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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 <cutils/properties.h>
+#include <utils/Log.h>
+
+#include "OpenGLRenderer.h"
+#include "Properties.h"
+
+namespace android {
+namespace uirenderer {
+
+///////////////////////////////////////////////////////////////////////////////
+// Defines
+///////////////////////////////////////////////////////////////////////////////
+
+#define DEFAULT_TEXTURE_CACHE_SIZE 20.0f
+#define DEFAULT_LAYER_CACHE_SIZE 10.0f
+#define DEFAULT_PATCH_CACHE_SIZE 100
+#define DEFAULT_GRADIENT_CACHE_SIZE 0.5f
+
+// Converts a number of mega-bytes into bytes
+#define MB(s) s * 1024 * 1024
+
+// Generates simple and textured vertices
+#define FV(x, y, u, v) { { x, y }, { u, v } }
+
+///////////////////////////////////////////////////////////////////////////////
+// Globals
+///////////////////////////////////////////////////////////////////////////////
+
+// This array is never used directly but used as a memcpy source in the
+// OpenGLRenderer constructor
+static const TextureVertex gMeshVertices[] = {
+ FV(0.0f, 0.0f, 0.0f, 0.0f),
+ FV(1.0f, 0.0f, 1.0f, 0.0f),
+ FV(0.0f, 1.0f, 0.0f, 1.0f),
+ FV(1.0f, 1.0f, 1.0f, 1.0f)
+};
+static const GLsizei gMeshStride = sizeof(TextureVertex);
+static const GLsizei gMeshCount = 4;
+
+/**
+ * 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 }
+};
+
+static const GLint gTileModes[] = {
+ GL_CLAMP_TO_EDGE, // SkShader::kClamp_TileMode
+ GL_REPEAT, // SkShader::kRepeat_Mode
+ GL_MIRRORED_REPEAT // SkShader::kMirror_TileMode
+};
+
+static const GLenum gTextureUnits[] = {
+ GL_TEXTURE0, // Bitmap or text
+ GL_TEXTURE1, // Gradient
+ GL_TEXTURE2 // Bitmap shader
+};
+
+///////////////////////////////////////////////////////////////////////////////
+// Constructors/destructor
+///////////////////////////////////////////////////////////////////////////////
+
+OpenGLRenderer::OpenGLRenderer():
+ mBlend(false), mLastSrcMode(GL_ZERO), mLastDstMode(GL_ZERO),
+ mTextureCache(MB(DEFAULT_TEXTURE_CACHE_SIZE)),
+ mLayerCache(MB(DEFAULT_LAYER_CACHE_SIZE)),
+ mGradientCache(MB(DEFAULT_GRADIENT_CACHE_SIZE)),
+ mPatchCache(DEFAULT_PATCH_CACHE_SIZE) {
+ LOGD("Create OpenGLRenderer");
+
+ char property[PROPERTY_VALUE_MAX];
+ if (property_get(PROPERTY_TEXTURE_CACHE_SIZE, property, NULL) > 0) {
+ LOGD(" Setting texture cache size to %sMB", property);
+ mTextureCache.setMaxSize(MB(atof(property)));
+ } else {
+ LOGD(" Using default texture cache size of %.2fMB", DEFAULT_TEXTURE_CACHE_SIZE);
+ }
+
+ if (property_get(PROPERTY_LAYER_CACHE_SIZE, property, NULL) > 0) {
+ LOGD(" Setting layer cache size to %sMB", property);
+ mLayerCache.setMaxSize(MB(atof(property)));
+ } else {
+ LOGD(" Using default layer cache size of %.2fMB", DEFAULT_LAYER_CACHE_SIZE);
+ }
+
+ if (property_get(PROPERTY_GRADIENT_CACHE_SIZE, property, NULL) > 0) {
+ LOGD(" Setting gradient cache size to %sMB", property);
+ mLayerCache.setMaxSize(MB(atof(property)));
+ } else {
+ LOGD(" Using default gradient cache size of %.2fMB", DEFAULT_GRADIENT_CACHE_SIZE);
+ }
+
+ mCurrentProgram = NULL;
+
+ mShader = kShaderNone;
+ mShaderTileX = GL_CLAMP_TO_EDGE;
+ mShaderTileY = GL_CLAMP_TO_EDGE;
+ mShaderMatrix = NULL;
+ mShaderBitmap = NULL;
+
+ memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
+
+ mFirstSnapshot = new Snapshot;
+
+ GLint maxTextureUnits;
+ glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
+ if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) {
+ LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT);
+ }
+}
+
+OpenGLRenderer::~OpenGLRenderer() {
+ LOGD("Destroy OpenGLRenderer");
+
+ mTextureCache.clear();
+ mLayerCache.clear();
+ mGradientCache.clear();
+ mPatchCache.clear();
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// 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;
+}
+
+void OpenGLRenderer::prepare() {
+ mSnapshot = mFirstSnapshot;
+ mSaveCount = 0;
+
+ 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->clipRect.set(0.0f, 0.0f, mWidth, mHeight);
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// State management
+///////////////////////////////////////////////////////////////////////////////
+
+int OpenGLRenderer::getSaveCount() const {
+ return mSaveCount;
+}
+
+int OpenGLRenderer::save(int flags) {
+ return saveSnapshot();
+}
+
+void OpenGLRenderer::restore() {
+ if (mSaveCount == 0) return;
+
+ if (restoreSnapshot()) {
+ setScissorFromClip();
+ }
+}
+
+void OpenGLRenderer::restoreToCount(int saveCount) {
+ if (saveCount <= 0 || saveCount > mSaveCount) return;
+
+ bool restoreClip = false;
+
+ while (mSaveCount != saveCount - 1) {
+ restoreClip |= restoreSnapshot();
+ }
+
+ if (restoreClip) {
+ setScissorFromClip();
+ }
+}
+
+int OpenGLRenderer::saveSnapshot() {
+ mSnapshot = new Snapshot(mSnapshot);
+ 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) {
+ mOrthoMatrix.load(current->orthoMatrix);
+ }
+
+ if (restoreLayer) {
+ composeLayer(current, previous);
+ }
+
+ mSnapshot = previous;
+ mSaveCount--;
+
+ return restoreClip;
+}
+
+void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
+ if (!current->layer) {
+ LOGE("Attempting to compose a layer that does not exist");
+ return;
+ }
+
+ // Unbind current FBO and restore previous one
+ // Most of the time, previous->fbo will be 0 to bind the default buffer
+ glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
+
+ // Restore the clip from the previous snapshot
+ const Rect& clip = previous->clipRect;
+ glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight());
+
+ Layer* layer = current->layer;
+ const Rect& rect = layer->layer;
+
+ drawTextureRect(rect.left, rect.top, rect.right, rect.bottom,
+ layer->texture, layer->alpha, layer->mode, layer->blend);
+
+ LayerSize size(rect.getWidth(), rect.getHeight());
+ // Failing to add the layer to the cache should happen only if the
+ // layer is too large
+ if (!mLayerCache.put(size, layer)) {
+ LAYER_LOGD("Deleting layer");
+
+ glDeleteFramebuffers(1, &layer->fbo);
+ glDeleteTextures(1, &layer->texture);
+
+ delete layer;
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// Layers
+///////////////////////////////////////////////////////////////////////////////
+
+int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
+ const SkPaint* p, int flags) {
+ int count = saveSnapshot();
+
+ int alpha = 255;
+ SkXfermode::Mode mode;
+
+ if (p) {
+ alpha = p->getAlpha();
+ const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
+ if (!isMode) {
+ // Assume SRC_OVER
+ mode = SkXfermode::kSrcOver_Mode;
+ }
+ } else {
+ mode = SkXfermode::kSrcOver_Mode;
+ }
+
+ createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags);
+
+ return count;
+}
+
+int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
+ int alpha, int flags) {
+ int count = saveSnapshot();
+ createLayer(mSnapshot, left, top, right, bottom, alpha, SkXfermode::kSrcOver_Mode, flags);
+ return count;
+}
+
+bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
+ float right, float bottom, int alpha, SkXfermode::Mode mode,int flags) {
+ LAYER_LOGD("Requesting layer %fx%f", right - left, bottom - top);
+ LAYER_LOGD("Layer cache size = %d", mLayerCache.getSize());
+
+ GLuint previousFbo = snapshot->previous.get() ? snapshot->previous->fbo : 0;
+ LayerSize size(right - left, bottom - top);
+
+ Layer* layer = mLayerCache.get(size, previousFbo);
+ if (!layer) {
+ return false;
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
+
+ // Clear the FBO
+ glDisable(GL_SCISSOR_TEST);
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glEnable(GL_SCISSOR_TEST);
+
+ // Save the layer in the snapshot
+ snapshot->flags |= Snapshot::kFlagIsLayer;
+ layer->mode = mode;
+ layer->alpha = alpha / 255.0f;
+ layer->layer.set(left, top, right, bottom);
+
+ snapshot->layer = layer;
+ snapshot->fbo = layer->fbo;
+
+ // Creates a new snapshot to draw into the FBO
+ saveSnapshot();
+ // TODO: This doesn't preserve other transformations (check Skia first)
+ mSnapshot->transform.loadTranslate(-left, -top, 0.0f);
+ mSnapshot->setClip(0.0f, 0.0f, right - left, bottom - top);
+ mSnapshot->height = bottom - top;
+ setScissorFromClip();
+
+ mSnapshot->flags = Snapshot::kFlagDirtyOrtho | Snapshot::kFlagClipSet;
+ mSnapshot->orthoMatrix.load(mOrthoMatrix);
+
+ // Change the ortho projection
+ mOrthoMatrix.loadOrtho(0.0f, right - left, bottom - top, 0.0f, 0.0f, 1.0f);
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// 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);
+}
+
+void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
+ mSnapshot->transform.copyTo(*matrix);
+}
+
+void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
+ mat4 m(*matrix);
+ mSnapshot->transform.multiply(m);
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// Clipping
+///////////////////////////////////////////////////////////////////////////////
+
+void OpenGLRenderer::setScissorFromClip() {
+ const Rect& clip = mSnapshot->clipRect;
+ glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
+}
+
+const Rect& OpenGLRenderer::getClipBounds() {
+ return mSnapshot->getLocalClip();
+}
+
+bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
+ Rect r(left, top, right, bottom);
+ mSnapshot->transform.mapRect(r);
+ return !mSnapshot->clipRect.intersects(r);
+}
+
+bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
+ bool clipped = mSnapshot->clip(left, top, right, bottom, op);
+ if (clipped) {
+ setScissorFromClip();
+ }
+ return !mSnapshot->clipRect.isEmpty();
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// Drawing
+///////////////////////////////////////////////////////////////////////////////
+
+void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) {
+ const float right = left + bitmap->width();
+ const float bottom = top + bitmap->height();
+
+ if (quickReject(left, top, right, bottom)) {
+ return;
+ }
+
+ const Texture* texture = mTextureCache.get(bitmap);
+ drawTextureRect(left, top, right, bottom, texture, paint);
+}
+
+void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) {
+ Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
+ const mat4 transform(*matrix);
+ transform.mapRect(r);
+
+ if (quickReject(r.left, r.top, r.right, r.bottom)) {
+ return;
+ }
+
+ const Texture* texture = mTextureCache.get(bitmap);
+ drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint);
+}
+
+void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
+ float srcLeft, float srcTop, float srcRight, float srcBottom,
+ float dstLeft, float dstTop, float dstRight, float dstBottom,
+ const SkPaint* paint) {
+ if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
+ return;
+ }
+
+ const Texture* texture = mTextureCache.get(bitmap);
+
+ 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;
+
+ // TODO: Do this in the shader
+ resetDrawTextureTexCoords(u1, v1, u2, v2);
+
+ drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint);
+
+ resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
+}
+
+void OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
+ float left, float top, float right, float bottom, const SkPaint* paint) {
+ if (quickReject(left, top, right, bottom)) {
+ return;
+ }
+
+ const Texture* texture = mTextureCache.get(bitmap);
+
+ int alpha;
+ SkXfermode::Mode mode;
+ getAlphaAndMode(paint, &alpha, &mode);
+
+ Patch* mesh = mPatchCache.get(patch);
+ mesh->updateVertices(bitmap, left, top, right, bottom,
+ &patch->xDivs[0], &patch->yDivs[0], patch->numXDivs, patch->numYDivs);
+
+ // Specify right and bottom as +1.0f from left/top to prevent scaling since the
+ // patch mesh already defines the final size
+ drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f,
+ mode, texture->blend, &mesh->vertices[0].position[0],
+ &mesh->vertices[0].texture[0], mesh->indices, mesh->indicesCount);
+}
+
+void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
+ const Rect& clip = mSnapshot->clipRect;
+ drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
+}
+
+void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) {
+ if (quickReject(left, top, right, bottom)) {
+ return;
+ }
+
+ SkXfermode::Mode mode;
+
+ const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
+ if (!isMode) {
+ // Assume SRC_OVER
+ mode = SkXfermode::kSrcOver_Mode;
+ }
+
+ // 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;
+ }
+
+ float length;
+ 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;
+
+ mModelView.loadIdentity();
+
+ ProgramDescription description;
+ description.hasTexture = true;
+ description.hasAlpha8Texture = true;
+
+ useProgram(mProgramCache.get(description));
+ mCurrentProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform);
+
+ chooseBlending(true, mode);
+ bindTexture(mFontRenderer.getTexture(), GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0);
+
+ int texCoordsSlot = mCurrentProgram->getAttrib("texCoords");
+ glEnableVertexAttribArray(texCoordsSlot);
+
+ // Always premultiplied
+ glUniform4f(mCurrentProgram->color, r, g, b, a);
+
+ // TODO: Implement scale properly
+ const Rect& clip = mSnapshot->getLocalClip();
+ mFontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), paint->getTextSize());
+ mFontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ glDisableVertexAttribArray(texCoordsSlot);
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// Shaders
+///////////////////////////////////////////////////////////////////////////////
+
+void OpenGLRenderer::resetShader() {
+ mShader = OpenGLRenderer::kShaderNone;
+ mShaderKey = NULL;
+ mShaderBlend = false;
+ mShaderTileX = GL_CLAMP_TO_EDGE;
+ mShaderTileY = GL_CLAMP_TO_EDGE;
+}
+
+void OpenGLRenderer::setupBitmapShader(SkBitmap* bitmap, SkShader::TileMode tileX,
+ SkShader::TileMode tileY, SkMatrix* matrix, bool hasAlpha) {
+ mShader = OpenGLRenderer::kShaderBitmap;
+ mShaderBlend = hasAlpha;
+ mShaderBitmap = bitmap;
+ mShaderTileX = gTileModes[tileX];
+ mShaderTileY = gTileModes[tileY];
+ mShaderMatrix = matrix;
+}
+
+void OpenGLRenderer::setupLinearGradientShader(SkShader* shader, float* bounds, uint32_t* colors,
+ float* positions, int count, SkShader::TileMode tileMode, SkMatrix* matrix, bool hasAlpha) {
+ // TODO: We should use a struct to describe each shader
+ mShader = OpenGLRenderer::kShaderLinearGradient;
+ mShaderKey = shader;
+ mShaderBlend = hasAlpha;
+ mShaderTileX = gTileModes[tileMode];
+ mShaderTileY = gTileModes[tileMode];
+ mShaderMatrix = matrix;
+ mShaderBounds = bounds;
+ mShaderColors = colors;
+ mShaderPositions = positions;
+ mShaderCount = count;
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// Drawing implementation
+///////////////////////////////////////////////////////////////////////////////
+
+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 != kShaderNone) {
+ color |= 0x00ffffff;
+ }
+
+ // Render using pre-multiplied alpha
+ const int alpha = (color >> 24) & 0xFF;
+ const GLfloat a = alpha / 255.0f;
+
+ switch (mShader) {
+ case OpenGLRenderer::kShaderBitmap:
+ drawBitmapShader(left, top, right, bottom, a, mode);
+ return;
+ case OpenGLRenderer::kShaderLinearGradient:
+ drawLinearGradientShader(left, top, right, bottom, a, mode);
+ return;
+ default:
+ break;
+ }
+
+ 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;
+
+ // Pre-multiplication happens when setting the shader color
+ chooseBlending(alpha < 255 || mShaderBlend, mode);
+
+ mModelView.loadTranslate(left, top, 0.0f);
+ mModelView.scale(right - left, bottom - top, 1.0f);
+
+ ProgramDescription description;
+ Program* program = mProgramCache.get(description);
+ if (!useProgram(program)) {
+ const GLvoid* vertices = &mMeshVertices[0].position[0];
+ const GLvoid* texCoords = &mMeshVertices[0].texture[0];
+
+ glVertexAttribPointer(mCurrentProgram->position, 2, GL_FLOAT, GL_FALSE,
+ gMeshStride, vertices);
+ }
+
+ if (!ignoreTransform) {
+ mCurrentProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform);
+ } else {
+ mat4 identity;
+ mCurrentProgram->set(mOrthoMatrix, mModelView, identity);
+ }
+
+ glUniform4f(mCurrentProgram->color, r, g, b, a);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
+}
+
+void OpenGLRenderer::drawLinearGradientShader(float left, float top, float right, float bottom,
+ float alpha, SkXfermode::Mode mode) {
+ Texture* texture = mGradientCache.get(mShaderKey);
+ if (!texture) {
+ SkShader::TileMode tileMode = SkShader::kClamp_TileMode;
+ switch (mShaderTileX) {
+ case GL_REPEAT:
+ tileMode = SkShader::kRepeat_TileMode;
+ break;
+ case GL_MIRRORED_REPEAT:
+ tileMode = SkShader::kMirror_TileMode;
+ break;
+ }
+
+ texture = mGradientCache.addLinearGradient(mShaderKey, mShaderBounds, mShaderColors,
+ mShaderPositions, mShaderCount, tileMode);
+ }
+
+ ProgramDescription description;
+ description.hasGradient = true;
+
+ mModelView.loadTranslate(left, top, 0.0f);
+ mModelView.scale(right - left, bottom - top, 1.0f);
+
+ useProgram(mProgramCache.get(description));
+ mCurrentProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform);
+
+ chooseBlending(mShaderBlend || alpha < 1.0f, mode);
+ bindTexture(texture->id, mShaderTileX, mShaderTileY, 0);
+ glUniform1i(mCurrentProgram->getUniform("gradientSampler"), 0);
+
+ Rect start(mShaderBounds[0], mShaderBounds[1], mShaderBounds[2], mShaderBounds[3]);
+ if (mShaderMatrix) {
+ mat4 shaderMatrix(*mShaderMatrix);
+ shaderMatrix.mapRect(start);
+ }
+ mSnapshot->transform.mapRect(start);
+
+ const float gradientX = start.right - start.left;
+ const float gradientY = start.bottom - start.top;
+
+ mat4 screenSpace(mSnapshot->transform);
+ screenSpace.multiply(mModelView);
+
+ // Always premultiplied
+ glUniform4f(mCurrentProgram->color, alpha, alpha, alpha, alpha);
+ glUniform2f(mCurrentProgram->getUniform("gradientStart"), start.left, start.top);
+ glUniform2f(mCurrentProgram->getUniform("gradient"), gradientX, gradientY);
+ glUniform1f(mCurrentProgram->getUniform("gradientLength"),
+ 1.0f / (gradientX * gradientX + gradientY * gradientY));
+ glUniformMatrix4fv(mCurrentProgram->getUniform("screenSpace"), 1, GL_FALSE,
+ &screenSpace.data[0]);
+
+ glVertexAttribPointer(mCurrentProgram->position, 2, GL_FLOAT, GL_FALSE,
+ gMeshStride, &mMeshVertices[0].position[0]);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
+}
+
+void OpenGLRenderer::drawBitmapShader(float left, float top, float right, float bottom,
+ float alpha, SkXfermode::Mode mode) {
+ const Texture* texture = mTextureCache.get(mShaderBitmap);
+
+ const float width = texture->width;
+ const float height = texture->height;
+
+ mModelView.loadTranslate(left, top, 0.0f);
+ mModelView.scale(right - left, bottom - top, 1.0f);
+
+ mat4 textureTransform;
+ if (mShaderMatrix) {
+ SkMatrix inverse;
+ mShaderMatrix->invert(&inverse);
+ textureTransform.load(inverse);
+ textureTransform.multiply(mModelView);
+ } else {
+ textureTransform.load(mModelView);
+ }
+
+ ProgramDescription description;
+ description.hasBitmap = true;
+ // The driver does not support non-power of two mirrored/repeated
+ // textures, so do it ourselves
+ if (!mExtensions.hasNPot()) {
+ description.isBitmapNpot = true;
+ description.bitmapWrapS = mShaderTileX;
+ description.bitmapWrapT = mShaderTileY;
+ }
+
+ useProgram(mProgramCache.get(description));
+ mCurrentProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform);
+
+ chooseBlending(texture->blend || alpha < 1.0f, mode);
+
+ // Texture
+ bindTexture(texture->id, mShaderTileX, mShaderTileY, 0);
+ glUniform1i(mCurrentProgram->getUniform("bitmapSampler"), 0);
+ glUniformMatrix4fv(mCurrentProgram->getUniform("textureTransform"), 1,
+ GL_FALSE, &textureTransform.data[0]);
+ glUniform2f(mCurrentProgram->getUniform("textureDimension"), 1.0f / width, 1.0f / height);
+
+ // Always premultiplied
+ glUniform4f(mCurrentProgram->color, alpha, alpha, alpha, alpha);
+
+ // Mesh
+ glVertexAttribPointer(mCurrentProgram->position, 2, GL_FLOAT, GL_FALSE,
+ gMeshStride, &mMeshVertices[0].position[0]);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
+}
+
+void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
+ const Texture* texture, const SkPaint* paint) {
+ int alpha;
+ SkXfermode::Mode mode;
+ getAlphaAndMode(paint, &alpha, &mode);
+
+ drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, texture->blend,
+ &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], NULL);
+}
+
+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,
+ &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], NULL);
+}
+
+void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
+ GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
+ GLvoid* vertices, GLvoid* texCoords, GLvoid* indices, GLsizei elementsCount) {
+ ProgramDescription description;
+ description.hasTexture = true;
+
+ mModelView.loadTranslate(left, top, 0.0f);
+ mModelView.scale(right - left, bottom - top, 1.0f);
+
+ useProgram(mProgramCache.get(description));
+ mCurrentProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform);
+
+ chooseBlending(blend || alpha < 1.0f, mode);
+
+ // Texture
+ bindTexture(texture, mShaderTileX, mShaderTileY, 0);
+ glUniform1i(mCurrentProgram->getUniform("sampler"), 0);
+
+ // Always premultiplied
+ glUniform4f(mCurrentProgram->color, alpha, alpha, alpha, alpha);
+
+ // Mesh
+ int texCoordsSlot = mCurrentProgram->getAttrib("texCoords");
+ glEnableVertexAttribArray(texCoordsSlot);
+ glVertexAttribPointer(mCurrentProgram->position, 2, GL_FLOAT, GL_FALSE,
+ gMeshStride, vertices);
+ glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
+
+ if (!indices) {
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
+ } else {
+ glDrawElements(GL_TRIANGLES, elementsCount, GL_UNSIGNED_SHORT, indices);
+ }
+ glDisableVertexAttribArray(texCoordsSlot);
+}
+
+void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, bool isPremultiplied) {
+ // In theory we should not blend if the mode is Src, but it's rare enough
+ // that it's not worth it
+ blend = blend || mode != SkXfermode::kSrcOver_Mode;
+ if (blend) {
+ if (!mBlend) {
+ glEnable(GL_BLEND);
+ }
+
+ GLenum sourceMode = gBlends[mode].src;
+ GLenum destMode = gBlends[mode].dst;
+ if (!isPremultiplied && sourceMode == GL_ONE) {
+ sourceMode = GL_SRC_ALPHA;
+ }
+
+ if (sourceMode != mLastSrcMode || destMode != mLastDstMode) {
+ glBlendFunc(sourceMode, destMode);
+ mLastSrcMode = sourceMode;
+ mLastDstMode = destMode;
+ }
+ } else if (mBlend) {
+ glDisable(GL_BLEND);
+ }
+ mBlend = blend;
+}
+
+bool OpenGLRenderer::useProgram(Program* program) {
+ if (!program->isInUse()) {
+ if (mCurrentProgram != NULL) mCurrentProgram->remove();
+ program->use();
+ mCurrentProgram = program;
+ return false;
+ }
+ return true;
+}
+
+void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
+ TextureVertex* v = &mMeshVertices[0];
+ TextureVertex::setUV(v++, u1, v1);
+ TextureVertex::setUV(v++, u2, v1);
+ TextureVertex::setUV(v++, u1, v2);
+ TextureVertex::setUV(v++, u2, v2);
+}
+
+void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
+ if (paint) {
+ const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode);
+ if (!isMode) {
+ // Assume SRC_OVER
+ *mode = SkXfermode::kSrcOver_Mode;
+ }
+
+ // 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;
+ }
+}
+
+void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) {
+ glActiveTexture(gTextureUnits[textureUnit]);
+ glBindTexture(GL_TEXTURE_2D, texture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
+}
+
+}; // namespace uirenderer
+}; // namespace android