OpenGLRenderer.cpp revision c038ea358aadca082198f3effc550d33135bf426
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 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 626 setupDrawProgram(); 627 setupDrawDirtyRegionsDisabled(); 628 setupDrawPureColorUniforms(); 629 setupDrawTexture(layer->texture); 630 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 631 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); 632 633 for (size_t i = 0; i < count; i++) { 634 const android::Rect* r = &rects[i]; 635 636 const float u1 = r->left * texX; 637 const float v1 = (rect.getHeight() - r->top) * texY; 638 const float u2 = r->right * texX; 639 const float v2 = (rect.getHeight() - r->bottom) * texY; 640 641 // TODO: Reject quads outside of the clip 642 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 643 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 644 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 645 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 646 647 numQuads++; 648 649 if (numQuads >= REGION_MESH_QUAD_COUNT) { 650 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 651 numQuads = 0; 652 mesh = mCaches.getRegionMesh(); 653 } 654 } 655 656 if (numQuads > 0) { 657 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 658 } 659 660 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 661 finishDrawTexture(); 662 663#if DEBUG_LAYERS_AS_REGIONS 664 uint32_t colors[] = { 665 0x7fff0000, 0x7f00ff00, 666 0x7f0000ff, 0x7fff00ff, 667 }; 668 669 int offset = 0; 670 int32_t top = rects[0].top; 671 int i = 0; 672 673 for (size_t i = 0; i < count; i++) { 674 if (top != rects[i].top) { 675 offset ^= 0x2; 676 top = rects[i].top; 677 } 678 679 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 680 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 681 SkXfermode::kSrcOver_Mode); 682 } 683#endif 684 685 layer->region.clear(); 686 } 687#else 688 composeLayerRect(layer, rect); 689#endif 690} 691 692void OpenGLRenderer::dirtyLayer(const float left, const float top, 693 const float right, const float bottom, const mat4 transform) { 694#if RENDER_LAYERS_AS_REGIONS 695 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) { 696 Rect bounds(left, top, right, bottom); 697 transform.mapRect(bounds); 698 bounds.intersect(*mSnapshot->clipRect); 699 bounds.snapToPixelBoundaries(); 700 701 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 702 if (!dirty.isEmpty()) { 703 mSnapshot->region->orSelf(dirty); 704 } 705 } 706#endif 707} 708 709void OpenGLRenderer::dirtyLayer(const float left, const float top, 710 const float right, const float bottom) { 711#if RENDER_LAYERS_AS_REGIONS 712 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) { 713 Rect bounds(left, top, right, bottom); 714 bounds.intersect(*mSnapshot->clipRect); 715 bounds.snapToPixelBoundaries(); 716 717 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 718 if (!dirty.isEmpty()) { 719 mSnapshot->region->orSelf(dirty); 720 } 721 } 722#endif 723} 724 725void OpenGLRenderer::clearLayerRegions() { 726 if (mLayers.size() == 0 || mSnapshot->isIgnored()) return; 727 728 Rect clipRect(*mSnapshot->clipRect); 729 clipRect.snapToPixelBoundaries(); 730 731 for (uint32_t i = 0; i < mLayers.size(); i++) { 732 Rect* bounds = mLayers.itemAt(i); 733 if (clipRect.intersects(*bounds)) { 734 // Clear the framebuffer where the layer will draw 735 glScissor(bounds->left, mSnapshot->height - bounds->bottom, 736 bounds->getWidth(), bounds->getHeight()); 737 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 738 glClear(GL_COLOR_BUFFER_BIT); 739 740 // Restore the clip 741 dirtyClip(); 742 } 743 744 delete bounds; 745 } 746 747 mLayers.clear(); 748} 749 750/////////////////////////////////////////////////////////////////////////////// 751// Transforms 752/////////////////////////////////////////////////////////////////////////////// 753 754void OpenGLRenderer::translate(float dx, float dy) { 755 mSnapshot->transform->translate(dx, dy, 0.0f); 756} 757 758void OpenGLRenderer::rotate(float degrees) { 759 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 760} 761 762void OpenGLRenderer::scale(float sx, float sy) { 763 mSnapshot->transform->scale(sx, sy, 1.0f); 764} 765 766void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 767 mSnapshot->transform->load(*matrix); 768} 769 770const float* OpenGLRenderer::getMatrix() const { 771 if (mSnapshot->fbo != 0) { 772 return &mSnapshot->transform->data[0]; 773 } 774 return &mIdentity.data[0]; 775} 776 777void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 778 mSnapshot->transform->copyTo(*matrix); 779} 780 781void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 782 SkMatrix transform; 783 mSnapshot->transform->copyTo(transform); 784 transform.preConcat(*matrix); 785 mSnapshot->transform->load(transform); 786} 787 788/////////////////////////////////////////////////////////////////////////////// 789// Clipping 790/////////////////////////////////////////////////////////////////////////////// 791 792void OpenGLRenderer::setScissorFromClip() { 793 Rect clip(*mSnapshot->clipRect); 794 clip.snapToPixelBoundaries(); 795 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 796 mDirtyClip = false; 797} 798 799const Rect& OpenGLRenderer::getClipBounds() { 800 return mSnapshot->getLocalClip(); 801} 802 803bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 804 if (mSnapshot->isIgnored()) { 805 return true; 806 } 807 808 Rect r(left, top, right, bottom); 809 mSnapshot->transform->mapRect(r); 810 r.snapToPixelBoundaries(); 811 812 Rect clipRect(*mSnapshot->clipRect); 813 clipRect.snapToPixelBoundaries(); 814 815 return !clipRect.intersects(r); 816} 817 818bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 819 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 820 if (clipped) { 821 dirtyClip(); 822 } 823 return !mSnapshot->clipRect->isEmpty(); 824} 825 826/////////////////////////////////////////////////////////////////////////////// 827// Drawing commands 828/////////////////////////////////////////////////////////////////////////////// 829 830void OpenGLRenderer::setupDraw() { 831 clearLayerRegions(); 832 if (mDirtyClip) { 833 setScissorFromClip(); 834 } 835 mDescription.reset(); 836 mSetShaderColor = false; 837 mColorSet = false; 838 mColorA = mColorR = mColorG = mColorB = 0.0f; 839 mTextureUnit = 0; 840 mTrackDirtyRegions = true; 841 mTexCoordsSlot = -1; 842} 843 844void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 845 mDescription.hasTexture = true; 846 mDescription.hasAlpha8Texture = isAlpha8; 847} 848 849void OpenGLRenderer::setupDrawColor(int color) { 850 setupDrawColor(color, (color >> 24) & 0xFF); 851} 852 853void OpenGLRenderer::setupDrawColor(int color, int alpha) { 854 mColorA = alpha / 255.0f; 855 const float a = mColorA / 255.0f; 856 mColorR = a * ((color >> 16) & 0xFF); 857 mColorG = a * ((color >> 8) & 0xFF); 858 mColorB = a * ((color ) & 0xFF); 859 mColorSet = true; 860 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 861} 862 863void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 864 mColorA = alpha / 255.0f; 865 const float a = mColorA / 255.0f; 866 mColorR = a * ((color >> 16) & 0xFF); 867 mColorG = a * ((color >> 8) & 0xFF); 868 mColorB = a * ((color ) & 0xFF); 869 mColorSet = true; 870 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 871} 872 873void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 874 mColorA = a; 875 mColorR = r; 876 mColorG = g; 877 mColorB = b; 878 mColorSet = true; 879 mSetShaderColor = mDescription.setColor(r, g, b, a); 880} 881 882void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 883 mColorA = a; 884 mColorR = r; 885 mColorG = g; 886 mColorB = b; 887 mColorSet = true; 888 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 889} 890 891void OpenGLRenderer::setupDrawShader() { 892 if (mShader) { 893 mShader->describe(mDescription, mCaches.extensions); 894 } 895} 896 897void OpenGLRenderer::setupDrawColorFilter() { 898 if (mColorFilter) { 899 mColorFilter->describe(mDescription, mCaches.extensions); 900 } 901} 902 903void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 904 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 905 mDescription, swapSrcDst); 906} 907 908void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 909 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 910 mDescription, swapSrcDst); 911} 912 913void OpenGLRenderer::setupDrawProgram() { 914 useProgram(mCaches.programCache.get(mDescription)); 915} 916 917void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 918 mTrackDirtyRegions = false; 919} 920 921void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 922 bool ignoreTransform) { 923 mModelView.loadTranslate(left, top, 0.0f); 924 if (!ignoreTransform) { 925 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 926 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 927 } else { 928 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 929 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 930 } 931} 932 933void OpenGLRenderer::setupDrawModelViewIdentity() { 934 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform); 935} 936 937void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 938 bool ignoreTransform, bool ignoreModelView) { 939 if (!ignoreModelView) { 940 mModelView.loadTranslate(left, top, 0.0f); 941 mModelView.scale(right - left, bottom - top, 1.0f); 942 } else { 943 mModelView.loadIdentity(); 944 } 945 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 946 if (!ignoreTransform) { 947 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 948 if (mTrackDirtyRegions && dirty) { 949 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 950 } 951 } else { 952 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 953 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 954 } 955} 956 957void OpenGLRenderer::setupDrawColorUniforms() { 958 if (mColorSet || (mShader && mSetShaderColor)) { 959 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 960 } 961} 962 963void OpenGLRenderer::setupDrawPureColorUniforms() { 964 if (mSetShaderColor) { 965 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 966 } 967} 968 969void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 970 if (mShader) { 971 if (ignoreTransform) { 972 mModelView.loadInverse(*mSnapshot->transform); 973 } 974 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 975 } 976} 977 978void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 979 if (mShader) { 980 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 981 } 982} 983 984void OpenGLRenderer::setupDrawColorFilterUniforms() { 985 if (mColorFilter) { 986 mColorFilter->setupProgram(mCaches.currentProgram); 987 } 988} 989 990void OpenGLRenderer::setupDrawSimpleMesh() { 991 mCaches.bindMeshBuffer(); 992 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 993 gMeshStride, 0); 994} 995 996void OpenGLRenderer::setupDrawTexture(GLuint texture) { 997 bindTexture(texture); 998 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 999 1000 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1001 glEnableVertexAttribArray(mTexCoordsSlot); 1002} 1003 1004void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1005 if (!vertices) { 1006 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1007 } else { 1008 mCaches.unbindMeshBuffer(); 1009 } 1010 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1011 gMeshStride, vertices); 1012 if (mTexCoordsSlot > 0) { 1013 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1014 } 1015} 1016 1017void OpenGLRenderer::finishDrawTexture() { 1018 glDisableVertexAttribArray(mTexCoordsSlot); 1019} 1020 1021/////////////////////////////////////////////////////////////////////////////// 1022// Drawing 1023/////////////////////////////////////////////////////////////////////////////// 1024 1025void OpenGLRenderer::drawDisplayList(DisplayList* displayList) { 1026 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1027 // will be performed by the display list itself 1028 if (displayList) { 1029 displayList->replay(*this); 1030 } 1031} 1032 1033void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1034 const float right = left + bitmap->width(); 1035 const float bottom = top + bitmap->height(); 1036 1037 if (quickReject(left, top, right, bottom)) { 1038 return; 1039 } 1040 1041 glActiveTexture(gTextureUnits[0]); 1042 Texture* texture = mCaches.textureCache.get(bitmap); 1043 if (!texture) return; 1044 const AutoTexture autoCleanup(texture); 1045 1046 drawTextureRect(left, top, right, bottom, texture, paint); 1047} 1048 1049void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1050 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1051 const mat4 transform(*matrix); 1052 transform.mapRect(r); 1053 1054 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1055 return; 1056 } 1057 1058 glActiveTexture(gTextureUnits[0]); 1059 Texture* texture = mCaches.textureCache.get(bitmap); 1060 if (!texture) return; 1061 const AutoTexture autoCleanup(texture); 1062 1063 // This could be done in a cheaper way, all we need is pass the matrix 1064 // to the vertex shader. The save/restore is a bit overkill. 1065 save(SkCanvas::kMatrix_SaveFlag); 1066 concatMatrix(matrix); 1067 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1068 restore(); 1069} 1070 1071void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1072 float srcLeft, float srcTop, float srcRight, float srcBottom, 1073 float dstLeft, float dstTop, float dstRight, float dstBottom, 1074 SkPaint* paint) { 1075 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1076 return; 1077 } 1078 1079 glActiveTexture(gTextureUnits[0]); 1080 Texture* texture = mCaches.textureCache.get(bitmap); 1081 if (!texture) return; 1082 const AutoTexture autoCleanup(texture); 1083 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1084 1085 const float width = texture->width; 1086 const float height = texture->height; 1087 1088 const float u1 = srcLeft / width; 1089 const float v1 = srcTop / height; 1090 const float u2 = srcRight / width; 1091 const float v2 = srcBottom / height; 1092 1093 mCaches.unbindMeshBuffer(); 1094 resetDrawTextureTexCoords(u1, v1, u2, v2); 1095 1096 int alpha; 1097 SkXfermode::Mode mode; 1098 getAlphaAndMode(paint, &alpha, &mode); 1099 1100 if (mSnapshot->transform->isPureTranslate()) { 1101 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1102 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1103 1104 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1105 texture->id, alpha / 255.0f, mode, texture->blend, 1106 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1107 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1108 } else { 1109 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1110 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1111 GL_TRIANGLE_STRIP, gMeshCount); 1112 } 1113 1114 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1115} 1116 1117void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1118 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1119 float left, float top, float right, float bottom, SkPaint* paint) { 1120 if (quickReject(left, top, right, bottom)) { 1121 return; 1122 } 1123 1124 glActiveTexture(gTextureUnits[0]); 1125 Texture* texture = mCaches.textureCache.get(bitmap); 1126 if (!texture) return; 1127 const AutoTexture autoCleanup(texture); 1128 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1129 1130 int alpha; 1131 SkXfermode::Mode mode; 1132 getAlphaAndMode(paint, &alpha, &mode); 1133 1134 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1135 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1136 1137 if (mesh && mesh->verticesCount > 0) { 1138 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1139#if RENDER_LAYERS_AS_REGIONS 1140 // Mark the current layer dirty where we are going to draw the patch 1141 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && 1142 mSnapshot->region && mesh->hasEmptyQuads) { 1143 const size_t count = mesh->quads.size(); 1144 for (size_t i = 0; i < count; i++) { 1145 const Rect& bounds = mesh->quads.itemAt(i); 1146 if (pureTranslate) { 1147 const float x = (int) floorf(bounds.left + 0.5f); 1148 const float y = (int) floorf(bounds.top + 0.5f); 1149 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1150 *mSnapshot->transform); 1151 } else { 1152 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, 1153 *mSnapshot->transform); 1154 } 1155 } 1156 } 1157#endif 1158 1159 if (pureTranslate) { 1160 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1161 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1162 1163 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1164 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1165 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1166 true, !mesh->hasEmptyQuads); 1167 } else { 1168 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1169 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1170 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1171 true, !mesh->hasEmptyQuads); 1172 } 1173 } 1174} 1175 1176void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1177 if (mSnapshot->isIgnored()) return; 1178 1179 const bool isAA = paint->isAntiAlias(); 1180 const float strokeWidth = paint->getStrokeWidth() * 0.5f; 1181 // A stroke width of 0 has a special meaningin Skia: 1182 // it draws an unscaled 1px wide line 1183 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1184 1185 int alpha; 1186 SkXfermode::Mode mode; 1187 getAlphaAndMode(paint, &alpha, &mode); 1188 1189 int verticesCount = count >> 2; 1190 int generatedVerticesCount = 0; 1191 if (!isHairLine) { 1192 // TODO: AA needs more vertices 1193 verticesCount *= 6; 1194 } else { 1195 // TODO: AA will be different 1196 verticesCount *= 2; 1197 } 1198 1199 TextureVertex lines[verticesCount]; 1200 TextureVertex* vertex = &lines[0]; 1201 1202 setupDraw(); 1203 setupDrawColor(paint->getColor(), alpha); 1204 setupDrawColorFilter(); 1205 setupDrawShader(); 1206 setupDrawBlending(mode); 1207 setupDrawProgram(); 1208 setupDrawModelViewIdentity(); 1209 setupDrawColorUniforms(); 1210 setupDrawColorFilterUniforms(); 1211 setupDrawShaderIdentityUniforms(); 1212 setupDrawMesh(vertex); 1213 1214 if (!isHairLine) { 1215 // TODO: Handle the AA case 1216 for (int i = 0; i < count; i += 4) { 1217 // a = start point, b = end point 1218 vec2 a(points[i], points[i + 1]); 1219 vec2 b(points[i + 2], points[i + 3]); 1220 1221 // Bias to snap to the same pixels as Skia 1222 a += 0.375; 1223 b += 0.375; 1224 1225 // Find the normal to the line 1226 vec2 n = (b - a).copyNormalized() * strokeWidth; 1227 float x = n.x; 1228 n.x = -n.y; 1229 n.y = x; 1230 1231 // Four corners of the rectangle defining a thick line 1232 vec2 p1 = a - n; 1233 vec2 p2 = a + n; 1234 vec2 p3 = b + n; 1235 vec2 p4 = b - n; 1236 1237 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1238 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1239 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1240 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1241 1242 if (!quickReject(left, top, right, bottom)) { 1243 // Draw the line as 2 triangles, could be optimized 1244 // by using only 4 vertices and the correct indices 1245 // Also we should probably used non textured vertices 1246 // when line AA is disabled to save on bandwidth 1247 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1248 TextureVertex::set(vertex++, p2.x, p2.y, 0.0f, 0.0f); 1249 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1250 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1251 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1252 TextureVertex::set(vertex++, p4.x, p4.y, 0.0f, 0.0f); 1253 1254 generatedVerticesCount += 6; 1255 1256 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1257 } 1258 } 1259 1260 if (generatedVerticesCount > 0) { 1261 // GL_LINE does not give the result we want to match Skia 1262 glDrawArrays(GL_TRIANGLES, 0, generatedVerticesCount); 1263 } 1264 } else { 1265 // TODO: Handle the AA case 1266 for (int i = 0; i < count; i += 4) { 1267 const float left = fmin(points[i], points[i + 1]); 1268 const float right = fmax(points[i], points[i + 1]); 1269 const float top = fmin(points[i + 2], points[i + 3]); 1270 const float bottom = fmax(points[i + 2], points[i + 3]); 1271 1272 if (!quickReject(left, top, right, bottom)) { 1273 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1274 TextureVertex::set(vertex++, points[i + 2], points[i + 3], 0.0f, 0.0f); 1275 1276 generatedVerticesCount += 2; 1277 1278 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1279 } 1280 } 1281 1282 if (generatedVerticesCount > 0) { 1283 glLineWidth(1.0f); 1284 glDrawArrays(GL_LINES, 0, generatedVerticesCount); 1285 } 1286 } 1287} 1288 1289void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1290 // No need to check against the clip, we fill the clip region 1291 if (mSnapshot->isIgnored()) return; 1292 1293 Rect& clip(*mSnapshot->clipRect); 1294 clip.snapToPixelBoundaries(); 1295 1296 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1297} 1298 1299void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 1300 if (quickReject(left, top, right, bottom)) { 1301 return; 1302 } 1303 1304 SkXfermode::Mode mode; 1305 if (!mCaches.extensions.hasFramebufferFetch()) { 1306 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 1307 if (!isMode) { 1308 // Assume SRC_OVER 1309 mode = SkXfermode::kSrcOver_Mode; 1310 } 1311 } else { 1312 mode = getXfermode(p->getXfermode()); 1313 } 1314 1315 // Skia draws using the color's alpha channel if < 255 1316 // Otherwise, it uses the paint's alpha 1317 int color = p->getColor(); 1318 if (((color >> 24) & 0xff) == 255) { 1319 color |= p->getAlpha() << 24; 1320 } 1321 1322 drawColorRect(left, top, right, bottom, color, mode); 1323} 1324 1325void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 1326 float x, float y, SkPaint* paint) { 1327 if (text == NULL || count == 0) { 1328 return; 1329 } 1330 if (mSnapshot->isIgnored()) return; 1331 1332 paint->setAntiAlias(true); 1333 1334 float length = -1.0f; 1335 switch (paint->getTextAlign()) { 1336 case SkPaint::kCenter_Align: 1337 length = paint->measureText(text, bytesCount); 1338 x -= length / 2.0f; 1339 break; 1340 case SkPaint::kRight_Align: 1341 length = paint->measureText(text, bytesCount); 1342 x -= length; 1343 break; 1344 default: 1345 break; 1346 } 1347 1348 // TODO: Handle paint->getTextScaleX() 1349 const float oldX = x; 1350 const float oldY = y; 1351 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1352 if (pureTranslate) { 1353 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 1354 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 1355 } 1356 1357 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 1358 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 1359 paint->getTextSize()); 1360 1361 int alpha; 1362 SkXfermode::Mode mode; 1363 getAlphaAndMode(paint, &alpha, &mode); 1364 1365 if (mHasShadow) { 1366 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1367 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 1368 count, mShadowRadius); 1369 const AutoTexture autoCleanup(shadow); 1370 1371 const float sx = x - shadow->left + mShadowDx; 1372 const float sy = y - shadow->top + mShadowDy; 1373 1374 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 1375 1376 glActiveTexture(gTextureUnits[0]); 1377 setupDraw(); 1378 setupDrawWithTexture(true); 1379 setupDrawAlpha8Color(mShadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 1380 setupDrawBlending(true, mode); 1381 setupDrawProgram(); 1382 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height, pureTranslate); 1383 setupDrawTexture(shadow->id); 1384 setupDrawPureColorUniforms(); 1385 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1386 1387 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1388 finishDrawTexture(); 1389 } 1390 1391 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 1392 return; 1393 } 1394 1395 // Pick the appropriate texture filtering 1396 bool linearFilter = mSnapshot->transform->changesBounds(); 1397 if (pureTranslate && !linearFilter) { 1398 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 1399 } 1400 1401 glActiveTexture(gTextureUnits[0]); 1402 setupDraw(); 1403 setupDrawDirtyRegionsDisabled(); 1404 setupDrawWithTexture(true); 1405 setupDrawAlpha8Color(paint->getColor(), alpha); 1406 setupDrawColorFilter(); 1407 setupDrawShader(); 1408 setupDrawBlending(true, mode); 1409 setupDrawProgram(); 1410 setupDrawModelView(x, y, x, y, pureTranslate, true); 1411 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 1412 setupDrawPureColorUniforms(); 1413 setupDrawColorFilterUniforms(); 1414 setupDrawShaderUniforms(pureTranslate); 1415 1416 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 1417 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 1418 1419#if RENDER_LAYERS_AS_REGIONS 1420 bool hasLayer = (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region; 1421#else 1422 bool hasLayer = false; 1423#endif 1424 1425 mCaches.unbindMeshBuffer(); 1426 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 1427 hasLayer ? &bounds : NULL)) { 1428#if RENDER_LAYERS_AS_REGIONS 1429 if (hasLayer) { 1430 if (!pureTranslate) { 1431 mSnapshot->transform->mapRect(bounds); 1432 } 1433 bounds.intersect(*mSnapshot->clipRect); 1434 bounds.snapToPixelBoundaries(); 1435 1436 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1437 mSnapshot->region->orSelf(dirty); 1438 } 1439#endif 1440 } 1441 1442 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1443 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1444 1445 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 1446} 1447 1448void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 1449 if (mSnapshot->isIgnored()) return; 1450 1451 GLuint textureUnit = 0; 1452 glActiveTexture(gTextureUnits[textureUnit]); 1453 1454 const PathTexture* texture = mCaches.pathCache.get(path, paint); 1455 if (!texture) return; 1456 const AutoTexture autoCleanup(texture); 1457 1458 const float x = texture->left - texture->offset; 1459 const float y = texture->top - texture->offset; 1460 1461 if (quickReject(x, y, x + texture->width, y + texture->height)) { 1462 return; 1463 } 1464 1465 int alpha; 1466 SkXfermode::Mode mode; 1467 getAlphaAndMode(paint, &alpha, &mode); 1468 1469 setupDraw(); 1470 setupDrawWithTexture(true); 1471 setupDrawAlpha8Color(paint->getColor(), alpha); 1472 setupDrawColorFilter(); 1473 setupDrawShader(); 1474 setupDrawBlending(true, mode); 1475 setupDrawProgram(); 1476 setupDrawModelView(x, y, x + texture->width, y + texture->height); 1477 setupDrawTexture(texture->id); 1478 setupDrawPureColorUniforms(); 1479 setupDrawColorFilterUniforms(); 1480 setupDrawShaderUniforms(); 1481 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1482 1483 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1484 1485 finishDrawTexture(); 1486} 1487 1488void OpenGLRenderer::drawLayer(int texture, float left, float top, float right, float bottom, 1489 float u, float v, SkPaint* paint) { 1490 if (quickReject(left, top, right, bottom)) { 1491 return; 1492 } 1493 1494 glActiveTexture(gTextureUnits[0]); 1495 if (!texture) return; 1496 1497 mCaches.unbindMeshBuffer(); 1498 resetDrawTextureTexCoords(0.0f, v, u, 0.0f); 1499 1500 int alpha; 1501 SkXfermode::Mode mode; 1502 getAlphaAndMode(paint, &alpha, &mode); 1503 1504 // TODO: Should get the blend info from the caller 1505 drawTextureMesh(left, top, right, bottom, texture, alpha / 255.0f, mode, true, 1506 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1507 GL_TRIANGLE_STRIP, gMeshCount); 1508 1509 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1510} 1511 1512/////////////////////////////////////////////////////////////////////////////// 1513// Shaders 1514/////////////////////////////////////////////////////////////////////////////// 1515 1516void OpenGLRenderer::resetShader() { 1517 mShader = NULL; 1518} 1519 1520void OpenGLRenderer::setupShader(SkiaShader* shader) { 1521 mShader = shader; 1522 if (mShader) { 1523 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 1524 } 1525} 1526 1527/////////////////////////////////////////////////////////////////////////////// 1528// Color filters 1529/////////////////////////////////////////////////////////////////////////////// 1530 1531void OpenGLRenderer::resetColorFilter() { 1532 mColorFilter = NULL; 1533} 1534 1535void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 1536 mColorFilter = filter; 1537} 1538 1539/////////////////////////////////////////////////////////////////////////////// 1540// Drop shadow 1541/////////////////////////////////////////////////////////////////////////////// 1542 1543void OpenGLRenderer::resetShadow() { 1544 mHasShadow = false; 1545} 1546 1547void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 1548 mHasShadow = true; 1549 mShadowRadius = radius; 1550 mShadowDx = dx; 1551 mShadowDy = dy; 1552 mShadowColor = color; 1553} 1554 1555/////////////////////////////////////////////////////////////////////////////// 1556// Drawing implementation 1557/////////////////////////////////////////////////////////////////////////////// 1558 1559// Same values used by Skia 1560#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1561#define kStdUnderline_Offset (1.0f / 9.0f) 1562#define kStdUnderline_Thickness (1.0f / 18.0f) 1563 1564void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1565 float x, float y, SkPaint* paint) { 1566 // Handle underline and strike-through 1567 uint32_t flags = paint->getFlags(); 1568 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1569 float underlineWidth = length; 1570 // If length is > 0.0f, we already measured the text for the text alignment 1571 if (length <= 0.0f) { 1572 underlineWidth = paint->measureText(text, bytesCount); 1573 } 1574 1575 float offsetX = 0; 1576 switch (paint->getTextAlign()) { 1577 case SkPaint::kCenter_Align: 1578 offsetX = underlineWidth * 0.5f; 1579 break; 1580 case SkPaint::kRight_Align: 1581 offsetX = underlineWidth; 1582 break; 1583 default: 1584 break; 1585 } 1586 1587 if (underlineWidth > 0.0f) { 1588 const float textSize = paint->getTextSize(); 1589 const float strokeWidth = textSize * kStdUnderline_Thickness; 1590 1591 const float left = x - offsetX; 1592 float top = 0.0f; 1593 1594 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 1595 float points[pointsCount]; 1596 int currentPoint = 0; 1597 1598 if (flags & SkPaint::kUnderlineText_Flag) { 1599 top = y + textSize * kStdUnderline_Offset; 1600 points[currentPoint++] = left; 1601 points[currentPoint++] = top; 1602 points[currentPoint++] = left + underlineWidth; 1603 points[currentPoint++] = top; 1604 } 1605 1606 if (flags & SkPaint::kStrikeThruText_Flag) { 1607 top = y + textSize * kStdStrikeThru_Offset; 1608 points[currentPoint++] = left; 1609 points[currentPoint++] = top; 1610 points[currentPoint++] = left + underlineWidth; 1611 points[currentPoint++] = top; 1612 } 1613 1614 SkPaint linesPaint(*paint); 1615 linesPaint.setStrokeWidth(strokeWidth); 1616 1617 drawLines(&points[0], pointsCount, &linesPaint); 1618 } 1619 } 1620} 1621 1622void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1623 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1624 // If a shader is set, preserve only the alpha 1625 if (mShader) { 1626 color |= 0x00ffffff; 1627 } 1628 1629 setupDraw(); 1630 setupDrawColor(color); 1631 setupDrawShader(); 1632 setupDrawColorFilter(); 1633 setupDrawBlending(mode); 1634 setupDrawProgram(); 1635 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1636 setupDrawColorUniforms(); 1637 setupDrawShaderUniforms(ignoreTransform); 1638 setupDrawColorFilterUniforms(); 1639 setupDrawSimpleMesh(); 1640 1641 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1642} 1643 1644void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1645 Texture* texture, SkPaint* paint) { 1646 int alpha; 1647 SkXfermode::Mode mode; 1648 getAlphaAndMode(paint, &alpha, &mode); 1649 1650 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1651 1652 if (mSnapshot->transform->isPureTranslate()) { 1653 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1654 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1655 1656 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1657 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 1658 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 1659 } else { 1660 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1661 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1662 GL_TRIANGLE_STRIP, gMeshCount); 1663 } 1664} 1665 1666void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1667 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1668 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1669 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 1670} 1671 1672void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1673 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1674 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1675 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 1676 1677 setupDraw(); 1678 setupDrawWithTexture(); 1679 setupDrawColor(alpha, alpha, alpha, alpha); 1680 setupDrawColorFilter(); 1681 setupDrawBlending(blend, mode, swapSrcDst); 1682 setupDrawProgram(); 1683 if (!dirty) { 1684 setupDrawDirtyRegionsDisabled(); 1685 } 1686 if (!ignoreScale) { 1687 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1688 } else { 1689 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 1690 } 1691 setupDrawPureColorUniforms(); 1692 setupDrawColorFilterUniforms(); 1693 setupDrawTexture(texture); 1694 setupDrawMesh(vertices, texCoords, vbo); 1695 1696 glDrawArrays(drawMode, 0, elementsCount); 1697 1698 finishDrawTexture(); 1699} 1700 1701void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1702 ProgramDescription& description, bool swapSrcDst) { 1703 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1704 if (blend) { 1705 if (mode < SkXfermode::kPlus_Mode) { 1706 if (!mCaches.blend) { 1707 glEnable(GL_BLEND); 1708 } 1709 1710 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1711 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1712 1713 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1714 glBlendFunc(sourceMode, destMode); 1715 mCaches.lastSrcMode = sourceMode; 1716 mCaches.lastDstMode = destMode; 1717 } 1718 } else { 1719 // These blend modes are not supported by OpenGL directly and have 1720 // to be implemented using shaders. Since the shader will perform 1721 // the blending, turn blending off here 1722 if (mCaches.extensions.hasFramebufferFetch()) { 1723 description.framebufferMode = mode; 1724 description.swapSrcDst = swapSrcDst; 1725 } 1726 1727 if (mCaches.blend) { 1728 glDisable(GL_BLEND); 1729 } 1730 blend = false; 1731 } 1732 } else if (mCaches.blend) { 1733 glDisable(GL_BLEND); 1734 } 1735 mCaches.blend = blend; 1736} 1737 1738bool OpenGLRenderer::useProgram(Program* program) { 1739 if (!program->isInUse()) { 1740 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1741 program->use(); 1742 mCaches.currentProgram = program; 1743 return false; 1744 } 1745 return true; 1746} 1747 1748void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1749 TextureVertex* v = &mMeshVertices[0]; 1750 TextureVertex::setUV(v++, u1, v1); 1751 TextureVertex::setUV(v++, u2, v1); 1752 TextureVertex::setUV(v++, u1, v2); 1753 TextureVertex::setUV(v++, u2, v2); 1754} 1755 1756void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1757 if (paint) { 1758 if (!mCaches.extensions.hasFramebufferFetch()) { 1759 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1760 if (!isMode) { 1761 // Assume SRC_OVER 1762 *mode = SkXfermode::kSrcOver_Mode; 1763 } 1764 } else { 1765 *mode = getXfermode(paint->getXfermode()); 1766 } 1767 1768 // Skia draws using the color's alpha channel if < 255 1769 // Otherwise, it uses the paint's alpha 1770 int color = paint->getColor(); 1771 *alpha = (color >> 24) & 0xFF; 1772 if (*alpha == 255) { 1773 *alpha = paint->getAlpha(); 1774 } 1775 } else { 1776 *mode = SkXfermode::kSrcOver_Mode; 1777 *alpha = 255; 1778 } 1779} 1780 1781SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1782 if (mode == NULL) { 1783 return SkXfermode::kSrcOver_Mode; 1784 } 1785 return mode->fMode; 1786} 1787 1788void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) { 1789 bool bound = false; 1790 if (wrapS != texture->wrapS) { 1791 glBindTexture(GL_TEXTURE_2D, texture->id); 1792 bound = true; 1793 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1794 texture->wrapS = wrapS; 1795 } 1796 if (wrapT != texture->wrapT) { 1797 if (!bound) { 1798 glBindTexture(GL_TEXTURE_2D, texture->id); 1799 } 1800 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1801 texture->wrapT = wrapT; 1802 } 1803} 1804 1805}; // namespace uirenderer 1806}; // namespace android 1807