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diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
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+/*
+ * 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 <ui/Rect.h>
+
+#include "OpenGLRenderer.h"
+#include "DisplayListRenderer.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;
+}
+
+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);
+
+ mDirtyClip = false;
+}
+
+void OpenGLRenderer::prepare(bool opaque) {
+ mCaches.clearGarbage();
+
+ mSnapshot = new Snapshot(mFirstSnapshot,
+ SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
+ mSaveCount = 1;
+
+ glViewport(0, 0, mWidth, mHeight);
+
+ glDisable(GL_DITHER);
+
+ if (!opaque) {
+ glDisable(GL_SCISSOR_TEST);
+ 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
+#if DEBUG_MEMORY_USAGE
+ mCaches.dumpMemoryUsage();
+#else
+ if (mCaches.getDebugLevel() & kDebugMemory) {
+ mCaches.dumpMemoryUsage();
+ }
+#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);
+ dirtyClip();
+
+ 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 (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->invisible) {
+ 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) {
+ // Clear the previous layer regions before we change the viewport
+ clearLayerRegions();
+ } else {
+ mSnapshot->transform->mapRect(bounds);
+
+ // Layers only make sense if they are in the framebuffer's bounds
+ 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
+ bounds.intersect(snapshot->previous->viewport);
+ }
+
+ if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
+ bounds.getHeight() > mCaches.maxTextureSize) {
+ snapshot->invisible = true;
+ } else {
+ snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
+ }
+
+ // Bail out if we won't draw in this snapshot
+ if (snapshot->invisible) {
+ return false;
+ }
+
+ glActiveTexture(gTextureUnits[0]);
+ 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) {
+ return createFboLayer(layer, bounds, snapshot, previousFbo);
+ } 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,
+ snapshot->height - bounds.bottom, layer->width, layer->height, 0);
+ layer->empty = 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->fbo = 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->fbo;
+ snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
+ //snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
+ 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->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_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);
+ glDeleteTextures(1, &layer->texture);
+ mCaches.fboCache.put(layer->fbo);
+
+ 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->alpha < 255) {
+ drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
+ layer->alpha << 24, SkXfermode::kDstIn_Mode, true);
+ // Required below, composeLayerRect() will divide by 255
+ layer->alpha = 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);
+ composeLayerRegion(layer, rect);
+ } else {
+ 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");
+ glDeleteTextures(1, &layer->texture);
+ delete layer;
+ }
+}
+
+void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
+ const Rect& texCoords = layer->texCoords;
+ resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom);
+
+ 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, swap, swap);
+
+ 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()) {
+ composeLayerRect(layer, rect);
+ layer->region.clear();
+ return;
+ }
+
+ if (!layer->region.isEmpty()) {
+ size_t count;
+ const android::Rect* rects = layer->region.getArray(&count);
+
+ setupDraw();
+
+ ProgramDescription description;
+ description.hasTexture = true;
+
+ const float alpha = layer->alpha / 255.0f;
+ const bool setColor = description.setColor(alpha, alpha, alpha, alpha);
+ chooseBlending(layer->blend || layer->alpha < 255, layer->mode, description, false);
+
+ useProgram(mCaches.programCache.get(description));
+
+ // Texture
+ bindTexture(layer->texture);
+ 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);
+
+ mModelView.loadIdentity();
+ mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
+
+ const float texX = 1.0f / float(layer->width);
+ const float texY = 1.0f / float(layer->height);
+
+ TextureVertex* mesh = mCaches.getRegionMesh();
+ GLsizei numQuads = 0;
+
+ glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
+ gMeshStride, &mesh[0].position[0]);
+ glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE,
+ gMeshStride, &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 = (rect.getHeight() - r->top) * texY;
+ const float u2 = r->right * texX;
+ const float v2 = (rect.getHeight() - 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);
+ glDisableVertexAttribArray(texCoordsSlot);
+
+#if DEBUG_LAYERS_AS_REGIONS
+ uint32_t colors[] = {
+ 0x7fff0000, 0x7f00ff00,
+ 0x7f0000ff, 0x7fff00ff,
+ };
+
+ int offset = 0;
+ int32_t top = rects[0].top;
+ int i = 0;
+
+ 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
+
+ layer->region.clear();
+ }
+#else
+ composeLayerRect(layer, rect);
+#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 ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) {
+ Rect bounds(left, top, right, bottom);
+ transform.mapRect(bounds);
+ bounds.intersect(*mSnapshot->clipRect);
+ bounds.snapToPixelBoundaries();
+
+ android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
+ if (!dirty.isEmpty()) {
+ mSnapshot->region->orSelf(dirty);
+ }
+ }
+#endif
+}
+
+void OpenGLRenderer::dirtyLayer(const float left, const float top,
+ const float right, const float bottom) {
+#if RENDER_LAYERS_AS_REGIONS
+ if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) {
+ Rect bounds(left, top, right, bottom);
+ bounds.intersect(*mSnapshot->clipRect);
+ bounds.snapToPixelBoundaries();
+
+ android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
+ if (!dirty.isEmpty()) {
+ mSnapshot->region->orSelf(dirty);
+ }
+ }
+#endif
+}
+
+void OpenGLRenderer::setupDraw() {
+ clearLayerRegions();
+ if (mDirtyClip) {
+ setScissorFromClip();
+ }
+}
+
+void OpenGLRenderer::clearLayerRegions() {
+ if (mLayers.size() == 0 || mSnapshot->invisible) return;
+
+ Rect clipRect(*mSnapshot->clipRect);
+ clipRect.snapToPixelBoundaries();
+
+ for (uint32_t i = 0; i < mLayers.size(); i++) {
+ Rect* bounds = mLayers.itemAt(i);
+ if (clipRect.intersects(*bounds)) {
+ // 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);
+
+ // Restore the clip
+ dirtyClip();
+ }
+
+ delete bounds;
+ }
+
+ 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::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());
+ mDirtyClip = false;
+}
+
+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) {
+ dirtyClip();
+ }
+ return !mSnapshot->clipRect->isEmpty();
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// Drawing
+///////////////////////////////////////////////////////////////////////////////
+
+void OpenGLRenderer::drawDisplayList(DisplayList* displayList) {
+ // All the usual checks and setup operations (quickReject, setupDraw, etc.)
+ // will be performed by the display list itself
+ if (displayList) {
+ displayList->replay(*this);
+ }
+}
+
+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(GL_TEXTURE0);
+ 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, 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(GL_TEXTURE0);
+ 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::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);
+ setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
+
+ 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, 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);
+ setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
+
+ 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) {
+ // Mark the current layer dirty where we are going to draw the patch
+ if ((mSnapshot->flags & Snapshot::kFlagFboTarget) &&
+ mSnapshot->region && mesh->hasEmptyQuads) {
+ const size_t count = mesh->quads.size();
+ for (size_t i = 0; i < count; i++) {
+ Rect bounds = mesh->quads.itemAt(i);
+ dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom,
+ *mSnapshot->transform);
+ }
+ }
+
+ 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);
+ }
+}
+
+void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
+ // TODO: Should do quickReject for each line
+ if (mSnapshot->invisible) return;
+
+ setupDraw();
+
+ 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;
+ glActiveTexture(gTextureUnits[textureUnit]);
+ 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, true);
+ }
+
+ 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);
+ // TODO: Add bounds to the layer's region
+
+ 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) {
+ // No need to check against the clip, we fill the clip region
+ if (mSnapshot->invisible) return;
+
+ Rect& clip(*mSnapshot->clipRect);
+ clip.snapToPixelBoundaries();
+ drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
+}
+
+void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
+ 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());
+ }
+
+ // 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());
+
+ setupDraw();
+
+ 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();
+
+ // Dimensions are set to (0,0), the layer (if any) won't be dirtied
+ setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit,
+ x, y, r, g, b, a, mode, false, true, NULL, NULL);
+
+ const Rect& clip = 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 hasLayer = (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region;
+#else
+ bool hasLayer = false;
+#endif
+
+ mCaches.unbindMeshBuffer();
+ if (fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y,
+ hasLayer ? &bounds : NULL)) {
+#if RENDER_LAYERS_AS_REGIONS
+ if (hasLayer) {
+ mSnapshot->transform->mapRect(bounds);
+ bounds.intersect(*mSnapshot->clipRect);
+ bounds.snapToPixelBoundaries();
+
+ android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
+ mSnapshot->region->orSelf(dirty);
+ }
+#endif
+ }
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
+
+ drawTextDecorations(text, bytesCount, length, x, y, paint);
+}
+
+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);
+
+ setupDraw();
+
+ // 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, mCaches.extensions);
+ }
+ if (mColorFilter) {
+ mColorFilter->describe(description, mCaches.extensions);
+ }
+ }
+
+ // Setup the blending mode
+ chooseBlending(true, mode, description);
+
+ // Build and use the appropriate shader
+ useProgram(mCaches.programCache.get(description));
+
+ bindTexture(texture);
+ 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 (width > 0 && height > 0) {
+ dirtyLayer(x, y, x + width, y + height, *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) {
+ setupDraw();
+
+ // 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, bool ignoreMatrix) {
+ GLuint textureUnit = 0;
+
+ // Describe the required shaders
+ ProgramDescription description;
+ const bool setColor = description.setColor(r, g, b, a);
+
+ if (mShader) {
+ mShader->describe(description, mCaches.extensions);
+ }
+ if (mColorFilter) {
+ mColorFilter->describe(description, mCaches.extensions);
+ }
+
+ // 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);
+
+ if (!ignoreMatrix) {
+ // 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);
+ dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
+ } else {
+ mat4 identity;
+ mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity);
+ dirtyLayer(left, top, right, bottom);
+ }
+ }
+ if (!mShader || (mShader && setColor)) {
+ mCaches.currentProgram->setColor(r, g, b, a);
+ }
+
+ // Setup attributes and uniforms required by the shaders
+ if (mShader) {
+ if (ignoreMatrix) mModelView.loadIdentity();
+ mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
+ }
+ if (mColorFilter) {
+ mColorFilter->setupProgram(mCaches.currentProgram);
+ }
+}
+
+void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
+ Texture* texture, SkPaint* paint) {
+ int alpha;
+ SkXfermode::Mode mode;
+ getAlphaAndMode(paint, &alpha, &mode);
+
+ setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
+
+ 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();
+
+ ProgramDescription description;
+ description.hasTexture = true;
+ const bool setColor = description.setColor(alpha, alpha, alpha, alpha);
+ if (mColorFilter) {
+ mColorFilter->describe(description, mCaches.extensions);
+ }
+
+ mModelView.loadTranslate(left, top, 0.0f);
+ if (!ignoreScale) {
+ 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);
+ if (dirty) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
+ } else {
+ mat4 identity;
+ mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity);
+ if (dirty) dirtyLayer(left, top, right, bottom);
+ }
+
+ // Texture
+ bindTexture(texture);
+ 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 (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) {
+ if (!mCaches.extensions.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::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) {
+ bool bound = false;
+ if (wrapS != texture->wrapS) {
+ glBindTexture(GL_TEXTURE_2D, texture->id);
+ bound = true;
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
+ texture->wrapS = wrapS;
+ }
+ if (wrapT != texture->wrapT) {
+ if (!bound) {
+ glBindTexture(GL_TEXTURE_2D, texture->id);
+ }
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
+ texture->wrapT = wrapT;
+ }
+}
+
+}; // namespace uirenderer
+}; // namespace android