| /* |
| * 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 <private/hwui/DrawGlInfo.h> |
| |
| #include <ui/Rect.h> |
| |
| #include "OpenGLRenderer.h" |
| #include "DisplayListRenderer.h" |
| #include "Vector.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_ONE_MINUS_SRC_ALPHA }, |
| { 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 }, |
| { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, |
| { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, |
| { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } |
| }; |
| |
| // 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_ONE_MINUS_DST_ALPHA, 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 }, |
| { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, |
| { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, |
| { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } |
| }; |
| |
| 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; |
| } |
| |
| 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) { |
| glDisable(GL_DITHER); |
| 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); |
| |
| mDirtyClip = false; |
| } |
| |
| void OpenGLRenderer::prepare(bool opaque) { |
| prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); |
| } |
| |
| void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { |
| mCaches.clearGarbage(); |
| |
| mSnapshot = new Snapshot(mFirstSnapshot, |
| SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); |
| mSnapshot->fbo = getTargetFbo(); |
| |
| mSaveCount = 1; |
| |
| glViewport(0, 0, mWidth, mHeight); |
| |
| glEnable(GL_SCISSOR_TEST); |
| glScissor(left, mSnapshot->height - bottom, right - left, bottom - top); |
| mSnapshot->setClip(left, top, right, bottom); |
| |
| if (!opaque) { |
| glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| } |
| } |
| |
| 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); |
| switch (status) { |
| case GL_OUT_OF_MEMORY: |
| LOGE(" OpenGLRenderer is out of memory!"); |
| break; |
| } |
| } |
| #endif |
| #if DEBUG_MEMORY_USAGE |
| mCaches.dumpMemoryUsage(); |
| #else |
| if (mCaches.getDebugLevel() & kDebugMemory) { |
| mCaches.dumpMemoryUsage(); |
| } |
| #endif |
| } |
| |
| void OpenGLRenderer::interrupt() { |
| if (mCaches.currentProgram) { |
| if (mCaches.currentProgram->isInUse()) { |
| mCaches.currentProgram->remove(); |
| mCaches.currentProgram = NULL; |
| } |
| } |
| mCaches.unbindMeshBuffer(); |
| } |
| |
| void OpenGLRenderer::resume() { |
| glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); |
| |
| glEnable(GL_SCISSOR_TEST); |
| dirtyClip(); |
| |
| glDisable(GL_DITHER); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mSnapshot->fbo); |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); |
| |
| mCaches.blend = true; |
| glEnable(GL_BLEND); |
| glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); |
| glBlendEquation(GL_FUNC_ADD); |
| } |
| |
| bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) { |
| interrupt(); |
| if (mDirtyClip) { |
| setScissorFromClip(); |
| } |
| |
| Rect clip(*mSnapshot->clipRect); |
| clip.snapToPixelBoundaries(); |
| |
| #if RENDER_LAYERS_AS_REGIONS |
| // Since we don't know what the functor will draw, let's dirty |
| // tne entire clip region |
| if (hasLayer()) { |
| dirtyLayerUnchecked(clip, getRegion()); |
| } |
| #endif |
| |
| DrawGlInfo info; |
| info.clipLeft = clip.left; |
| info.clipTop = clip.top; |
| info.clipRight = clip.right; |
| info.clipBottom = clip.bottom; |
| info.isLayer = hasLayer(); |
| getSnapshot()->transform->copyTo(&info.transform[0]); |
| |
| status_t result = (*functor)(0, &info); |
| |
| if (result != 0) { |
| Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); |
| dirty.unionWith(localDirty); |
| } |
| |
| resume(); |
| return result != 0; |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // 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 (restoreClip) { |
| dirtyClip(); |
| } |
| |
| if (restoreLayer) { |
| composeLayer(current, previous); |
| } |
| |
| return restoreClip; |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Layers |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, |
| SkPaint* p, int flags) { |
| const GLuint previousFbo = mSnapshot->fbo; |
| const int count = saveSnapshot(flags); |
| |
| if (!mSnapshot->isIgnored()) { |
| int alpha = 255; |
| SkXfermode::Mode mode; |
| |
| if (p) { |
| alpha = p->getAlpha(); |
| if (!mCaches.extensions.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; |
| } |
| |
| 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 >= 255 - ALPHA_THRESHOLD) { |
| 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 |
| if (bounds.intersect(*snapshot->clipRect)) { |
| // We cannot work with sub-pixels in this case |
| bounds.snapToPixelBoundaries(); |
| |
| // When the layer is not an FBO, we may use glCopyTexImage so we |
| // need to make sure the layer does not extend outside the bounds |
| // of the framebuffer |
| if (!bounds.intersect(snapshot->previous->viewport)) { |
| bounds.setEmpty(); |
| } |
| } else { |
| bounds.setEmpty(); |
| } |
| } |
| |
| if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || |
| bounds.getHeight() > mCaches.maxTextureSize) { |
| snapshot->empty = fboLayer; |
| } else { |
| snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); |
| } |
| |
| // Bail out if we won't draw in this snapshot |
| if (snapshot->invisible || snapshot->empty) { |
| return false; |
| } |
| |
| glActiveTexture(gTextureUnits[0]); |
| Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); |
| if (!layer) { |
| return false; |
| } |
| |
| layer->setAlpha(alpha, mode); |
| layer->layer.set(bounds); |
| layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), |
| bounds.getWidth() / float(layer->getWidth()), 0.0f); |
| layer->setColorFilter(mColorFilter); |
| |
| // Save the layer in the snapshot |
| snapshot->flags |= Snapshot::kFlagIsLayer; |
| snapshot->layer = layer; |
| |
| if (fboLayer) { |
| return createFboLayer(layer, bounds, snapshot, previousFbo); |
| } else { |
| // Copy the framebuffer into the layer |
| layer->bindTexture(); |
| if (!bounds.isEmpty()) { |
| if (layer->isEmpty()) { |
| glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, |
| bounds.left, snapshot->height - bounds.bottom, |
| layer->getWidth(), layer->getHeight(), 0); |
| layer->setEmpty(false); |
| } else { |
| glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, |
| snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); |
| } |
| |
| // Enqueue the buffer coordinates to clear the corresponding region later |
| mLayers.push(new Rect(bounds)); |
| } |
| } |
| |
| return true; |
| } |
| |
| bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, |
| GLuint previousFbo) { |
| layer->setFbo(mCaches.fboCache.get()); |
| |
| #if RENDER_LAYERS_AS_REGIONS |
| snapshot->region = &snapshot->layer->region; |
| snapshot->flags |= Snapshot::kFlagFboTarget; |
| #endif |
| |
| Rect clip(bounds); |
| snapshot->transform->mapRect(clip); |
| clip.intersect(*snapshot->clipRect); |
| clip.snapToPixelBoundaries(); |
| clip.intersect(snapshot->previous->viewport); |
| |
| mat4 inverse; |
| inverse.loadInverse(*mSnapshot->transform); |
| |
| inverse.mapRect(clip); |
| clip.snapToPixelBoundaries(); |
| clip.intersect(bounds); |
| clip.translate(-bounds.left, -bounds.top); |
| |
| snapshot->flags |= Snapshot::kFlagIsFboLayer; |
| snapshot->fbo = layer->getFbo(); |
| snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); |
| snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); |
| 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->getFbo()); |
| layer->bindTexture(); |
| |
| // Initialize the texture if needed |
| if (layer->isEmpty()) { |
| layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); |
| layer->setEmpty(false); |
| } |
| |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| layer->getTexture(), 0); |
| |
| #if DEBUG_LAYERS_AS_REGIONS |
| GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); |
| if (status != GL_FRAMEBUFFER_COMPLETE) { |
| LOGE("Framebuffer incomplete (GL error code 0x%x)", status); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); |
| layer->deleteTexture(); |
| mCaches.fboCache.put(layer->getFbo()); |
| |
| delete layer; |
| |
| return false; |
| } |
| #endif |
| |
| // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering |
| glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, |
| clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); |
| glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| dirtyClip(); |
| |
| // 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); |
| |
| 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 & Snapshot::kFlagIsFboLayer; |
| |
| if (fboLayer) { |
| // Unbind current FBO and restore previous one |
| glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); |
| } |
| |
| Layer* layer = current->layer; |
| const Rect& rect = layer->layer; |
| |
| if (!fboLayer && layer->getAlpha() < 255) { |
| drawColorRect(rect.left, rect.top, rect.right, rect.bottom, |
| layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); |
| // Required below, composeLayerRect() will divide by 255 |
| layer->setAlpha(255); |
| } |
| |
| mCaches.unbindMeshBuffer(); |
| |
| glActiveTexture(gTextureUnits[0]); |
| |
| // When the layer is stored in an FBO, we can save a bit of fillrate by |
| // drawing only the dirty region |
| if (fboLayer) { |
| dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); |
| if (layer->getColorFilter()) { |
| setupColorFilter(layer->getColorFilter()); |
| } |
| composeLayerRegion(layer, rect); |
| if (layer->getColorFilter()) { |
| resetColorFilter(); |
| } |
| } else if (!rect.isEmpty()) { |
| dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); |
| composeLayerRect(layer, rect, true); |
| } |
| |
| 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); |
| } |
| |
| dirtyClip(); |
| |
| // 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"); |
| layer->deleteTexture(); |
| delete layer; |
| } |
| } |
| |
| void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { |
| float alpha = layer->getAlpha() / 255.0f; |
| |
| mat4& transform = layer->getTransform(); |
| if (!transform.isIdentity()) { |
| save(0); |
| mSnapshot->transform->multiply(transform); |
| } |
| |
| setupDraw(); |
| if (layer->getRenderTarget() == GL_TEXTURE_2D) { |
| setupDrawWithTexture(); |
| } else { |
| setupDrawWithExternalTexture(); |
| } |
| setupDrawTextureTransform(); |
| setupDrawColor(alpha, alpha, alpha, alpha); |
| setupDrawColorFilter(); |
| setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); |
| setupDrawProgram(); |
| setupDrawPureColorUniforms(); |
| setupDrawColorFilterUniforms(); |
| if (layer->getRenderTarget() == GL_TEXTURE_2D) { |
| setupDrawTexture(layer->getTexture()); |
| } else { |
| setupDrawExternalTexture(layer->getTexture()); |
| } |
| if (mSnapshot->transform->isPureTranslate() && |
| layer->getWidth() == (uint32_t) rect.getWidth() && |
| layer->getHeight() == (uint32_t) rect.getHeight()) { |
| const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); |
| const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); |
| |
| layer->setFilter(GL_NEAREST, GL_NEAREST); |
| setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); |
| } else { |
| layer->setFilter(GL_LINEAR, GL_LINEAR); |
| setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); |
| } |
| setupDrawTextureTransformUniforms(layer->getTexTransform()); |
| setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); |
| |
| glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); |
| |
| finishDrawTexture(); |
| |
| if (!transform.isIdentity()) { |
| restore(); |
| } |
| } |
| |
| void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { |
| if (!layer->isTextureLayer()) { |
| const Rect& texCoords = layer->texCoords; |
| resetDrawTextureTexCoords(texCoords.left, texCoords.top, |
| texCoords.right, texCoords.bottom); |
| |
| float x = rect.left; |
| float y = rect.top; |
| bool simpleTransform = mSnapshot->transform->isPureTranslate() && |
| layer->getWidth() == (uint32_t) rect.getWidth() && |
| layer->getHeight() == (uint32_t) rect.getHeight(); |
| |
| if (simpleTransform) { |
| // When we're swapping, the layer is already in screen coordinates |
| if (!swap) { |
| x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); |
| y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); |
| } |
| |
| layer->setFilter(GL_NEAREST, GL_NEAREST, true); |
| } else { |
| layer->setFilter(GL_LINEAR, GL_LINEAR, true); |
| } |
| |
| drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), |
| layer->getTexture(), layer->getAlpha() / 255.0f, |
| layer->getMode(), layer->isBlend(), |
| &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], |
| GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); |
| |
| resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); |
| } else { |
| resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); |
| drawTextureLayer(layer, rect); |
| resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); |
| } |
| } |
| |
| void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { |
| #if RENDER_LAYERS_AS_REGIONS |
| if (layer->region.isRect()) { |
| layer->setRegionAsRect(); |
| |
| composeLayerRect(layer, layer->regionRect); |
| |
| layer->region.clear(); |
| return; |
| } |
| |
| // TODO: See LayerRenderer.cpp::generateMesh() for important |
| // information about this implementation |
| if (!layer->region.isEmpty()) { |
| size_t count; |
| const android::Rect* rects = layer->region.getArray(&count); |
| |
| const float alpha = layer->getAlpha() / 255.0f; |
| const float texX = 1.0f / float(layer->getWidth()); |
| const float texY = 1.0f / float(layer->getHeight()); |
| const float height = rect.getHeight(); |
| |
| TextureVertex* mesh = mCaches.getRegionMesh(); |
| GLsizei numQuads = 0; |
| |
| setupDraw(); |
| setupDrawWithTexture(); |
| setupDrawColor(alpha, alpha, alpha, alpha); |
| setupDrawColorFilter(); |
| setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); |
| setupDrawProgram(); |
| setupDrawDirtyRegionsDisabled(); |
| setupDrawPureColorUniforms(); |
| setupDrawColorFilterUniforms(); |
| setupDrawTexture(layer->getTexture()); |
| if (mSnapshot->transform->isPureTranslate()) { |
| const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); |
| const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); |
| |
| layer->setFilter(GL_NEAREST, GL_NEAREST); |
| setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); |
| } else { |
| layer->setFilter(GL_LINEAR, GL_LINEAR); |
| setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); |
| } |
| setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); |
| |
| for (size_t i = 0; i < count; i++) { |
| const android::Rect* r = &rects[i]; |
| |
| const float u1 = r->left * texX; |
| const float v1 = (height - r->top) * texY; |
| const float u2 = r->right * texX; |
| const float v2 = (height - r->bottom) * texY; |
| |
| // TODO: Reject quads outside of the clip |
| TextureVertex::set(mesh++, r->left, r->top, u1, v1); |
| TextureVertex::set(mesh++, r->right, r->top, u2, v1); |
| TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); |
| TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); |
| |
| numQuads++; |
| |
| if (numQuads >= REGION_MESH_QUAD_COUNT) { |
| glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); |
| numQuads = 0; |
| mesh = mCaches.getRegionMesh(); |
| } |
| } |
| |
| if (numQuads > 0) { |
| glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); |
| } |
| |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); |
| finishDrawTexture(); |
| |
| #if DEBUG_LAYERS_AS_REGIONS |
| drawRegionRects(layer->region); |
| #endif |
| |
| layer->region.clear(); |
| } |
| #else |
| composeLayerRect(layer, rect); |
| #endif |
| } |
| |
| void OpenGLRenderer::drawRegionRects(const Region& region) { |
| #if DEBUG_LAYERS_AS_REGIONS |
| size_t count; |
| const android::Rect* rects = region.getArray(&count); |
| |
| uint32_t colors[] = { |
| 0x7fff0000, 0x7f00ff00, |
| 0x7f0000ff, 0x7fff00ff, |
| }; |
| |
| int offset = 0; |
| int32_t top = rects[0].top; |
| |
| for (size_t i = 0; i < count; i++) { |
| if (top != rects[i].top) { |
| offset ^= 0x2; |
| top = rects[i].top; |
| } |
| |
| Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); |
| drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], |
| SkXfermode::kSrcOver_Mode); |
| } |
| #endif |
| } |
| |
| void OpenGLRenderer::dirtyLayer(const float left, const float top, |
| const float right, const float bottom, const mat4 transform) { |
| #if RENDER_LAYERS_AS_REGIONS |
| if (hasLayer()) { |
| Rect bounds(left, top, right, bottom); |
| transform.mapRect(bounds); |
| dirtyLayerUnchecked(bounds, getRegion()); |
| } |
| #endif |
| } |
| |
| void OpenGLRenderer::dirtyLayer(const float left, const float top, |
| const float right, const float bottom) { |
| #if RENDER_LAYERS_AS_REGIONS |
| if (hasLayer()) { |
| Rect bounds(left, top, right, bottom); |
| dirtyLayerUnchecked(bounds, getRegion()); |
| } |
| #endif |
| } |
| |
| void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { |
| #if RENDER_LAYERS_AS_REGIONS |
| if (bounds.intersect(*mSnapshot->clipRect)) { |
| bounds.snapToPixelBoundaries(); |
| android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); |
| if (!dirty.isEmpty()) { |
| region->orSelf(dirty); |
| } |
| } |
| #endif |
| } |
| |
| void OpenGLRenderer::clearLayerRegions() { |
| const size_t count = mLayers.size(); |
| if (count == 0) return; |
| |
| if (!mSnapshot->isIgnored()) { |
| // Doing several glScissor/glClear here can negatively impact |
| // GPUs with a tiler architecture, instead we draw quads with |
| // the Clear blending mode |
| |
| // The list contains bounds that have already been clipped |
| // against their initial clip rect, and the current clip |
| // is likely different so we need to disable clipping here |
| glDisable(GL_SCISSOR_TEST); |
| |
| Vertex mesh[count * 6]; |
| Vertex* vertex = mesh; |
| |
| for (uint32_t i = 0; i < count; i++) { |
| Rect* bounds = mLayers.itemAt(i); |
| |
| Vertex::set(vertex++, bounds->left, bounds->bottom); |
| Vertex::set(vertex++, bounds->left, bounds->top); |
| Vertex::set(vertex++, bounds->right, bounds->top); |
| Vertex::set(vertex++, bounds->left, bounds->bottom); |
| Vertex::set(vertex++, bounds->right, bounds->top); |
| Vertex::set(vertex++, bounds->right, bounds->bottom); |
| |
| delete bounds; |
| } |
| |
| setupDraw(false); |
| setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); |
| setupDrawBlending(true, SkXfermode::kClear_Mode); |
| setupDrawProgram(); |
| setupDrawPureColorUniforms(); |
| setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); |
| |
| mCaches.unbindMeshBuffer(); |
| glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, |
| gVertexStride, &mesh[0].position[0]); |
| glDrawArrays(GL_TRIANGLES, 0, count * 6); |
| |
| glEnable(GL_SCISSOR_TEST); |
| } else { |
| for (uint32_t i = 0; i < count; i++) { |
| delete mLayers.itemAt(i); |
| } |
| } |
| |
| mLayers.clear(); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // 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::skew(float sx, float sy) { |
| mSnapshot->transform->skew(sx, sy); |
| } |
| |
| void OpenGLRenderer::setMatrix(SkMatrix* matrix) { |
| mSnapshot->transform->load(*matrix); |
| } |
| |
| 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()); |
| mDirtyClip = false; |
| } |
| |
| const Rect& OpenGLRenderer::getClipBounds() { |
| return mSnapshot->getLocalClip(); |
| } |
| |
| bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { |
| if (mSnapshot->isIgnored()) { |
| 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) { |
| dirtyClip(); |
| } |
| return !mSnapshot->clipRect->isEmpty(); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Drawing commands |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| void OpenGLRenderer::setupDraw(bool clear) { |
| if (clear) clearLayerRegions(); |
| if (mDirtyClip) { |
| setScissorFromClip(); |
| } |
| mDescription.reset(); |
| mSetShaderColor = false; |
| mColorSet = false; |
| mColorA = mColorR = mColorG = mColorB = 0.0f; |
| mTextureUnit = 0; |
| mTrackDirtyRegions = true; |
| mTexCoordsSlot = -1; |
| } |
| |
| void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { |
| mDescription.hasTexture = true; |
| mDescription.hasAlpha8Texture = isAlpha8; |
| } |
| |
| void OpenGLRenderer::setupDrawWithExternalTexture() { |
| mDescription.hasExternalTexture = true; |
| } |
| |
| void OpenGLRenderer::setupDrawAALine() { |
| mDescription.isAA = true; |
| } |
| |
| void OpenGLRenderer::setupDrawPoint(float pointSize) { |
| mDescription.isPoint = true; |
| mDescription.pointSize = pointSize; |
| } |
| |
| void OpenGLRenderer::setupDrawColor(int color) { |
| setupDrawColor(color, (color >> 24) & 0xFF); |
| } |
| |
| void OpenGLRenderer::setupDrawColor(int color, int alpha) { |
| mColorA = alpha / 255.0f; |
| // Second divide of a by 255 is an optimization, allowing us to simply multiply |
| // the rgb values by a instead of also dividing by 255 |
| const float a = mColorA / 255.0f; |
| mColorR = a * ((color >> 16) & 0xFF); |
| mColorG = a * ((color >> 8) & 0xFF); |
| mColorB = a * ((color ) & 0xFF); |
| mColorSet = true; |
| mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); |
| } |
| |
| void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { |
| mColorA = alpha / 255.0f; |
| // Double-divide of a by 255 is an optimization, allowing us to simply multiply |
| // the rgb values by a instead of also dividing by 255 |
| const float a = mColorA / 255.0f; |
| mColorR = a * ((color >> 16) & 0xFF); |
| mColorG = a * ((color >> 8) & 0xFF); |
| mColorB = a * ((color ) & 0xFF); |
| mColorSet = true; |
| mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); |
| } |
| |
| void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { |
| mColorA = a; |
| mColorR = r; |
| mColorG = g; |
| mColorB = b; |
| mColorSet = true; |
| mSetShaderColor = mDescription.setColor(r, g, b, a); |
| } |
| |
| void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { |
| mColorA = a; |
| mColorR = r; |
| mColorG = g; |
| mColorB = b; |
| mColorSet = true; |
| mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); |
| } |
| |
| void OpenGLRenderer::setupDrawShader() { |
| if (mShader) { |
| mShader->describe(mDescription, mCaches.extensions); |
| } |
| } |
| |
| void OpenGLRenderer::setupDrawColorFilter() { |
| if (mColorFilter) { |
| mColorFilter->describe(mDescription, mCaches.extensions); |
| } |
| } |
| |
| void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { |
| if (mColorSet && mode == SkXfermode::kClear_Mode) { |
| mColorA = 1.0f; |
| mColorR = mColorG = mColorB = 0.0f; |
| mSetShaderColor = mDescription.modulate = true; |
| } |
| } |
| |
| void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { |
| // When the blending mode is kClear_Mode, we need to use a modulate color |
| // argb=1,0,0,0 |
| accountForClear(mode); |
| chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, |
| mDescription, swapSrcDst); |
| } |
| |
| void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { |
| // When the blending mode is kClear_Mode, we need to use a modulate color |
| // argb=1,0,0,0 |
| accountForClear(mode); |
| chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, |
| mDescription, swapSrcDst); |
| } |
| |
| void OpenGLRenderer::setupDrawProgram() { |
| useProgram(mCaches.programCache.get(mDescription)); |
| } |
| |
| void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { |
| mTrackDirtyRegions = false; |
| } |
| |
| void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, |
| bool ignoreTransform) { |
| mModelView.loadTranslate(left, top, 0.0f); |
| if (!ignoreTransform) { |
| mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); |
| if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); |
| } else { |
| mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); |
| if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); |
| } |
| } |
| |
| void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { |
| mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); |
| } |
| |
| void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, |
| bool ignoreTransform, bool ignoreModelView) { |
| if (!ignoreModelView) { |
| mModelView.loadTranslate(left, top, 0.0f); |
| mModelView.scale(right - left, bottom - top, 1.0f); |
| } else { |
| mModelView.loadIdentity(); |
| } |
| bool dirty = right - left > 0.0f && bottom - top > 0.0f; |
| if (!ignoreTransform) { |
| mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); |
| if (mTrackDirtyRegions && dirty) { |
| dirtyLayer(left, top, right, bottom, *mSnapshot->transform); |
| } |
| } else { |
| mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); |
| if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); |
| } |
| } |
| |
| void OpenGLRenderer::setupDrawPointUniforms() { |
| int slot = mCaches.currentProgram->getUniform("pointSize"); |
| glUniform1f(slot, mDescription.pointSize); |
| } |
| |
| void OpenGLRenderer::setupDrawColorUniforms() { |
| if (mColorSet || (mShader && mSetShaderColor)) { |
| mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); |
| } |
| } |
| |
| void OpenGLRenderer::setupDrawPureColorUniforms() { |
| if (mSetShaderColor) { |
| mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); |
| } |
| } |
| |
| void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { |
| if (mShader) { |
| if (ignoreTransform) { |
| mModelView.loadInverse(*mSnapshot->transform); |
| } |
| mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); |
| } |
| } |
| |
| void OpenGLRenderer::setupDrawShaderIdentityUniforms() { |
| if (mShader) { |
| mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); |
| } |
| } |
| |
| void OpenGLRenderer::setupDrawColorFilterUniforms() { |
| if (mColorFilter) { |
| mColorFilter->setupProgram(mCaches.currentProgram); |
| } |
| } |
| |
| void OpenGLRenderer::setupDrawSimpleMesh() { |
| mCaches.bindMeshBuffer(); |
| glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, |
| gMeshStride, 0); |
| } |
| |
| void OpenGLRenderer::setupDrawTexture(GLuint texture) { |
| bindTexture(texture); |
| glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); |
| |
| mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); |
| glEnableVertexAttribArray(mTexCoordsSlot); |
| } |
| |
| void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { |
| bindExternalTexture(texture); |
| glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); |
| |
| mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); |
| glEnableVertexAttribArray(mTexCoordsSlot); |
| } |
| |
| void OpenGLRenderer::setupDrawTextureTransform() { |
| mDescription.hasTextureTransform = true; |
| } |
| |
| void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { |
| glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, |
| GL_FALSE, &transform.data[0]); |
| } |
| |
| void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { |
| if (!vertices) { |
| mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); |
| } else { |
| mCaches.unbindMeshBuffer(); |
| } |
| glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, |
| gMeshStride, vertices); |
| if (mTexCoordsSlot >= 0) { |
| glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); |
| } |
| } |
| |
| void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { |
| mCaches.unbindMeshBuffer(); |
| glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, |
| gVertexStride, vertices); |
| } |
| |
| /** |
| * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an |
| * outer boundary that fades out to 0. The variables set in the shader define the proportion of |
| * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength |
| * attributes (one per vertex) are values from zero to one that tells the fragment |
| * shader where the fragment is in relation to the line width/length overall; these values are |
| * then used to compute the proper color, based on whether the fragment lies in the fading AA |
| * region of the line. |
| * Note that we only pass down the width values in this setup function. The length coordinates |
| * are set up for each individual segment. |
| */ |
| void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, |
| GLvoid* lengthCoords, float boundaryWidthProportion) { |
| mCaches.unbindMeshBuffer(); |
| glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, |
| gAAVertexStride, vertices); |
| int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); |
| glEnableVertexAttribArray(widthSlot); |
| glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); |
| int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); |
| glEnableVertexAttribArray(lengthSlot); |
| glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); |
| int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); |
| glUniform1f(boundaryWidthSlot, boundaryWidthProportion); |
| // Setting the inverse value saves computations per-fragment in the shader |
| int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); |
| glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); |
| } |
| |
| void OpenGLRenderer::finishDrawTexture() { |
| glDisableVertexAttribArray(mTexCoordsSlot); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Drawing |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height, |
| Rect& dirty, uint32_t level) { |
| if (quickReject(0.0f, 0.0f, width, height)) { |
| return false; |
| } |
| |
| // All the usual checks and setup operations (quickReject, setupDraw, etc.) |
| // will be performed by the display list itself |
| if (displayList && displayList->isRenderable()) { |
| return displayList->replay(*this, dirty, level); |
| } |
| |
| return false; |
| } |
| |
| void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { |
| if (displayList) { |
| displayList->output(*this, level); |
| } |
| } |
| |
| void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { |
| int alpha; |
| SkXfermode::Mode mode; |
| getAlphaAndMode(paint, &alpha, &mode); |
| |
| float x = left; |
| float y = top; |
| |
| GLenum filter = GL_LINEAR; |
| bool ignoreTransform = false; |
| if (mSnapshot->transform->isPureTranslate()) { |
| x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); |
| y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); |
| ignoreTransform = true; |
| filter = GL_NEAREST; |
| } |
| |
| setupDraw(); |
| setupDrawWithTexture(true); |
| if (paint) { |
| setupDrawAlpha8Color(paint->getColor(), alpha); |
| } |
| setupDrawColorFilter(); |
| setupDrawShader(); |
| setupDrawBlending(true, mode); |
| setupDrawProgram(); |
| setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); |
| |
| setupDrawTexture(texture->id); |
| texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); |
| texture->setFilter(filter, filter); |
| |
| setupDrawPureColorUniforms(); |
| setupDrawColorFilterUniforms(); |
| setupDrawShaderUniforms(); |
| setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); |
| |
| glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); |
| |
| finishDrawTexture(); |
| } |
| |
| void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { |
| const float right = left + bitmap->width(); |
| const float bottom = top + bitmap->height(); |
| |
| if (quickReject(left, top, right, bottom)) { |
| return; |
| } |
| |
| glActiveTexture(gTextureUnits[0]); |
| Texture* texture = mCaches.textureCache.get(bitmap); |
| if (!texture) return; |
| const AutoTexture autoCleanup(texture); |
| |
| if (bitmap->getConfig() == SkBitmap::kA8_Config) { |
| drawAlphaBitmap(texture, left, top, paint); |
| } else { |
| drawTextureRect(left, top, right, bottom, texture, paint); |
| } |
| } |
| |
| void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, 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(gTextureUnits[0]); |
| Texture* texture = mCaches.textureCache.get(bitmap); |
| if (!texture) return; |
| const AutoTexture autoCleanup(texture); |
| |
| // This could be done in a cheaper way, all we need is pass the matrix |
| // to the vertex shader. The save/restore is a bit overkill. |
| save(SkCanvas::kMatrix_SaveFlag); |
| concatMatrix(matrix); |
| drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); |
| restore(); |
| } |
| |
| void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, |
| float* vertices, int* colors, SkPaint* paint) { |
| // TODO: Do a quickReject |
| if (!vertices || mSnapshot->isIgnored()) { |
| return; |
| } |
| |
| glActiveTexture(gTextureUnits[0]); |
| Texture* texture = mCaches.textureCache.get(bitmap); |
| if (!texture) return; |
| const AutoTexture autoCleanup(texture); |
| |
| texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); |
| texture->setFilter(GL_LINEAR, GL_LINEAR, true); |
| |
| int alpha; |
| SkXfermode::Mode mode; |
| getAlphaAndMode(paint, &alpha, &mode); |
| |
| const uint32_t count = meshWidth * meshHeight * 6; |
| |
| float left = FLT_MAX; |
| float top = FLT_MAX; |
| float right = FLT_MIN; |
| float bottom = FLT_MIN; |
| |
| #if RENDER_LAYERS_AS_REGIONS |
| bool hasActiveLayer = hasLayer(); |
| #else |
| bool hasActiveLayer = false; |
| #endif |
| |
| // TODO: Support the colors array |
| TextureVertex mesh[count]; |
| TextureVertex* vertex = mesh; |
| for (int32_t y = 0; y < meshHeight; y++) { |
| for (int32_t x = 0; x < meshWidth; x++) { |
| uint32_t i = (y * (meshWidth + 1) + x) * 2; |
| |
| float u1 = float(x) / meshWidth; |
| float u2 = float(x + 1) / meshWidth; |
| float v1 = float(y) / meshHeight; |
| float v2 = float(y + 1) / meshHeight; |
| |
| int ax = i + (meshWidth + 1) * 2; |
| int ay = ax + 1; |
| int bx = i; |
| int by = bx + 1; |
| int cx = i + 2; |
| int cy = cx + 1; |
| int dx = i + (meshWidth + 1) * 2 + 2; |
| int dy = dx + 1; |
| |
| TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); |
| TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); |
| TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); |
| |
| TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); |
| TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); |
| TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); |
| |
| #if RENDER_LAYERS_AS_REGIONS |
| if (hasActiveLayer) { |
| // TODO: This could be optimized to avoid unnecessary ops |
| left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); |
| top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); |
| right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); |
| bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); |
| } |
| #endif |
| } |
| } |
| |
| #if RENDER_LAYERS_AS_REGIONS |
| if (hasActiveLayer) { |
| dirtyLayer(left, top, right, bottom, *mSnapshot->transform); |
| } |
| #endif |
| |
| drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, |
| mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], |
| GL_TRIANGLES, count, false, false, 0, false, false); |
| } |
| |
| void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, |
| float srcLeft, float srcTop, float srcRight, float srcBottom, |
| float dstLeft, float dstTop, float dstRight, float dstBottom, |
| SkPaint* paint) { |
| if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { |
| return; |
| } |
| |
| glActiveTexture(gTextureUnits[0]); |
| Texture* texture = mCaches.textureCache.get(bitmap); |
| if (!texture) return; |
| const AutoTexture autoCleanup(texture); |
| texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); |
| |
| const float width = texture->width; |
| const float height = texture->height; |
| |
| const float u1 = fmax(0.0f, srcLeft / width); |
| const float v1 = fmax(0.0f, srcTop / height); |
| const float u2 = fmin(1.0f, srcRight / width); |
| const float v2 = fmin(1.0f, srcBottom / height); |
| |
| mCaches.unbindMeshBuffer(); |
| resetDrawTextureTexCoords(u1, v1, u2, v2); |
| |
| int alpha; |
| SkXfermode::Mode mode; |
| getAlphaAndMode(paint, &alpha, &mode); |
| |
| if (mSnapshot->transform->isPureTranslate()) { |
| const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); |
| const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); |
| |
| GLenum filter = GL_NEAREST; |
| // Enable linear filtering if the source rectangle is scaled |
| if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { |
| filter = GL_LINEAR; |
| } |
| texture->setFilter(filter, filter, true); |
| |
| drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), |
| texture->id, alpha / 255.0f, mode, texture->blend, |
| &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], |
| GL_TRIANGLE_STRIP, gMeshCount, false, true); |
| } else { |
| texture->setFilter(GL_LINEAR, GL_LINEAR, true); |
| |
| 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, SkPaint* paint) { |
| if (quickReject(left, top, right, bottom)) { |
| return; |
| } |
| |
| glActiveTexture(gTextureUnits[0]); |
| Texture* texture = mCaches.textureCache.get(bitmap); |
| if (!texture) return; |
| const AutoTexture autoCleanup(texture); |
| texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); |
| texture->setFilter(GL_LINEAR, GL_LINEAR, true); |
| |
| 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 && mesh->verticesCount > 0) { |
| const bool pureTranslate = mSnapshot->transform->isPureTranslate(); |
| #if RENDER_LAYERS_AS_REGIONS |
| // Mark the current layer dirty where we are going to draw the patch |
| if (hasLayer() && mesh->hasEmptyQuads) { |
| const float offsetX = left + mSnapshot->transform->getTranslateX(); |
| const float offsetY = top + mSnapshot->transform->getTranslateY(); |
| const size_t count = mesh->quads.size(); |
| for (size_t i = 0; i < count; i++) { |
| const Rect& bounds = mesh->quads.itemAt(i); |
| if (pureTranslate) { |
| const float x = (int) floorf(bounds.left + offsetX + 0.5f); |
| const float y = (int) floorf(bounds.top + offsetY + 0.5f); |
| dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); |
| } else { |
| dirtyLayer(left + bounds.left, top + bounds.top, |
| left + bounds.right, top + bounds.bottom, *mSnapshot->transform); |
| } |
| } |
| } |
| #endif |
| |
| if (pureTranslate) { |
| const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); |
| const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); |
| |
| drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, |
| mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, |
| GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, |
| true, !mesh->hasEmptyQuads); |
| } else { |
| drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, |
| mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, |
| GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, |
| true, !mesh->hasEmptyQuads); |
| } |
| } |
| } |
| |
| /** |
| * This function uses a similar approach to that of AA lines in the drawLines() function. |
| * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment |
| * shader to compute the translucency of the color, determined by whether a given pixel is |
| * within that boundary region and how far into the region it is. |
| */ |
| void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, |
| int color, SkXfermode::Mode mode) { |
| float inverseScaleX = 1.0f; |
| float inverseScaleY = 1.0f; |
| // The quad that we use needs to account for scaling. |
| if (!mSnapshot->transform->isPureTranslate()) { |
| Matrix4 *mat = mSnapshot->transform; |
| float m00 = mat->data[Matrix4::kScaleX]; |
| float m01 = mat->data[Matrix4::kSkewY]; |
| float m02 = mat->data[2]; |
| float m10 = mat->data[Matrix4::kSkewX]; |
| float m11 = mat->data[Matrix4::kScaleX]; |
| float m12 = mat->data[6]; |
| float scaleX = sqrt(m00 * m00 + m01 * m01); |
| float scaleY = sqrt(m10 * m10 + m11 * m11); |
| inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; |
| inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; |
| } |
| |
| setupDraw(); |
| setupDrawAALine(); |
| setupDrawColor(color); |
| setupDrawColorFilter(); |
| setupDrawShader(); |
| setupDrawBlending(true, mode); |
| setupDrawProgram(); |
| setupDrawModelViewIdentity(true); |
| setupDrawColorUniforms(); |
| setupDrawColorFilterUniforms(); |
| setupDrawShaderIdentityUniforms(); |
| |
| AAVertex rects[4]; |
| AAVertex* aaVertices = &rects[0]; |
| void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; |
| void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; |
| |
| float boundarySizeX = .5 * inverseScaleX; |
| float boundarySizeY = .5 * inverseScaleY; |
| |
| // Adjust the rect by the AA boundary padding |
| left -= boundarySizeX; |
| right += boundarySizeX; |
| top -= boundarySizeY; |
| bottom += boundarySizeY; |
| |
| float width = right - left; |
| float height = bottom - top; |
| |
| float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0; |
| float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0; |
| setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); |
| int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); |
| int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength"); |
| glUniform1f(boundaryLengthSlot, boundaryHeightProportion); |
| glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion)); |
| |
| if (!quickReject(left, top, right, bottom)) { |
| AAVertex::set(aaVertices++, left, bottom, 1, 1); |
| AAVertex::set(aaVertices++, left, top, 1, 0); |
| AAVertex::set(aaVertices++, right, bottom, 0, 1); |
| AAVertex::set(aaVertices++, right, top, 0, 0); |
| dirtyLayer(left, top, right, bottom, *mSnapshot->transform); |
| glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| } |
| } |
| |
| /** |
| * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization |
| * rules for those lines produces some unexpected results, and may vary between hardware devices. |
| * The basics of lines-as-quads is easy; we simply find the normal to the line and position the |
| * corners of the quads on either side of each line endpoint, separated by the strokeWidth |
| * of the line. Hairlines are more involved because we need to account for transform scaling |
| * to end up with a one-pixel-wide line in screen space.. |
| * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader |
| * in combination with values that we calculate and pass down in this method. The basic approach |
| * is that the quad we create contains both the core line area plus a bounding area in which |
| * the translucent/AA pixels are drawn. The values we calculate tell the shader what |
| * proportion of the width and the length of a given segment is represented by the boundary |
| * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. |
| * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel |
| * on the inside). This ends up giving the result we want, with pixels that are completely |
| * 'inside' the line area being filled opaquely and the other pixels being filled according to |
| * how far into the boundary region they are, which is determined by shader interpolation. |
| */ |
| void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { |
| if (mSnapshot->isIgnored()) return; |
| |
| const bool isAA = paint->isAntiAlias(); |
| // We use half the stroke width here because we're going to position the quad |
| // corner vertices half of the width away from the line endpoints |
| float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; |
| // A stroke width of 0 has a special meaning in Skia: |
| // it draws a line 1 px wide regardless of current transform |
| bool isHairLine = paint->getStrokeWidth() == 0.0f; |
| float inverseScaleX = 1.0f; |
| float inverseScaleY = 1.0f; |
| bool scaled = false; |
| int alpha; |
| SkXfermode::Mode mode; |
| int generatedVerticesCount = 0; |
| int verticesCount = count; |
| if (count > 4) { |
| // Polyline: account for extra vertices needed for continuous tri-strip |
| verticesCount += (count - 4); |
| } |
| |
| if (isHairLine || isAA) { |
| // The quad that we use for AA and hairlines needs to account for scaling. For hairlines |
| // the line on the screen should always be one pixel wide regardless of scale. For |
| // AA lines, we only want one pixel of translucent boundary around the quad. |
| if (!mSnapshot->transform->isPureTranslate()) { |
| Matrix4 *mat = mSnapshot->transform; |
| float m00 = mat->data[Matrix4::kScaleX]; |
| float m01 = mat->data[Matrix4::kSkewY]; |
| float m02 = mat->data[2]; |
| float m10 = mat->data[Matrix4::kSkewX]; |
| float m11 = mat->data[Matrix4::kScaleX]; |
| float m12 = mat->data[6]; |
| float scaleX = sqrt(m00*m00 + m01*m01); |
| float scaleY = sqrt(m10*m10 + m11*m11); |
| inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; |
| inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; |
| if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { |
| scaled = true; |
| } |
| } |
| } |
| |
| getAlphaAndMode(paint, &alpha, &mode); |
| setupDraw(); |
| if (isAA) { |
| setupDrawAALine(); |
| } |
| setupDrawColor(paint->getColor(), alpha); |
| setupDrawColorFilter(); |
| setupDrawShader(); |
| if (isAA) { |
| setupDrawBlending(true, mode); |
| } else { |
| setupDrawBlending(mode); |
| } |
| setupDrawProgram(); |
| setupDrawModelViewIdentity(true); |
| setupDrawColorUniforms(); |
| setupDrawColorFilterUniforms(); |
| setupDrawShaderIdentityUniforms(); |
| |
| if (isHairLine) { |
| // Set a real stroke width to be used in quad construction |
| halfStrokeWidth = isAA? 1 : .5; |
| } else if (isAA && !scaled) { |
| // Expand boundary to enable AA calculations on the quad border |
| halfStrokeWidth += .5f; |
| } |
| Vertex lines[verticesCount]; |
| Vertex* vertices = &lines[0]; |
| AAVertex wLines[verticesCount]; |
| AAVertex* aaVertices = &wLines[0]; |
| if (!isAA) { |
| setupDrawVertices(vertices); |
| } else { |
| void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; |
| void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; |
| // innerProportion is the ratio of the inner (non-AA) part of the line to the total |
| // AA stroke width (the base stroke width expanded by a half pixel on either side). |
| // This value is used in the fragment shader to determine how to fill fragments. |
| // We will need to calculate the actual width proportion on each segment for |
| // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. |
| float boundaryWidthProportion = 1 / (2 * halfStrokeWidth); |
| setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); |
| } |
| |
| AAVertex* prevAAVertex = NULL; |
| Vertex* prevVertex = NULL; |
| |
| int boundaryLengthSlot = -1; |
| int inverseBoundaryLengthSlot = -1; |
| int boundaryWidthSlot = -1; |
| int inverseBoundaryWidthSlot = -1; |
| for (int i = 0; i < count; i += 4) { |
| // a = start point, b = end point |
| vec2 a(points[i], points[i + 1]); |
| vec2 b(points[i + 2], points[i + 3]); |
| float length = 0; |
| float boundaryLengthProportion = 0; |
| float boundaryWidthProportion = 0; |
| |
| // Find the normal to the line |
| vec2 n = (b - a).copyNormalized() * halfStrokeWidth; |
| if (isHairLine) { |
| if (isAA) { |
| float wideningFactor; |
| if (fabs(n.x) >= fabs(n.y)) { |
| wideningFactor = fabs(1.0f / n.x); |
| } else { |
| wideningFactor = fabs(1.0f / n.y); |
| } |
| n *= wideningFactor; |
| } |
| if (scaled) { |
| n.x *= inverseScaleX; |
| n.y *= inverseScaleY; |
| } |
| } else if (scaled) { |
| // Extend n by .5 pixel on each side, post-transform |
| vec2 extendedN = n.copyNormalized(); |
| extendedN /= 2; |
| extendedN.x *= inverseScaleX; |
| extendedN.y *= inverseScaleY; |
| float extendedNLength = extendedN.length(); |
| // We need to set this value on the shader prior to drawing |
| boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength); |
| n += extendedN; |
| } |
| float x = n.x; |
| n.x = -n.y; |
| n.y = x; |
| |
| // aa lines expand the endpoint vertices to encompass the AA boundary |
| if (isAA) { |
| vec2 abVector = (b - a); |
| length = abVector.length(); |
| abVector.normalize(); |
| if (scaled) { |
| abVector.x *= inverseScaleX; |
| abVector.y *= inverseScaleY; |
| float abLength = abVector.length(); |
| boundaryLengthProportion = abLength / (length + abLength); |
| } else { |
| boundaryLengthProportion = .5 / (length + 1); |
| } |
| abVector /= 2; |
| a -= abVector; |
| b += abVector; |
| } |
| |
| // Four corners of the rectangle defining a thick line |
| vec2 p1 = a - n; |
| vec2 p2 = a + n; |
| vec2 p3 = b + n; |
| vec2 p4 = b - n; |
| |
| |
| const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); |
| const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); |
| const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); |
| const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); |
| |
| if (!quickReject(left, top, right, bottom)) { |
| if (!isAA) { |
| if (prevVertex != NULL) { |
| // Issue two repeat vertices to create degenerate triangles to bridge |
| // between the previous line and the new one. This is necessary because |
| // we are creating a single triangle_strip which will contain |
| // potentially discontinuous line segments. |
| Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); |
| Vertex::set(vertices++, p1.x, p1.y); |
| generatedVerticesCount += 2; |
| } |
| Vertex::set(vertices++, p1.x, p1.y); |
| Vertex::set(vertices++, p2.x, p2.y); |
| Vertex::set(vertices++, p4.x, p4.y); |
| Vertex::set(vertices++, p3.x, p3.y); |
| prevVertex = vertices - 1; |
| generatedVerticesCount += 4; |
| } else { |
| if (!isHairLine && scaled) { |
| // Must set width proportions per-segment for scaled non-hairlines to use the |
| // correct AA boundary dimensions |
| if (boundaryWidthSlot < 0) { |
| boundaryWidthSlot = |
| mCaches.currentProgram->getUniform("boundaryWidth"); |
| inverseBoundaryWidthSlot = |
| mCaches.currentProgram->getUniform("inverseBoundaryWidth"); |
| } |
| glUniform1f(boundaryWidthSlot, boundaryWidthProportion); |
| glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); |
| } |
| if (boundaryLengthSlot < 0) { |
| boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); |
| inverseBoundaryLengthSlot = |
| mCaches.currentProgram->getUniform("inverseBoundaryLength"); |
| } |
| glUniform1f(boundaryLengthSlot, boundaryLengthProportion); |
| glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion)); |
| |
| if (prevAAVertex != NULL) { |
| // Issue two repeat vertices to create degenerate triangles to bridge |
| // between the previous line and the new one. This is necessary because |
| // we are creating a single triangle_strip which will contain |
| // potentially discontinuous line segments. |
| AAVertex::set(aaVertices++,prevAAVertex->position[0], |
| prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); |
| AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); |
| generatedVerticesCount += 2; |
| } |
| AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); |
| AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); |
| AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); |
| AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); |
| prevAAVertex = aaVertices - 1; |
| generatedVerticesCount += 4; |
| } |
| dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, |
| a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, |
| *mSnapshot->transform); |
| } |
| } |
| if (generatedVerticesCount > 0) { |
| glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); |
| } |
| } |
| |
| void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { |
| if (mSnapshot->isIgnored()) return; |
| |
| // TODO: The paint's cap style defines whether the points are square or circular |
| // TODO: Handle AA for round points |
| |
| // A stroke width of 0 has a special meaning in Skia: |
| // it draws an unscaled 1px point |
| float strokeWidth = paint->getStrokeWidth(); |
| const bool isHairLine = paint->getStrokeWidth() == 0.0f; |
| if (isHairLine) { |
| // Now that we know it's hairline, we can set the effective width, to be used later |
| strokeWidth = 1.0f; |
| } |
| const float halfWidth = strokeWidth / 2; |
| int alpha; |
| SkXfermode::Mode mode; |
| getAlphaAndMode(paint, &alpha, &mode); |
| |
| int verticesCount = count >> 1; |
| int generatedVerticesCount = 0; |
| |
| TextureVertex pointsData[verticesCount]; |
| TextureVertex* vertex = &pointsData[0]; |
| |
| setupDraw(); |
| setupDrawPoint(strokeWidth); |
| setupDrawColor(paint->getColor(), alpha); |
| setupDrawColorFilter(); |
| setupDrawShader(); |
| setupDrawBlending(mode); |
| setupDrawProgram(); |
| setupDrawModelViewIdentity(true); |
| setupDrawColorUniforms(); |
| setupDrawColorFilterUniforms(); |
| setupDrawPointUniforms(); |
| setupDrawShaderIdentityUniforms(); |
| setupDrawMesh(vertex); |
| |
| for (int i = 0; i < count; i += 2) { |
| TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); |
| generatedVerticesCount++; |
| float left = points[i] - halfWidth; |
| float right = points[i] + halfWidth; |
| float top = points[i + 1] - halfWidth; |
| float bottom = points [i + 1] + halfWidth; |
| dirtyLayer(left, top, right, bottom, *mSnapshot->transform); |
| } |
| |
| glDrawArrays(GL_POINTS, 0, generatedVerticesCount); |
| } |
| |
| void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { |
| // No need to check against the clip, we fill the clip region |
| if (mSnapshot->isIgnored()) return; |
| |
| Rect& clip(*mSnapshot->clipRect); |
| clip.snapToPixelBoundaries(); |
| |
| drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); |
| } |
| |
| void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { |
| if (!texture) return; |
| const AutoTexture autoCleanup(texture); |
| |
| const float x = left + texture->left - texture->offset; |
| const float y = top + texture->top - texture->offset; |
| |
| drawPathTexture(texture, x, y, paint); |
| } |
| |
| void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, |
| float rx, float ry, SkPaint* paint) { |
| if (mSnapshot->isIgnored()) return; |
| |
| glActiveTexture(gTextureUnits[0]); |
| const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( |
| right - left, bottom - top, rx, ry, paint); |
| drawShape(left, top, texture, paint); |
| } |
| |
| void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { |
| if (mSnapshot->isIgnored()) return; |
| |
| glActiveTexture(gTextureUnits[0]); |
| const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); |
| drawShape(x - radius, y - radius, texture, paint); |
| } |
| |
| void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { |
| if (mSnapshot->isIgnored()) return; |
| |
| glActiveTexture(gTextureUnits[0]); |
| const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); |
| drawShape(left, top, texture, paint); |
| } |
| |
| void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, |
| float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { |
| if (mSnapshot->isIgnored()) return; |
| |
| if (fabs(sweepAngle) >= 360.0f) { |
| drawOval(left, top, right, bottom, paint); |
| return; |
| } |
| |
| glActiveTexture(gTextureUnits[0]); |
| const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, |
| startAngle, sweepAngle, useCenter, paint); |
| drawShape(left, top, texture, paint); |
| } |
| |
| void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, |
| SkPaint* paint) { |
| if (mSnapshot->isIgnored()) return; |
| |
| glActiveTexture(gTextureUnits[0]); |
| const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); |
| drawShape(left, top, texture, paint); |
| } |
| |
| void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { |
| if (p->getStyle() != SkPaint::kFill_Style) { |
| drawRectAsShape(left, top, right, bottom, p); |
| return; |
| } |
| |
| if (quickReject(left, top, right, bottom)) { |
| return; |
| } |
| |
| SkXfermode::Mode mode; |
| if (!mCaches.extensions.hasFramebufferFetch()) { |
| const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); |
| if (!isMode) { |
| // Assume SRC_OVER |
| mode = SkXfermode::kSrcOver_Mode; |
| } |
| } else { |
| mode = getXfermode(p->getXfermode()); |
| } |
| |
| int color = p->getColor(); |
| if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { |
| drawAARect(left, top, right, bottom, color, mode); |
| } else { |
| 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) { |
| return; |
| } |
| if (mSnapshot->isIgnored()) return; |
| |
| // TODO: We should probably make a copy of the paint instead of modifying |
| // it; modifying the paint will change its generationID the first |
| // time, which might impact caches. More investigation needed to |
| // see if it matters. |
| // If we make a copy, then drawTextDecorations() should *not* make |
| // its own copy as it does right now. |
| paint->setAntiAlias(true); |
| #if RENDER_TEXT_AS_GLYPHS |
| paint->setTextEncoding(SkPaint::kGlyphID_TextEncoding); |
| #endif |
| |
| 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; |
| } |
| |
| const float oldX = x; |
| const float oldY = y; |
| const bool pureTranslate = mSnapshot->transform->isPureTranslate(); |
| if (pureTranslate) { |
| x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); |
| y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); |
| } |
| |
| FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); |
| fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), |
| paint->getTextSize()); |
| |
| int alpha; |
| SkXfermode::Mode mode; |
| getAlphaAndMode(paint, &alpha, &mode); |
| |
| if (mHasShadow) { |
| mCaches.dropShadowCache.setFontRenderer(fontRenderer); |
| const ShadowTexture* shadow = mCaches.dropShadowCache.get( |
| paint, text, bytesCount, count, mShadowRadius); |
| const AutoTexture autoCleanup(shadow); |
| |
| const float sx = oldX - shadow->left + mShadowDx; |
| const float sy = oldY - shadow->top + mShadowDy; |
| |
| const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); |
| int shadowColor = mShadowColor; |
| if (mShader) { |
| shadowColor = 0xffffffff; |
| } |
| |
| glActiveTexture(gTextureUnits[0]); |
| setupDraw(); |
| setupDrawWithTexture(true); |
| setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); |
| setupDrawColorFilter(); |
| setupDrawShader(); |
| setupDrawBlending(true, mode); |
| setupDrawProgram(); |
| setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); |
| setupDrawTexture(shadow->id); |
| setupDrawPureColorUniforms(); |
| setupDrawColorFilterUniforms(); |
| setupDrawShaderUniforms(); |
| setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); |
| |
| glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); |
| |
| finishDrawTexture(); |
| } |
| |
| if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { |
| return; |
| } |
| |
| // Pick the appropriate texture filtering |
| bool linearFilter = mSnapshot->transform->changesBounds(); |
| if (pureTranslate && !linearFilter) { |
| linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; |
| } |
| |
| glActiveTexture(gTextureUnits[0]); |
| setupDraw(); |
| setupDrawDirtyRegionsDisabled(); |
| setupDrawWithTexture(true); |
| setupDrawAlpha8Color(paint->getColor(), alpha); |
| setupDrawColorFilter(); |
| setupDrawShader(); |
| setupDrawBlending(true, mode); |
| setupDrawProgram(); |
| setupDrawModelView(x, y, x, y, pureTranslate, true); |
| setupDrawTexture(fontRenderer.getTexture(linearFilter)); |
| setupDrawPureColorUniforms(); |
| setupDrawColorFilterUniforms(); |
| setupDrawShaderUniforms(pureTranslate); |
| |
| const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); |
| Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); |
| |
| #if RENDER_LAYERS_AS_REGIONS |
| bool hasActiveLayer = hasLayer(); |
| #else |
| bool hasActiveLayer = false; |
| #endif |
| mCaches.unbindMeshBuffer(); |
| |
| // Tell font renderer the locations of position and texture coord |
| // attributes so it can bind its data properly |
| int positionSlot = mCaches.currentProgram->position; |
| fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot); |
| if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, |
| hasActiveLayer ? &bounds : NULL)) { |
| #if RENDER_LAYERS_AS_REGIONS |
| if (hasActiveLayer) { |
| if (!pureTranslate) { |
| mSnapshot->transform->mapRect(bounds); |
| } |
| dirtyLayerUnchecked(bounds, getRegion()); |
| } |
| #endif |
| } |
| |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); |
| glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); |
| |
| drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); |
| } |
| |
| void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { |
| if (mSnapshot->isIgnored()) return; |
| |
| glActiveTexture(gTextureUnits[0]); |
| |
| 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; |
| |
| drawPathTexture(texture, x, y, paint); |
| } |
| |
| void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { |
| if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { |
| return; |
| } |
| |
| glActiveTexture(gTextureUnits[0]); |
| |
| int alpha; |
| SkXfermode::Mode mode; |
| getAlphaAndMode(paint, &alpha, &mode); |
| |
| layer->setAlpha(alpha, mode); |
| |
| #if RENDER_LAYERS_AS_REGIONS |
| if (!layer->region.isEmpty()) { |
| if (layer->region.isRect()) { |
| composeLayerRect(layer, layer->regionRect); |
| } else if (layer->mesh) { |
| const float a = alpha / 255.0f; |
| const Rect& rect = layer->layer; |
| |
| setupDraw(); |
| setupDrawWithTexture(); |
| setupDrawColor(a, a, a, a); |
| setupDrawColorFilter(); |
| setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); |
| setupDrawProgram(); |
| setupDrawPureColorUniforms(); |
| setupDrawColorFilterUniforms(); |
| setupDrawTexture(layer->getTexture()); |
| if (mSnapshot->transform->isPureTranslate()) { |
| x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); |
| y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); |
| |
| layer->setFilter(GL_NEAREST, GL_NEAREST); |
| setupDrawModelViewTranslate(x, y, |
| x + layer->layer.getWidth(), y + layer->layer.getHeight(), true); |
| } else { |
| layer->setFilter(GL_LINEAR, GL_LINEAR); |
| setupDrawModelViewTranslate(x, y, |
| x + layer->layer.getWidth(), y + layer->layer.getHeight()); |
| } |
| setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); |
| |
| glDrawElements(GL_TRIANGLES, layer->meshElementCount, |
| GL_UNSIGNED_SHORT, layer->meshIndices); |
| |
| finishDrawTexture(); |
| |
| #if DEBUG_LAYERS_AS_REGIONS |
| drawRegionRects(layer->region); |
| #endif |
| } |
| } |
| #else |
| const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); |
| composeLayerRect(layer, r); |
| #endif |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // 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::drawPathTexture(const PathTexture* texture, |
| float x, float y, SkPaint* paint) { |
| if (quickReject(x, y, x + texture->width, y + texture->height)) { |
| return; |
| } |
| |
| int alpha; |
| SkXfermode::Mode mode; |
| getAlphaAndMode(paint, &alpha, &mode); |
| |
| setupDraw(); |
| setupDrawWithTexture(true); |
| setupDrawAlpha8Color(paint->getColor(), alpha); |
| setupDrawColorFilter(); |
| setupDrawShader(); |
| setupDrawBlending(true, mode); |
| setupDrawProgram(); |
| setupDrawModelView(x, y, x + texture->width, y + texture->height); |
| setupDrawTexture(texture->id); |
| setupDrawPureColorUniforms(); |
| setupDrawColorFilterUniforms(); |
| setupDrawShaderUniforms(); |
| setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); |
| |
| glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); |
| |
| finishDrawTexture(); |
| } |
| |
| // 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)) { |
| SkPaint paintCopy(*paint); |
| float underlineWidth = length; |
| // If length is > 0.0f, we already measured the text for the text alignment |
| if (length <= 0.0f) { |
| underlineWidth = paintCopy.measureText(text, bytesCount); |
| } |
| |
| float offsetX = 0; |
| switch (paintCopy.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 = paintCopy.getTextSize(); |
| const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); |
| |
| const float left = x - offsetX; |
| float top = 0.0f; |
| |
| int linesCount = 0; |
| if (flags & SkPaint::kUnderlineText_Flag) linesCount++; |
| if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; |
| |
| const int pointsCount = 4 * linesCount; |
| 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; |
| } |
| |
| paintCopy.setStrokeWidth(strokeWidth); |
| |
| drawLines(&points[0], pointsCount, &paintCopy); |
| } |
| } |
| } |
| |
| void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, |
| int color, SkXfermode::Mode mode, bool ignoreTransform) { |
| // If a shader is set, preserve only the alpha |
| if (mShader) { |
| color |= 0x00ffffff; |
| } |
| |
| setupDraw(); |
| setupDrawColor(color); |
| setupDrawShader(); |
| setupDrawColorFilter(); |
| setupDrawBlending(mode); |
| setupDrawProgram(); |
| setupDrawModelView(left, top, right, bottom, ignoreTransform); |
| setupDrawColorUniforms(); |
| setupDrawShaderUniforms(ignoreTransform); |
| setupDrawColorFilterUniforms(); |
| setupDrawSimpleMesh(); |
| |
| glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); |
| } |
| |
| void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, |
| Texture* texture, SkPaint* paint) { |
| int alpha; |
| SkXfermode::Mode mode; |
| getAlphaAndMode(paint, &alpha, &mode); |
| |
| texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); |
| |
| if (mSnapshot->transform->isPureTranslate()) { |
| const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); |
| const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); |
| |
| texture->setFilter(GL_NEAREST, GL_NEAREST, true); |
| drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, |
| alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, |
| (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); |
| } else { |
| texture->setFilter(GL_LINEAR, GL_LINEAR, true); |
| 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, bool ignoreScale, bool dirty) { |
| |
| setupDraw(); |
| setupDrawWithTexture(); |
| setupDrawColor(alpha, alpha, alpha, alpha); |
| setupDrawColorFilter(); |
| setupDrawBlending(blend, mode, swapSrcDst); |
| setupDrawProgram(); |
| if (!dirty) { |
| setupDrawDirtyRegionsDisabled(); |
| } |
| if (!ignoreScale) { |
| setupDrawModelView(left, top, right, bottom, ignoreTransform); |
| } else { |
| setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); |
| } |
| setupDrawPureColorUniforms(); |
| setupDrawColorFilterUniforms(); |
| setupDrawTexture(texture); |
| setupDrawMesh(vertices, texCoords, vbo); |
| |
| glDrawArrays(drawMode, 0, elementsCount); |
| |
| finishDrawTexture(); |
| } |
| |
| void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, |
| ProgramDescription& description, bool swapSrcDst) { |
| blend = blend || mode != SkXfermode::kSrcOver_Mode; |
| if (blend) { |
| if (mode <= SkXfermode::kScreen_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 (mCaches.extensions.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(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { |
| if (paint) { |
| *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) { |
| SkXfermode::Mode resultMode; |
| if (!SkXfermode::AsMode(mode, &resultMode)) { |
| resultMode = SkXfermode::kSrcOver_Mode; |
| } |
| return resultMode; |
| } |
| |
| }; // namespace uirenderer |
| }; // namespace android |