OpenGLRenderer.cpp revision e2d345ea67e2960b37bfdc0fc8626d1bfa747404
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include "OpenGLRenderer.h" 30 31namespace android { 32namespace uirenderer { 33 34/////////////////////////////////////////////////////////////////////////////// 35// Defines 36/////////////////////////////////////////////////////////////////////////////// 37 38#define REQUIRED_TEXTURE_UNITS_COUNT 3 39 40// Generates simple and textured vertices 41#define FV(x, y, u, v) { { x, y }, { u, v } } 42 43#define RAD_TO_DEG (180.0f / 3.14159265f) 44#define MIN_ANGLE 0.001f 45 46/////////////////////////////////////////////////////////////////////////////// 47// Globals 48/////////////////////////////////////////////////////////////////////////////// 49 50// This array is never used directly but used as a memcpy source in the 51// OpenGLRenderer constructor 52static const TextureVertex gMeshVertices[] = { 53 FV(0.0f, 0.0f, 0.0f, 0.0f), 54 FV(1.0f, 0.0f, 1.0f, 0.0f), 55 FV(0.0f, 1.0f, 0.0f, 1.0f), 56 FV(1.0f, 1.0f, 1.0f, 1.0f) 57}; 58static const GLsizei gMeshStride = sizeof(TextureVertex); 59static const GLsizei gMeshCount = 4; 60 61/** 62 * Structure mapping Skia xfermodes to OpenGL blending factors. 63 */ 64struct Blender { 65 SkXfermode::Mode mode; 66 GLenum src; 67 GLenum dst; 68}; // struct Blender 69 70// In this array, the index of each Blender equals the value of the first 71// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 72static const Blender gBlends[] = { 73 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 74 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 75 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 76 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 77 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 78 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 79 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 80 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 81 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 82 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 83 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 84 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 85}; 86 87// This array contains the swapped version of each SkXfermode. For instance 88// this array's SrcOver blending mode is actually DstOver. You can refer to 89// createLayer() for more information on the purpose of this array. 90static const Blender gBlendsSwap[] = { 91 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 92 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 93 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 94 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 95 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 96 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 97 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 98 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 99 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 100 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 101 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 103}; 104 105static const GLenum gTextureUnits[] = { 106 GL_TEXTURE0, 107 GL_TEXTURE1, 108 GL_TEXTURE2 109}; 110 111/////////////////////////////////////////////////////////////////////////////// 112// Constructors/destructor 113/////////////////////////////////////////////////////////////////////////////// 114 115OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 116 LOGD("Create OpenGLRenderer"); 117 118 mShader = NULL; 119 mColorFilter = NULL; 120 mHasShadow = false; 121 122 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 123 124 mFirstSnapshot = new Snapshot; 125 126 GLint maxTextureUnits; 127 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits); 128 if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) { 129 LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT); 130 } 131 132 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize); 133} 134 135OpenGLRenderer::~OpenGLRenderer() { 136 LOGD("Destroy OpenGLRenderer"); 137 // The context has already been destroyed at this point, do not call 138 // GL APIs. All GL state should be kept in Caches.h 139} 140 141/////////////////////////////////////////////////////////////////////////////// 142// Setup 143/////////////////////////////////////////////////////////////////////////////// 144 145void OpenGLRenderer::setViewport(int width, int height) { 146 glViewport(0, 0, width, height); 147 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 148 149 mWidth = width; 150 mHeight = height; 151} 152 153void OpenGLRenderer::prepare() { 154 mSnapshot = new Snapshot(mFirstSnapshot, 155 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 156 mSaveCount = 1; 157 158 glViewport(0, 0, mWidth, mHeight); 159 160 glDisable(GL_DITHER); 161 glDisable(GL_SCISSOR_TEST); 162 163 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 164 glClear(GL_COLOR_BUFFER_BIT); 165 166 glEnable(GL_SCISSOR_TEST); 167 glScissor(0, 0, mWidth, mHeight); 168 169 mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); 170} 171 172void OpenGLRenderer::finish() { 173#if DEBUG_OPENGL 174 GLenum status = GL_NO_ERROR; 175 while ((status = glGetError()) != GL_NO_ERROR) { 176 LOGD("GL error from OpenGLRenderer: 0x%x", status); 177 } 178#endif 179} 180 181void OpenGLRenderer::acquireContext() { 182 if (mCaches.currentProgram) { 183 if (mCaches.currentProgram->isInUse()) { 184 mCaches.currentProgram->remove(); 185 mCaches.currentProgram = NULL; 186 } 187 } 188} 189 190void OpenGLRenderer::releaseContext() { 191 glViewport(0, 0, mWidth, mHeight); 192 193 glEnable(GL_SCISSOR_TEST); 194 setScissorFromClip(); 195 196 glDisable(GL_DITHER); 197 198 glBindFramebuffer(GL_FRAMEBUFFER, 0); 199 200 if (mCaches.blend) { 201 glEnable(GL_BLEND); 202 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 203 glBlendEquation(GL_FUNC_ADD); 204 } else { 205 glDisable(GL_BLEND); 206 } 207} 208 209/////////////////////////////////////////////////////////////////////////////// 210// State management 211/////////////////////////////////////////////////////////////////////////////// 212 213int OpenGLRenderer::getSaveCount() const { 214 return mSaveCount; 215} 216 217int OpenGLRenderer::save(int flags) { 218 return saveSnapshot(flags); 219} 220 221void OpenGLRenderer::restore() { 222 if (mSaveCount > 1) { 223 restoreSnapshot(); 224 } 225} 226 227void OpenGLRenderer::restoreToCount(int saveCount) { 228 if (saveCount < 1) saveCount = 1; 229 230 while (mSaveCount > saveCount) { 231 restoreSnapshot(); 232 } 233} 234 235int OpenGLRenderer::saveSnapshot(int flags) { 236 mSnapshot = new Snapshot(mSnapshot, flags); 237 return mSaveCount++; 238} 239 240bool OpenGLRenderer::restoreSnapshot() { 241 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 242 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 243 244 sp<Snapshot> current = mSnapshot; 245 sp<Snapshot> previous = mSnapshot->previous; 246 247 mSaveCount--; 248 mSnapshot = previous; 249 250 if (restoreLayer) { 251 composeLayer(current, previous); 252 } 253 254 if (restoreClip) { 255 setScissorFromClip(); 256 } 257 258 return restoreClip; 259} 260 261/////////////////////////////////////////////////////////////////////////////// 262// Layers 263/////////////////////////////////////////////////////////////////////////////// 264 265int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 266 const SkPaint* p, int flags) { 267 int count = saveSnapshot(flags); 268 269 int alpha = 255; 270 SkXfermode::Mode mode; 271 272 if (p) { 273 alpha = p->getAlpha(); 274 if (!mExtensions.hasFramebufferFetch()) { 275 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 276 if (!isMode) { 277 // Assume SRC_OVER 278 mode = SkXfermode::kSrcOver_Mode; 279 } 280 } else { 281 mode = getXfermode(p->getXfermode()); 282 } 283 } else { 284 mode = SkXfermode::kSrcOver_Mode; 285 } 286 287 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags); 288 289 return count; 290} 291 292int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 293 int alpha, int flags) { 294 if (alpha == 0xff) { 295 return saveLayer(left, top, right, bottom, NULL, flags); 296 } else { 297 SkPaint paint; 298 paint.setAlpha(alpha); 299 return saveLayer(left, top, right, bottom, &paint, flags); 300 } 301} 302 303/** 304 * Layers are viewed by Skia are slightly different than layers in image editing 305 * programs (for instance.) When a layer is created, previously created layers 306 * and the frame buffer still receive every drawing command. For instance, if a 307 * layer is created and a shape intersecting the bounds of the layers and the 308 * framebuffer is draw, the shape will be drawn on both (unless the layer was 309 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 310 * 311 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 312 * texture. Unfortunately, this is inefficient as it requires every primitive to 313 * be drawn n + 1 times, where n is the number of active layers. In practice this 314 * means, for every primitive: 315 * - Switch active frame buffer 316 * - Change viewport, clip and projection matrix 317 * - Issue the drawing 318 * 319 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 320 * To avoid this, layers are implemented in a different way here. 321 * 322 * This implementation relies on the frame buffer being at least RGBA 8888. When 323 * a layer is created, only a texture is created, not an FBO. The content of the 324 * frame buffer contained within the layer's bounds is copied into this texture 325 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 326 * buffer and drawing continues as normal. This technique therefore treats the 327 * frame buffer as a scratch buffer for the layers. 328 * 329 * To compose the layers back onto the frame buffer, each layer texture 330 * (containing the original frame buffer data) is drawn as a simple quad over 331 * the frame buffer. The trick is that the quad is set as the composition 332 * destination in the blending equation, and the frame buffer becomes the source 333 * of the composition. 334 * 335 * Drawing layers with an alpha value requires an extra step before composition. 336 * An empty quad is drawn over the layer's region in the frame buffer. This quad 337 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 338 * quad is used to multiply the colors in the frame buffer. This is achieved by 339 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 340 * GL_ZERO, GL_SRC_ALPHA. 341 * 342 * Because glCopyTexImage2D() can be slow, an alternative implementation might 343 * be use to draw a single clipped layer. The implementation described above 344 * is correct in every case. 345 * 346 * (1) The frame buffer is actually not cleared right away. To allow the GPU 347 * to potentially optimize series of calls to glCopyTexImage2D, the frame 348 * buffer is left untouched until the first drawing operation. Only when 349 * something actually gets drawn are the layers regions cleared. 350 */ 351bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 352 float right, float bottom, int alpha, SkXfermode::Mode mode,int flags) { 353 LAYER_LOGD("Requesting layer %fx%f", right - left, bottom - top); 354 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 355 356 // Window coordinates of the layer 357 Rect bounds(left, top, right, bottom); 358 mSnapshot->transform->mapRect(bounds); 359 360 // Layers only make sense if they are in the framebuffer's bounds 361 bounds.intersect(*mSnapshot->clipRect); 362 bounds.snapToPixelBoundaries(); 363 364 if (bounds.isEmpty() || bounds.getWidth() > mMaxTextureSize || 365 bounds.getHeight() > mMaxTextureSize) { 366 return false; 367 } 368 369 LayerSize size(bounds.getWidth(), bounds.getHeight()); 370 Layer* layer = mCaches.layerCache.get(size); 371 if (!layer) { 372 return false; 373 } 374 375 layer->mode = mode; 376 layer->alpha = alpha; 377 layer->layer.set(bounds); 378 379 // Save the layer in the snapshot 380 snapshot->flags |= Snapshot::kFlagIsLayer; 381 snapshot->layer = layer; 382 383 // Copy the framebuffer into the layer 384 glBindTexture(GL_TEXTURE_2D, layer->texture); 385 386 if (layer->empty) { 387 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom, 388 bounds.getWidth(), bounds.getHeight(), 0); 389 layer->empty = false; 390 } else { 391 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, mHeight - bounds.bottom, 392 bounds.getWidth(), bounds.getHeight()); 393 } 394 395 if (flags & SkCanvas::kClipToLayer_SaveFlag) { 396 if (mSnapshot->clipTransformed(bounds)) setScissorFromClip(); 397 } 398 399 // Enqueue the buffer coordinates to clear the corresponding region later 400 mLayers.push(new Rect(bounds)); 401 402 return true; 403} 404 405/** 406 * Read the documentation of createLayer() before doing anything in this method. 407 */ 408void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 409 if (!current->layer) { 410 LOGE("Attempting to compose a layer that does not exist"); 411 return; 412 } 413 414 // Restore the clip from the previous snapshot 415 const Rect& clip = *previous->clipRect; 416 glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight()); 417 418 Layer* layer = current->layer; 419 const Rect& rect = layer->layer; 420 421 if (layer->alpha < 255) { 422 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 423 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 424 } 425 426 // Layers are already drawn with a top-left origin, don't flip the texture 427 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 428 429 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 430 1.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 431 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, true, true); 432 433 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 434 435 LayerSize size(rect.getWidth(), rect.getHeight()); 436 // Failing to add the layer to the cache should happen only if the 437 // layer is too large 438 if (!mCaches.layerCache.put(size, layer)) { 439 LAYER_LOGD("Deleting layer"); 440 441 glDeleteTextures(1, &layer->texture); 442 443 delete layer; 444 } 445} 446 447void OpenGLRenderer::clearLayerRegions() { 448 if (mLayers.size() == 0) return; 449 450 for (uint32_t i = 0; i < mLayers.size(); i++) { 451 Rect* bounds = mLayers.itemAt(i); 452 453 // Clear the framebuffer where the layer will draw 454 glScissor(bounds->left, mHeight - bounds->bottom, 455 bounds->getWidth(), bounds->getHeight()); 456 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 457 glClear(GL_COLOR_BUFFER_BIT); 458 459 delete bounds; 460 } 461 mLayers.clear(); 462 463 // Restore the clip 464 setScissorFromClip(); 465} 466 467/////////////////////////////////////////////////////////////////////////////// 468// Transforms 469/////////////////////////////////////////////////////////////////////////////// 470 471void OpenGLRenderer::translate(float dx, float dy) { 472 mSnapshot->transform->translate(dx, dy, 0.0f); 473} 474 475void OpenGLRenderer::rotate(float degrees) { 476 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 477} 478 479void OpenGLRenderer::scale(float sx, float sy) { 480 mSnapshot->transform->scale(sx, sy, 1.0f); 481} 482 483void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 484 mSnapshot->transform->load(*matrix); 485} 486 487void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 488 mSnapshot->transform->copyTo(*matrix); 489} 490 491void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 492 mat4 m(*matrix); 493 mSnapshot->transform->multiply(m); 494} 495 496/////////////////////////////////////////////////////////////////////////////// 497// Clipping 498/////////////////////////////////////////////////////////////////////////////// 499 500void OpenGLRenderer::setScissorFromClip() { 501 const Rect& clip = *mSnapshot->clipRect; 502 glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight()); 503} 504 505const Rect& OpenGLRenderer::getClipBounds() { 506 return mSnapshot->getLocalClip(); 507} 508 509bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 510 Rect r(left, top, right, bottom); 511 mSnapshot->transform->mapRect(r); 512 return !mSnapshot->clipRect->intersects(r); 513} 514 515bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 516 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 517 if (clipped) { 518 setScissorFromClip(); 519 } 520 return !mSnapshot->clipRect->isEmpty(); 521} 522 523/////////////////////////////////////////////////////////////////////////////// 524// Drawing 525/////////////////////////////////////////////////////////////////////////////// 526 527void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) { 528 const float right = left + bitmap->width(); 529 const float bottom = top + bitmap->height(); 530 531 if (quickReject(left, top, right, bottom)) { 532 return; 533 } 534 535 glActiveTexture(GL_TEXTURE0); 536 const Texture* texture = mCaches.textureCache.get(bitmap); 537 if (!texture) return; 538 const AutoTexture autoCleanup(texture); 539 540 drawTextureRect(left, top, right, bottom, texture, paint); 541} 542 543void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) { 544 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 545 const mat4 transform(*matrix); 546 transform.mapRect(r); 547 548 if (quickReject(r.left, r.top, r.right, r.bottom)) { 549 return; 550 } 551 552 glActiveTexture(GL_TEXTURE0); 553 const Texture* texture = mCaches.textureCache.get(bitmap); 554 if (!texture) return; 555 const AutoTexture autoCleanup(texture); 556 557 drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint); 558} 559 560void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 561 float srcLeft, float srcTop, float srcRight, float srcBottom, 562 float dstLeft, float dstTop, float dstRight, float dstBottom, 563 const SkPaint* paint) { 564 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 565 return; 566 } 567 568 glActiveTexture(GL_TEXTURE0); 569 const Texture* texture = mCaches.textureCache.get(bitmap); 570 if (!texture) return; 571 const AutoTexture autoCleanup(texture); 572 573 const float width = texture->width; 574 const float height = texture->height; 575 576 const float u1 = srcLeft / width; 577 const float v1 = srcTop / height; 578 const float u2 = srcRight / width; 579 const float v2 = srcBottom / height; 580 581 resetDrawTextureTexCoords(u1, v1, u2, v2); 582 583 drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint); 584 585 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 586} 587 588void OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, 589 float left, float top, float right, float bottom, const SkPaint* paint) { 590 if (quickReject(left, top, right, bottom)) { 591 return; 592 } 593 594 glActiveTexture(GL_TEXTURE0); 595 const Texture* texture = mCaches.textureCache.get(bitmap); 596 if (!texture) return; 597 const AutoTexture autoCleanup(texture); 598 599 int alpha; 600 SkXfermode::Mode mode; 601 getAlphaAndMode(paint, &alpha, &mode); 602 603 Patch* mesh = mCaches.patchCache.get(patch); 604 mesh->updateVertices(bitmap->width(), bitmap->height(),left, top, right, bottom, 605 &patch->xDivs[0], &patch->yDivs[0], patch->numXDivs, patch->numYDivs); 606 607 // Specify right and bottom as +1.0f from left/top to prevent scaling since the 608 // patch mesh already defines the final size 609 drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f, 610 mode, texture->blend, &mesh->vertices[0].position[0], 611 &mesh->vertices[0].texture[0], GL_TRIANGLES, mesh->verticesCount); 612} 613 614void OpenGLRenderer::drawLines(float* points, int count, const SkPaint* paint) { 615 int alpha; 616 SkXfermode::Mode mode; 617 getAlphaAndMode(paint, &alpha, &mode); 618 619 uint32_t color = paint->getColor(); 620 const GLfloat a = alpha / 255.0f; 621 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 622 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 623 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 624 625 const bool isAA = paint->isAntiAlias(); 626 if (isAA) { 627 GLuint textureUnit = 0; 628 setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a, 629 mode, false, true, mCaches.line.getVertices(), mCaches.line.getTexCoords()); 630 } else { 631 setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false); 632 } 633 634 const float strokeWidth = paint->getStrokeWidth(); 635 const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount; 636 const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP; 637 638 for (int i = 0; i < count; i += 4) { 639 float tx = 0.0f; 640 float ty = 0.0f; 641 642 if (isAA) { 643 mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3], 644 strokeWidth, tx, ty); 645 } else { 646 ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f; 647 } 648 649 const float dx = points[i + 2] - points[i]; 650 const float dy = points[i + 3] - points[i + 1]; 651 const float mag = sqrtf(dx * dx + dy * dy); 652 const float angle = acos(dx / mag); 653 654 mModelView.loadTranslate(points[i], points[i + 1], 0.0f); 655 if (angle > MIN_ANGLE || angle < -MIN_ANGLE) { 656 mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f); 657 } 658 mModelView.translate(tx, ty, 0.0f); 659 if (!isAA) { 660 float length = mCaches.line.getLength(points[i], points[i + 1], 661 points[i + 2], points[i + 3]); 662 mModelView.scale(length, strokeWidth, 1.0f); 663 } 664 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 665 666 if (mShader) { 667 mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot); 668 } 669 670 glDrawArrays(drawMode, 0, elementsCount); 671 } 672 673 if (isAA) { 674 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 675 } 676} 677 678void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 679 const Rect& clip = *mSnapshot->clipRect; 680 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 681} 682 683void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) { 684 if (quickReject(left, top, right, bottom)) { 685 return; 686 } 687 688 SkXfermode::Mode mode; 689 if (!mExtensions.hasFramebufferFetch()) { 690 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 691 if (!isMode) { 692 // Assume SRC_OVER 693 mode = SkXfermode::kSrcOver_Mode; 694 } 695 } else { 696 mode = getXfermode(p->getXfermode()); 697 } 698 699 // Skia draws using the color's alpha channel if < 255 700 // Otherwise, it uses the paint's alpha 701 int color = p->getColor(); 702 if (((color >> 24) & 0xff) == 255) { 703 color |= p->getAlpha() << 24; 704 } 705 706 drawColorRect(left, top, right, bottom, color, mode); 707} 708 709void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 710 float x, float y, SkPaint* paint) { 711 if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 712 return; 713 } 714 715 paint->setAntiAlias(true); 716 717 float length = -1.0f; 718 switch (paint->getTextAlign()) { 719 case SkPaint::kCenter_Align: 720 length = paint->measureText(text, bytesCount); 721 x -= length / 2.0f; 722 break; 723 case SkPaint::kRight_Align: 724 length = paint->measureText(text, bytesCount); 725 x -= length; 726 break; 727 default: 728 break; 729 } 730 731 int alpha; 732 SkXfermode::Mode mode; 733 getAlphaAndMode(paint, &alpha, &mode); 734 735 uint32_t color = paint->getColor(); 736 const GLfloat a = alpha / 255.0f; 737 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 738 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 739 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 740 741 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 742 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 743 paint->getTextSize()); 744 745 if (mHasShadow) { 746 glActiveTexture(gTextureUnits[0]); 747 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 748 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 749 count, mShadowRadius); 750 const AutoTexture autoCleanup(shadow); 751 752 setupShadow(shadow, x, y, mode, a); 753 754 // Draw the mesh 755 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 756 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 757 } 758 759 GLuint textureUnit = 0; 760 glActiveTexture(gTextureUnits[textureUnit]); 761 762 setupTextureAlpha8(fontRenderer.getTexture(), 0, 0, textureUnit, x, y, r, g, b, a, 763 mode, false, true); 764 765 const Rect& clip = mSnapshot->getLocalClip(); 766 clearLayerRegions(); 767 fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y); 768 769 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 770 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 771 772 drawTextDecorations(text, bytesCount, length, x, y, paint); 773} 774 775void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 776 GLuint textureUnit = 0; 777 glActiveTexture(gTextureUnits[textureUnit]); 778 779 const PathTexture* texture = mCaches.pathCache.get(path, paint); 780 if (!texture) return; 781 const AutoTexture autoCleanup(texture); 782 783 const float x = texture->left - texture->offset; 784 const float y = texture->top - texture->offset; 785 786 if (quickReject(x, y, x + texture->width, y + texture->height)) { 787 return; 788 } 789 790 int alpha; 791 SkXfermode::Mode mode; 792 getAlphaAndMode(paint, &alpha, &mode); 793 794 uint32_t color = paint->getColor(); 795 const GLfloat a = alpha / 255.0f; 796 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 797 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 798 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 799 800 setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true); 801 802 clearLayerRegions(); 803 804 // Draw the mesh 805 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 806 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 807} 808 809/////////////////////////////////////////////////////////////////////////////// 810// Shaders 811/////////////////////////////////////////////////////////////////////////////// 812 813void OpenGLRenderer::resetShader() { 814 mShader = NULL; 815} 816 817void OpenGLRenderer::setupShader(SkiaShader* shader) { 818 mShader = shader; 819 if (mShader) { 820 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 821 } 822} 823 824/////////////////////////////////////////////////////////////////////////////// 825// Color filters 826/////////////////////////////////////////////////////////////////////////////// 827 828void OpenGLRenderer::resetColorFilter() { 829 mColorFilter = NULL; 830} 831 832void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 833 mColorFilter = filter; 834} 835 836/////////////////////////////////////////////////////////////////////////////// 837// Drop shadow 838/////////////////////////////////////////////////////////////////////////////// 839 840void OpenGLRenderer::resetShadow() { 841 mHasShadow = false; 842} 843 844void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 845 mHasShadow = true; 846 mShadowRadius = radius; 847 mShadowDx = dx; 848 mShadowDy = dy; 849 mShadowColor = color; 850} 851 852/////////////////////////////////////////////////////////////////////////////// 853// Drawing implementation 854/////////////////////////////////////////////////////////////////////////////// 855 856void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y, 857 SkXfermode::Mode mode, float alpha) { 858 const float sx = x - texture->left + mShadowDx; 859 const float sy = y - texture->top + mShadowDy; 860 861 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 862 const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha; 863 const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f; 864 const GLfloat g = a * ((mShadowColor >> 8) & 0xFF) / 255.0f; 865 const GLfloat b = a * ((mShadowColor ) & 0xFF) / 255.0f; 866 867 GLuint textureUnit = 0; 868 setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false); 869} 870 871void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, 872 float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode, 873 bool transforms, bool applyFilters) { 874 setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit, 875 x, y, r, g, b, a, mode, transforms, applyFilters, 876 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 877} 878 879void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 880 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 881 SkXfermode::Mode mode, bool transforms, bool applyFilters) { 882 setupTextureAlpha8(texture, width, height, textureUnit, 883 x, y, r, g, b, a, mode, transforms, applyFilters, 884 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 885} 886 887void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 888 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 889 SkXfermode::Mode mode, bool transforms, bool applyFilters, 890 GLvoid* vertices, GLvoid* texCoords) { 891 // Describe the required shaders 892 ProgramDescription description; 893 description.hasTexture = true; 894 description.hasAlpha8Texture = true; 895 896 if (applyFilters) { 897 if (mShader) { 898 mShader->describe(description, mExtensions); 899 } 900 if (mColorFilter) { 901 mColorFilter->describe(description, mExtensions); 902 } 903 } 904 905 // Setup the blending mode 906 chooseBlending(true, mode, description); 907 908 // Build and use the appropriate shader 909 useProgram(mCaches.programCache.get(description)); 910 911 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit); 912 glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit); 913 914 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 915 glEnableVertexAttribArray(texCoordsSlot); 916 917 // Setup attributes 918 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 919 gMeshStride, vertices); 920 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, 921 gMeshStride, texCoords); 922 923 // Setup uniforms 924 if (transforms) { 925 mModelView.loadTranslate(x, y, 0.0f); 926 mModelView.scale(width, height, 1.0f); 927 } else { 928 mModelView.loadIdentity(); 929 } 930 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 931 glUniform4f(mCaches.currentProgram->color, r, g, b, a); 932 933 textureUnit++; 934 if (applyFilters) { 935 // Setup attributes and uniforms required by the shaders 936 if (mShader) { 937 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 938 } 939 if (mColorFilter) { 940 mColorFilter->setupProgram(mCaches.currentProgram); 941 } 942 } 943} 944 945// Same values used by Skia 946#define kStdStrikeThru_Offset (-6.0f / 21.0f) 947#define kStdUnderline_Offset (1.0f / 9.0f) 948#define kStdUnderline_Thickness (1.0f / 18.0f) 949 950void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 951 float x, float y, SkPaint* paint) { 952 // Handle underline and strike-through 953 uint32_t flags = paint->getFlags(); 954 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 955 float underlineWidth = length; 956 // If length is > 0.0f, we already measured the text for the text alignment 957 if (length <= 0.0f) { 958 underlineWidth = paint->measureText(text, bytesCount); 959 } 960 961 float offsetX = 0; 962 switch (paint->getTextAlign()) { 963 case SkPaint::kCenter_Align: 964 offsetX = underlineWidth * 0.5f; 965 break; 966 case SkPaint::kRight_Align: 967 offsetX = underlineWidth; 968 break; 969 default: 970 break; 971 } 972 973 if (underlineWidth > 0.0f) { 974 const float textSize = paint->getTextSize(); 975 const float strokeWidth = textSize * kStdUnderline_Thickness; 976 977 const float left = x - offsetX; 978 float top = 0.0f; 979 980 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 981 float points[pointsCount]; 982 int currentPoint = 0; 983 984 if (flags & SkPaint::kUnderlineText_Flag) { 985 top = y + textSize * kStdUnderline_Offset; 986 points[currentPoint++] = left; 987 points[currentPoint++] = top; 988 points[currentPoint++] = left + underlineWidth; 989 points[currentPoint++] = top; 990 } 991 992 if (flags & SkPaint::kStrikeThruText_Flag) { 993 top = y + textSize * kStdStrikeThru_Offset; 994 points[currentPoint++] = left; 995 points[currentPoint++] = top; 996 points[currentPoint++] = left + underlineWidth; 997 points[currentPoint++] = top; 998 } 999 1000 SkPaint linesPaint(*paint); 1001 linesPaint.setStrokeWidth(strokeWidth); 1002 1003 drawLines(&points[0], pointsCount, &linesPaint); 1004 } 1005 } 1006} 1007 1008void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1009 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1010 clearLayerRegions(); 1011 1012 // If a shader is set, preserve only the alpha 1013 if (mShader) { 1014 color |= 0x00ffffff; 1015 } 1016 1017 // Render using pre-multiplied alpha 1018 const int alpha = (color >> 24) & 0xFF; 1019 const GLfloat a = alpha / 255.0f; 1020 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1021 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1022 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1023 1024 setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform); 1025 1026 // Draw the mesh 1027 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1028} 1029 1030void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom, 1031 float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform) { 1032 GLuint textureUnit = 0; 1033 1034 // Describe the required shaders 1035 ProgramDescription description; 1036 if (mShader) { 1037 mShader->describe(description, mExtensions); 1038 } 1039 if (mColorFilter) { 1040 mColorFilter->describe(description, mExtensions); 1041 } 1042 1043 // Setup the blending mode 1044 chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description); 1045 1046 // Build and use the appropriate shader 1047 useProgram(mCaches.programCache.get(description)); 1048 1049 // Setup attributes 1050 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1051 gMeshStride, &mMeshVertices[0].position[0]); 1052 1053 // Setup uniforms 1054 mModelView.loadTranslate(left, top, 0.0f); 1055 mModelView.scale(right - left, bottom - top, 1.0f); 1056 if (!ignoreTransform) { 1057 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1058 } else { 1059 mat4 identity; 1060 mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity); 1061 } 1062 glUniform4f(mCaches.currentProgram->color, r, g, b, a); 1063 1064 // Setup attributes and uniforms required by the shaders 1065 if (mShader) { 1066 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1067 } 1068 if (mColorFilter) { 1069 mColorFilter->setupProgram(mCaches.currentProgram); 1070 } 1071} 1072 1073void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1074 const Texture* texture, const SkPaint* paint) { 1075 int alpha; 1076 SkXfermode::Mode mode; 1077 getAlphaAndMode(paint, &alpha, &mode); 1078 1079 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1080 texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1081 GL_TRIANGLE_STRIP, gMeshCount); 1082} 1083 1084void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1085 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1086 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1087 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1088 GL_TRIANGLE_STRIP, gMeshCount); 1089} 1090 1091void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1092 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1093 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1094 bool swapSrcDst, bool ignoreTransform) { 1095 clearLayerRegions(); 1096 1097 ProgramDescription description; 1098 description.hasTexture = true; 1099 if (mColorFilter) { 1100 mColorFilter->describe(description, mExtensions); 1101 } 1102 1103 mModelView.loadTranslate(left, top, 0.0f); 1104 mModelView.scale(right - left, bottom - top, 1.0f); 1105 1106 chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst); 1107 1108 useProgram(mCaches.programCache.get(description)); 1109 if (!ignoreTransform) { 1110 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1111 } else { 1112 mat4 m; 1113 mCaches.currentProgram->set(mOrthoMatrix, mModelView, m); 1114 } 1115 1116 // Texture 1117 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0); 1118 glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); 1119 1120 // Always premultiplied 1121 glUniform4f(mCaches.currentProgram->color, alpha, alpha, alpha, alpha); 1122 1123 // Mesh 1124 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1125 glEnableVertexAttribArray(texCoordsSlot); 1126 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1127 gMeshStride, vertices); 1128 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1129 1130 // Color filter 1131 if (mColorFilter) { 1132 mColorFilter->setupProgram(mCaches.currentProgram); 1133 } 1134 1135 glDrawArrays(drawMode, 0, elementsCount); 1136 glDisableVertexAttribArray(texCoordsSlot); 1137} 1138 1139void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1140 ProgramDescription& description, bool swapSrcDst) { 1141 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1142 if (blend) { 1143 if (mode < SkXfermode::kPlus_Mode) { 1144 if (!mCaches.blend) { 1145 glEnable(GL_BLEND); 1146 } 1147 1148 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1149 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1150 1151 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1152 glBlendFunc(sourceMode, destMode); 1153 mCaches.lastSrcMode = sourceMode; 1154 mCaches.lastDstMode = destMode; 1155 } 1156 } else { 1157 // These blend modes are not supported by OpenGL directly and have 1158 // to be implemented using shaders. Since the shader will perform 1159 // the blending, turn blending off here 1160 if (mExtensions.hasFramebufferFetch()) { 1161 description.framebufferMode = mode; 1162 description.swapSrcDst = swapSrcDst; 1163 } 1164 1165 if (mCaches.blend) { 1166 glDisable(GL_BLEND); 1167 } 1168 blend = false; 1169 } 1170 } else if (mCaches.blend) { 1171 glDisable(GL_BLEND); 1172 } 1173 mCaches.blend = blend; 1174} 1175 1176bool OpenGLRenderer::useProgram(Program* program) { 1177 if (!program->isInUse()) { 1178 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1179 program->use(); 1180 mCaches.currentProgram = program; 1181 return false; 1182 } 1183 return true; 1184} 1185 1186void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1187 TextureVertex* v = &mMeshVertices[0]; 1188 TextureVertex::setUV(v++, u1, v1); 1189 TextureVertex::setUV(v++, u2, v1); 1190 TextureVertex::setUV(v++, u1, v2); 1191 TextureVertex::setUV(v++, u2, v2); 1192} 1193 1194void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1195 if (paint) { 1196 if (!mExtensions.hasFramebufferFetch()) { 1197 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1198 if (!isMode) { 1199 // Assume SRC_OVER 1200 *mode = SkXfermode::kSrcOver_Mode; 1201 } 1202 } else { 1203 *mode = getXfermode(paint->getXfermode()); 1204 } 1205 1206 // Skia draws using the color's alpha channel if < 255 1207 // Otherwise, it uses the paint's alpha 1208 int color = paint->getColor(); 1209 *alpha = (color >> 24) & 0xFF; 1210 if (*alpha == 255) { 1211 *alpha = paint->getAlpha(); 1212 } 1213 } else { 1214 *mode = SkXfermode::kSrcOver_Mode; 1215 *alpha = 255; 1216 } 1217} 1218 1219SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1220 if (mode == NULL) { 1221 return SkXfermode::kSrcOver_Mode; 1222 } 1223 return mode->fMode; 1224} 1225 1226void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) { 1227 glActiveTexture(gTextureUnits[textureUnit]); 1228 glBindTexture(GL_TEXTURE_2D, texture); 1229 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1230 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1231} 1232 1233}; // namespace uirenderer 1234}; // namespace android 1235