 1410 setupDrawBlending(true, mode); 1411 setupDrawProgram(); 1412 setupDrawModelView(x, y, x, y, pureTranslate, true); 1413 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 1414 setupDrawPureColorUniforms(); 1415 setupDrawColorFilterUniforms(); 1416 setupDrawShaderUniforms(pureTranslate); 1417 1418 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 1419 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 1420 1421#if RENDER_LAYERS_AS_REGIONS 1422 bool hasLayer = (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region; 1423#else 1424 bool hasLayer = false; 1425#endif 1426 1427 mCaches.unbindMeshBuffer(); 1428 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 1429 hasLayer ? &bounds : NULL)) { 1430#if RENDER_LAYERS_AS_REGIONS 1431 if (hasLayer) { 1432 if (!pureTranslate) { 1433 mSnapshot->transform->mapRect(bounds); 1434 } 1435 bounds.intersect(*mSnapshot->clipRect); 1436 bounds.snapToPixelBoundaries(); 1437 1438 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1439 mSnapshot->region->orSelf(dirty); 1440 } 1441#endif 1442 } 1443 1444 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1445 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1446 1447 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 1448} 1449 1450void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 1451 if (mSnapshot->isIgnored()) return; 1452 1453 GLuint textureUnit = 0; 1454 glActiveTexture(gTextureUnits[textureUnit]); 1455 1456 const PathTexture* texture = mCaches.pathCache.get(path, paint); 1457 if (!texture) return; 1458 const AutoTexture autoCleanup(texture); 1459 1460 const float x = texture->left - texture->offset; 1461 const float y = texture->top - texture->offset; 1462 1463 if (quickReject(x, y, x + texture->width, y + texture->height)) { 1464 return; 1465 } 1466 1467 int alpha; 1468 SkXfermode::Mode mode; 1469 getAlphaAndMode(paint, &alpha, &mode); 1470 1471 setupDraw(); 1472 setupDrawWithTexture(true); 1473 setupDrawAlpha8Color(paint->getColor(), alpha); 1474 setupDrawColorFilter(); 1475 setupDrawShader(); 1476 setupDrawBlending(true, mode); 1477 setupDrawProgram(); 1478 setupDrawModelView(x, y, x + texture->width, y + texture->height); 1479 setupDrawTexture(texture->id); 1480 setupDrawPureColorUniforms(); 1481 setupDrawColorFilterUniforms(); 1482 setupDrawShaderUniforms(); 1483 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1484 1485 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1486 1487 finishDrawTexture(); 1488} 1489 1490void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 1491 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 1492 return; 1493 } 1494 1495 glActiveTexture(gTextureUnits[0]); 1496 1497 int alpha; 1498 SkXfermode::Mode mode; 1499 getAlphaAndMode(paint, &alpha, &mode); 1500 1501 layer->alpha = alpha; 1502 layer->mode = mode; 1503 1504 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1505 composeLayerRect(layer, r); 1506} 1507 1508/////////////////////////////////////////////////////////////////////////////// 1509// Shaders 1510/////////////////////////////////////////////////////////////////////////////// 1511 1512void OpenGLRenderer::resetShader() { 1513 mShader = NULL; 1514} 1515 1516void OpenGLRenderer::setupShader(SkiaShader* shader) { 1517 mShader = shader; 1518 if (mShader) { 1519 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 1520 } 1521} 1522 1523/////////////////////////////////////////////////////////////////////////////// 1524// Color filters 1525/////////////////////////////////////////////////////////////////////////////// 1526 1527void OpenGLRenderer::resetColorFilter() { 1528 mColorFilter = NULL; 1529} 1530 1531void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 1532 mColorFilter = filter; 1533} 1534 1535/////////////////////////////////////////////////////////////////////////////// 1536// Drop shadow 1537/////////////////////////////////////////////////////////////////////////////// 1538 1539void OpenGLRenderer::resetShadow() { 1540 mHasShadow = false; 1541} 1542 1543void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 1544 mHasShadow = true; 1545 mShadowRadius = radius; 1546 mShadowDx = dx; 1547 mShadowDy = dy; 1548 mShadowColor = color; 1549} 1550 1551/////////////////////////////////////////////////////////////////////////////// 1552// Drawing implementation 1553/////////////////////////////////////////////////////////////////////////////// 1554 1555// Same values used by Skia 1556#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1557#define kStdUnderline_Offset (1.0f / 9.0f) 1558#define kStdUnderline_Thickness (1.0f / 18.0f) 1559 1560void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1561 float x, float y, SkPaint* paint) { 1562 // Handle underline and strike-through 1563 uint32_t flags = paint->getFlags(); 1564 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1565 float underlineWidth = length; 1566 // If length is > 0.0f, we already measured the text for the text alignment 1567 if (length <= 0.0f) { 1568 underlineWidth = paint->measureText(text, bytesCount); 1569 } 1570 1571 float offsetX = 0; 1572 switch (paint->getTextAlign()) { 1573 case SkPaint::kCenter_Align: 1574 offsetX = underlineWidth * 0.5f; 1575 break; 1576 case SkPaint::kRight_Align: 1577 offsetX = underlineWidth; 1578 break; 1579 default: 1580 break; 1581 } 1582 1583 if (underlineWidth > 0.0f) { 1584 const float textSize = paint->getTextSize(); 1585 const float strokeWidth = textSize * kStdUnderline_Thickness; 1586 1587 const float left = x - offsetX; 1588 float top = 0.0f; 1589 1590 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 1591 float points[pointsCount]; 1592 int currentPoint = 0; 1593 1594 if (flags & SkPaint::kUnderlineText_Flag) { 1595 top = y + textSize * kStdUnderline_Offset; 1596 points[currentPoint++] = left; 1597 points[currentPoint++] = top; 1598 points[currentPoint++] = left + underlineWidth; 1599 points[currentPoint++] = top; 1600 } 1601 1602 if (flags & SkPaint::kStrikeThruText_Flag) { 1603 top = y + textSize * kStdStrikeThru_Offset; 1604 points[currentPoint++] = left; 1605 points[currentPoint++] = top; 1606 points[currentPoint++] = left + underlineWidth; 1607 points[currentPoint++] = top; 1608 } 1609 1610 SkPaint linesPaint(*paint); 1611 linesPaint.setStrokeWidth(strokeWidth); 1612 1613 drawLines(&points[0], pointsCount, &linesPaint); 1614 } 1615 } 1616} 1617 1618void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1619 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1620 // If a shader is set, preserve only the alpha 1621 if (mShader) { 1622 color |= 0x00ffffff; 1623 } 1624 1625 setupDraw(); 1626 setupDrawColor(color); 1627 setupDrawShader(); 1628 setupDrawColorFilter(); 1629 setupDrawBlending(mode); 1630 setupDrawProgram(); 1631 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1632 setupDrawColorUniforms(); 1633 setupDrawShaderUniforms(ignoreTransform); 1634 setupDrawColorFilterUniforms(); 1635 setupDrawSimpleMesh(); 1636 1637 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1638} 1639 1640void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1641 Texture* texture, SkPaint* paint) { 1642 int alpha; 1643 SkXfermode::Mode mode; 1644 getAlphaAndMode(paint, &alpha, &mode); 1645 1646 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1647 1648 if (mSnapshot->transform->isPureTranslate()) { 1649 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1650 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1651 1652 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1653 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 1654 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 1655 } else { 1656 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1657 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1658 GL_TRIANGLE_STRIP, gMeshCount); 1659 } 1660} 1661 1662void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1663 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1664 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1665 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 1666} 1667 1668void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1669 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1670 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1671 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 1672 1673 setupDraw(); 1674 setupDrawWithTexture(); 1675 setupDrawColor(alpha, alpha, alpha, alpha); 1676 setupDrawColorFilter(); 1677 setupDrawBlending(blend, mode, swapSrcDst); 1678 setupDrawProgram(); 1679 if (!dirty) { 1680 setupDrawDirtyRegionsDisabled(); 1681 } 1682 if (!ignoreScale) { 1683 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1684 } else { 1685 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 1686 } 1687 setupDrawPureColorUniforms(); 1688 setupDrawColorFilterUniforms(); 1689 setupDrawTexture(texture); 1690 setupDrawMesh(vertices, texCoords, vbo); 1691 1692 glDrawArrays(drawMode, 0, elementsCount); 1693 1694 finishDrawTexture(); 1695} 1696 1697void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1698 ProgramDescription& description, bool swapSrcDst) { 1699 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1700 if (blend) { 1701 if (mode < SkXfermode::kPlus_Mode) { 1702 if (!mCaches.blend) { 1703 glEnable(GL_BLEND); 1704 } 1705 1706 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1707 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1708 1709 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1710 glBlendFunc(sourceMode, destMode); 1711 mCaches.lastSrcMode = sourceMode; 1712 mCaches.lastDstMode = destMode; 1713 } 1714 } else { 1715 // These blend modes are not supported by OpenGL directly and have 1716 // to be implemented using shaders. Since the shader will perform 1717 // the blending, turn blending off here 1718 if (mCaches.extensions.hasFramebufferFetch()) { 1719 description.framebufferMode = mode; 1720 description.swapSrcDst = swapSrcDst; 1721 } 1722 1723 if (mCaches.blend) { 1724 glDisable(GL_BLEND); 1725 } 1726 blend = false; 1727 } 1728 } else if (mCaches.blend) { 1729 glDisable(GL_BLEND); 1730 } 1731 mCaches.blend = blend; 1732} 1733 1734bool OpenGLRenderer::useProgram(Program* program) { 1735 if (!program->isInUse()) { 1736 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1737 program->use(); 1738 mCaches.currentProgram = program; 1739 return false; 1740 } 1741 return true; 1742} 1743 1744void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1745 TextureVertex* v = &mMeshVertices[0]; 1746 TextureVertex::setUV(v++, u1, v1); 1747 TextureVertex::setUV(v++, u2, v1); 1748 TextureVertex::setUV(v++, u1, v2); 1749 TextureVertex::setUV(v++, u2, v2); 1750} 1751 1752void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1753 if (paint) { 1754 if (!mCaches.extensions.hasFramebufferFetch()) { 1755 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1756 if (!isMode) { 1757 // Assume SRC_OVER 1758 *mode = SkXfermode::kSrcOver_Mode; 1759 } 1760 } else { 1761 *mode = getXfermode(paint->getXfermode()); 1762 } 1763 1764 // Skia draws using the color's alpha channel if < 255 1765 // Otherwise, it uses the paint's alpha 1766 int color = paint->getColor(); 1767 *alpha = (color >> 24) & 0xFF; 1768 if (*alpha == 255) { 1769 *alpha = paint->getAlpha(); 1770 } 1771 } else { 1772 *mode = SkXfermode::kSrcOver_Mode; 1773 *alpha = 255; 1774 } 1775} 1776 1777SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1778 if (mode == NULL) { 1779 return SkXfermode::kSrcOver_Mode; 1780 } 1781 return mode->fMode; 1782} 1783 1784void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) { 1785 bool bound = false; 1786 if (wrapS != texture->wrapS) { 1787 glBindTexture(GL_TEXTURE_2D, texture->id); 1788 bound = true; 1789 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1790 texture->wrapS = wrapS; 1791 } 1792 if (wrapT != texture->wrapT) { 1793 if (!bound) { 1794 glBindTexture(GL_TEXTURE_2D, texture->id); 1795 } 1796 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1797 texture->wrapT = wrapT; 1798 } 1799} 1800 1801}; // namespace uirenderer 1802}; // namespace android 1803