OpenGLRenderer.cpp revision daf98e941e140e8739458126640183b9f296a2ab
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, getTargetFbo()); 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 216bool OpenGLRenderer::callDrawGLFunction(Functor *functor) { 217 interrupt(); 218 status_t result = (*functor)(); 219 resume(); 220 return (result == 0) ? false : true; 221} 222 223/////////////////////////////////////////////////////////////////////////////// 224// State management 225/////////////////////////////////////////////////////////////////////////////// 226 227int OpenGLRenderer::getSaveCount() const { 228 return mSaveCount; 229} 230 231int OpenGLRenderer::save(int flags) { 232 return saveSnapshot(flags); 233} 234 235void OpenGLRenderer::restore() { 236 if (mSaveCount > 1) { 237 restoreSnapshot(); 238 } 239} 240 241void OpenGLRenderer::restoreToCount(int saveCount) { 242 if (saveCount < 1) saveCount = 1; 243 244 while (mSaveCount > saveCount) { 245 restoreSnapshot(); 246 } 247} 248 249int OpenGLRenderer::saveSnapshot(int flags) { 250 mSnapshot = new Snapshot(mSnapshot, flags); 251 return mSaveCount++; 252} 253 254bool OpenGLRenderer::restoreSnapshot() { 255 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 256 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 257 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 258 259 sp<Snapshot> current = mSnapshot; 260 sp<Snapshot> previous = mSnapshot->previous; 261 262 if (restoreOrtho) { 263 Rect& r = previous->viewport; 264 glViewport(r.left, r.top, r.right, r.bottom); 265 mOrthoMatrix.load(current->orthoMatrix); 266 } 267 268 mSaveCount--; 269 mSnapshot = previous; 270 271 if (restoreClip) { 272 dirtyClip(); 273 } 274 275 if (restoreLayer) { 276 composeLayer(current, previous); 277 } 278 279 return restoreClip; 280} 281 282/////////////////////////////////////////////////////////////////////////////// 283// Layers 284/////////////////////////////////////////////////////////////////////////////// 285 286int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 287 SkPaint* p, int flags) { 288 const GLuint previousFbo = mSnapshot->fbo; 289 const int count = saveSnapshot(flags); 290 291 if (!mSnapshot->isIgnored()) { 292 int alpha = 255; 293 SkXfermode::Mode mode; 294 295 if (p) { 296 alpha = p->getAlpha(); 297 if (!mCaches.extensions.hasFramebufferFetch()) { 298 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 299 if (!isMode) { 300 // Assume SRC_OVER 301 mode = SkXfermode::kSrcOver_Mode; 302 } 303 } else { 304 mode = getXfermode(p->getXfermode()); 305 } 306 } else { 307 mode = SkXfermode::kSrcOver_Mode; 308 } 309 310 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 311 } 312 313 return count; 314} 315 316int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 317 int alpha, int flags) { 318 if (alpha >= 255 - ALPHA_THRESHOLD) { 319 return saveLayer(left, top, right, bottom, NULL, flags); 320 } else { 321 SkPaint paint; 322 paint.setAlpha(alpha); 323 return saveLayer(left, top, right, bottom, &paint, flags); 324 } 325} 326 327/** 328 * Layers are viewed by Skia are slightly different than layers in image editing 329 * programs (for instance.) When a layer is created, previously created layers 330 * and the frame buffer still receive every drawing command. For instance, if a 331 * layer is created and a shape intersecting the bounds of the layers and the 332 * framebuffer is draw, the shape will be drawn on both (unless the layer was 333 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 334 * 335 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 336 * texture. Unfortunately, this is inefficient as it requires every primitive to 337 * be drawn n + 1 times, where n is the number of active layers. In practice this 338 * means, for every primitive: 339 * - Switch active frame buffer 340 * - Change viewport, clip and projection matrix 341 * - Issue the drawing 342 * 343 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 344 * To avoid this, layers are implemented in a different way here, at least in the 345 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 346 * is set. When this flag is set we can redirect all drawing operations into a 347 * single FBO. 348 * 349 * This implementation relies on the frame buffer being at least RGBA 8888. When 350 * a layer is created, only a texture is created, not an FBO. The content of the 351 * frame buffer contained within the layer's bounds is copied into this texture 352 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 353 * buffer and drawing continues as normal. This technique therefore treats the 354 * frame buffer as a scratch buffer for the layers. 355 * 356 * To compose the layers back onto the frame buffer, each layer texture 357 * (containing the original frame buffer data) is drawn as a simple quad over 358 * the frame buffer. The trick is that the quad is set as the composition 359 * destination in the blending equation, and the frame buffer becomes the source 360 * of the composition. 361 * 362 * Drawing layers with an alpha value requires an extra step before composition. 363 * An empty quad is drawn over the layer's region in the frame buffer. This quad 364 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 365 * quad is used to multiply the colors in the frame buffer. This is achieved by 366 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 367 * GL_ZERO, GL_SRC_ALPHA. 368 * 369 * Because glCopyTexImage2D() can be slow, an alternative implementation might 370 * be use to draw a single clipped layer. The implementation described above 371 * is correct in every case. 372 * 373 * (1) The frame buffer is actually not cleared right away. To allow the GPU 374 * to potentially optimize series of calls to glCopyTexImage2D, the frame 375 * buffer is left untouched until the first drawing operation. Only when 376 * something actually gets drawn are the layers regions cleared. 377 */ 378bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 379 float right, float bottom, int alpha, SkXfermode::Mode mode, 380 int flags, GLuint previousFbo) { 381 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 382 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 383 384 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 385 386 // Window coordinates of the layer 387 Rect bounds(left, top, right, bottom); 388 if (fboLayer) { 389 // Clear the previous layer regions before we change the viewport 390 clearLayerRegions(); 391 } else { 392 mSnapshot->transform->mapRect(bounds); 393 394 // Layers only make sense if they are in the framebuffer's bounds 395 bounds.intersect(*snapshot->clipRect); 396 397 // We cannot work with sub-pixels in this case 398 bounds.snapToPixelBoundaries(); 399 400 // When the layer is not an FBO, we may use glCopyTexImage so we 401 // need to make sure the layer does not extend outside the bounds 402 // of the framebuffer 403 bounds.intersect(snapshot->previous->viewport); 404 } 405 406 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 407 bounds.getHeight() > mCaches.maxTextureSize) { 408 snapshot->empty = fboLayer; 409 } else { 410 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 411 } 412 413 // Bail out if we won't draw in this snapshot 414 if (snapshot->invisible || snapshot->empty) { 415 return false; 416 } 417 418 glActiveTexture(gTextureUnits[0]); 419 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 420 if (!layer) { 421 return false; 422 } 423 424 layer->mode = mode; 425 layer->alpha = alpha; 426 layer->layer.set(bounds); 427 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 428 bounds.getWidth() / float(layer->width), 0.0f); 429 layer->colorFilter = mColorFilter; 430 431 // Save the layer in the snapshot 432 snapshot->flags |= Snapshot::kFlagIsLayer; 433 snapshot->layer = layer; 434 435 if (fboLayer) { 436 return createFboLayer(layer, bounds, snapshot, previousFbo); 437 } else { 438 // Copy the framebuffer into the layer 439 glBindTexture(GL_TEXTURE_2D, layer->texture); 440 if (!bounds.isEmpty()) { 441 if (layer->empty) { 442 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, 443 snapshot->height - bounds.bottom, layer->width, layer->height, 0); 444 layer->empty = false; 445 } else { 446 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 447 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 448 } 449 // Enqueue the buffer coordinates to clear the corresponding region later 450 mLayers.push(new Rect(bounds)); 451 } 452 } 453 454 return true; 455} 456 457bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 458 GLuint previousFbo) { 459 layer->fbo = mCaches.fboCache.get(); 460 461#if RENDER_LAYERS_AS_REGIONS 462 snapshot->region = &snapshot->layer->region; 463 snapshot->flags |= Snapshot::kFlagFboTarget; 464#endif 465 466 Rect clip(bounds); 467 snapshot->transform->mapRect(clip); 468 clip.intersect(*snapshot->clipRect); 469 clip.snapToPixelBoundaries(); 470 clip.intersect(snapshot->previous->viewport); 471 472 mat4 inverse; 473 inverse.loadInverse(*mSnapshot->transform); 474 475 inverse.mapRect(clip); 476 clip.snapToPixelBoundaries(); 477 clip.intersect(bounds); 478 clip.translate(-bounds.left, -bounds.top); 479 480 snapshot->flags |= Snapshot::kFlagIsFboLayer; 481 snapshot->fbo = layer->fbo; 482 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 483 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 484 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 485 snapshot->height = bounds.getHeight(); 486 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 487 snapshot->orthoMatrix.load(mOrthoMatrix); 488 489 // Bind texture to FBO 490 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 491 glBindTexture(GL_TEXTURE_2D, layer->texture); 492 493 // Initialize the texture if needed 494 if (layer->empty) { 495 layer->empty = false; 496 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 497 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 498 } 499 500 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 501 layer->texture, 0); 502 503#if DEBUG_LAYERS_AS_REGIONS 504 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 505 if (status != GL_FRAMEBUFFER_COMPLETE) { 506 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 507 508 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 509 glDeleteTextures(1, &layer->texture); 510 mCaches.fboCache.put(layer->fbo); 511 512 delete layer; 513 514 return false; 515 } 516#endif 517 518 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 519 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 520 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 521 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 522 glClear(GL_COLOR_BUFFER_BIT); 523 524 dirtyClip(); 525 526 // Change the ortho projection 527 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 528 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 529 530 return true; 531} 532 533/** 534 * Read the documentation of createLayer() before doing anything in this method. 535 */ 536void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 537 if (!current->layer) { 538 LOGE("Attempting to compose a layer that does not exist"); 539 return; 540 } 541 542 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 543 544 if (fboLayer) { 545 // Unbind current FBO and restore previous one 546 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 547 } 548 549 Layer* layer = current->layer; 550 const Rect& rect = layer->layer; 551 552 if (!fboLayer && layer->alpha < 255) { 553 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 554 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 555 // Required below, composeLayerRect() will divide by 255 556 layer->alpha = 255; 557 } 558 559 mCaches.unbindMeshBuffer(); 560 561 glActiveTexture(gTextureUnits[0]); 562 563 // When the layer is stored in an FBO, we can save a bit of fillrate by 564 // drawing only the dirty region 565 if (fboLayer) { 566 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 567 if (layer->colorFilter) { 568 setupColorFilter(layer->colorFilter); 569 } 570 composeLayerRegion(layer, rect); 571 if (layer->colorFilter) { 572 resetColorFilter(); 573 } 574 } else { 575 if (!rect.isEmpty()) { 576 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 577 composeLayerRect(layer, rect, true); 578 } 579 } 580 581 if (fboLayer) { 582 // Detach the texture from the FBO 583 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 584 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 585 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 586 587 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 588 mCaches.fboCache.put(current->fbo); 589 } 590 591 dirtyClip(); 592 593 // Failing to add the layer to the cache should happen only if the layer is too large 594 if (!mCaches.layerCache.put(layer)) { 595 LAYER_LOGD("Deleting layer"); 596 glDeleteTextures(1, &layer->texture); 597 delete layer; 598 } 599} 600 601void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 602 const Rect& texCoords = layer->texCoords; 603 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 604 605 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 606 layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 607 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap); 608 609 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 610} 611 612void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 613#if RENDER_LAYERS_AS_REGIONS 614 if (layer->region.isRect()) { 615 composeLayerRect(layer, rect); 616 layer->region.clear(); 617 return; 618 } 619 620 if (!layer->region.isEmpty()) { 621 size_t count; 622 const android::Rect* rects = layer->region.getArray(&count); 623 624 const float alpha = layer->alpha / 255.0f; 625 const float texX = 1.0f / float(layer->width); 626 const float texY = 1.0f / float(layer->height); 627 const float height = rect.getHeight(); 628 629 TextureVertex* mesh = mCaches.getRegionMesh(); 630 GLsizei numQuads = 0; 631 632 setupDraw(); 633 setupDrawWithTexture(); 634 setupDrawColor(alpha, alpha, alpha, alpha); 635 setupDrawColorFilter(); 636 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 637 setupDrawProgram(); 638 setupDrawDirtyRegionsDisabled(); 639 setupDrawPureColorUniforms(); 640 setupDrawColorFilterUniforms(); 641 setupDrawTexture(layer->texture); 642 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 643 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); 644 645 for (size_t i = 0; i < count; i++) { 646 const android::Rect* r = &rects[i]; 647 648 const float u1 = r->left * texX; 649 const float v1 = (height - r->top) * texY; 650 const float u2 = r->right * texX; 651 const float v2 = (height - r->bottom) * texY; 652 653 // TODO: Reject quads outside of the clip 654 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 655 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 656 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 657 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 658 659 numQuads++; 660 661 if (numQuads >= REGION_MESH_QUAD_COUNT) { 662 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 663 numQuads = 0; 664 mesh = mCaches.getRegionMesh(); 665 } 666 } 667 668 if (numQuads > 0) { 669 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 670 } 671 672 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 673 finishDrawTexture(); 674 675#if DEBUG_LAYERS_AS_REGIONS 676 uint32_t colors[] = { 677 0x7fff0000, 0x7f00ff00, 678 0x7f0000ff, 0x7fff00ff, 679 }; 680 681 int offset = 0; 682 int32_t top = rects[0].top; 683 int i = 0; 684 685 for (size_t i = 0; i < count; i++) { 686 if (top != rects[i].top) { 687 offset ^= 0x2; 688 top = rects[i].top; 689 } 690 691 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 692 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 693 SkXfermode::kSrcOver_Mode); 694 } 695#endif 696 697 layer->region.clear(); 698 } 699#else 700 composeLayerRect(layer, rect); 701#endif 702} 703 704void OpenGLRenderer::dirtyLayer(const float left, const float top, 705 const float right, const float bottom, const mat4 transform) { 706#if RENDER_LAYERS_AS_REGIONS 707 if (hasLayer()) { 708 Rect bounds(left, top, right, bottom); 709 transform.mapRect(bounds); 710 dirtyLayerUnchecked(bounds, getRegion()); 711 } 712#endif 713} 714 715void OpenGLRenderer::dirtyLayer(const float left, const float top, 716 const float right, const float bottom) { 717#if RENDER_LAYERS_AS_REGIONS 718 if (hasLayer()) { 719 Rect bounds(left, top, right, bottom); 720 dirtyLayerUnchecked(bounds, getRegion()); 721 } 722#endif 723} 724 725void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 726#if RENDER_LAYERS_AS_REGIONS 727 if (bounds.intersect(*mSnapshot->clipRect)) { 728 bounds.snapToPixelBoundaries(); 729 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 730 if (!dirty.isEmpty()) { 731 region->orSelf(dirty); 732 } 733 } 734#endif 735} 736 737void OpenGLRenderer::clearLayerRegions() { 738 if (mLayers.size() == 0 || mSnapshot->isIgnored()) return; 739 740 Rect clipRect(*mSnapshot->clipRect); 741 clipRect.snapToPixelBoundaries(); 742 743 for (uint32_t i = 0; i < mLayers.size(); i++) { 744 Rect* bounds = mLayers.itemAt(i); 745 if (clipRect.intersects(*bounds)) { 746 // Clear the framebuffer where the layer will draw 747 glScissor(bounds->left, mSnapshot->height - bounds->bottom, 748 bounds->getWidth(), bounds->getHeight()); 749 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 750 glClear(GL_COLOR_BUFFER_BIT); 751 752 // Restore the clip 753 dirtyClip(); 754 } 755 756 delete bounds; 757 } 758 759 mLayers.clear(); 760} 761 762/////////////////////////////////////////////////////////////////////////////// 763// Transforms 764/////////////////////////////////////////////////////////////////////////////// 765 766void OpenGLRenderer::translate(float dx, float dy) { 767 mSnapshot->transform->translate(dx, dy, 0.0f); 768} 769 770void OpenGLRenderer::rotate(float degrees) { 771 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 772} 773 774void OpenGLRenderer::scale(float sx, float sy) { 775 mSnapshot->transform->scale(sx, sy, 1.0f); 776} 777 778void OpenGLRenderer::skew(float sx, float sy) { 779 mSnapshot->transform->skew(sx, sy); 780} 781 782void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 783 mSnapshot->transform->load(*matrix); 784} 785 786const float* OpenGLRenderer::getMatrix() const { 787 if (mSnapshot->fbo != 0) { 788 return &mSnapshot->transform->data[0]; 789 } 790 return &mIdentity.data[0]; 791} 792 793void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 794 mSnapshot->transform->copyTo(*matrix); 795} 796 797void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 798 SkMatrix transform; 799 mSnapshot->transform->copyTo(transform); 800 transform.preConcat(*matrix); 801 mSnapshot->transform->load(transform); 802} 803 804/////////////////////////////////////////////////////////////////////////////// 805// Clipping 806/////////////////////////////////////////////////////////////////////////////// 807 808void OpenGLRenderer::setScissorFromClip() { 809 Rect clip(*mSnapshot->clipRect); 810 clip.snapToPixelBoundaries(); 811 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 812 mDirtyClip = false; 813} 814 815const Rect& OpenGLRenderer::getClipBounds() { 816 return mSnapshot->getLocalClip(); 817} 818 819bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 820 if (mSnapshot->isIgnored()) { 821 return true; 822 } 823 824 Rect r(left, top, right, bottom); 825 mSnapshot->transform->mapRect(r); 826 r.snapToPixelBoundaries(); 827 828 Rect clipRect(*mSnapshot->clipRect); 829 clipRect.snapToPixelBoundaries(); 830 831 return !clipRect.intersects(r); 832} 833 834bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 835 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 836 if (clipped) { 837 dirtyClip(); 838 } 839 return !mSnapshot->clipRect->isEmpty(); 840} 841 842/////////////////////////////////////////////////////////////////////////////// 843// Drawing commands 844/////////////////////////////////////////////////////////////////////////////// 845 846void OpenGLRenderer::setupDraw() { 847 clearLayerRegions(); 848 if (mDirtyClip) { 849 setScissorFromClip(); 850 } 851 mDescription.reset(); 852 mSetShaderColor = false; 853 mColorSet = false; 854 mColorA = mColorR = mColorG = mColorB = 0.0f; 855 mTextureUnit = 0; 856 mTrackDirtyRegions = true; 857 mTexCoordsSlot = -1; 858} 859 860void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 861 mDescription.hasTexture = true; 862 mDescription.hasAlpha8Texture = isAlpha8; 863} 864 865void OpenGLRenderer::setupDrawColor(int color) { 866 setupDrawColor(color, (color >> 24) & 0xFF); 867} 868 869void OpenGLRenderer::setupDrawColor(int color, int alpha) { 870 mColorA = alpha / 255.0f; 871 const float a = mColorA / 255.0f; 872 mColorR = a * ((color >> 16) & 0xFF); 873 mColorG = a * ((color >> 8) & 0xFF); 874 mColorB = a * ((color ) & 0xFF); 875 mColorSet = true; 876 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 877} 878 879void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 880 mColorA = alpha / 255.0f; 881 const float a = mColorA / 255.0f; 882 mColorR = a * ((color >> 16) & 0xFF); 883 mColorG = a * ((color >> 8) & 0xFF); 884 mColorB = a * ((color ) & 0xFF); 885 mColorSet = true; 886 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 887} 888 889void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 890 mColorA = a; 891 mColorR = r; 892 mColorG = g; 893 mColorB = b; 894 mColorSet = true; 895 mSetShaderColor = mDescription.setColor(r, g, b, a); 896} 897 898void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 899 mColorA = a; 900 mColorR = r; 901 mColorG = g; 902 mColorB = b; 903 mColorSet = true; 904 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 905} 906 907void OpenGLRenderer::setupDrawShader() { 908 if (mShader) { 909 mShader->describe(mDescription, mCaches.extensions); 910 } 911} 912 913void OpenGLRenderer::setupDrawColorFilter() { 914 if (mColorFilter) { 915 mColorFilter->describe(mDescription, mCaches.extensions); 916 } 917} 918 919void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 920 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 921 mDescription, swapSrcDst); 922} 923 924void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 925 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 926 mDescription, swapSrcDst); 927} 928 929void OpenGLRenderer::setupDrawProgram() { 930 useProgram(mCaches.programCache.get(mDescription)); 931} 932 933void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 934 mTrackDirtyRegions = false; 935} 936 937void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 938 bool ignoreTransform) { 939 mModelView.loadTranslate(left, top, 0.0f); 940 if (!ignoreTransform) { 941 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 942 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 943 } else { 944 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 945 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 946 } 947} 948 949void OpenGLRenderer::setupDrawModelViewIdentity() { 950 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform); 951} 952 953void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 954 bool ignoreTransform, bool ignoreModelView) { 955 if (!ignoreModelView) { 956 mModelView.loadTranslate(left, top, 0.0f); 957 mModelView.scale(right - left, bottom - top, 1.0f); 958 } else { 959 mModelView.loadIdentity(); 960 } 961 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 962 if (!ignoreTransform) { 963 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 964 if (mTrackDirtyRegions && dirty) { 965 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 966 } 967 } else { 968 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 969 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 970 } 971} 972 973void OpenGLRenderer::setupDrawColorUniforms() { 974 if (mColorSet || (mShader && mSetShaderColor)) { 975 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 976 } 977} 978 979void OpenGLRenderer::setupDrawPureColorUniforms() { 980 if (mSetShaderColor) { 981 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 982 } 983} 984 985void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 986 if (mShader) { 987 if (ignoreTransform) { 988 mModelView.loadInverse(*mSnapshot->transform); 989 } 990 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 991 } 992} 993 994void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 995 if (mShader) { 996 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 997 } 998} 999 1000void OpenGLRenderer::setupDrawColorFilterUniforms() { 1001 if (mColorFilter) { 1002 mColorFilter->setupProgram(mCaches.currentProgram); 1003 } 1004} 1005 1006void OpenGLRenderer::setupDrawSimpleMesh() { 1007 mCaches.bindMeshBuffer(); 1008 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1009 gMeshStride, 0); 1010} 1011 1012void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1013 bindTexture(texture); 1014 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1015 1016 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1017 glEnableVertexAttribArray(mTexCoordsSlot); 1018} 1019 1020void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1021 if (!vertices) { 1022 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1023 } else { 1024 mCaches.unbindMeshBuffer(); 1025 } 1026 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1027 gMeshStride, vertices); 1028 if (mTexCoordsSlot > 0) { 1029 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1030 } 1031} 1032 1033void OpenGLRenderer::finishDrawTexture() { 1034 glDisableVertexAttribArray(mTexCoordsSlot); 1035} 1036 1037/////////////////////////////////////////////////////////////////////////////// 1038// Drawing 1039/////////////////////////////////////////////////////////////////////////////// 1040 1041bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t level) { 1042 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1043 // will be performed by the display list itself 1044 if (displayList) { 1045 return displayList->replay(*this, level); 1046 } 1047 return false; 1048} 1049 1050void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1051 const float right = left + bitmap->width(); 1052 const float bottom = top + bitmap->height(); 1053 1054 if (quickReject(left, top, right, 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 drawTextureRect(left, top, right, bottom, texture, paint); 1064} 1065 1066void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1067 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1068 const mat4 transform(*matrix); 1069 transform.mapRect(r); 1070 1071 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1072 return; 1073 } 1074 1075 glActiveTexture(gTextureUnits[0]); 1076 Texture* texture = mCaches.textureCache.get(bitmap); 1077 if (!texture) return; 1078 const AutoTexture autoCleanup(texture); 1079 1080 // This could be done in a cheaper way, all we need is pass the matrix 1081 // to the vertex shader. The save/restore is a bit overkill. 1082 save(SkCanvas::kMatrix_SaveFlag); 1083 concatMatrix(matrix); 1084 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1085 restore(); 1086} 1087 1088void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1089 float* vertices, int* colors, SkPaint* paint) { 1090 // TODO: Do a quickReject 1091 if (!vertices || mSnapshot->isIgnored()) { 1092 return; 1093 } 1094 1095 glActiveTexture(gTextureUnits[0]); 1096 Texture* texture = mCaches.textureCache.get(bitmap); 1097 if (!texture) return; 1098 const AutoTexture autoCleanup(texture); 1099 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1100 1101 int alpha; 1102 SkXfermode::Mode mode; 1103 getAlphaAndMode(paint, &alpha, &mode); 1104 1105 const uint32_t count = meshWidth * meshHeight * 6; 1106 1107 // TODO: Support the colors array 1108 TextureVertex mesh[count]; 1109 TextureVertex* vertex = mesh; 1110 for (int32_t y = 0; y < meshHeight; y++) { 1111 for (int32_t x = 0; x < meshWidth; x++) { 1112 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1113 1114 float u1 = float(x) / meshWidth; 1115 float u2 = float(x + 1) / meshWidth; 1116 float v1 = float(y) / meshHeight; 1117 float v2 = float(y + 1) / meshHeight; 1118 1119 int ax = i + (meshWidth + 1) * 2; 1120 int ay = ax + 1; 1121 int bx = i; 1122 int by = bx + 1; 1123 int cx = i + 2; 1124 int cy = cx + 1; 1125 int dx = i + (meshWidth + 1) * 2 + 2; 1126 int dy = dx + 1; 1127 1128 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1129 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1130 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1131 1132 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1133 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1134 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1135 } 1136 } 1137 1138 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1139 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1140 GL_TRIANGLES, count); 1141} 1142 1143void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1144 float srcLeft, float srcTop, float srcRight, float srcBottom, 1145 float dstLeft, float dstTop, float dstRight, float dstBottom, 1146 SkPaint* paint) { 1147 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1148 return; 1149 } 1150 1151 glActiveTexture(gTextureUnits[0]); 1152 Texture* texture = mCaches.textureCache.get(bitmap); 1153 if (!texture) return; 1154 const AutoTexture autoCleanup(texture); 1155 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1156 1157 const float width = texture->width; 1158 const float height = texture->height; 1159 1160 const float u1 = srcLeft / width; 1161 const float v1 = srcTop / height; 1162 const float u2 = srcRight / width; 1163 const float v2 = srcBottom / height; 1164 1165 mCaches.unbindMeshBuffer(); 1166 resetDrawTextureTexCoords(u1, v1, u2, v2); 1167 1168 int alpha; 1169 SkXfermode::Mode mode; 1170 getAlphaAndMode(paint, &alpha, &mode); 1171 1172 if (mSnapshot->transform->isPureTranslate()) { 1173 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1174 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1175 1176 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1177 texture->id, alpha / 255.0f, mode, texture->blend, 1178 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1179 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1180 } else { 1181 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1182 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1183 GL_TRIANGLE_STRIP, gMeshCount); 1184 } 1185 1186 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1187} 1188 1189void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1190 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1191 float left, float top, float right, float bottom, SkPaint* paint) { 1192 if (quickReject(left, top, right, bottom)) { 1193 return; 1194 } 1195 1196 glActiveTexture(gTextureUnits[0]); 1197 Texture* texture = mCaches.textureCache.get(bitmap); 1198 if (!texture) return; 1199 const AutoTexture autoCleanup(texture); 1200 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1201 1202 int alpha; 1203 SkXfermode::Mode mode; 1204 getAlphaAndMode(paint, &alpha, &mode); 1205 1206 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1207 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1208 1209 if (mesh && mesh->verticesCount > 0) { 1210 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1211#if RENDER_LAYERS_AS_REGIONS 1212 // Mark the current layer dirty where we are going to draw the patch 1213 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && 1214 mSnapshot->region && mesh->hasEmptyQuads) { 1215 const size_t count = mesh->quads.size(); 1216 for (size_t i = 0; i < count; i++) { 1217 const Rect& bounds = mesh->quads.itemAt(i); 1218 if (pureTranslate) { 1219 const float x = (int) floorf(bounds.left + 0.5f); 1220 const float y = (int) floorf(bounds.top + 0.5f); 1221 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1222 *mSnapshot->transform); 1223 } else { 1224 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, 1225 *mSnapshot->transform); 1226 } 1227 } 1228 } 1229#endif 1230 1231 if (pureTranslate) { 1232 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1233 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1234 1235 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1236 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1237 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1238 true, !mesh->hasEmptyQuads); 1239 } else { 1240 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1241 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1242 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1243 true, !mesh->hasEmptyQuads); 1244 } 1245 } 1246} 1247 1248void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1249 if (mSnapshot->isIgnored()) return; 1250 1251 const bool isAA = paint->isAntiAlias(); 1252 const float strokeWidth = paint->getStrokeWidth() * 0.5f; 1253 // A stroke width of 0 has a special meaningin Skia: 1254 // it draws an unscaled 1px wide line 1255 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1256 1257 int alpha; 1258 SkXfermode::Mode mode; 1259 getAlphaAndMode(paint, &alpha, &mode); 1260 1261 int verticesCount = count >> 2; 1262 int generatedVerticesCount = 0; 1263 if (!isHairLine) { 1264 // TODO: AA needs more vertices 1265 verticesCount *= 6; 1266 } else { 1267 // TODO: AA will be different 1268 verticesCount *= 2; 1269 } 1270 1271 TextureVertex lines[verticesCount]; 1272 TextureVertex* vertex = &lines[0]; 1273 1274 setupDraw(); 1275 setupDrawColor(paint->getColor(), alpha); 1276 setupDrawColorFilter(); 1277 setupDrawShader(); 1278 setupDrawBlending(mode); 1279 setupDrawProgram(); 1280 setupDrawModelViewIdentity(); 1281 setupDrawColorUniforms(); 1282 setupDrawColorFilterUniforms(); 1283 setupDrawShaderIdentityUniforms(); 1284 setupDrawMesh(vertex); 1285 1286 if (!isHairLine) { 1287 // TODO: Handle the AA case 1288 for (int i = 0; i < count; i += 4) { 1289 // a = start point, b = end point 1290 vec2 a(points[i], points[i + 1]); 1291 vec2 b(points[i + 2], points[i + 3]); 1292 1293 // Bias to snap to the same pixels as Skia 1294 a += 0.375; 1295 b += 0.375; 1296 1297 // Find the normal to the line 1298 vec2 n = (b - a).copyNormalized() * strokeWidth; 1299 float x = n.x; 1300 n.x = -n.y; 1301 n.y = x; 1302 1303 // Four corners of the rectangle defining a thick line 1304 vec2 p1 = a - n; 1305 vec2 p2 = a + n; 1306 vec2 p3 = b + n; 1307 vec2 p4 = b - n; 1308 1309 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1310 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1311 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1312 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1313 1314 if (!quickReject(left, top, right, bottom)) { 1315 // Draw the line as 2 triangles, could be optimized 1316 // by using only 4 vertices and the correct indices 1317 // Also we should probably used non textured vertices 1318 // when line AA is disabled to save on bandwidth 1319 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1320 TextureVertex::set(vertex++, p2.x, p2.y, 0.0f, 0.0f); 1321 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1322 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1323 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1324 TextureVertex::set(vertex++, p4.x, p4.y, 0.0f, 0.0f); 1325 1326 generatedVerticesCount += 6; 1327 1328 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1329 } 1330 } 1331 1332 if (generatedVerticesCount > 0) { 1333 // GL_LINE does not give the result we want to match Skia 1334 glDrawArrays(GL_TRIANGLES, 0, generatedVerticesCount); 1335 } 1336 } else { 1337 // TODO: Handle the AA case 1338 for (int i = 0; i < count; i += 4) { 1339 const float left = fmin(points[i], points[i + 1]); 1340 const float right = fmax(points[i], points[i + 1]); 1341 const float top = fmin(points[i + 2], points[i + 3]); 1342 const float bottom = fmax(points[i + 2], points[i + 3]); 1343 1344 if (!quickReject(left, top, right, bottom)) { 1345 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1346 TextureVertex::set(vertex++, points[i + 2], points[i + 3], 0.0f, 0.0f); 1347 1348 generatedVerticesCount += 2; 1349 1350 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1351 } 1352 } 1353 1354 if (generatedVerticesCount > 0) { 1355 glLineWidth(1.0f); 1356 glDrawArrays(GL_LINES, 0, generatedVerticesCount); 1357 } 1358 } 1359} 1360 1361void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1362 // No need to check against the clip, we fill the clip region 1363 if (mSnapshot->isIgnored()) return; 1364 1365 Rect& clip(*mSnapshot->clipRect); 1366 clip.snapToPixelBoundaries(); 1367 1368 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1369} 1370 1371void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 1372 if (!texture) return; 1373 const AutoTexture autoCleanup(texture); 1374 1375 const float x = left + texture->left - texture->offset; 1376 const float y = top + texture->top - texture->offset; 1377 1378 drawPathTexture(texture, x, y, paint); 1379} 1380 1381void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1382 float rx, float ry, SkPaint* paint) { 1383 if (mSnapshot->isIgnored()) return; 1384 1385 glActiveTexture(gTextureUnits[0]); 1386 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 1387 right - left, bottom - top, rx, ry, paint); 1388 drawShape(left, top, texture, paint); 1389} 1390 1391void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 1392 if (mSnapshot->isIgnored()) return; 1393 1394 glActiveTexture(gTextureUnits[0]); 1395 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 1396 drawShape(x - radius, y - radius, texture, paint); 1397} 1398 1399void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 1400 if (mSnapshot->isIgnored()) return; 1401 1402 glActiveTexture(gTextureUnits[0]); 1403 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 1404 drawShape(left, top, texture, paint); 1405} 1406 1407void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 1408 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 1409 if (mSnapshot->isIgnored()) return; 1410 1411 if (fabs(sweepAngle) >= 360.0f) { 1412 drawOval(left, top, right, bottom, paint); 1413 return; 1414 } 1415 1416 glActiveTexture(gTextureUnits[0]); 1417 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 1418 startAngle, sweepAngle, useCenter, paint); 1419 drawShape(left, top, texture, paint); 1420} 1421 1422void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 1423 SkPaint* paint) { 1424 if (mSnapshot->isIgnored()) return; 1425 1426 glActiveTexture(gTextureUnits[0]); 1427 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 1428 drawShape(left, top, texture, paint); 1429} 1430 1431void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 1432 if (p->getStyle() != SkPaint::kFill_Style) { 1433 drawRectAsShape(left, top, right, bottom, p); 1434 return; 1435 } 1436 1437 if (quickReject(left, top, right, bottom)) { 1438 return; 1439 } 1440 1441 SkXfermode::Mode mode; 1442 if (!mCaches.extensions.hasFramebufferFetch()) { 1443 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 1444 if (!isMode) { 1445 // Assume SRC_OVER 1446 mode = SkXfermode::kSrcOver_Mode; 1447 } 1448 } else { 1449 mode = getXfermode(p->getXfermode()); 1450 } 1451 1452 // Skia draws using the color's alpha channel if < 255 1453 // Otherwise, it uses the paint's alpha 1454 int color = p->getColor(); 1455 if (((color >> 24) & 0xff) == 255) { 1456 color |= p->getAlpha() << 24; 1457 } 1458 1459 drawColorRect(left, top, right, bottom, color, mode); 1460} 1461 1462void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 1463 float x, float y, SkPaint* paint) { 1464 if (text == NULL || count == 0) { 1465 return; 1466 } 1467 if (mSnapshot->isIgnored()) return; 1468 1469 paint->setAntiAlias(true); 1470 1471 float length = -1.0f; 1472 switch (paint->getTextAlign()) { 1473 case SkPaint::kCenter_Align: 1474 length = paint->measureText(text, bytesCount); 1475 x -= length / 2.0f; 1476 break; 1477 case SkPaint::kRight_Align: 1478 length = paint->measureText(text, bytesCount); 1479 x -= length; 1480 break; 1481 default: 1482 break; 1483 } 1484 1485 // TODO: Handle paint->getTextScaleX() 1486 const float oldX = x; 1487 const float oldY = y; 1488 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1489 if (pureTranslate) { 1490 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 1491 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 1492 } 1493 1494 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 1495 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 1496 paint->getTextSize()); 1497 1498 int alpha; 1499 SkXfermode::Mode mode; 1500 getAlphaAndMode(paint, &alpha, &mode); 1501 1502 if (mHasShadow) { 1503 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1504 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 1505 count, mShadowRadius); 1506 const AutoTexture autoCleanup(shadow); 1507 1508 const float sx = x - shadow->left + mShadowDx; 1509 const float sy = y - shadow->top + mShadowDy; 1510 1511 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 1512 1513 glActiveTexture(gTextureUnits[0]); 1514 setupDraw(); 1515 setupDrawWithTexture(true); 1516 setupDrawAlpha8Color(mShadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 1517 setupDrawBlending(true, mode); 1518 setupDrawProgram(); 1519 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height, pureTranslate); 1520 setupDrawTexture(shadow->id); 1521 setupDrawPureColorUniforms(); 1522 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1523 1524 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1525 finishDrawTexture(); 1526 } 1527 1528 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 1529 return; 1530 } 1531 1532 // Pick the appropriate texture filtering 1533 bool linearFilter = mSnapshot->transform->changesBounds(); 1534 if (pureTranslate && !linearFilter) { 1535 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 1536 } 1537 1538 glActiveTexture(gTextureUnits[0]); 1539 setupDraw(); 1540 setupDrawDirtyRegionsDisabled(); 1541 setupDrawWithTexture(true); 1542 setupDrawAlpha8Color(paint->getColor(), alpha); 1543 setupDrawColorFilter(); 1544 setupDrawShader(); 1545 setupDrawBlending(true, mode); 1546 setupDrawProgram(); 1547 setupDrawModelView(x, y, x, y, pureTranslate, true); 1548 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 1549 setupDrawPureColorUniforms(); 1550 setupDrawColorFilterUniforms(); 1551 setupDrawShaderUniforms(pureTranslate); 1552 1553 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 1554 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 1555 1556#if RENDER_LAYERS_AS_REGIONS 1557 bool hasActiveLayer = hasLayer(); 1558#else 1559 bool hasActiveLayer = false; 1560#endif 1561 1562 mCaches.unbindMeshBuffer(); 1563 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 1564 hasActiveLayer ? &bounds : NULL)) { 1565#if RENDER_LAYERS_AS_REGIONS 1566 if (hasActiveLayer) { 1567 if (!pureTranslate) { 1568 mSnapshot->transform->mapRect(bounds); 1569 } 1570 dirtyLayerUnchecked(bounds, getRegion()); 1571 } 1572#endif 1573 } 1574 1575 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1576 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1577 1578 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 1579} 1580 1581void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 1582 if (mSnapshot->isIgnored()) return; 1583 1584 glActiveTexture(gTextureUnits[0]); 1585 1586 const PathTexture* texture = mCaches.pathCache.get(path, paint); 1587 if (!texture) return; 1588 const AutoTexture autoCleanup(texture); 1589 1590 const float x = texture->left - texture->offset; 1591 const float y = texture->top - texture->offset; 1592 1593 drawPathTexture(texture, x, y, paint); 1594} 1595 1596void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 1597 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 1598 return; 1599 } 1600 1601 glActiveTexture(gTextureUnits[0]); 1602 1603 int alpha; 1604 SkXfermode::Mode mode; 1605 getAlphaAndMode(paint, &alpha, &mode); 1606 1607 layer->alpha = alpha; 1608 layer->mode = mode; 1609 1610 1611#if RENDER_LAYERS_AS_REGIONS 1612 if (!layer->region.isEmpty()) { 1613 if (layer->region.isRect()) { 1614 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1615 composeLayerRect(layer, r); 1616 } else if (layer->mesh) { 1617 const Rect& rect = layer->layer; 1618 1619 setupDraw(); 1620 setupDrawWithTexture(); 1621 setupDrawColor(alpha, alpha, alpha, alpha); 1622 setupDrawColorFilter(); 1623 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 1624 setupDrawProgram(); 1625 setupDrawDirtyRegionsDisabled(); 1626 setupDrawPureColorUniforms(); 1627 setupDrawColorFilterUniforms(); 1628 setupDrawTexture(layer->texture); 1629 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1630 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 1631 1632 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 1633 GL_UNSIGNED_SHORT, layer->meshIndices); 1634 1635 finishDrawTexture(); 1636 } 1637 } 1638#else 1639 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1640 composeLayerRect(layer, r); 1641#endif 1642} 1643 1644/////////////////////////////////////////////////////////////////////////////// 1645// Shaders 1646/////////////////////////////////////////////////////////////////////////////// 1647 1648void OpenGLRenderer::resetShader() { 1649 mShader = NULL; 1650} 1651 1652void OpenGLRenderer::setupShader(SkiaShader* shader) { 1653 mShader = shader; 1654 if (mShader) { 1655 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 1656 } 1657} 1658 1659/////////////////////////////////////////////////////////////////////////////// 1660// Color filters 1661/////////////////////////////////////////////////////////////////////////////// 1662 1663void OpenGLRenderer::resetColorFilter() { 1664 mColorFilter = NULL; 1665} 1666 1667void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 1668 mColorFilter = filter; 1669} 1670 1671/////////////////////////////////////////////////////////////////////////////// 1672// Drop shadow 1673/////////////////////////////////////////////////////////////////////////////// 1674 1675void OpenGLRenderer::resetShadow() { 1676 mHasShadow = false; 1677} 1678 1679void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 1680 mHasShadow = true; 1681 mShadowRadius = radius; 1682 mShadowDx = dx; 1683 mShadowDy = dy; 1684 mShadowColor = color; 1685} 1686 1687/////////////////////////////////////////////////////////////////////////////// 1688// Drawing implementation 1689/////////////////////////////////////////////////////////////////////////////// 1690 1691void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 1692 float x, float y, SkPaint* paint) { 1693 if (quickReject(x, y, x + texture->width, y + texture->height)) { 1694 return; 1695 } 1696 1697 int alpha; 1698 SkXfermode::Mode mode; 1699 getAlphaAndMode(paint, &alpha, &mode); 1700 1701 setupDraw(); 1702 setupDrawWithTexture(true); 1703 setupDrawAlpha8Color(paint->getColor(), alpha); 1704 setupDrawColorFilter(); 1705 setupDrawShader(); 1706 setupDrawBlending(true, mode); 1707 setupDrawProgram(); 1708 setupDrawModelView(x, y, x + texture->width, y + texture->height); 1709 setupDrawTexture(texture->id); 1710 setupDrawPureColorUniforms(); 1711 setupDrawColorFilterUniforms(); 1712 setupDrawShaderUniforms(); 1713 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1714 1715 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1716 1717 finishDrawTexture(); 1718} 1719 1720// Same values used by Skia 1721#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1722#define kStdUnderline_Offset (1.0f / 9.0f) 1723#define kStdUnderline_Thickness (1.0f / 18.0f) 1724 1725void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1726 float x, float y, SkPaint* paint) { 1727 // Handle underline and strike-through 1728 uint32_t flags = paint->getFlags(); 1729 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1730 float underlineWidth = length; 1731 // If length is > 0.0f, we already measured the text for the text alignment 1732 if (length <= 0.0f) { 1733 underlineWidth = paint->measureText(text, bytesCount); 1734 } 1735 1736 float offsetX = 0; 1737 switch (paint->getTextAlign()) { 1738 case SkPaint::kCenter_Align: 1739 offsetX = underlineWidth * 0.5f; 1740 break; 1741 case SkPaint::kRight_Align: 1742 offsetX = underlineWidth; 1743 break; 1744 default: 1745 break; 1746 } 1747 1748 if (underlineWidth > 0.0f) { 1749 const float textSize = paint->getTextSize(); 1750 // TODO: Support stroke width < 1.0f when we have AA lines 1751 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 1752 1753 const float left = x - offsetX; 1754 float top = 0.0f; 1755 1756 int linesCount = 0; 1757 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 1758 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 1759 1760 const int pointsCount = 4 * linesCount; 1761 float points[pointsCount]; 1762 int currentPoint = 0; 1763 1764 if (flags & SkPaint::kUnderlineText_Flag) { 1765 top = y + textSize * kStdUnderline_Offset; 1766 points[currentPoint++] = left; 1767 points[currentPoint++] = top; 1768 points[currentPoint++] = left + underlineWidth; 1769 points[currentPoint++] = top; 1770 } 1771 1772 if (flags & SkPaint::kStrikeThruText_Flag) { 1773 top = y + textSize * kStdStrikeThru_Offset; 1774 points[currentPoint++] = left; 1775 points[currentPoint++] = top; 1776 points[currentPoint++] = left + underlineWidth; 1777 points[currentPoint++] = top; 1778 } 1779 1780 SkPaint linesPaint(*paint); 1781 linesPaint.setStrokeWidth(strokeWidth); 1782 1783 drawLines(&points[0], pointsCount, &linesPaint); 1784 } 1785 } 1786} 1787 1788void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1789 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1790 // If a shader is set, preserve only the alpha 1791 if (mShader) { 1792 color |= 0x00ffffff; 1793 } 1794 1795 setupDraw(); 1796 setupDrawColor(color); 1797 setupDrawShader(); 1798 setupDrawColorFilter(); 1799 setupDrawBlending(mode); 1800 setupDrawProgram(); 1801 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1802 setupDrawColorUniforms(); 1803 setupDrawShaderUniforms(ignoreTransform); 1804 setupDrawColorFilterUniforms(); 1805 setupDrawSimpleMesh(); 1806 1807 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1808} 1809 1810void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1811 Texture* texture, SkPaint* paint) { 1812 int alpha; 1813 SkXfermode::Mode mode; 1814 getAlphaAndMode(paint, &alpha, &mode); 1815 1816 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1817 1818 if (mSnapshot->transform->isPureTranslate()) { 1819 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1820 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1821 1822 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1823 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 1824 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 1825 } else { 1826 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1827 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1828 GL_TRIANGLE_STRIP, gMeshCount); 1829 } 1830} 1831 1832void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1833 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1834 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1835 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 1836} 1837 1838void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1839 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1840 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1841 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 1842 1843 setupDraw(); 1844 setupDrawWithTexture(); 1845 setupDrawColor(alpha, alpha, alpha, alpha); 1846 setupDrawColorFilter(); 1847 setupDrawBlending(blend, mode, swapSrcDst); 1848 setupDrawProgram(); 1849 if (!dirty) { 1850 setupDrawDirtyRegionsDisabled(); 1851 } 1852 if (!ignoreScale) { 1853 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1854 } else { 1855 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 1856 } 1857 setupDrawPureColorUniforms(); 1858 setupDrawColorFilterUniforms(); 1859 setupDrawTexture(texture); 1860 setupDrawMesh(vertices, texCoords, vbo); 1861 1862 glDrawArrays(drawMode, 0, elementsCount); 1863 1864 finishDrawTexture(); 1865} 1866 1867void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1868 ProgramDescription& description, bool swapSrcDst) { 1869 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1870 if (blend) { 1871 if (mode < SkXfermode::kPlus_Mode) { 1872 if (!mCaches.blend) { 1873 glEnable(GL_BLEND); 1874 } 1875 1876 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1877 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1878 1879 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1880 glBlendFunc(sourceMode, destMode); 1881 mCaches.lastSrcMode = sourceMode; 1882 mCaches.lastDstMode = destMode; 1883 } 1884 } else { 1885 // These blend modes are not supported by OpenGL directly and have 1886 // to be implemented using shaders. Since the shader will perform 1887 // the blending, turn blending off here 1888 if (mCaches.extensions.hasFramebufferFetch()) { 1889 description.framebufferMode = mode; 1890 description.swapSrcDst = swapSrcDst; 1891 } 1892 1893 if (mCaches.blend) { 1894 glDisable(GL_BLEND); 1895 } 1896 blend = false; 1897 } 1898 } else if (mCaches.blend) { 1899 glDisable(GL_BLEND); 1900 } 1901 mCaches.blend = blend; 1902} 1903 1904bool OpenGLRenderer::useProgram(Program* program) { 1905 if (!program->isInUse()) { 1906 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1907 program->use(); 1908 mCaches.currentProgram = program; 1909 return false; 1910 } 1911 return true; 1912} 1913 1914void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1915 TextureVertex* v = &mMeshVertices[0]; 1916 TextureVertex::setUV(v++, u1, v1); 1917 TextureVertex::setUV(v++, u2, v1); 1918 TextureVertex::setUV(v++, u1, v2); 1919 TextureVertex::setUV(v++, u2, v2); 1920} 1921 1922void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1923 if (paint) { 1924 if (!mCaches.extensions.hasFramebufferFetch()) { 1925 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1926 if (!isMode) { 1927 // Assume SRC_OVER 1928 *mode = SkXfermode::kSrcOver_Mode; 1929 } 1930 } else { 1931 *mode = getXfermode(paint->getXfermode()); 1932 } 1933 1934 // Skia draws using the color's alpha channel if < 255 1935 // Otherwise, it uses the paint's alpha 1936 int color = paint->getColor(); 1937 *alpha = (color >> 24) & 0xFF; 1938 if (*alpha == 255) { 1939 *alpha = paint->getAlpha(); 1940 } 1941 } else { 1942 *mode = SkXfermode::kSrcOver_Mode; 1943 *alpha = 255; 1944 } 1945} 1946 1947SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1948 if (mode == NULL) { 1949 return SkXfermode::kSrcOver_Mode; 1950 } 1951 return mode->fMode; 1952} 1953 1954void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) { 1955 bool bound = false; 1956 if (wrapS != texture->wrapS) { 1957 glBindTexture(GL_TEXTURE_2D, texture->id); 1958 bound = true; 1959 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1960 texture->wrapS = wrapS; 1961 } 1962 if (wrapT != texture->wrapT) { 1963 if (!bound) { 1964 glBindTexture(GL_TEXTURE_2D, texture->id); 1965 } 1966 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1967 texture->wrapT = wrapT; 1968 } 1969} 1970 1971}; // namespace uirenderer 1972}; // namespace android 1973