| /* |
| * Copyright (C) 2010 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. |
| */ |
| |
| #define LOG_TAG "OpenGLRenderer" |
| |
| #include <stdlib.h> |
| #include <stdint.h> |
| #include <sys/types.h> |
| |
| #include <SkCanvas.h> |
| #include <SkTypeface.h> |
| |
| #include <utils/Log.h> |
| #include <utils/StopWatch.h> |
| |
| #include "OpenGLRenderer.h" |
| |
| namespace android { |
| namespace uirenderer { |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Defines |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| #define RAD_TO_DEG (180.0f / 3.14159265f) |
| #define MIN_ANGLE 0.001f |
| |
| // TODO: This should be set in properties |
| #define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Globals |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| /** |
| * Structure mapping Skia xfermodes to OpenGL blending factors. |
| */ |
| struct Blender { |
| SkXfermode::Mode mode; |
| GLenum src; |
| GLenum dst; |
| }; // struct Blender |
| |
| // In this array, the index of each Blender equals the value of the first |
| // entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] |
| static const Blender gBlends[] = { |
| { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, |
| { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, |
| { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, |
| { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, |
| { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, |
| { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, |
| { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, |
| { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, |
| { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, |
| { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, |
| { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, |
| { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } |
| }; |
| |
| // This array contains the swapped version of each SkXfermode. For instance |
| // this array's SrcOver blending mode is actually DstOver. You can refer to |
| // createLayer() for more information on the purpose of this array. |
| static const Blender gBlendsSwap[] = { |
| { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, |
| { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, |
| { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, |
| { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, |
| { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, |
| { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, |
| { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, |
| { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, |
| { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, |
| { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, |
| { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, |
| { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } |
| }; |
| |
| static const GLenum gTextureUnits[] = { |
| GL_TEXTURE0, |
| GL_TEXTURE1, |
| GL_TEXTURE2 |
| }; |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Constructors/destructor |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { |
| mShader = NULL; |
| mColorFilter = NULL; |
| mHasShadow = false; |
| |
| memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); |
| |
| mFirstSnapshot = new Snapshot; |
| |
| glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize); |
| } |
| |
| OpenGLRenderer::~OpenGLRenderer() { |
| // The context has already been destroyed at this point, do not call |
| // GL APIs. All GL state should be kept in Caches.h |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Setup |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| void OpenGLRenderer::setViewport(int width, int height) { |
| glViewport(0, 0, width, height); |
| mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); |
| |
| mWidth = width; |
| mHeight = height; |
| |
| mFirstSnapshot->height = height; |
| mFirstSnapshot->viewport.set(0, 0, width, height); |
| } |
| |
| void OpenGLRenderer::prepare(bool opaque) { |
| mSnapshot = new Snapshot(mFirstSnapshot, |
| SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); |
| mSaveCount = 1; |
| |
| glViewport(0, 0, mWidth, mHeight); |
| |
| glDisable(GL_DITHER); |
| glDisable(GL_SCISSOR_TEST); |
| |
| if (!opaque) { |
| glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| } |
| |
| glEnable(GL_SCISSOR_TEST); |
| glScissor(0, 0, mWidth, mHeight); |
| |
| mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); |
| } |
| |
| void OpenGLRenderer::finish() { |
| #if DEBUG_OPENGL |
| GLenum status = GL_NO_ERROR; |
| while ((status = glGetError()) != GL_NO_ERROR) { |
| LOGD("GL error from OpenGLRenderer: 0x%x", status); |
| } |
| #endif |
| } |
| |
| void OpenGLRenderer::acquireContext() { |
| if (mCaches.currentProgram) { |
| if (mCaches.currentProgram->isInUse()) { |
| mCaches.currentProgram->remove(); |
| mCaches.currentProgram = NULL; |
| } |
| } |
| mCaches.unbindMeshBuffer(); |
| } |
| |
| void OpenGLRenderer::releaseContext() { |
| glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); |
| |
| glEnable(GL_SCISSOR_TEST); |
| setScissorFromClip(); |
| |
| glDisable(GL_DITHER); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); |
| |
| mCaches.blend = true; |
| glEnable(GL_BLEND); |
| glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); |
| glBlendEquation(GL_FUNC_ADD); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // State management |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| int OpenGLRenderer::getSaveCount() const { |
| return mSaveCount; |
| } |
| |
| int OpenGLRenderer::save(int flags) { |
| return saveSnapshot(flags); |
| } |
| |
| void OpenGLRenderer::restore() { |
| if (mSaveCount > 1) { |
| restoreSnapshot(); |
| } |
| } |
| |
| void OpenGLRenderer::restoreToCount(int saveCount) { |
| if (saveCount < 1) saveCount = 1; |
| |
| while (mSaveCount > saveCount) { |
| restoreSnapshot(); |
| } |
| } |
| |
| int OpenGLRenderer::saveSnapshot(int flags) { |
| mSnapshot = new Snapshot(mSnapshot, flags); |
| return mSaveCount++; |
| } |
| |
| bool OpenGLRenderer::restoreSnapshot() { |
| bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; |
| bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; |
| bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; |
| |
| sp<Snapshot> current = mSnapshot; |
| sp<Snapshot> previous = mSnapshot->previous; |
| |
| if (restoreOrtho) { |
| Rect& r = previous->viewport; |
| glViewport(r.left, r.top, r.right, r.bottom); |
| mOrthoMatrix.load(current->orthoMatrix); |
| } |
| |
| mSaveCount--; |
| mSnapshot = previous; |
| |
| if (restoreLayer) { |
| composeLayer(current, previous); |
| } |
| |
| if (restoreClip) { |
| setScissorFromClip(); |
| } |
| |
| return restoreClip; |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Layers |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, |
| const SkPaint* p, int flags) { |
| const GLuint previousFbo = mSnapshot->fbo; |
| const int count = saveSnapshot(flags); |
| |
| int alpha = 255; |
| SkXfermode::Mode mode; |
| |
| if (p) { |
| alpha = p->getAlpha(); |
| if (!mExtensions.hasFramebufferFetch()) { |
| const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); |
| if (!isMode) { |
| // Assume SRC_OVER |
| mode = SkXfermode::kSrcOver_Mode; |
| } |
| } else { |
| mode = getXfermode(p->getXfermode()); |
| } |
| } else { |
| mode = SkXfermode::kSrcOver_Mode; |
| } |
| |
| if (!mSnapshot->previous->invisible) { |
| createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); |
| } |
| |
| return count; |
| } |
| |
| int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, |
| int alpha, int flags) { |
| if (alpha == 0xff) { |
| return saveLayer(left, top, right, bottom, NULL, flags); |
| } else { |
| SkPaint paint; |
| paint.setAlpha(alpha); |
| return saveLayer(left, top, right, bottom, &paint, flags); |
| } |
| } |
| |
| /** |
| * Layers are viewed by Skia are slightly different than layers in image editing |
| * programs (for instance.) When a layer is created, previously created layers |
| * and the frame buffer still receive every drawing command. For instance, if a |
| * layer is created and a shape intersecting the bounds of the layers and the |
| * framebuffer is draw, the shape will be drawn on both (unless the layer was |
| * created with the SkCanvas::kClipToLayer_SaveFlag flag.) |
| * |
| * A way to implement layers is to create an FBO for each layer, backed by an RGBA |
| * texture. Unfortunately, this is inefficient as it requires every primitive to |
| * be drawn n + 1 times, where n is the number of active layers. In practice this |
| * means, for every primitive: |
| * - Switch active frame buffer |
| * - Change viewport, clip and projection matrix |
| * - Issue the drawing |
| * |
| * Switching rendering target n + 1 times per drawn primitive is extremely costly. |
| * To avoid this, layers are implemented in a different way here, at least in the |
| * general case. FBOs are used, as an optimization, when the "clip to layer" flag |
| * is set. When this flag is set we can redirect all drawing operations into a |
| * single FBO. |
| * |
| * This implementation relies on the frame buffer being at least RGBA 8888. When |
| * a layer is created, only a texture is created, not an FBO. The content of the |
| * frame buffer contained within the layer's bounds is copied into this texture |
| * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame |
| * buffer and drawing continues as normal. This technique therefore treats the |
| * frame buffer as a scratch buffer for the layers. |
| * |
| * To compose the layers back onto the frame buffer, each layer texture |
| * (containing the original frame buffer data) is drawn as a simple quad over |
| * the frame buffer. The trick is that the quad is set as the composition |
| * destination in the blending equation, and the frame buffer becomes the source |
| * of the composition. |
| * |
| * Drawing layers with an alpha value requires an extra step before composition. |
| * An empty quad is drawn over the layer's region in the frame buffer. This quad |
| * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the |
| * quad is used to multiply the colors in the frame buffer. This is achieved by |
| * changing the GL blend functions for the GL_FUNC_ADD blend equation to |
| * GL_ZERO, GL_SRC_ALPHA. |
| * |
| * Because glCopyTexImage2D() can be slow, an alternative implementation might |
| * be use to draw a single clipped layer. The implementation described above |
| * is correct in every case. |
| * |
| * (1) The frame buffer is actually not cleared right away. To allow the GPU |
| * to potentially optimize series of calls to glCopyTexImage2D, the frame |
| * buffer is left untouched until the first drawing operation. Only when |
| * something actually gets drawn are the layers regions cleared. |
| */ |
| bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, |
| float right, float bottom, int alpha, SkXfermode::Mode mode, |
| int flags, GLuint previousFbo) { |
| LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); |
| LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); |
| |
| const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; |
| |
| // Window coordinates of the layer |
| Rect bounds(left, top, right, bottom); |
| if (!fboLayer) { |
| mSnapshot->transform->mapRect(bounds); |
| // Layers only make sense if they are in the framebuffer's bounds |
| bounds.intersect(*mSnapshot->clipRect); |
| bounds.snapToPixelBoundaries(); |
| } |
| |
| if (bounds.isEmpty() || bounds.getWidth() > mMaxTextureSize || |
| bounds.getHeight() > mMaxTextureSize) { |
| snapshot->invisible = true; |
| } else { |
| // TODO: Should take the mode into account |
| snapshot->invisible = snapshot->previous->invisible || |
| (alpha <= ALPHA_THRESHOLD && fboLayer); |
| } |
| |
| // Bail out if we won't draw in this snapshot |
| if (snapshot->invisible) { |
| return false; |
| } |
| |
| glActiveTexture(GL_TEXTURE0); |
| |
| Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); |
| if (!layer) { |
| return false; |
| } |
| |
| layer->mode = mode; |
| layer->alpha = alpha; |
| layer->layer.set(bounds); |
| layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), |
| bounds.getWidth() / float(layer->width), 0.0f); |
| |
| // Save the layer in the snapshot |
| snapshot->flags |= Snapshot::kFlagIsLayer; |
| snapshot->layer = layer; |
| |
| if (fboLayer) { |
| layer->fbo = mCaches.fboCache.get(); |
| |
| snapshot->flags |= Snapshot::kFlagIsFboLayer; |
| snapshot->fbo = layer->fbo; |
| snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); |
| snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); |
| snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); |
| snapshot->height = bounds.getHeight(); |
| snapshot->flags |= Snapshot::kFlagDirtyOrtho; |
| snapshot->orthoMatrix.load(mOrthoMatrix); |
| |
| // Bind texture to FBO |
| glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); |
| glBindTexture(GL_TEXTURE_2D, layer->texture); |
| |
| // Initialize the texture if needed |
| if (layer->empty) { |
| layer->empty = false; |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, |
| GL_RGBA, GL_UNSIGNED_BYTE, NULL); |
| } |
| |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| layer->texture, 0); |
| |
| #if DEBUG_LAYERS |
| GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); |
| if (status != GL_FRAMEBUFFER_COMPLETE) { |
| LOGE("Framebuffer incomplete (GL error code 0x%x)", status); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); |
| glDeleteTextures(1, &layer->texture); |
| mCaches.fboCache.put(layer->fbo); |
| |
| delete layer; |
| |
| return false; |
| } |
| #endif |
| |
| // Clear the FBO |
| glScissor(0.0f, 0.0f, bounds.getWidth() + 1.0f, bounds.getHeight() + 1.0f); |
| glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| setScissorFromClip(); |
| |
| // Change the ortho projection |
| glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); |
| mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); |
| } else { |
| // Copy the framebuffer into the layer |
| glBindTexture(GL_TEXTURE_2D, layer->texture); |
| |
| if (layer->empty) { |
| glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom, |
| layer->width, layer->height, 0); |
| layer->empty = false; |
| } else { |
| glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, mHeight - bounds.bottom, |
| bounds.getWidth(), bounds.getHeight()); |
| } |
| |
| // Enqueue the buffer coordinates to clear the corresponding region later |
| mLayers.push(new Rect(bounds)); |
| } |
| |
| return true; |
| } |
| |
| /** |
| * Read the documentation of createLayer() before doing anything in this method. |
| */ |
| void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { |
| if (!current->layer) { |
| LOGE("Attempting to compose a layer that does not exist"); |
| return; |
| } |
| |
| const bool fboLayer = current->flags & SkCanvas::kClipToLayer_SaveFlag; |
| |
| if (fboLayer) { |
| // Unbind current FBO and restore previous one |
| glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); |
| } |
| |
| // Restore the clip from the previous snapshot |
| const Rect& clip = *previous->clipRect; |
| glScissor(clip.left, previous->height - clip.bottom, clip.getWidth(), clip.getHeight()); |
| |
| Layer* layer = current->layer; |
| const Rect& rect = layer->layer; |
| |
| if (!fboLayer && layer->alpha < 255) { |
| drawColorRect(rect.left, rect.top, rect.right, rect.bottom, |
| layer->alpha << 24, SkXfermode::kDstIn_Mode, true); |
| } |
| |
| const Rect& texCoords = layer->texCoords; |
| mCaches.unbindMeshBuffer(); |
| resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); |
| |
| if (fboLayer) { |
| drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, |
| layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], |
| &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount); |
| } else { |
| drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, |
| 1.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], |
| &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, true, true); |
| } |
| |
| resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); |
| |
| if (fboLayer) { |
| // Detach the texture from the FBO |
| glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); |
| glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); |
| |
| // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed |
| mCaches.fboCache.put(current->fbo); |
| } |
| |
| // Failing to add the layer to the cache should happen only if the layer is too large |
| if (!mCaches.layerCache.put(layer)) { |
| LAYER_LOGD("Deleting layer"); |
| glDeleteTextures(1, &layer->texture); |
| delete layer; |
| } |
| } |
| |
| void OpenGLRenderer::clearLayerRegions() { |
| if (mLayers.size() == 0 || mSnapshot->invisible) return; |
| |
| for (uint32_t i = 0; i < mLayers.size(); i++) { |
| Rect* bounds = mLayers.itemAt(i); |
| |
| // Clear the framebuffer where the layer will draw |
| glScissor(bounds->left, mSnapshot->height - bounds->bottom, |
| bounds->getWidth(), bounds->getHeight()); |
| glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| delete bounds; |
| } |
| mLayers.clear(); |
| |
| // Restore the clip |
| setScissorFromClip(); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Transforms |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| void OpenGLRenderer::translate(float dx, float dy) { |
| mSnapshot->transform->translate(dx, dy, 0.0f); |
| } |
| |
| void OpenGLRenderer::rotate(float degrees) { |
| mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); |
| } |
| |
| void OpenGLRenderer::scale(float sx, float sy) { |
| mSnapshot->transform->scale(sx, sy, 1.0f); |
| } |
| |
| void OpenGLRenderer::setMatrix(SkMatrix* matrix) { |
| mSnapshot->transform->load(*matrix); |
| } |
| |
| const float* OpenGLRenderer::getMatrix() const { |
| if (mSnapshot->fbo != 0) { |
| return &mSnapshot->transform->data[0]; |
| } |
| return &mIdentity.data[0]; |
| } |
| |
| void OpenGLRenderer::getMatrix(SkMatrix* matrix) { |
| mSnapshot->transform->copyTo(*matrix); |
| } |
| |
| void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { |
| SkMatrix transform; |
| mSnapshot->transform->copyTo(transform); |
| transform.preConcat(*matrix); |
| mSnapshot->transform->load(transform); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Clipping |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| void OpenGLRenderer::setScissorFromClip() { |
| Rect clip(*mSnapshot->clipRect); |
| clip.snapToPixelBoundaries(); |
| glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); |
| } |
| |
| const Rect& OpenGLRenderer::getClipBounds() { |
| return mSnapshot->getLocalClip(); |
| } |
| |
| bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { |
| if (mSnapshot->invisible) { |
| return true; |
| } |
| |
| Rect r(left, top, right, bottom); |
| mSnapshot->transform->mapRect(r); |
| r.snapToPixelBoundaries(); |
| |
| Rect clipRect(*mSnapshot->clipRect); |
| clipRect.snapToPixelBoundaries(); |
| |
| return !clipRect.intersects(r); |
| } |
| |
| bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { |
| bool clipped = mSnapshot->clip(left, top, right, bottom, op); |
| if (clipped) { |
| setScissorFromClip(); |
| } |
| return !mSnapshot->clipRect->isEmpty(); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Drawing |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) { |
| const float right = left + bitmap->width(); |
| const float bottom = top + bitmap->height(); |
| |
| if (quickReject(left, top, right, bottom)) { |
| return; |
| } |
| |
| glActiveTexture(GL_TEXTURE0); |
| const Texture* texture = mCaches.textureCache.get(bitmap); |
| if (!texture) return; |
| const AutoTexture autoCleanup(texture); |
| |
| drawTextureRect(left, top, right, bottom, texture, paint); |
| } |
| |
| void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) { |
| Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); |
| const mat4 transform(*matrix); |
| transform.mapRect(r); |
| |
| if (quickReject(r.left, r.top, r.right, r.bottom)) { |
| return; |
| } |
| |
| glActiveTexture(GL_TEXTURE0); |
| const Texture* texture = mCaches.textureCache.get(bitmap); |
| if (!texture) return; |
| const AutoTexture autoCleanup(texture); |
| |
| drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint); |
| } |
| |
| void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, |
| float srcLeft, float srcTop, float srcRight, float srcBottom, |
| float dstLeft, float dstTop, float dstRight, float dstBottom, |
| const SkPaint* paint) { |
| if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { |
| return; |
| } |
| |
| glActiveTexture(GL_TEXTURE0); |
| const Texture* texture = mCaches.textureCache.get(bitmap); |
| if (!texture) return; |
| const AutoTexture autoCleanup(texture); |
| |
| const float width = texture->width; |
| const float height = texture->height; |
| |
| const float u1 = srcLeft / width; |
| const float v1 = srcTop / height; |
| const float u2 = srcRight / width; |
| const float v2 = srcBottom / height; |
| |
| mCaches.unbindMeshBuffer(); |
| resetDrawTextureTexCoords(u1, v1, u2, v2); |
| |
| int alpha; |
| SkXfermode::Mode mode; |
| getAlphaAndMode(paint, &alpha, &mode); |
| |
| drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, |
| mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], |
| GL_TRIANGLE_STRIP, gMeshCount); |
| |
| resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); |
| } |
| |
| void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, |
| const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, |
| float left, float top, float right, float bottom, const SkPaint* paint) { |
| if (quickReject(left, top, right, bottom)) { |
| return; |
| } |
| |
| glActiveTexture(GL_TEXTURE0); |
| const Texture* texture = mCaches.textureCache.get(bitmap); |
| if (!texture) return; |
| const AutoTexture autoCleanup(texture); |
| |
| int alpha; |
| SkXfermode::Mode mode; |
| getAlphaAndMode(paint, &alpha, &mode); |
| |
| const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), |
| right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); |
| |
| if (mesh) { |
| // Specify right and bottom as +1.0f from left/top to prevent scaling since the |
| // patch mesh already defines the final size |
| drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f, |
| mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, |
| GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer); |
| } |
| } |
| |
| void OpenGLRenderer::drawLines(float* points, int count, const SkPaint* paint) { |
| if (mSnapshot->invisible) return; |
| |
| int alpha; |
| SkXfermode::Mode mode; |
| getAlphaAndMode(paint, &alpha, &mode); |
| |
| uint32_t color = paint->getColor(); |
| const GLfloat a = alpha / 255.0f; |
| const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; |
| const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; |
| const GLfloat b = a * ((color ) & 0xFF) / 255.0f; |
| |
| const bool isAA = paint->isAntiAlias(); |
| if (isAA) { |
| GLuint textureUnit = 0; |
| setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a, |
| mode, false, true, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, |
| mCaches.line.getMeshBuffer()); |
| } else { |
| setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false); |
| } |
| |
| const float strokeWidth = paint->getStrokeWidth(); |
| const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount; |
| const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP; |
| |
| for (int i = 0; i < count; i += 4) { |
| float tx = 0.0f; |
| float ty = 0.0f; |
| |
| if (isAA) { |
| mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3], |
| strokeWidth, tx, ty); |
| } else { |
| ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f; |
| } |
| |
| const float dx = points[i + 2] - points[i]; |
| const float dy = points[i + 3] - points[i + 1]; |
| const float mag = sqrtf(dx * dx + dy * dy); |
| const float angle = acos(dx / mag); |
| |
| mModelView.loadTranslate(points[i], points[i + 1], 0.0f); |
| if (angle > MIN_ANGLE || angle < -MIN_ANGLE) { |
| mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f); |
| } |
| mModelView.translate(tx, ty, 0.0f); |
| if (!isAA) { |
| float length = mCaches.line.getLength(points[i], points[i + 1], |
| points[i + 2], points[i + 3]); |
| mModelView.scale(length, strokeWidth, 1.0f); |
| } |
| mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); |
| |
| if (mShader) { |
| mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot); |
| } |
| |
| glDrawArrays(drawMode, 0, elementsCount); |
| } |
| |
| if (isAA) { |
| glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); |
| } |
| } |
| |
| void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { |
| const Rect& clip = *mSnapshot->clipRect; |
| drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); |
| } |
| |
| void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) { |
| if (quickReject(left, top, right, bottom)) { |
| return; |
| } |
| |
| SkXfermode::Mode mode; |
| if (!mExtensions.hasFramebufferFetch()) { |
| const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); |
| if (!isMode) { |
| // Assume SRC_OVER |
| mode = SkXfermode::kSrcOver_Mode; |
| } |
| } else { |
| mode = getXfermode(p->getXfermode()); |
| } |
| |
| // Skia draws using the color's alpha channel if < 255 |
| // Otherwise, it uses the paint's alpha |
| int color = p->getColor(); |
| if (((color >> 24) & 0xff) == 255) { |
| color |= p->getAlpha() << 24; |
| } |
| |
| drawColorRect(left, top, right, bottom, color, mode); |
| } |
| |
| void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, |
| float x, float y, SkPaint* paint) { |
| if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { |
| return; |
| } |
| if (mSnapshot->invisible) return; |
| |
| paint->setAntiAlias(true); |
| |
| float length = -1.0f; |
| switch (paint->getTextAlign()) { |
| case SkPaint::kCenter_Align: |
| length = paint->measureText(text, bytesCount); |
| x -= length / 2.0f; |
| break; |
| case SkPaint::kRight_Align: |
| length = paint->measureText(text, bytesCount); |
| x -= length; |
| break; |
| default: |
| break; |
| } |
| |
| int alpha; |
| SkXfermode::Mode mode; |
| getAlphaAndMode(paint, &alpha, &mode); |
| |
| uint32_t color = paint->getColor(); |
| const GLfloat a = alpha / 255.0f; |
| const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; |
| const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; |
| const GLfloat b = a * ((color ) & 0xFF) / 255.0f; |
| |
| FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); |
| fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), |
| paint->getTextSize()); |
| |
| Rect clipRect(*mSnapshot->clipRect); |
| glScissor(clipRect.left, mSnapshot->height - clipRect.bottom, |
| clipRect.getWidth(), clipRect.getHeight()); |
| |
| if (mHasShadow) { |
| glActiveTexture(gTextureUnits[0]); |
| mCaches.dropShadowCache.setFontRenderer(fontRenderer); |
| const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, |
| count, mShadowRadius); |
| const AutoTexture autoCleanup(shadow); |
| |
| setupShadow(shadow, x, y, mode, a); |
| |
| // Draw the mesh |
| glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); |
| glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); |
| } |
| |
| GLuint textureUnit = 0; |
| glActiveTexture(gTextureUnits[textureUnit]); |
| |
| // Assume that the modelView matrix does not force scales, rotates, etc. |
| const bool linearFilter = mSnapshot->transform->changesBounds(); |
| setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit, |
| x, y, r, g, b, a, mode, false, true, NULL, NULL); |
| |
| const Rect& clip = mSnapshot->getLocalClip(); |
| clearLayerRegions(); |
| |
| mCaches.unbindMeshBuffer(); |
| fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y); |
| |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); |
| glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); |
| |
| drawTextDecorations(text, bytesCount, length, x, y, paint); |
| |
| setScissorFromClip(); |
| } |
| |
| void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { |
| if (mSnapshot->invisible) return; |
| |
| GLuint textureUnit = 0; |
| glActiveTexture(gTextureUnits[textureUnit]); |
| |
| const PathTexture* texture = mCaches.pathCache.get(path, paint); |
| if (!texture) return; |
| const AutoTexture autoCleanup(texture); |
| |
| const float x = texture->left - texture->offset; |
| const float y = texture->top - texture->offset; |
| |
| if (quickReject(x, y, x + texture->width, y + texture->height)) { |
| return; |
| } |
| |
| int alpha; |
| SkXfermode::Mode mode; |
| getAlphaAndMode(paint, &alpha, &mode); |
| |
| uint32_t color = paint->getColor(); |
| const GLfloat a = alpha / 255.0f; |
| const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; |
| const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; |
| const GLfloat b = a * ((color ) & 0xFF) / 255.0f; |
| |
| setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true); |
| |
| clearLayerRegions(); |
| |
| // Draw the mesh |
| glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); |
| glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Shaders |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| void OpenGLRenderer::resetShader() { |
| mShader = NULL; |
| } |
| |
| void OpenGLRenderer::setupShader(SkiaShader* shader) { |
| mShader = shader; |
| if (mShader) { |
| mShader->set(&mCaches.textureCache, &mCaches.gradientCache); |
| } |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Color filters |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| void OpenGLRenderer::resetColorFilter() { |
| mColorFilter = NULL; |
| } |
| |
| void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { |
| mColorFilter = filter; |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Drop shadow |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| void OpenGLRenderer::resetShadow() { |
| mHasShadow = false; |
| } |
| |
| void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { |
| mHasShadow = true; |
| mShadowRadius = radius; |
| mShadowDx = dx; |
| mShadowDy = dy; |
| mShadowColor = color; |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Drawing implementation |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y, |
| SkXfermode::Mode mode, float alpha) { |
| const float sx = x - texture->left + mShadowDx; |
| const float sy = y - texture->top + mShadowDy; |
| |
| const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); |
| const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha; |
| const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f; |
| const GLfloat g = a * ((mShadowColor >> 8) & 0xFF) / 255.0f; |
| const GLfloat b = a * ((mShadowColor ) & 0xFF) / 255.0f; |
| |
| GLuint textureUnit = 0; |
| setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false); |
| } |
| |
| void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, |
| float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode, |
| bool transforms, bool applyFilters) { |
| setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit, |
| x, y, r, g, b, a, mode, transforms, applyFilters, |
| (GLvoid*) 0, (GLvoid*) gMeshTextureOffset); |
| } |
| |
| void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, |
| GLuint& textureUnit, float x, float y, float r, float g, float b, float a, |
| SkXfermode::Mode mode, bool transforms, bool applyFilters) { |
| setupTextureAlpha8(texture, width, height, textureUnit, x, y, r, g, b, a, mode, |
| transforms, applyFilters, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset); |
| } |
| |
| void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, |
| GLuint& textureUnit, float x, float y, float r, float g, float b, float a, |
| SkXfermode::Mode mode, bool transforms, bool applyFilters, |
| GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { |
| // Describe the required shaders |
| ProgramDescription description; |
| description.hasTexture = true; |
| description.hasAlpha8Texture = true; |
| const bool setColor = description.setAlpha8Color(r, g, b, a); |
| |
| if (applyFilters) { |
| if (mShader) { |
| mShader->describe(description, mExtensions); |
| } |
| if (mColorFilter) { |
| mColorFilter->describe(description, mExtensions); |
| } |
| } |
| |
| // Setup the blending mode |
| chooseBlending(true, mode, description); |
| |
| // Build and use the appropriate shader |
| useProgram(mCaches.programCache.get(description)); |
| |
| bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit); |
| glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit); |
| |
| int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); |
| glEnableVertexAttribArray(texCoordsSlot); |
| |
| if (texCoords) { |
| // Setup attributes |
| if (!vertices) { |
| mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); |
| } else { |
| mCaches.unbindMeshBuffer(); |
| } |
| glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, |
| gMeshStride, vertices); |
| glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); |
| } |
| |
| // Setup uniforms |
| if (transforms) { |
| mModelView.loadTranslate(x, y, 0.0f); |
| mModelView.scale(width, height, 1.0f); |
| } else { |
| mModelView.loadIdentity(); |
| } |
| mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); |
| if (setColor) { |
| mCaches.currentProgram->setColor(r, g, b, a); |
| } |
| |
| textureUnit++; |
| if (applyFilters) { |
| // Setup attributes and uniforms required by the shaders |
| if (mShader) { |
| mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); |
| } |
| if (mColorFilter) { |
| mColorFilter->setupProgram(mCaches.currentProgram); |
| } |
| } |
| } |
| |
| // Same values used by Skia |
| #define kStdStrikeThru_Offset (-6.0f / 21.0f) |
| #define kStdUnderline_Offset (1.0f / 9.0f) |
| #define kStdUnderline_Thickness (1.0f / 18.0f) |
| |
| void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, |
| float x, float y, SkPaint* paint) { |
| // Handle underline and strike-through |
| uint32_t flags = paint->getFlags(); |
| if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { |
| float underlineWidth = length; |
| // If length is > 0.0f, we already measured the text for the text alignment |
| if (length <= 0.0f) { |
| underlineWidth = paint->measureText(text, bytesCount); |
| } |
| |
| float offsetX = 0; |
| switch (paint->getTextAlign()) { |
| case SkPaint::kCenter_Align: |
| offsetX = underlineWidth * 0.5f; |
| break; |
| case SkPaint::kRight_Align: |
| offsetX = underlineWidth; |
| break; |
| default: |
| break; |
| } |
| |
| if (underlineWidth > 0.0f) { |
| const float textSize = paint->getTextSize(); |
| const float strokeWidth = textSize * kStdUnderline_Thickness; |
| |
| const float left = x - offsetX; |
| float top = 0.0f; |
| |
| const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); |
| float points[pointsCount]; |
| int currentPoint = 0; |
| |
| if (flags & SkPaint::kUnderlineText_Flag) { |
| top = y + textSize * kStdUnderline_Offset; |
| points[currentPoint++] = left; |
| points[currentPoint++] = top; |
| points[currentPoint++] = left + underlineWidth; |
| points[currentPoint++] = top; |
| } |
| |
| if (flags & SkPaint::kStrikeThruText_Flag) { |
| top = y + textSize * kStdStrikeThru_Offset; |
| points[currentPoint++] = left; |
| points[currentPoint++] = top; |
| points[currentPoint++] = left + underlineWidth; |
| points[currentPoint++] = top; |
| } |
| |
| SkPaint linesPaint(*paint); |
| linesPaint.setStrokeWidth(strokeWidth); |
| |
| drawLines(&points[0], pointsCount, &linesPaint); |
| } |
| } |
| } |
| |
| void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, |
| int color, SkXfermode::Mode mode, bool ignoreTransform) { |
| clearLayerRegions(); |
| |
| // If a shader is set, preserve only the alpha |
| if (mShader) { |
| color |= 0x00ffffff; |
| } |
| |
| // Render using pre-multiplied alpha |
| const int alpha = (color >> 24) & 0xFF; |
| const GLfloat a = alpha / 255.0f; |
| const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; |
| const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; |
| const GLfloat b = a * ((color ) & 0xFF) / 255.0f; |
| |
| setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform); |
| |
| // Draw the mesh |
| glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); |
| } |
| |
| void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom, |
| float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform) { |
| GLuint textureUnit = 0; |
| |
| // Describe the required shaders |
| ProgramDescription description; |
| const bool setColor = description.setColor(r, g, b, a); |
| |
| if (mShader) { |
| mShader->describe(description, mExtensions); |
| } |
| if (mColorFilter) { |
| mColorFilter->describe(description, mExtensions); |
| } |
| |
| // Setup the blending mode |
| chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description); |
| |
| // Build and use the appropriate shader |
| useProgram(mCaches.programCache.get(description)); |
| |
| // Setup attributes |
| mCaches.bindMeshBuffer(); |
| glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, |
| gMeshStride, 0); |
| |
| // Setup uniforms |
| mModelView.loadTranslate(left, top, 0.0f); |
| mModelView.scale(right - left, bottom - top, 1.0f); |
| if (!ignoreTransform) { |
| mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); |
| } else { |
| mat4 identity; |
| mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity); |
| } |
| mCaches.currentProgram->setColor(r, g, b, a); |
| |
| // Setup attributes and uniforms required by the shaders |
| if (mShader) { |
| mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); |
| } |
| if (mColorFilter) { |
| mColorFilter->setupProgram(mCaches.currentProgram); |
| } |
| } |
| |
| void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, |
| const Texture* texture, const SkPaint* paint) { |
| int alpha; |
| SkXfermode::Mode mode; |
| getAlphaAndMode(paint, &alpha, &mode); |
| |
| drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, |
| texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, |
| GL_TRIANGLE_STRIP, gMeshCount); |
| } |
| |
| void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, |
| GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { |
| drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, |
| (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); |
| } |
| |
| void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, |
| GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, |
| GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, |
| bool swapSrcDst, bool ignoreTransform, GLuint vbo) { |
| clearLayerRegions(); |
| |
| ProgramDescription description; |
| description.hasTexture = true; |
| const bool setColor = description.setColor(alpha, alpha, alpha, alpha); |
| if (mColorFilter) { |
| mColorFilter->describe(description, mExtensions); |
| } |
| |
| mModelView.loadTranslate(left, top, 0.0f); |
| mModelView.scale(right - left, bottom - top, 1.0f); |
| |
| chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst); |
| |
| useProgram(mCaches.programCache.get(description)); |
| if (!ignoreTransform) { |
| mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); |
| } else { |
| mat4 m; |
| mCaches.currentProgram->set(mOrthoMatrix, mModelView, m); |
| } |
| |
| // Texture |
| bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0); |
| glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); |
| |
| // Always premultiplied |
| if (setColor) { |
| mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha); |
| } |
| |
| // Mesh |
| int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); |
| glEnableVertexAttribArray(texCoordsSlot); |
| |
| if (!vertices) { |
| mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); |
| } else { |
| mCaches.unbindMeshBuffer(); |
| } |
| glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, |
| gMeshStride, vertices); |
| glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); |
| |
| // Color filter |
| if (mColorFilter) { |
| mColorFilter->setupProgram(mCaches.currentProgram); |
| } |
| |
| glDrawArrays(drawMode, 0, elementsCount); |
| glDisableVertexAttribArray(texCoordsSlot); |
| } |
| |
| void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, |
| ProgramDescription& description, bool swapSrcDst) { |
| blend = blend || mode != SkXfermode::kSrcOver_Mode; |
| if (blend) { |
| if (mode < SkXfermode::kPlus_Mode) { |
| if (!mCaches.blend) { |
| glEnable(GL_BLEND); |
| } |
| |
| GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; |
| GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; |
| |
| if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { |
| glBlendFunc(sourceMode, destMode); |
| mCaches.lastSrcMode = sourceMode; |
| mCaches.lastDstMode = destMode; |
| } |
| } else { |
| // These blend modes are not supported by OpenGL directly and have |
| // to be implemented using shaders. Since the shader will perform |
| // the blending, turn blending off here |
| if (mExtensions.hasFramebufferFetch()) { |
| description.framebufferMode = mode; |
| description.swapSrcDst = swapSrcDst; |
| } |
| |
| if (mCaches.blend) { |
| glDisable(GL_BLEND); |
| } |
| blend = false; |
| } |
| } else if (mCaches.blend) { |
| glDisable(GL_BLEND); |
| } |
| mCaches.blend = blend; |
| } |
| |
| bool OpenGLRenderer::useProgram(Program* program) { |
| if (!program->isInUse()) { |
| if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); |
| program->use(); |
| mCaches.currentProgram = program; |
| return false; |
| } |
| return true; |
| } |
| |
| void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { |
| TextureVertex* v = &mMeshVertices[0]; |
| TextureVertex::setUV(v++, u1, v1); |
| TextureVertex::setUV(v++, u2, v1); |
| TextureVertex::setUV(v++, u1, v2); |
| TextureVertex::setUV(v++, u2, v2); |
| } |
| |
| void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { |
| if (paint) { |
| if (!mExtensions.hasFramebufferFetch()) { |
| const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); |
| if (!isMode) { |
| // Assume SRC_OVER |
| *mode = SkXfermode::kSrcOver_Mode; |
| } |
| } else { |
| *mode = getXfermode(paint->getXfermode()); |
| } |
| |
| // Skia draws using the color's alpha channel if < 255 |
| // Otherwise, it uses the paint's alpha |
| int color = paint->getColor(); |
| *alpha = (color >> 24) & 0xFF; |
| if (*alpha == 255) { |
| *alpha = paint->getAlpha(); |
| } |
| } else { |
| *mode = SkXfermode::kSrcOver_Mode; |
| *alpha = 255; |
| } |
| } |
| |
| SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { |
| if (mode == NULL) { |
| return SkXfermode::kSrcOver_Mode; |
| } |
| return mode->fMode; |
| } |
| |
| void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) { |
| glActiveTexture(gTextureUnits[textureUnit]); |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); |
| } |
| |
| }; // namespace uirenderer |
| }; // namespace android |