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-rw-r--r--libs/hwui/OpenGLRenderer.cpp1327
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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 "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