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/*
* Copyright (C) 2015 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "GlopBuilder.h"
#include "Caches.h"
#include "Glop.h"
#include "Matrix.h"
#include "Patch.h"
#include "renderstate/MeshState.h"
#include "renderstate/RenderState.h"
#include "SkiaShader.h"
#include "Texture.h"
#include "utils/PaintUtils.h"
#include "VertexBuffer.h"
#include <GLES2/gl2.h>
#include <SkPaint.h>
#define DEBUG_GLOP_BUILDER 0
#if DEBUG_GLOP_BUILDER
#define TRIGGER_STAGE(stageFlag) \
LOG_ALWAYS_FATAL_IF((stageFlag) & mStageFlags, "Stage %d cannot be run twice", (stageFlag)); \
mStageFlags = static_cast<StageFlags>(mStageFlags | (stageFlag))
#define REQUIRE_STAGES(requiredFlags) \
LOG_ALWAYS_FATAL_IF((mStageFlags & (requiredFlags)) != (requiredFlags), \
"not prepared for current stage")
#else
#define TRIGGER_STAGE(stageFlag) ((void)0)
#define REQUIRE_STAGES(requiredFlags) ((void)0)
#endif
namespace android {
namespace uirenderer {
static void setUnitQuadTextureCoords(Rect uvs, TextureVertex* quadVertex) {
quadVertex[0] = {0, 0, uvs.left, uvs.top};
quadVertex[1] = {1, 0, uvs.right, uvs.top};
quadVertex[2] = {0, 1, uvs.left, uvs.bottom};
quadVertex[3] = {1, 1, uvs.right, uvs.bottom};
}
GlopBuilder::GlopBuilder(RenderState& renderState, Caches& caches, Glop* outGlop)
: mRenderState(renderState)
, mCaches(caches)
, mShader(nullptr)
, mOutGlop(outGlop) {
mStageFlags = kInitialStage;
}
////////////////////////////////////////////////////////////////////////////////
// Mesh
////////////////////////////////////////////////////////////////////////////////
GlopBuilder& GlopBuilder::setMeshUnitQuad() {
TRIGGER_STAGE(kMeshStage);
mOutGlop->mesh.primitiveMode = GL_TRIANGLE_STRIP;
mOutGlop->mesh.indices = { 0, nullptr };
mOutGlop->mesh.vertices = {
mRenderState.meshState().getUnitQuadVBO(),
VertexAttribFlags::None,
nullptr, nullptr, nullptr,
kTextureVertexStride };
mOutGlop->mesh.elementCount = 4;
return *this;
}
GlopBuilder& GlopBuilder::setMeshTexturedUnitQuad(const UvMapper* uvMapper) {
if (uvMapper) {
// can't use unit quad VBO, so build UV vertices manually
return setMeshTexturedUvQuad(uvMapper, Rect(0, 0, 1, 1));
}
TRIGGER_STAGE(kMeshStage);
mOutGlop->mesh.primitiveMode = GL_TRIANGLE_STRIP;
mOutGlop->mesh.indices = { 0, nullptr };
mOutGlop->mesh.vertices = {
mRenderState.meshState().getUnitQuadVBO(),
VertexAttribFlags::TextureCoord,
nullptr, (const void*) kMeshTextureOffset, nullptr,
kTextureVertexStride };
mOutGlop->mesh.elementCount = 4;
return *this;
}
GlopBuilder& GlopBuilder::setMeshTexturedUvQuad(const UvMapper* uvMapper, Rect uvs) {
TRIGGER_STAGE(kMeshStage);
if (CC_UNLIKELY(uvMapper)) {
uvMapper->map(uvs);
}
setUnitQuadTextureCoords(uvs, &mOutGlop->mesh.mappedVertices[0]);
const TextureVertex* textureVertex = mOutGlop->mesh.mappedVertices;
mOutGlop->mesh.primitiveMode = GL_TRIANGLE_STRIP;
mOutGlop->mesh.indices = { 0, nullptr };
mOutGlop->mesh.vertices = {
0,
VertexAttribFlags::TextureCoord,
&textureVertex[0].x, &textureVertex[0].u, nullptr,
kTextureVertexStride };
mOutGlop->mesh.elementCount = 4;
return *this;
}
GlopBuilder& GlopBuilder::setMeshIndexedQuads(Vertex* vertexData, int quadCount) {
TRIGGER_STAGE(kMeshStage);
mOutGlop->mesh.primitiveMode = GL_TRIANGLES;
mOutGlop->mesh.indices = { mRenderState.meshState().getQuadListIBO(), nullptr };
mOutGlop->mesh.vertices = {
0,
VertexAttribFlags::None,
vertexData, nullptr, nullptr,
kVertexStride };
mOutGlop->mesh.elementCount = 6 * quadCount;
return *this;
}
GlopBuilder& GlopBuilder::setMeshTexturedIndexedQuads(TextureVertex* vertexData, int elementCount) {
TRIGGER_STAGE(kMeshStage);
mOutGlop->mesh.primitiveMode = GL_TRIANGLES;
mOutGlop->mesh.indices = { mRenderState.meshState().getQuadListIBO(), nullptr };
mOutGlop->mesh.vertices = {
0,
VertexAttribFlags::TextureCoord,
&vertexData[0].x, &vertexData[0].u, nullptr,
kTextureVertexStride };
mOutGlop->mesh.elementCount = elementCount;
return *this;
}
GlopBuilder& GlopBuilder::setMeshTexturedMesh(TextureVertex* vertexData, int elementCount) {
TRIGGER_STAGE(kMeshStage);
mOutGlop->mesh.primitiveMode = GL_TRIANGLES;
mOutGlop->mesh.indices = { 0, nullptr };
mOutGlop->mesh.vertices = {
0,
VertexAttribFlags::TextureCoord,
&vertexData[0].x, &vertexData[0].u, nullptr,
kTextureVertexStride };
mOutGlop->mesh.elementCount = elementCount;
return *this;
}
GlopBuilder& GlopBuilder::setMeshColoredTexturedMesh(ColorTextureVertex* vertexData, int elementCount) {
TRIGGER_STAGE(kMeshStage);
mOutGlop->mesh.primitiveMode = GL_TRIANGLES;
mOutGlop->mesh.indices = { 0, nullptr };
mOutGlop->mesh.vertices = {
0,
VertexAttribFlags::TextureCoord | VertexAttribFlags::Color,
&vertexData[0].x, &vertexData[0].u, &vertexData[0].r,
kColorTextureVertexStride };
mOutGlop->mesh.elementCount = elementCount;
return *this;
}
GlopBuilder& GlopBuilder::setMeshVertexBuffer(const VertexBuffer& vertexBuffer, bool shadowInterp) {
TRIGGER_STAGE(kMeshStage);
const VertexBuffer::MeshFeatureFlags flags = vertexBuffer.getMeshFeatureFlags();
bool alphaVertex = flags & VertexBuffer::kAlpha;
bool indices = flags & VertexBuffer::kIndices;
mOutGlop->mesh.primitiveMode = GL_TRIANGLE_STRIP;
mOutGlop->mesh.indices = { 0, vertexBuffer.getIndices() };
mOutGlop->mesh.vertices = {
0,
alphaVertex ? VertexAttribFlags::Alpha : VertexAttribFlags::None,
vertexBuffer.getBuffer(), nullptr, nullptr,
alphaVertex ? kAlphaVertexStride : kVertexStride };
mOutGlop->mesh.elementCount = indices
? vertexBuffer.getIndexCount() : vertexBuffer.getVertexCount();
mDescription.useShadowAlphaInterp = shadowInterp;
return *this;
}
GlopBuilder& GlopBuilder::setMeshPatchQuads(const Patch& patch) {
TRIGGER_STAGE(kMeshStage);
mOutGlop->mesh.primitiveMode = GL_TRIANGLES;
mOutGlop->mesh.indices = { mRenderState.meshState().getQuadListIBO(), nullptr };
mOutGlop->mesh.vertices = {
mCaches.patchCache.getMeshBuffer(),
VertexAttribFlags::TextureCoord,
(void*)patch.positionOffset, (void*)patch.textureOffset, nullptr,
kTextureVertexStride };
mOutGlop->mesh.elementCount = patch.indexCount;
return *this;
}
////////////////////////////////////////////////////////////////////////////////
// Fill
////////////////////////////////////////////////////////////////////////////////
void GlopBuilder::setFill(int color, float alphaScale,
SkXfermode::Mode mode, Blend::ModeOrderSwap modeUsage,
const SkShader* shader, const SkColorFilter* colorFilter) {
if (mode != SkXfermode::kClear_Mode) {
float alpha = (SkColorGetA(color) / 255.0f) * alphaScale;
if (!shader) {
float colorScale = alpha / 255.0f;
mOutGlop->fill.color = {
colorScale * SkColorGetR(color),
colorScale * SkColorGetG(color),
colorScale * SkColorGetB(color),
alpha
};
} else {
mOutGlop->fill.color = { 1, 1, 1, alpha };
}
} else {
mOutGlop->fill.color = { 0, 0, 0, 1 };
}
mOutGlop->blend = { GL_ZERO, GL_ZERO };
if (mOutGlop->fill.color.a < 1.0f
|| (mOutGlop->mesh.vertices.attribFlags & VertexAttribFlags::Alpha)
|| (mOutGlop->fill.texture.texture && mOutGlop->fill.texture.texture->blend)
|| mOutGlop->roundRectClipState
|| PaintUtils::isBlendedShader(shader)
|| PaintUtils::isBlendedColorFilter(colorFilter)
|| mode != SkXfermode::kSrcOver_Mode) {
if (CC_LIKELY(mode <= SkXfermode::kScreen_Mode)) {
Blend::getFactors(mode, modeUsage,
&mOutGlop->blend.src, &mOutGlop->blend.dst);
} else {
// These blend modes are not supported by OpenGL directly and have
// to be implemented using shaders. Since the shader will perform
// the blending, don't enable GL blending off here
// If the blend mode cannot be implemented using shaders, fall
// back to the default SrcOver blend mode instead
if (CC_UNLIKELY(mCaches.extensions().hasFramebufferFetch())) {
mDescription.framebufferMode = mode;
mDescription.swapSrcDst = (modeUsage == Blend::ModeOrderSwap::Swap);
// blending in shader, don't enable
} else {
// unsupported
Blend::getFactors(SkXfermode::kSrcOver_Mode, modeUsage,
&mOutGlop->blend.src, &mOutGlop->blend.dst);
}
}
}
mShader = shader; // shader resolved in ::build()
if (colorFilter) {
SkColor color;
SkXfermode::Mode mode;
SkScalar srcColorMatrix[20];
if (colorFilter->asColorMode(&color, &mode)) {
mOutGlop->fill.filterMode = mDescription.colorOp = ProgramDescription::kColorBlend;
mDescription.colorMode = mode;
const float alpha = SkColorGetA(color) / 255.0f;
float colorScale = alpha / 255.0f;
mOutGlop->fill.filter.color = {
colorScale * SkColorGetR(color),
colorScale * SkColorGetG(color),
colorScale * SkColorGetB(color),
alpha,
};
} else if (colorFilter->asColorMatrix(srcColorMatrix)) {
mOutGlop->fill.filterMode = mDescription.colorOp = ProgramDescription::kColorMatrix;
float* colorMatrix = mOutGlop->fill.filter.matrix.matrix;
memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float));
memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float));
memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float));
memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float));
// Skia uses the range [0..255] for the addition vector, but we need
// the [0..1] range to apply the vector in GLSL
float* colorVector = mOutGlop->fill.filter.matrix.vector;
colorVector[0] = srcColorMatrix[4] / 255.0f;
colorVector[1] = srcColorMatrix[9] / 255.0f;
colorVector[2] = srcColorMatrix[14] / 255.0f;
colorVector[3] = srcColorMatrix[19] / 255.0f;
} else {
LOG_ALWAYS_FATAL("unsupported ColorFilter");
}
} else {
mOutGlop->fill.filterMode = ProgramDescription::kColorNone;
}
}
GlopBuilder& GlopBuilder::setFillTexturePaint(Texture& texture,
const int textureFillFlags, const SkPaint* paint, float alphaScale) {
TRIGGER_STAGE(kFillStage);
REQUIRE_STAGES(kMeshStage | kRoundRectClipStage);
GLenum filter = (textureFillFlags & TextureFillFlags::ForceFilter)
? GL_LINEAR : PaintUtils::getFilter(paint);
mOutGlop->fill.texture = { &texture,
GL_TEXTURE_2D, filter, GL_CLAMP_TO_EDGE, nullptr };
if (paint) {
int color = paint->getColor();
SkShader* shader = paint->getShader();
if (!(textureFillFlags & TextureFillFlags::IsAlphaMaskTexture)) {
// Texture defines color, so disable shaders, and reset all non-alpha color channels
color |= 0x00FFFFFF;
shader = nullptr;
}
setFill(color, alphaScale,
PaintUtils::getXfermode(paint->getXfermode()), Blend::ModeOrderSwap::NoSwap,
shader, paint->getColorFilter());
} else {
mOutGlop->fill.color = { alphaScale, alphaScale, alphaScale, alphaScale };
if (alphaScale < 1.0f
|| (mOutGlop->mesh.vertices.attribFlags & VertexAttribFlags::Alpha)
|| texture.blend
|| mOutGlop->roundRectClipState) {
Blend::getFactors(SkXfermode::kSrcOver_Mode, Blend::ModeOrderSwap::NoSwap,
&mOutGlop->blend.src, &mOutGlop->blend.dst);
} else {
mOutGlop->blend = { GL_ZERO, GL_ZERO };
}
}
if (textureFillFlags & TextureFillFlags::IsAlphaMaskTexture) {
mDescription.modulate = mOutGlop->fill.color.isNotBlack();
mDescription.hasAlpha8Texture = true;
} else {
mDescription.modulate = mOutGlop->fill.color.a < 1.0f;
}
return *this;
}
GlopBuilder& GlopBuilder::setFillPaint(const SkPaint& paint, float alphaScale) {
TRIGGER_STAGE(kFillStage);
REQUIRE_STAGES(kMeshStage | kRoundRectClipStage);
mOutGlop->fill.texture = { nullptr, GL_INVALID_ENUM, GL_INVALID_ENUM, GL_INVALID_ENUM, nullptr };
setFill(paint.getColor(), alphaScale,
PaintUtils::getXfermode(paint.getXfermode()), Blend::ModeOrderSwap::NoSwap,
paint.getShader(), paint.getColorFilter());
mDescription.modulate = mOutGlop->fill.color.a < 1.0f;
return *this;
}
GlopBuilder& GlopBuilder::setFillPathTexturePaint(PathTexture& texture,
const SkPaint& paint, float alphaScale) {
TRIGGER_STAGE(kFillStage);
REQUIRE_STAGES(kMeshStage | kRoundRectClipStage);
//specify invalid filter/clamp, since these are always static for PathTextures
mOutGlop->fill.texture = { &texture, GL_TEXTURE_2D, GL_INVALID_ENUM, GL_INVALID_ENUM, nullptr };
setFill(paint.getColor(), alphaScale,
PaintUtils::getXfermode(paint.getXfermode()), Blend::ModeOrderSwap::NoSwap,
paint.getShader(), paint.getColorFilter());
mDescription.hasAlpha8Texture = true;
mDescription.modulate = mOutGlop->fill.color.isNotBlack();
return *this;
}
GlopBuilder& GlopBuilder::setFillShadowTexturePaint(ShadowTexture& texture, int shadowColor,
const SkPaint& paint, float alphaScale) {
TRIGGER_STAGE(kFillStage);
REQUIRE_STAGES(kMeshStage | kRoundRectClipStage);
//specify invalid filter/clamp, since these are always static for ShadowTextures
mOutGlop->fill.texture = { &texture, GL_TEXTURE_2D, GL_INVALID_ENUM, GL_INVALID_ENUM, nullptr };
const int ALPHA_BITMASK = SK_ColorBLACK;
const int COLOR_BITMASK = ~ALPHA_BITMASK;
if ((shadowColor & ALPHA_BITMASK) == ALPHA_BITMASK) {
// shadow color is fully opaque: override its alpha with that of paint
shadowColor &= paint.getColor() | COLOR_BITMASK;
}
setFill(shadowColor, alphaScale,
PaintUtils::getXfermode(paint.getXfermode()), Blend::ModeOrderSwap::NoSwap,
paint.getShader(), paint.getColorFilter());
mDescription.hasAlpha8Texture = true;
mDescription.modulate = mOutGlop->fill.color.isNotBlack();
return *this;
}
GlopBuilder& GlopBuilder::setFillBlack() {
TRIGGER_STAGE(kFillStage);
REQUIRE_STAGES(kMeshStage | kRoundRectClipStage);
mOutGlop->fill.texture = { nullptr, GL_INVALID_ENUM, GL_INVALID_ENUM, GL_INVALID_ENUM, nullptr };
setFill(SK_ColorBLACK, 1.0f, SkXfermode::kSrcOver_Mode, Blend::ModeOrderSwap::NoSwap,
nullptr, nullptr);
return *this;
}
GlopBuilder& GlopBuilder::setFillClear() {
TRIGGER_STAGE(kFillStage);
REQUIRE_STAGES(kMeshStage | kRoundRectClipStage);
mOutGlop->fill.texture = { nullptr, GL_INVALID_ENUM, GL_INVALID_ENUM, GL_INVALID_ENUM, nullptr };
setFill(SK_ColorBLACK, 1.0f, SkXfermode::kClear_Mode, Blend::ModeOrderSwap::NoSwap,
nullptr, nullptr);
return *this;
}
GlopBuilder& GlopBuilder::setFillLayer(Texture& texture, const SkColorFilter* colorFilter,
float alpha, SkXfermode::Mode mode, Blend::ModeOrderSwap modeUsage) {
TRIGGER_STAGE(kFillStage);
REQUIRE_STAGES(kMeshStage | kRoundRectClipStage);
mOutGlop->fill.texture = { &texture,
GL_TEXTURE_2D, GL_LINEAR, GL_CLAMP_TO_EDGE, nullptr };
mOutGlop->fill.color = { alpha, alpha, alpha, alpha };
setFill(SK_ColorWHITE, alpha, mode, modeUsage, nullptr, colorFilter);
mDescription.modulate = mOutGlop->fill.color.a < 1.0f;
return *this;
}
GlopBuilder& GlopBuilder::setFillTextureLayer(Layer& layer, float alpha) {
TRIGGER_STAGE(kFillStage);
REQUIRE_STAGES(kMeshStage | kRoundRectClipStage);
mOutGlop->fill.texture = { &(layer.getTexture()),
layer.getRenderTarget(), GL_LINEAR, GL_CLAMP_TO_EDGE, &layer.getTexTransform() };
mOutGlop->fill.color = { alpha, alpha, alpha, alpha };
setFill(SK_ColorWHITE, alpha, layer.getMode(), Blend::ModeOrderSwap::NoSwap,
nullptr, layer.getColorFilter());
mDescription.modulate = mOutGlop->fill.color.a < 1.0f;
mDescription.hasTextureTransform = true;
return *this;
}
////////////////////////////////////////////////////////////////////////////////
// Transform
////////////////////////////////////////////////////////////////////////////////
void GlopBuilder::setTransform(const Matrix4& ortho, const Matrix4& canvas,
const int transformFlags) {
TRIGGER_STAGE(kTransformStage);
mOutGlop->transform.ortho.load(ortho);
mOutGlop->transform.canvas.load(canvas);
mOutGlop->transform.transformFlags = transformFlags;
}
////////////////////////////////////////////////////////////////////////////////
// ModelView
////////////////////////////////////////////////////////////////////////////////
GlopBuilder& GlopBuilder::setModelViewMapUnitToRect(const Rect destination) {
TRIGGER_STAGE(kModelViewStage);
mOutGlop->transform.modelView.loadTranslate(destination.left, destination.top, 0.0f);
mOutGlop->transform.modelView.scale(destination.getWidth(), destination.getHeight(), 1.0f);
mOutGlop->bounds = destination;
return *this;
}
GlopBuilder& GlopBuilder::setModelViewMapUnitToRectSnap(const Rect destination) {
TRIGGER_STAGE(kModelViewStage);
REQUIRE_STAGES(kTransformStage | kFillStage);
float left = destination.left;
float top = destination.top;
const Matrix4& meshTransform = mOutGlop->transform.meshTransform();
if (CC_LIKELY(meshTransform.isPureTranslate())) {
// snap by adjusting the model view matrix
const float translateX = meshTransform.getTranslateX();
const float translateY = meshTransform.getTranslateY();
left = (int) floorf(left + translateX + 0.5f) - translateX;
top = (int) floorf(top + translateY + 0.5f) - translateY;
mOutGlop->fill.texture.filter = GL_NEAREST;
}
mOutGlop->transform.modelView.loadTranslate(left, top, 0.0f);
mOutGlop->transform.modelView.scale(destination.getWidth(), destination.getHeight(), 1.0f);
mOutGlop->bounds = destination;
return *this;
}
GlopBuilder& GlopBuilder::setModelViewOffsetRect(float offsetX, float offsetY, const Rect source) {
TRIGGER_STAGE(kModelViewStage);
mOutGlop->transform.modelView.loadTranslate(offsetX, offsetY, 0.0f);
mOutGlop->bounds = source;
mOutGlop->bounds.translate(offsetX, offsetY);
return *this;
}
GlopBuilder& GlopBuilder::setModelViewOffsetRectSnap(float offsetX, float offsetY, const Rect source) {
TRIGGER_STAGE(kModelViewStage);
REQUIRE_STAGES(kTransformStage | kFillStage);
const Matrix4& meshTransform = mOutGlop->transform.meshTransform();
if (CC_LIKELY(meshTransform.isPureTranslate())) {
// snap by adjusting the model view matrix
const float translateX = meshTransform.getTranslateX();
const float translateY = meshTransform.getTranslateY();
offsetX = (int) floorf(offsetX + translateX + source.left + 0.5f) - translateX - source.left;
offsetY = (int) floorf(offsetY + translateY + source.top + 0.5f) - translateY - source.top;
mOutGlop->fill.texture.filter = GL_NEAREST;
}
mOutGlop->transform.modelView.loadTranslate(offsetX, offsetY, 0.0f);
mOutGlop->bounds = source;
mOutGlop->bounds.translate(offsetX, offsetY);
return *this;
}
////////////////////////////////////////////////////////////////////////////////
// RoundRectClip
////////////////////////////////////////////////////////////////////////////////
GlopBuilder& GlopBuilder::setRoundRectClipState(const RoundRectClipState* roundRectClipState) {
TRIGGER_STAGE(kRoundRectClipStage);
mOutGlop->roundRectClipState = roundRectClipState;
mDescription.hasRoundRectClip = roundRectClipState != nullptr;
return *this;
}
////////////////////////////////////////////////////////////////////////////////
// Build
////////////////////////////////////////////////////////////////////////////////
void verify(const ProgramDescription& description, const Glop& glop) {
if (glop.fill.texture.texture != nullptr) {
LOG_ALWAYS_FATAL_IF(((description.hasTexture && description.hasExternalTexture)
|| (!description.hasTexture && !description.hasExternalTexture)
|| ((glop.mesh.vertices.attribFlags & VertexAttribFlags::TextureCoord) == 0)),
"Texture %p, hT%d, hET %d, attribFlags %x",
glop.fill.texture.texture,
description.hasTexture, description.hasExternalTexture,
glop.mesh.vertices.attribFlags);
} else {
LOG_ALWAYS_FATAL_IF((description.hasTexture
|| description.hasExternalTexture
|| ((glop.mesh.vertices.attribFlags & VertexAttribFlags::TextureCoord) != 0)),
"No texture, hT%d, hET %d, attribFlags %x",
description.hasTexture, description.hasExternalTexture,
glop.mesh.vertices.attribFlags);
}
if ((glop.mesh.vertices.attribFlags & VertexAttribFlags::Alpha)
&& glop.mesh.vertices.bufferObject) {
LOG_ALWAYS_FATAL("VBO and alpha attributes are not currently compatible");
}
if (description.hasTextureTransform != (glop.fill.texture.textureTransform != nullptr)) {
LOG_ALWAYS_FATAL("Texture transform incorrectly specified");
}
}
void GlopBuilder::build() {
REQUIRE_STAGES(kAllStages);
if (mOutGlop->mesh.vertices.attribFlags & VertexAttribFlags::TextureCoord) {
if (mOutGlop->fill.texture.target == GL_TEXTURE_2D) {
mDescription.hasTexture = true;
} else {
mDescription.hasExternalTexture = true;
}
}
mDescription.hasColors = mOutGlop->mesh.vertices.attribFlags & VertexAttribFlags::Color;
mDescription.hasVertexAlpha = mOutGlop->mesh.vertices.attribFlags & VertexAttribFlags::Alpha;
// Enable debug highlight when what we're about to draw is tested against
// the stencil buffer and if stencil highlight debugging is on
mDescription.hasDebugHighlight = !Properties::debugOverdraw
&& Properties::debugStencilClip == StencilClipDebug::ShowHighlight
&& mRenderState.stencil().isTestEnabled();
// serialize shader info into ShaderData
GLuint textureUnit = mOutGlop->fill.texture.texture ? 1 : 0;
if (CC_LIKELY(!mShader)) {
mOutGlop->fill.skiaShaderData.skiaShaderType = kNone_SkiaShaderType;
} else {
Matrix4 shaderMatrix;
if (mOutGlop->transform.transformFlags & TransformFlags::MeshIgnoresCanvasTransform) {
// canvas level transform was built into the modelView and geometry,
// so the shader matrix must reverse this
shaderMatrix.loadInverse(mOutGlop->transform.canvas);
shaderMatrix.multiply(mOutGlop->transform.modelView);
} else {
shaderMatrix.load(mOutGlop->transform.modelView);
}
SkiaShader::store(mCaches, *mShader, shaderMatrix,
&textureUnit, &mDescription, &(mOutGlop->fill.skiaShaderData));
}
// duplicates ProgramCache's definition of color uniform presence
const bool singleColor = !mDescription.hasTexture
&& !mDescription.hasExternalTexture
&& !mDescription.hasGradient
&& !mDescription.hasBitmap;
mOutGlop->fill.colorEnabled = mDescription.modulate || singleColor;
verify(mDescription, *mOutGlop);
// Final step: populate program and map bounds into render target space
mOutGlop->fill.program = mCaches.programCache.get(mDescription);
mOutGlop->transform.meshTransform().mapRect(mOutGlop->bounds);
}
} /* namespace uirenderer */
} /* namespace android */