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Diffstat (limited to 'libs/hwui/OpenGLRenderer.cpp')
-rw-r--r-- | libs/hwui/OpenGLRenderer.cpp | 1327 |
1 files changed, 1327 insertions, 0 deletions
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp new file mode 100644 index 0000000..5b226b4 --- /dev/null +++ b/libs/hwui/OpenGLRenderer.cpp @@ -0,0 +1,1327 @@ +/* + * Copyright (C) 2010 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#define LOG_TAG "OpenGLRenderer" + +#include <stdlib.h> +#include <stdint.h> +#include <sys/types.h> + +#include <SkCanvas.h> +#include <SkTypeface.h> + +#include <utils/Log.h> +#include <utils/StopWatch.h> + +#include "OpenGLRenderer.h" + +namespace android { +namespace uirenderer { + +/////////////////////////////////////////////////////////////////////////////// +// Defines +/////////////////////////////////////////////////////////////////////////////// + +#define REQUIRED_TEXTURE_UNITS_COUNT 3 + +// Generates simple and textured vertices +#define FV(x, y, u, v) { { x, y }, { u, v } } + +#define RAD_TO_DEG (180.0f / 3.14159265f) +#define MIN_ANGLE 0.001f + +/////////////////////////////////////////////////////////////////////////////// +// 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 } +}; + +// 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; + + 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); + } + + glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize); +} + +OpenGLRenderer::~OpenGLRenderer() { + // The context has already been destroyed at this point, do not call + // GL APIs. All GL state should be kept in Caches.h +} + +/////////////////////////////////////////////////////////////////////////////// +// Setup +/////////////////////////////////////////////////////////////////////////////// + +void OpenGLRenderer::setViewport(int width, int height) { + glViewport(0, 0, width, height); + mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); + + mWidth = width; + mHeight = height; + + mFirstSnapshot->height = height; + mFirstSnapshot->viewport.set(0, 0, width, height); +} + +void OpenGLRenderer::prepare(bool opaque) { + mSnapshot = new Snapshot(mFirstSnapshot, + SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); + mSaveCount = 1; + + glViewport(0, 0, mWidth, mHeight); + + glDisable(GL_DITHER); + glDisable(GL_SCISSOR_TEST); + + if (!opaque) { + glClearColor(0.0f, 0.0f, 0.0f, 0.0f); + glClear(GL_COLOR_BUFFER_BIT); + } + + glEnable(GL_SCISSOR_TEST); + glScissor(0, 0, mWidth, mHeight); + + mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); +} + +void OpenGLRenderer::finish() { +#if DEBUG_OPENGL + GLenum status = GL_NO_ERROR; + while ((status = glGetError()) != GL_NO_ERROR) { + LOGD("GL error from OpenGLRenderer: 0x%x", status); + } +#endif +} + +void OpenGLRenderer::acquireContext() { + if (mCaches.currentProgram) { + if (mCaches.currentProgram->isInUse()) { + mCaches.currentProgram->remove(); + mCaches.currentProgram = NULL; + } + } +} + +void OpenGLRenderer::releaseContext() { + glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); + + glEnable(GL_SCISSOR_TEST); + setScissorFromClip(); + + glDisable(GL_DITHER); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + if (mCaches.blend) { + glEnable(GL_BLEND); + glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); + glBlendEquation(GL_FUNC_ADD); + } else { + glDisable(GL_BLEND); + } +} + +/////////////////////////////////////////////////////////////////////////////// +// State management +/////////////////////////////////////////////////////////////////////////////// + +int OpenGLRenderer::getSaveCount() const { + return mSaveCount; +} + +int OpenGLRenderer::save(int flags) { + return saveSnapshot(flags); +} + +void OpenGLRenderer::restore() { + if (mSaveCount > 1) { + restoreSnapshot(); + } +} + +void OpenGLRenderer::restoreToCount(int saveCount) { + if (saveCount < 1) saveCount = 1; + + while (mSaveCount > saveCount) { + restoreSnapshot(); + } +} + +int OpenGLRenderer::saveSnapshot(int flags) { + mSnapshot = new Snapshot(mSnapshot, flags); + return mSaveCount++; +} + +bool OpenGLRenderer::restoreSnapshot() { + bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; + bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; + bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; + + sp<Snapshot> current = mSnapshot; + sp<Snapshot> previous = mSnapshot->previous; + + if (restoreOrtho) { + Rect& r = previous->viewport; + glViewport(r.left, r.top, r.right, r.bottom); + mOrthoMatrix.load(current->orthoMatrix); + } + + mSaveCount--; + mSnapshot = previous; + + if (restoreLayer) { + composeLayer(current, previous); + } + + if (restoreClip) { + setScissorFromClip(); + } + + return restoreClip; +} + +/////////////////////////////////////////////////////////////////////////////// +// Layers +/////////////////////////////////////////////////////////////////////////////// + +int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, + const SkPaint* p, int flags) { + const GLuint previousFbo = mSnapshot->fbo; + const int count = saveSnapshot(flags); + + int alpha = 255; + SkXfermode::Mode mode; + + if (p) { + alpha = p->getAlpha(); + if (!mExtensions.hasFramebufferFetch()) { + const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); + if (!isMode) { + // Assume SRC_OVER + mode = SkXfermode::kSrcOver_Mode; + } + } else { + mode = getXfermode(p->getXfermode()); + } + } else { + mode = SkXfermode::kSrcOver_Mode; + } + + createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); + + return count; +} + +int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, + int alpha, int flags) { + if (alpha == 0xff) { + return saveLayer(left, top, right, bottom, NULL, flags); + } else { + SkPaint paint; + paint.setAlpha(alpha); + return saveLayer(left, top, right, bottom, &paint, flags); + } +} + +/** + * Layers are viewed by Skia are slightly different than layers in image editing + * programs (for instance.) When a layer is created, previously created layers + * and the frame buffer still receive every drawing command. For instance, if a + * layer is created and a shape intersecting the bounds of the layers and the + * framebuffer is draw, the shape will be drawn on both (unless the layer was + * created with the SkCanvas::kClipToLayer_SaveFlag flag.) + * + * A way to implement layers is to create an FBO for each layer, backed by an RGBA + * texture. Unfortunately, this is inefficient as it requires every primitive to + * be drawn n + 1 times, where n is the number of active layers. In practice this + * means, for every primitive: + * - Switch active frame buffer + * - Change viewport, clip and projection matrix + * - Issue the drawing + * + * Switching rendering target n + 1 times per drawn primitive is extremely costly. + * To avoid this, layers are implemented in a different way here, at least in the + * general case. FBOs are used, as an optimization, when the "clip to layer" flag + * is set. When this flag is set we can redirect all drawing operations into a + * single FBO. + * + * This implementation relies on the frame buffer being at least RGBA 8888. When + * a layer is created, only a texture is created, not an FBO. The content of the + * frame buffer contained within the layer's bounds is copied into this texture + * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame + * buffer and drawing continues as normal. This technique therefore treats the + * frame buffer as a scratch buffer for the layers. + * + * To compose the layers back onto the frame buffer, each layer texture + * (containing the original frame buffer data) is drawn as a simple quad over + * the frame buffer. The trick is that the quad is set as the composition + * destination in the blending equation, and the frame buffer becomes the source + * of the composition. + * + * Drawing layers with an alpha value requires an extra step before composition. + * An empty quad is drawn over the layer's region in the frame buffer. This quad + * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the + * quad is used to multiply the colors in the frame buffer. This is achieved by + * changing the GL blend functions for the GL_FUNC_ADD blend equation to + * GL_ZERO, GL_SRC_ALPHA. + * + * Because glCopyTexImage2D() can be slow, an alternative implementation might + * be use to draw a single clipped layer. The implementation described above + * is correct in every case. + * + * (1) The frame buffer is actually not cleared right away. To allow the GPU + * to potentially optimize series of calls to glCopyTexImage2D, the frame + * buffer is left untouched until the first drawing operation. Only when + * something actually gets drawn are the layers regions cleared. + */ +bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, + float right, float bottom, int alpha, SkXfermode::Mode mode, + int flags, GLuint previousFbo) { + LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); + LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); + + const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; + + // Window coordinates of the layer + Rect bounds(left, top, right, bottom); + if (!fboLayer) { + mSnapshot->transform->mapRect(bounds); + // Layers only make sense if they are in the framebuffer's bounds + bounds.intersect(*mSnapshot->clipRect); + bounds.snapToPixelBoundaries(); + } + + if (bounds.isEmpty() || bounds.getWidth() > mMaxTextureSize || + bounds.getHeight() > mMaxTextureSize) { + return false; + } + + glActiveTexture(GL_TEXTURE0); + + Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); + if (!layer) { + return false; + } + + layer->mode = mode; + layer->alpha = alpha; + layer->layer.set(bounds); + layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), + bounds.getWidth() / float(layer->width), 0.0f); + + // Save the layer in the snapshot + snapshot->flags |= Snapshot::kFlagIsLayer; + snapshot->layer = layer; + + if (fboLayer) { + layer->fbo = mCaches.fboCache.get(); + + snapshot->flags |= Snapshot::kFlagIsFboLayer; + snapshot->fbo = layer->fbo; + snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); + snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); + snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); + snapshot->height = bounds.getHeight(); + snapshot->flags |= Snapshot::kFlagDirtyOrtho; + snapshot->orthoMatrix.load(mOrthoMatrix); + + setScissorFromClip(); + + // 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); + + 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; + } + + // 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); + + // Change the ortho projection + glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); + mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); + } else { + // Copy the framebuffer into the layer + glBindTexture(GL_TEXTURE_2D, layer->texture); + + // TODO: Workaround for b/3054204 + glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom, + layer->width, layer->height, 0); + + // TODO: Waiting for b/3054204 to be fixed + // if (layer->empty) { + // glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom, + // layer->width, layer->height, 0); + // layer->empty = false; + // } else { + // glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, mHeight - bounds.bottom, + // bounds.getWidth(), bounds.getHeight()); + // } + + // Enqueue the buffer coordinates to clear the corresponding region later + mLayers.push(new Rect(bounds)); + } + + return true; +} + +/** + * Read the documentation of createLayer() before doing anything in this method. + */ +void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { + if (!current->layer) { + LOGE("Attempting to compose a layer that does not exist"); + return; + } + + const bool fboLayer = current->flags & SkCanvas::kClipToLayer_SaveFlag; + + if (fboLayer) { + // Unbind current FBO and restore previous one + glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); + } + + // Restore the clip from the previous snapshot + const Rect& clip = *previous->clipRect; + glScissor(clip.left, previous->height - clip.bottom, clip.getWidth(), clip.getHeight()); + + Layer* layer = current->layer; + const Rect& rect = layer->layer; + + if (!fboLayer && layer->alpha < 255) { + drawColorRect(rect.left, rect.top, rect.right, rect.bottom, + layer->alpha << 24, SkXfermode::kDstIn_Mode, true); + } + + const Rect& texCoords = layer->texCoords; + resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); + + if (fboLayer) { + drawTextureRect(rect.left, rect.top, rect.right, rect.bottom, + layer->texture, layer->alpha / 255.0f, layer->mode, layer->blend); + } else { + drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, + 1.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], + &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, true, true); + } + + resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); + + if (fboLayer) { + // Detach the texture from the FBO + glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); + glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); + + // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed + mCaches.fboCache.put(current->fbo); + } + + // Failing to add the layer to the cache should happen only if the layer is too large + if (!mCaches.layerCache.put(layer)) { + LAYER_LOGD("Deleting layer"); + glDeleteTextures(1, &layer->texture); + delete layer; + } +} + +void OpenGLRenderer::clearLayerRegions() { + if (mLayers.size() == 0) return; + + for (uint32_t i = 0; i < mLayers.size(); i++) { + Rect* bounds = mLayers.itemAt(i); + + // Clear the framebuffer where the layer will draw + glScissor(bounds->left, mHeight - bounds->bottom, + bounds->getWidth(), bounds->getHeight()); + glClearColor(0.0f, 0.0f, 0.0f, 0.0f); + glClear(GL_COLOR_BUFFER_BIT); + + delete bounds; + } + mLayers.clear(); + + // Restore the clip + setScissorFromClip(); +} + +/////////////////////////////////////////////////////////////////////////////// +// Transforms +/////////////////////////////////////////////////////////////////////////////// + +void OpenGLRenderer::translate(float dx, float dy) { + mSnapshot->transform->translate(dx, dy, 0.0f); +} + +void OpenGLRenderer::rotate(float degrees) { + mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); +} + +void OpenGLRenderer::scale(float sx, float sy) { + mSnapshot->transform->scale(sx, sy, 1.0f); +} + +void OpenGLRenderer::setMatrix(SkMatrix* matrix) { + mSnapshot->transform->load(*matrix); +} + +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; + } + + glActiveTexture(GL_TEXTURE0); + const Texture* texture = mCaches.textureCache.get(bitmap); + if (!texture) return; + const AutoTexture autoCleanup(texture); + + drawTextureRect(left, top, right, bottom, texture, paint); +} + +void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) { + Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); + const mat4 transform(*matrix); + transform.mapRect(r); + + if (quickReject(r.left, r.top, r.right, r.bottom)) { + return; + } + + glActiveTexture(GL_TEXTURE0); + const Texture* texture = mCaches.textureCache.get(bitmap); + if (!texture) return; + const AutoTexture autoCleanup(texture); + + drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint); +} + +void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, + float srcLeft, float srcTop, float srcRight, float srcBottom, + float dstLeft, float dstTop, float dstRight, float dstBottom, + const SkPaint* paint) { + if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { + return; + } + + glActiveTexture(GL_TEXTURE0); + const Texture* texture = mCaches.textureCache.get(bitmap); + if (!texture) return; + const AutoTexture autoCleanup(texture); + + const float width = texture->width; + const float height = texture->height; + + const float u1 = srcLeft / width; + const float v1 = srcTop / height; + const float u2 = srcRight / width; + const float v2 = srcBottom / height; + + 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, const int32_t* xDivs, const int32_t* yDivs, + uint32_t width, uint32_t height, float left, float top, float right, float bottom, + const SkPaint* paint) { + if (quickReject(left, top, right, bottom)) { + return; + } + + glActiveTexture(GL_TEXTURE0); + const Texture* texture = mCaches.textureCache.get(bitmap); + if (!texture) return; + const AutoTexture autoCleanup(texture); + + int alpha; + SkXfermode::Mode mode; + getAlphaAndMode(paint, &alpha, &mode); + + const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), + right - left, bottom - top, xDivs, yDivs, width, height); + + // 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], GL_TRIANGLES, mesh->verticesCount); +} + +void OpenGLRenderer::drawLines(float* points, int count, const SkPaint* paint) { + int alpha; + SkXfermode::Mode mode; + getAlphaAndMode(paint, &alpha, &mode); + + uint32_t color = paint->getColor(); + const GLfloat a = alpha / 255.0f; + const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; + const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; + const GLfloat b = a * ((color ) & 0xFF) / 255.0f; + + const bool isAA = paint->isAntiAlias(); + if (isAA) { + GLuint textureUnit = 0; + setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a, + mode, false, true, mCaches.line.getVertices(), mCaches.line.getTexCoords()); + } else { + setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false); + } + + const float strokeWidth = paint->getStrokeWidth(); + const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount; + const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP; + + for (int i = 0; i < count; i += 4) { + float tx = 0.0f; + float ty = 0.0f; + + if (isAA) { + mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3], + strokeWidth, tx, ty); + } else { + ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f; + } + + const float dx = points[i + 2] - points[i]; + const float dy = points[i + 3] - points[i + 1]; + const float mag = sqrtf(dx * dx + dy * dy); + const float angle = acos(dx / mag); + + mModelView.loadTranslate(points[i], points[i + 1], 0.0f); + if (angle > MIN_ANGLE || angle < -MIN_ANGLE) { + mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f); + } + mModelView.translate(tx, ty, 0.0f); + if (!isAA) { + float length = mCaches.line.getLength(points[i], points[i + 1], + points[i + 2], points[i + 3]); + mModelView.scale(length, strokeWidth, 1.0f); + } + mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); + + if (mShader) { + mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot); + } + + glDrawArrays(drawMode, 0, elementsCount); + } + + if (isAA) { + glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); + } +} + +void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { + const Rect& clip = *mSnapshot->clipRect; + drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); +} + +void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) { + if (quickReject(left, top, right, bottom)) { + return; + } + + SkXfermode::Mode mode; + if (!mExtensions.hasFramebufferFetch()) { + const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); + if (!isMode) { + // Assume SRC_OVER + mode = SkXfermode::kSrcOver_Mode; + } + } else { + mode = getXfermode(p->getXfermode()); + } + + // Skia draws using the color's alpha channel if < 255 + // Otherwise, it uses the paint's alpha + int color = p->getColor(); + if (((color >> 24) & 0xff) == 255) { + color |= p->getAlpha() << 24; + } + + drawColorRect(left, top, right, bottom, color, mode); +} + +void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, + float x, float y, SkPaint* paint) { + if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { + return; + } + + 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()); + + if (mHasShadow) { + glActiveTexture(gTextureUnits[0]); + mCaches.dropShadowCache.setFontRenderer(fontRenderer); + const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, + count, mShadowRadius); + const AutoTexture autoCleanup(shadow); + + setupShadow(shadow, x, y, mode, a); + + // Draw the mesh + glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); + glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); + } + + GLuint textureUnit = 0; + glActiveTexture(gTextureUnits[textureUnit]); + + // Assume that the modelView matrix does not force scales, rotates, etc. + const bool linearFilter = mSnapshot->transform->changesBounds(); + setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit, + x, y, r, g, b, a, mode, false, true); + + const Rect& clip = mSnapshot->getLocalClip(); + clearLayerRegions(); + fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); + + drawTextDecorations(text, bytesCount, length, x, y, paint); +} + +void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { + GLuint textureUnit = 0; + glActiveTexture(gTextureUnits[textureUnit]); + + const PathTexture* texture = mCaches.pathCache.get(path, paint); + if (!texture) return; + const AutoTexture autoCleanup(texture); + + const float x = texture->left - texture->offset; + const float y = texture->top - texture->offset; + + if (quickReject(x, y, x + texture->width, y + texture->height)) { + return; + } + + int alpha; + SkXfermode::Mode mode; + getAlphaAndMode(paint, &alpha, &mode); + + uint32_t color = paint->getColor(); + const GLfloat a = alpha / 255.0f; + const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; + const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; + const GLfloat b = a * ((color ) & 0xFF) / 255.0f; + + setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true); + + clearLayerRegions(); + + // Draw the mesh + glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); + glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); +} + +/////////////////////////////////////////////////////////////////////////////// +// Shaders +/////////////////////////////////////////////////////////////////////////////// + +void OpenGLRenderer::resetShader() { + mShader = NULL; +} + +void OpenGLRenderer::setupShader(SkiaShader* shader) { + mShader = shader; + if (mShader) { + mShader->set(&mCaches.textureCache, &mCaches.gradientCache); + } +} + +/////////////////////////////////////////////////////////////////////////////// +// Color filters +/////////////////////////////////////////////////////////////////////////////// + +void OpenGLRenderer::resetColorFilter() { + mColorFilter = NULL; +} + +void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { + mColorFilter = filter; +} + +/////////////////////////////////////////////////////////////////////////////// +// Drop shadow +/////////////////////////////////////////////////////////////////////////////// + +void OpenGLRenderer::resetShadow() { + mHasShadow = false; +} + +void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { + mHasShadow = true; + mShadowRadius = radius; + mShadowDx = dx; + mShadowDy = dy; + mShadowColor = color; +} + +/////////////////////////////////////////////////////////////////////////////// +// Drawing implementation +/////////////////////////////////////////////////////////////////////////////// + +void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y, + SkXfermode::Mode mode, float alpha) { + const float sx = x - texture->left + mShadowDx; + const float sy = y - texture->top + mShadowDy; + + const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); + const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha; + const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f; + const GLfloat g = a * ((mShadowColor >> 8) & 0xFF) / 255.0f; + const GLfloat b = a * ((mShadowColor ) & 0xFF) / 255.0f; + + GLuint textureUnit = 0; + setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false); +} + +void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, + float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode, + bool transforms, bool applyFilters) { + setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit, + x, y, r, g, b, a, mode, transforms, applyFilters, + &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); +} + +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, + &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); +} + +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) { + // Describe the required shaders + ProgramDescription description; + description.hasTexture = true; + description.hasAlpha8Texture = true; + + if (applyFilters) { + if (mShader) { + mShader->describe(description, mExtensions); + } + if (mColorFilter) { + mColorFilter->describe(description, mExtensions); + } + } + + // Setup the blending mode + chooseBlending(true, mode, description); + + // Build and use the appropriate shader + useProgram(mCaches.programCache.get(description)); + + bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit); + glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit); + + int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); + glEnableVertexAttribArray(texCoordsSlot); + + // Setup attributes + 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); + glUniform4f(mCaches.currentProgram->color, r, g, b, a); + + textureUnit++; + if (applyFilters) { + // Setup attributes and uniforms required by the shaders + if (mShader) { + mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); + } + if (mColorFilter) { + mColorFilter->setupProgram(mCaches.currentProgram); + } + } +} + +// Same values used by Skia +#define kStdStrikeThru_Offset (-6.0f / 21.0f) +#define kStdUnderline_Offset (1.0f / 9.0f) +#define kStdUnderline_Thickness (1.0f / 18.0f) + +void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, + float x, float y, SkPaint* paint) { + // Handle underline and strike-through + uint32_t flags = paint->getFlags(); + if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { + float underlineWidth = length; + // If length is > 0.0f, we already measured the text for the text alignment + if (length <= 0.0f) { + underlineWidth = paint->measureText(text, bytesCount); + } + + float offsetX = 0; + switch (paint->getTextAlign()) { + case SkPaint::kCenter_Align: + offsetX = underlineWidth * 0.5f; + break; + case SkPaint::kRight_Align: + offsetX = underlineWidth; + break; + default: + break; + } + + if (underlineWidth > 0.0f) { + const float textSize = paint->getTextSize(); + const float strokeWidth = textSize * kStdUnderline_Thickness; + + const float left = x - offsetX; + float top = 0.0f; + + const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); + float points[pointsCount]; + int currentPoint = 0; + + if (flags & SkPaint::kUnderlineText_Flag) { + top = y + textSize * kStdUnderline_Offset; + points[currentPoint++] = left; + points[currentPoint++] = top; + points[currentPoint++] = left + underlineWidth; + points[currentPoint++] = top; + } + + if (flags & SkPaint::kStrikeThruText_Flag) { + top = y + textSize * kStdStrikeThru_Offset; + points[currentPoint++] = left; + points[currentPoint++] = top; + points[currentPoint++] = left + underlineWidth; + points[currentPoint++] = top; + } + + SkPaint linesPaint(*paint); + linesPaint.setStrokeWidth(strokeWidth); + + drawLines(&points[0], pointsCount, &linesPaint); + } + } +} + +void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, + int color, SkXfermode::Mode mode, bool ignoreTransform) { + clearLayerRegions(); + + // If a shader is set, preserve only the alpha + if (mShader) { + color |= 0x00ffffff; + } + + // Render using pre-multiplied alpha + const int alpha = (color >> 24) & 0xFF; + const GLfloat a = alpha / 255.0f; + const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; + const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; + const GLfloat b = a * ((color ) & 0xFF) / 255.0f; + + setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform); + + // Draw the mesh + glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); +} + +void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom, + float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform) { + GLuint textureUnit = 0; + + // Describe the required shaders + ProgramDescription description; + if (mShader) { + mShader->describe(description, mExtensions); + } + if (mColorFilter) { + mColorFilter->describe(description, mExtensions); + } + + // Setup the blending mode + chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description); + + // Build and use the appropriate shader + useProgram(mCaches.programCache.get(description)); + + // Setup attributes + glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, + gMeshStride, &mMeshVertices[0].position[0]); + + // Setup uniforms + mModelView.loadTranslate(left, top, 0.0f); + mModelView.scale(right - left, bottom - top, 1.0f); + if (!ignoreTransform) { + mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); + } else { + mat4 identity; + mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity); + } + glUniform4f(mCaches.currentProgram->color, r, g, b, a); + + // Setup attributes and uniforms required by the shaders + if (mShader) { + mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); + } + if (mColorFilter) { + mColorFilter->setupProgram(mCaches.currentProgram); + } +} + +void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, + const Texture* texture, const SkPaint* paint) { + int alpha; + SkXfermode::Mode mode; + getAlphaAndMode(paint, &alpha, &mode); + + drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, + texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], + 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, + &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], + 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) { + clearLayerRegions(); + + ProgramDescription description; + description.hasTexture = true; + if (mColorFilter) { + mColorFilter->describe(description, mExtensions); + } + + mModelView.loadTranslate(left, top, 0.0f); + mModelView.scale(right - left, bottom - top, 1.0f); + + chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst); + + useProgram(mCaches.programCache.get(description)); + if (!ignoreTransform) { + mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); + } else { + mat4 m; + mCaches.currentProgram->set(mOrthoMatrix, mModelView, m); + } + + // Texture + bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0); + glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); + + // Always premultiplied + glUniform4f(mCaches.currentProgram->color, alpha, alpha, alpha, alpha); + + // Mesh + int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); + glEnableVertexAttribArray(texCoordsSlot); + glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, + gMeshStride, vertices); + glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); + + // Color filter + if (mColorFilter) { + mColorFilter->setupProgram(mCaches.currentProgram); + } + + glDrawArrays(drawMode, 0, elementsCount); + glDisableVertexAttribArray(texCoordsSlot); +} + +void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, + ProgramDescription& description, bool swapSrcDst) { + blend = blend || mode != SkXfermode::kSrcOver_Mode; + if (blend) { + if (mode < SkXfermode::kPlus_Mode) { + if (!mCaches.blend) { + glEnable(GL_BLEND); + } + + GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; + GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; + + if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { + glBlendFunc(sourceMode, destMode); + mCaches.lastSrcMode = sourceMode; + mCaches.lastDstMode = destMode; + } + } else { + // These blend modes are not supported by OpenGL directly and have + // to be implemented using shaders. Since the shader will perform + // the blending, turn blending off here + if (mExtensions.hasFramebufferFetch()) { + description.framebufferMode = mode; + description.swapSrcDst = swapSrcDst; + } + + if (mCaches.blend) { + glDisable(GL_BLEND); + } + blend = false; + } + } else if (mCaches.blend) { + glDisable(GL_BLEND); + } + mCaches.blend = blend; +} + +bool OpenGLRenderer::useProgram(Program* program) { + if (!program->isInUse()) { + if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); + program->use(); + mCaches.currentProgram = program; + return false; + } + return true; +} + +void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { + TextureVertex* v = &mMeshVertices[0]; + TextureVertex::setUV(v++, u1, v1); + TextureVertex::setUV(v++, u2, v1); + TextureVertex::setUV(v++, u1, v2); + TextureVertex::setUV(v++, u2, v2); +} + +void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { + if (paint) { + if (!mExtensions.hasFramebufferFetch()) { + const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); + if (!isMode) { + // Assume SRC_OVER + *mode = SkXfermode::kSrcOver_Mode; + } + } else { + *mode = getXfermode(paint->getXfermode()); + } + + // Skia draws using the color's alpha channel if < 255 + // Otherwise, it uses the paint's alpha + int color = paint->getColor(); + *alpha = (color >> 24) & 0xFF; + if (*alpha == 255) { + *alpha = paint->getAlpha(); + } + } else { + *mode = SkXfermode::kSrcOver_Mode; + *alpha = 255; + } +} + +SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { + if (mode == NULL) { + return SkXfermode::kSrcOver_Mode; + } + return mode->fMode; +} + +void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) { + glActiveTexture(gTextureUnits[textureUnit]); + glBindTexture(GL_TEXTURE_2D, texture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); +} + +}; // namespace uirenderer +}; // namespace android |