OpenGLRenderer.cpp revision e8cb9c14309b0f01c0159efdf9a7198f44a62642
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 glActiveTexture(GL_TEXTURE0); 370 371 LayerSize size(bounds.getWidth(), bounds.getHeight()); 372 Layer* layer = mCaches.layerCache.get(size); 373 if (!layer) { 374 return false; 375 } 376 377 layer->mode = mode; 378 layer->alpha = alpha; 379 layer->layer.set(bounds); 380 381 // Save the layer in the snapshot 382 snapshot->flags |= Snapshot::kFlagIsLayer; 383 snapshot->layer = layer; 384 385 // Copy the framebuffer into the layer 386 glBindTexture(GL_TEXTURE_2D, layer->texture); 387 388 // TODO: Workaround for b/3054204 389 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom, 390 bounds.getWidth(), bounds.getHeight(), 0); 391 392 // TODO: Waiting for b/3054204 to be fixed 393// if (layer->empty) { 394// glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom, 395// bounds.getWidth(), bounds.getHeight(), 0); 396// layer->empty = false; 397// } else { 398// glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, mHeight - bounds.bottom, 399// bounds.getWidth(), bounds.getHeight()); 400// } 401 402 if (flags & SkCanvas::kClipToLayer_SaveFlag && mSnapshot->clipTransformed(bounds)) { 403 setScissorFromClip(); 404 } 405 406 // Enqueue the buffer coordinates to clear the corresponding region later 407 mLayers.push(new Rect(bounds)); 408 409 return true; 410} 411 412/** 413 * Read the documentation of createLayer() before doing anything in this method. 414 */ 415void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 416 if (!current->layer) { 417 LOGE("Attempting to compose a layer that does not exist"); 418 return; 419 } 420 421 // Restore the clip from the previous snapshot 422 const Rect& clip = *previous->clipRect; 423 glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight()); 424 425 Layer* layer = current->layer; 426 const Rect& rect = layer->layer; 427 428 if (layer->alpha < 255) { 429 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 430 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 431 } 432 433 // Layers are already drawn with a top-left origin, don't flip the texture 434 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 435 436 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 437 1.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 438 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, true, true); 439 440 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 441 442 LayerSize size(rect.getWidth(), rect.getHeight()); 443 // Failing to add the layer to the cache should happen only if the 444 // layer is too large 445 if (!mCaches.layerCache.put(size, layer)) { 446 LAYER_LOGD("Deleting layer"); 447 448 glDeleteTextures(1, &layer->texture); 449 450 delete layer; 451 } 452} 453 454void OpenGLRenderer::clearLayerRegions() { 455 if (mLayers.size() == 0) return; 456 457 for (uint32_t i = 0; i < mLayers.size(); i++) { 458 Rect* bounds = mLayers.itemAt(i); 459 460 // Clear the framebuffer where the layer will draw 461 glScissor(bounds->left, mHeight - bounds->bottom, 462 bounds->getWidth(), bounds->getHeight()); 463 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 464 glClear(GL_COLOR_BUFFER_BIT); 465 466 delete bounds; 467 } 468 mLayers.clear(); 469 470 // Restore the clip 471 setScissorFromClip(); 472} 473 474/////////////////////////////////////////////////////////////////////////////// 475// Transforms 476/////////////////////////////////////////////////////////////////////////////// 477 478void OpenGLRenderer::translate(float dx, float dy) { 479 mSnapshot->transform->translate(dx, dy, 0.0f); 480} 481 482void OpenGLRenderer::rotate(float degrees) { 483 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 484} 485 486void OpenGLRenderer::scale(float sx, float sy) { 487 mSnapshot->transform->scale(sx, sy, 1.0f); 488} 489 490void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 491 mSnapshot->transform->load(*matrix); 492} 493 494void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 495 mSnapshot->transform->copyTo(*matrix); 496} 497 498void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 499 mat4 m(*matrix); 500 mSnapshot->transform->multiply(m); 501} 502 503/////////////////////////////////////////////////////////////////////////////// 504// Clipping 505/////////////////////////////////////////////////////////////////////////////// 506 507void OpenGLRenderer::setScissorFromClip() { 508 const Rect& clip = *mSnapshot->clipRect; 509 glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight()); 510} 511 512const Rect& OpenGLRenderer::getClipBounds() { 513 return mSnapshot->getLocalClip(); 514} 515 516bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 517 Rect r(left, top, right, bottom); 518 mSnapshot->transform->mapRect(r); 519 return !mSnapshot->clipRect->intersects(r); 520} 521 522bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 523 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 524 if (clipped) { 525 setScissorFromClip(); 526 } 527 return !mSnapshot->clipRect->isEmpty(); 528} 529 530/////////////////////////////////////////////////////////////////////////////// 531// Drawing 532/////////////////////////////////////////////////////////////////////////////// 533 534void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) { 535 const float right = left + bitmap->width(); 536 const float bottom = top + bitmap->height(); 537 538 if (quickReject(left, top, right, bottom)) { 539 return; 540 } 541 542 glActiveTexture(GL_TEXTURE0); 543 const Texture* texture = mCaches.textureCache.get(bitmap); 544 if (!texture) return; 545 const AutoTexture autoCleanup(texture); 546 547 drawTextureRect(left, top, right, bottom, texture, paint); 548} 549 550void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) { 551 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 552 const mat4 transform(*matrix); 553 transform.mapRect(r); 554 555 if (quickReject(r.left, r.top, r.right, r.bottom)) { 556 return; 557 } 558 559 glActiveTexture(GL_TEXTURE0); 560 const Texture* texture = mCaches.textureCache.get(bitmap); 561 if (!texture) return; 562 const AutoTexture autoCleanup(texture); 563 564 drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint); 565} 566 567void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 568 float srcLeft, float srcTop, float srcRight, float srcBottom, 569 float dstLeft, float dstTop, float dstRight, float dstBottom, 570 const SkPaint* paint) { 571 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 572 return; 573 } 574 575 glActiveTexture(GL_TEXTURE0); 576 const Texture* texture = mCaches.textureCache.get(bitmap); 577 if (!texture) return; 578 const AutoTexture autoCleanup(texture); 579 580 const float width = texture->width; 581 const float height = texture->height; 582 583 const float u1 = srcLeft / width; 584 const float v1 = srcTop / height; 585 const float u2 = srcRight / width; 586 const float v2 = srcBottom / height; 587 588 resetDrawTextureTexCoords(u1, v1, u2, v2); 589 590 drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint); 591 592 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 593} 594 595void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 596 uint32_t width, uint32_t height, float left, float top, float right, float bottom, 597 const SkPaint* paint) { 598 if (quickReject(left, top, right, bottom)) { 599 return; 600 } 601 602 glActiveTexture(GL_TEXTURE0); 603 const Texture* texture = mCaches.textureCache.get(bitmap); 604 if (!texture) return; 605 const AutoTexture autoCleanup(texture); 606 607 int alpha; 608 SkXfermode::Mode mode; 609 getAlphaAndMode(paint, &alpha, &mode); 610 611 Patch* mesh = mCaches.patchCache.get(width, height); 612 mesh->updateVertices(bitmap->width(), bitmap->height(),left, top, right, bottom, 613 xDivs, yDivs, width, height); 614 615 // Specify right and bottom as +1.0f from left/top to prevent scaling since the 616 // patch mesh already defines the final size 617 drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f, 618 mode, texture->blend, &mesh->vertices[0].position[0], 619 &mesh->vertices[0].texture[0], GL_TRIANGLES, mesh->verticesCount); 620} 621 622void OpenGLRenderer::drawLines(float* points, int count, const SkPaint* paint) { 623 int alpha; 624 SkXfermode::Mode mode; 625 getAlphaAndMode(paint, &alpha, &mode); 626 627 uint32_t color = paint->getColor(); 628 const GLfloat a = alpha / 255.0f; 629 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 630 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 631 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 632 633 const bool isAA = paint->isAntiAlias(); 634 if (isAA) { 635 GLuint textureUnit = 0; 636 setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a, 637 mode, false, true, mCaches.line.getVertices(), mCaches.line.getTexCoords()); 638 } else { 639 setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false); 640 } 641 642 const float strokeWidth = paint->getStrokeWidth(); 643 const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount; 644 const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP; 645 646 for (int i = 0; i < count; i += 4) { 647 float tx = 0.0f; 648 float ty = 0.0f; 649 650 if (isAA) { 651 mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3], 652 strokeWidth, tx, ty); 653 } else { 654 ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f; 655 } 656 657 const float dx = points[i + 2] - points[i]; 658 const float dy = points[i + 3] - points[i + 1]; 659 const float mag = sqrtf(dx * dx + dy * dy); 660 const float angle = acos(dx / mag); 661 662 mModelView.loadTranslate(points[i], points[i + 1], 0.0f); 663 if (angle > MIN_ANGLE || angle < -MIN_ANGLE) { 664 mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f); 665 } 666 mModelView.translate(tx, ty, 0.0f); 667 if (!isAA) { 668 float length = mCaches.line.getLength(points[i], points[i + 1], 669 points[i + 2], points[i + 3]); 670 mModelView.scale(length, strokeWidth, 1.0f); 671 } 672 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 673 674 if (mShader) { 675 mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot); 676 } 677 678 glDrawArrays(drawMode, 0, elementsCount); 679 } 680 681 if (isAA) { 682 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 683 } 684} 685 686void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 687 const Rect& clip = *mSnapshot->clipRect; 688 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 689} 690 691void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) { 692 if (quickReject(left, top, right, bottom)) { 693 return; 694 } 695 696 SkXfermode::Mode mode; 697 if (!mExtensions.hasFramebufferFetch()) { 698 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 699 if (!isMode) { 700 // Assume SRC_OVER 701 mode = SkXfermode::kSrcOver_Mode; 702 } 703 } else { 704 mode = getXfermode(p->getXfermode()); 705 } 706 707 // Skia draws using the color's alpha channel if < 255 708 // Otherwise, it uses the paint's alpha 709 int color = p->getColor(); 710 if (((color >> 24) & 0xff) == 255) { 711 color |= p->getAlpha() << 24; 712 } 713 714 drawColorRect(left, top, right, bottom, color, mode); 715} 716 717void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 718 float x, float y, SkPaint* paint) { 719 if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 720 return; 721 } 722 723 paint->setAntiAlias(true); 724 725 float length = -1.0f; 726 switch (paint->getTextAlign()) { 727 case SkPaint::kCenter_Align: 728 length = paint->measureText(text, bytesCount); 729 x -= length / 2.0f; 730 break; 731 case SkPaint::kRight_Align: 732 length = paint->measureText(text, bytesCount); 733 x -= length; 734 break; 735 default: 736 break; 737 } 738 739 int alpha; 740 SkXfermode::Mode mode; 741 getAlphaAndMode(paint, &alpha, &mode); 742 743 uint32_t color = paint->getColor(); 744 const GLfloat a = alpha / 255.0f; 745 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 746 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 747 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 748 749 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 750 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 751 paint->getTextSize()); 752 753 if (mHasShadow) { 754 glActiveTexture(gTextureUnits[0]); 755 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 756 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 757 count, mShadowRadius); 758 const AutoTexture autoCleanup(shadow); 759 760 setupShadow(shadow, x, y, mode, a); 761 762 // Draw the mesh 763 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 764 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 765 } 766 767 GLuint textureUnit = 0; 768 glActiveTexture(gTextureUnits[textureUnit]); 769 770 // Assume that the modelView matrix does not force scales, rotates, etc. 771 const bool linearFilter = mSnapshot->transform->changesBounds(); 772 setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit, 773 x, y, r, g, b, a, mode, false, true); 774 775 const Rect& clip = mSnapshot->getLocalClip(); 776 clearLayerRegions(); 777 fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y); 778 779 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 780 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 781 782 drawTextDecorations(text, bytesCount, length, x, y, paint); 783} 784 785void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 786 GLuint textureUnit = 0; 787 glActiveTexture(gTextureUnits[textureUnit]); 788 789 const PathTexture* texture = mCaches.pathCache.get(path, paint); 790 if (!texture) return; 791 const AutoTexture autoCleanup(texture); 792 793 const float x = texture->left - texture->offset; 794 const float y = texture->top - texture->offset; 795 796 if (quickReject(x, y, x + texture->width, y + texture->height)) { 797 return; 798 } 799 800 int alpha; 801 SkXfermode::Mode mode; 802 getAlphaAndMode(paint, &alpha, &mode); 803 804 uint32_t color = paint->getColor(); 805 const GLfloat a = alpha / 255.0f; 806 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 807 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 808 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 809 810 setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true); 811 812 clearLayerRegions(); 813 814 // Draw the mesh 815 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 816 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 817} 818 819/////////////////////////////////////////////////////////////////////////////// 820// Shaders 821/////////////////////////////////////////////////////////////////////////////// 822 823void OpenGLRenderer::resetShader() { 824 mShader = NULL; 825} 826 827void OpenGLRenderer::setupShader(SkiaShader* shader) { 828 mShader = shader; 829 if (mShader) { 830 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 831 } 832} 833 834/////////////////////////////////////////////////////////////////////////////// 835// Color filters 836/////////////////////////////////////////////////////////////////////////////// 837 838void OpenGLRenderer::resetColorFilter() { 839 mColorFilter = NULL; 840} 841 842void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 843 mColorFilter = filter; 844} 845 846/////////////////////////////////////////////////////////////////////////////// 847// Drop shadow 848/////////////////////////////////////////////////////////////////////////////// 849 850void OpenGLRenderer::resetShadow() { 851 mHasShadow = false; 852} 853 854void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 855 mHasShadow = true; 856 mShadowRadius = radius; 857 mShadowDx = dx; 858 mShadowDy = dy; 859 mShadowColor = color; 860} 861 862/////////////////////////////////////////////////////////////////////////////// 863// Drawing implementation 864/////////////////////////////////////////////////////////////////////////////// 865 866void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y, 867 SkXfermode::Mode mode, float alpha) { 868 const float sx = x - texture->left + mShadowDx; 869 const float sy = y - texture->top + mShadowDy; 870 871 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 872 const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha; 873 const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f; 874 const GLfloat g = a * ((mShadowColor >> 8) & 0xFF) / 255.0f; 875 const GLfloat b = a * ((mShadowColor ) & 0xFF) / 255.0f; 876 877 GLuint textureUnit = 0; 878 setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false); 879} 880 881void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, 882 float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode, 883 bool transforms, bool applyFilters) { 884 setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit, 885 x, y, r, g, b, a, mode, transforms, applyFilters, 886 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 887} 888 889void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 890 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 891 SkXfermode::Mode mode, bool transforms, bool applyFilters) { 892 setupTextureAlpha8(texture, width, height, textureUnit, 893 x, y, r, g, b, a, mode, transforms, applyFilters, 894 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 895} 896 897void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 898 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 899 SkXfermode::Mode mode, bool transforms, bool applyFilters, 900 GLvoid* vertices, GLvoid* texCoords) { 901 // Describe the required shaders 902 ProgramDescription description; 903 description.hasTexture = true; 904 description.hasAlpha8Texture = true; 905 906 if (applyFilters) { 907 if (mShader) { 908 mShader->describe(description, mExtensions); 909 } 910 if (mColorFilter) { 911 mColorFilter->describe(description, mExtensions); 912 } 913 } 914 915 // Setup the blending mode 916 chooseBlending(true, mode, description); 917 918 // Build and use the appropriate shader 919 useProgram(mCaches.programCache.get(description)); 920 921 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit); 922 glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit); 923 924 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 925 glEnableVertexAttribArray(texCoordsSlot); 926 927 // Setup attributes 928 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 929 gMeshStride, vertices); 930 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, 931 gMeshStride, texCoords); 932 933 // Setup uniforms 934 if (transforms) { 935 mModelView.loadTranslate(x, y, 0.0f); 936 mModelView.scale(width, height, 1.0f); 937 } else { 938 mModelView.loadIdentity(); 939 } 940 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 941 glUniform4f(mCaches.currentProgram->color, r, g, b, a); 942 943 textureUnit++; 944 if (applyFilters) { 945 // Setup attributes and uniforms required by the shaders 946 if (mShader) { 947 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 948 } 949 if (mColorFilter) { 950 mColorFilter->setupProgram(mCaches.currentProgram); 951 } 952 } 953} 954 955// Same values used by Skia 956#define kStdStrikeThru_Offset (-6.0f / 21.0f) 957#define kStdUnderline_Offset (1.0f / 9.0f) 958#define kStdUnderline_Thickness (1.0f / 18.0f) 959 960void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 961 float x, float y, SkPaint* paint) { 962 // Handle underline and strike-through 963 uint32_t flags = paint->getFlags(); 964 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 965 float underlineWidth = length; 966 // If length is > 0.0f, we already measured the text for the text alignment 967 if (length <= 0.0f) { 968 underlineWidth = paint->measureText(text, bytesCount); 969 } 970 971 float offsetX = 0; 972 switch (paint->getTextAlign()) { 973 case SkPaint::kCenter_Align: 974 offsetX = underlineWidth * 0.5f; 975 break; 976 case SkPaint::kRight_Align: 977 offsetX = underlineWidth; 978 break; 979 default: 980 break; 981 } 982 983 if (underlineWidth > 0.0f) { 984 const float textSize = paint->getTextSize(); 985 const float strokeWidth = textSize * kStdUnderline_Thickness; 986 987 const float left = x - offsetX; 988 float top = 0.0f; 989 990 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 991 float points[pointsCount]; 992 int currentPoint = 0; 993 994 if (flags & SkPaint::kUnderlineText_Flag) { 995 top = y + textSize * kStdUnderline_Offset; 996 points[currentPoint++] = left; 997 points[currentPoint++] = top; 998 points[currentPoint++] = left + underlineWidth; 999 points[currentPoint++] = top; 1000 } 1001 1002 if (flags & SkPaint::kStrikeThruText_Flag) { 1003 top = y + textSize * kStdStrikeThru_Offset; 1004 points[currentPoint++] = left; 1005 points[currentPoint++] = top; 1006 points[currentPoint++] = left + underlineWidth; 1007 points[currentPoint++] = top; 1008 } 1009 1010 SkPaint linesPaint(*paint); 1011 linesPaint.setStrokeWidth(strokeWidth); 1012 1013 drawLines(&points[0], pointsCount, &linesPaint); 1014 } 1015 } 1016} 1017 1018void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1019 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1020 clearLayerRegions(); 1021 1022 // If a shader is set, preserve only the alpha 1023 if (mShader) { 1024 color |= 0x00ffffff; 1025 } 1026 1027 // Render using pre-multiplied alpha 1028 const int alpha = (color >> 24) & 0xFF; 1029 const GLfloat a = alpha / 255.0f; 1030 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1031 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1032 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1033 1034 setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform); 1035 1036 // Draw the mesh 1037 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1038} 1039 1040void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom, 1041 float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform) { 1042 GLuint textureUnit = 0; 1043 1044 // Describe the required shaders 1045 ProgramDescription description; 1046 if (mShader) { 1047 mShader->describe(description, mExtensions); 1048 } 1049 if (mColorFilter) { 1050 mColorFilter->describe(description, mExtensions); 1051 } 1052 1053 // Setup the blending mode 1054 chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description); 1055 1056 // Build and use the appropriate shader 1057 useProgram(mCaches.programCache.get(description)); 1058 1059 // Setup attributes 1060 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1061 gMeshStride, &mMeshVertices[0].position[0]); 1062 1063 // Setup uniforms 1064 mModelView.loadTranslate(left, top, 0.0f); 1065 mModelView.scale(right - left, bottom - top, 1.0f); 1066 if (!ignoreTransform) { 1067 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1068 } else { 1069 mat4 identity; 1070 mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity); 1071 } 1072 glUniform4f(mCaches.currentProgram->color, r, g, b, a); 1073 1074 // Setup attributes and uniforms required by the shaders 1075 if (mShader) { 1076 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1077 } 1078 if (mColorFilter) { 1079 mColorFilter->setupProgram(mCaches.currentProgram); 1080 } 1081} 1082 1083void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1084 const Texture* texture, const SkPaint* paint) { 1085 int alpha; 1086 SkXfermode::Mode mode; 1087 getAlphaAndMode(paint, &alpha, &mode); 1088 1089 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1090 texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1091 GL_TRIANGLE_STRIP, gMeshCount); 1092} 1093 1094void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1095 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1096 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1097 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1098 GL_TRIANGLE_STRIP, gMeshCount); 1099} 1100 1101void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1102 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1103 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1104 bool swapSrcDst, bool ignoreTransform) { 1105 clearLayerRegions(); 1106 1107 ProgramDescription description; 1108 description.hasTexture = true; 1109 if (mColorFilter) { 1110 mColorFilter->describe(description, mExtensions); 1111 } 1112 1113 mModelView.loadTranslate(left, top, 0.0f); 1114 mModelView.scale(right - left, bottom - top, 1.0f); 1115 1116 chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst); 1117 1118 useProgram(mCaches.programCache.get(description)); 1119 if (!ignoreTransform) { 1120 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1121 } else { 1122 mat4 m; 1123 mCaches.currentProgram->set(mOrthoMatrix, mModelView, m); 1124 } 1125 1126 // Texture 1127 bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0); 1128 glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); 1129 1130 // Always premultiplied 1131 glUniform4f(mCaches.currentProgram->color, alpha, alpha, alpha, alpha); 1132 1133 // Mesh 1134 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1135 glEnableVertexAttribArray(texCoordsSlot); 1136 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1137 gMeshStride, vertices); 1138 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1139 1140 // Color filter 1141 if (mColorFilter) { 1142 mColorFilter->setupProgram(mCaches.currentProgram); 1143 } 1144 1145 glDrawArrays(drawMode, 0, elementsCount); 1146 glDisableVertexAttribArray(texCoordsSlot); 1147} 1148 1149void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1150 ProgramDescription& description, bool swapSrcDst) { 1151 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1152 if (blend) { 1153 if (mode < SkXfermode::kPlus_Mode) { 1154 if (!mCaches.blend) { 1155 glEnable(GL_BLEND); 1156 } 1157 1158 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1159 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1160 1161 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1162 glBlendFunc(sourceMode, destMode); 1163 mCaches.lastSrcMode = sourceMode; 1164 mCaches.lastDstMode = destMode; 1165 } 1166 } else { 1167 // These blend modes are not supported by OpenGL directly and have 1168 // to be implemented using shaders. Since the shader will perform 1169 // the blending, turn blending off here 1170 if (mExtensions.hasFramebufferFetch()) { 1171 description.framebufferMode = mode; 1172 description.swapSrcDst = swapSrcDst; 1173 } 1174 1175 if (mCaches.blend) { 1176 glDisable(GL_BLEND); 1177 } 1178 blend = false; 1179 } 1180 } else if (mCaches.blend) { 1181 glDisable(GL_BLEND); 1182 } 1183 mCaches.blend = blend; 1184} 1185 1186bool OpenGLRenderer::useProgram(Program* program) { 1187 if (!program->isInUse()) { 1188 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1189 program->use(); 1190 mCaches.currentProgram = program; 1191 return false; 1192 } 1193 return true; 1194} 1195 1196void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1197 TextureVertex* v = &mMeshVertices[0]; 1198 TextureVertex::setUV(v++, u1, v1); 1199 TextureVertex::setUV(v++, u2, v1); 1200 TextureVertex::setUV(v++, u1, v2); 1201 TextureVertex::setUV(v++, u2, v2); 1202} 1203 1204void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1205 if (paint) { 1206 if (!mExtensions.hasFramebufferFetch()) { 1207 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1208 if (!isMode) { 1209 // Assume SRC_OVER 1210 *mode = SkXfermode::kSrcOver_Mode; 1211 } 1212 } else { 1213 *mode = getXfermode(paint->getXfermode()); 1214 } 1215 1216 // Skia draws using the color's alpha channel if < 255 1217 // Otherwise, it uses the paint's alpha 1218 int color = paint->getColor(); 1219 *alpha = (color >> 24) & 0xFF; 1220 if (*alpha == 255) { 1221 *alpha = paint->getAlpha(); 1222 } 1223 } else { 1224 *mode = SkXfermode::kSrcOver_Mode; 1225 *alpha = 255; 1226 } 1227} 1228 1229SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1230 if (mode == NULL) { 1231 return SkXfermode::kSrcOver_Mode; 1232 } 1233 return mode->fMode; 1234} 1235 1236void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) { 1237 glActiveTexture(gTextureUnits[textureUnit]); 1238 glBindTexture(GL_TEXTURE_2D, texture); 1239 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1240 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1241} 1242 1243}; // namespace uirenderer 1244}; // namespace android 1245