diff options
Diffstat (limited to 'libs/hwui/OpenGLRenderer.cpp')
-rw-r--r-- | libs/hwui/OpenGLRenderer.cpp | 1042 |
1 files changed, 1042 insertions, 0 deletions
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp new file mode 100644 index 0000000..49d49da --- /dev/null +++ b/libs/hwui/OpenGLRenderer.cpp @@ -0,0 +1,1042 @@ +/* + * 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 6.0f +#define DEFAULT_PATH_CACHE_SIZE 6.0f +#define DEFAULT_PATCH_CACHE_SIZE 100 +#define DEFAULT_GRADIENT_CACHE_SIZE 0.5f +#define DEFAULT_DROP_SHADOW_CACHE_SIZE 2.0f + +#define REQUIRED_TEXTURE_UNITS_COUNT 3 + +// 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 GLenum gTextureUnits[] = { + GL_TEXTURE0, + GL_TEXTURE1, + GL_TEXTURE2 +}; + +/////////////////////////////////////////////////////////////////////////////// +// 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)), + mPathCache(MB(DEFAULT_PATH_CACHE_SIZE)), + mPatchCache(DEFAULT_PATCH_CACHE_SIZE), + mDropShadowCache(MB(DEFAULT_DROP_SHADOW_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); + mGradientCache.setMaxSize(MB(atof(property))); + } else { + LOGD(" Using default gradient cache size of %.2fMB", DEFAULT_GRADIENT_CACHE_SIZE); + } + + if (property_get(PROPERTY_PATH_CACHE_SIZE, property, NULL) > 0) { + LOGD(" Setting path cache size to %sMB", property); + mPathCache.setMaxSize(MB(atof(property))); + } else { + LOGD(" Using default path cache size of %.2fMB", DEFAULT_PATH_CACHE_SIZE); + } + + if (property_get(PROPERTY_DROP_SHADOW_CACHE_SIZE, property, NULL) > 0) { + LOGD(" Setting drop shadow cache size to %sMB", property); + mDropShadowCache.setMaxSize(MB(atof(property))); + } else { + LOGD(" Using default drop shadow cache size of %.2fMB", DEFAULT_DROP_SHADOW_CACHE_SIZE); + } + mDropShadowCache.setFontRenderer(mFontRenderer); + + mCurrentProgram = NULL; + 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); + } +} + +OpenGLRenderer::~OpenGLRenderer() { + LOGD("Destroy OpenGLRenderer"); + + mTextureCache.clear(); + mLayerCache.clear(); + mGradientCache.clear(); + mPathCache.clear(); + mPatchCache.clear(); + mProgramCache.clear(); + mDropShadowCache.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; + mFirstSnapshot->viewport.set(0, 0, width, height); +} + +void OpenGLRenderer::prepare() { + mSnapshot = new Snapshot(mFirstSnapshot); + mSaveCount = 1; + + glDisable(GL_SCISSOR_TEST); + + glClearColor(0.0f, 0.0f, 0.0f, 0.0f); + glClear(GL_COLOR_BUFFER_BIT); + + glEnable(GL_SCISSOR_TEST); + glScissor(0, 0, mWidth, mHeight); + + mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); +} + +/////////////////////////////////////////////////////////////////////////////// +// State management +/////////////////////////////////////////////////////////////////////////////// + +int OpenGLRenderer::getSaveCount() const { + return mSaveCount; +} + +int OpenGLRenderer::save(int flags) { + return saveSnapshot(); +} + +void OpenGLRenderer::restore() { + if (mSaveCount > 1) { + restoreSnapshot(); + } +} + +void OpenGLRenderer::restoreToCount(int saveCount) { + if (saveCount < 1) saveCount = 1; + + while (mSaveCount > saveCount) { + restoreSnapshot(); + } +} + +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) { + 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) { + 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; + } + + if (alpha > 0 && !mSnapshot->invisible) { + createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags); + } else { + mSnapshot->invisible = true; + } + + return count; +} + +int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, + int alpha, int flags) { + int count = saveSnapshot(); + if (alpha > 0 && !mSnapshot->invisible) { + createLayer(mSnapshot, left, top, right, bottom, alpha, SkXfermode::kSrcOver_Mode, flags); + } else { + mSnapshot->invisible = true; + } + 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); + + layer->mode = mode; + layer->alpha = alpha / 255.0f; + layer->layer.set(left, top, right, bottom); + + // Save the layer in the snapshot + snapshot->flags |= Snapshot::kFlagIsLayer; + snapshot->layer = layer; + snapshot->fbo = layer->fbo; + snapshot->transform.loadTranslate(-left, -top, 0.0f); + snapshot->setClip(0.0f, 0.0f, right - left, bottom - top); + snapshot->viewport.set(0.0f, 0.0f, right - left, bottom - top); + snapshot->height = bottom - top; + snapshot->flags |= Snapshot::kFlagDirtyOrtho; + snapshot->orthoMatrix.load(mOrthoMatrix); + + setScissorFromClip(); + + // Change the ortho projection + glViewport(0, 0, right - left, bottom - top); + mOrthoMatrix.loadOrtho(0.0f, right - left, bottom - top, 0.0f, -1.0f, 1.0f); + + return true; +} + +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; + + // FBOs are already drawn with a top-left origin, don't flip the texture + resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); + + drawTextureRect(rect.left, rect.top, rect.right, rect.bottom, + layer->texture, layer->alpha, layer->mode, layer->blend); + + resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); + + 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; + } +} + +/////////////////////////////////////////////////////////////////////////////// +// 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) { + if (mSnapshot->invisible) return true; + + 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 = mTextureCache.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 = mTextureCache.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 = mTextureCache.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, Res_png_9patch* patch, + float left, float top, float right, float bottom, const SkPaint* paint) { + if (quickReject(left, top, right, bottom)) { + return; + } + + glActiveTexture(GL_TEXTURE0); + const Texture* texture = mTextureCache.get(bitmap); + if (!texture) return; + const AutoTexture autoCleanup(texture); + + 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) { + if (mSnapshot->invisible) return; + 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 (mSnapshot->invisible || text == NULL || count == 0 || + (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { + return; + } + + float scaleX = paint->getTextScaleX(); + bool applyScaleX = scaleX < 0.9999f || scaleX > 1.0001f; + if (applyScaleX) { + save(0); + translate(x - (x * scaleX), 0.0f); + scale(scaleX, 1.0f); + } + + 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; + + mFontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), paint->getTextSize()); + if (mHasShadow) { + glActiveTexture(gTextureUnits[0]); + const ShadowTexture* shadow = mDropShadowCache.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(mCurrentProgram->getAttrib("texCoords")); + } + + GLuint textureUnit = 0; + glActiveTexture(gTextureUnits[textureUnit]); + + setupTextureAlpha8(mFontRenderer.getTexture(), 0, 0, textureUnit, x, y, r, g, b, a, + mode, false, true); + + const Rect& clip = mSnapshot->getLocalClip(); + mFontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + glDisableVertexAttribArray(mCurrentProgram->getAttrib("texCoords")); + + drawTextDecorations(text, bytesCount, length, x, y, paint); + + if (applyScaleX) { + restore(); + } +} + +void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { + if (mSnapshot->invisible) return; + + GLuint textureUnit = 0; + glActiveTexture(gTextureUnits[textureUnit]); + + const PathTexture* texture = mPathCache.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); + + // Draw the mesh + glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); + glDisableVertexAttribArray(mCurrentProgram->getAttrib("texCoords")); +} + +/////////////////////////////////////////////////////////////////////////////// +// Shaders +/////////////////////////////////////////////////////////////////////////////// + +void OpenGLRenderer::resetShader() { + mShader = NULL; +} + +void OpenGLRenderer::setupShader(SkiaShader* shader) { + mShader = shader; + if (mShader) { + mShader->set(&mTextureCache, &mGradientCache); + } +} + +/////////////////////////////////////////////////////////////////////////////// +// 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); +} + +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) { + // 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); + } + } + + // Build and use the appropriate shader + useProgram(mProgramCache.get(description)); + + // Setup the blending mode + chooseBlending(true, mode); + bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit); + glUniform1i(mCurrentProgram->getUniform("sampler"), textureUnit); + + int texCoordsSlot = mCurrentProgram->getAttrib("texCoords"); + glEnableVertexAttribArray(texCoordsSlot); + + // Setup attributes + glVertexAttribPointer(mCurrentProgram->position, 2, GL_FLOAT, GL_FALSE, + gMeshStride, &mMeshVertices[0].position[0]); + glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, + gMeshStride, &mMeshVertices[0].texture[0]); + + // Setup uniforms + if (transforms) { + mModelView.loadTranslate(x, y, 0.0f); + mModelView.scale(width, height, 1.0f); + } else { + mModelView.loadIdentity(); + } + mCurrentProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform); + glUniform4f(mCurrentProgram->color, r, g, b, a); + + textureUnit++; + if (applyFilters) { + // Setup attributes and uniforms required by the shaders + if (mShader) { + mShader->setupProgram(mCurrentProgram, mModelView, *mSnapshot, &textureUnit); + } + if (mColorFilter) { + mColorFilter->setupProgram(mCurrentProgram); + } + } +} + +#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) { + float textSize = paint->getTextSize(); + float height = textSize * kStdUnderline_Thickness; + + float left = x - offsetX; + float top = 0.0f; + float right = left + underlineWidth; + float bottom = 0.0f; + + if (flags & SkPaint::kUnderlineText_Flag) { + top = y + textSize * kStdUnderline_Offset; + bottom = top + height; + drawRect(left, top, right, bottom, paint); + } + + if (flags & SkPaint::kStrikeThruText_Flag) { + top = y + textSize * kStdStrikeThru_Offset; + bottom = top + height; + drawRect(left, top, right, bottom, paint); + } + } + } +} + +void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, + int color, SkXfermode::Mode mode, bool ignoreTransform) { + // If a shader is set, preserve only the alpha + if (mShader) { + color |= 0x00ffffff; + } + + // 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; + + GLuint textureUnit = 0; + + // Setup the blending mode + chooseBlending(alpha < 255 || (mShader && mShader->blend()), mode); + + // Describe the required shaders + ProgramDescription description; + if (mShader) { + mShader->describe(description, mExtensions); + } + if (mColorFilter) { + mColorFilter->describe(description, mExtensions); + } + + // Build and use the appropriate shader + useProgram(mProgramCache.get(description)); + + // Setup attributes + glVertexAttribPointer(mCurrentProgram->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) { + mCurrentProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform); + } else { + mat4 identity; + mCurrentProgram->set(mOrthoMatrix, mModelView, identity); + } + glUniform4f(mCurrentProgram->color, r, g, b, a); + + // Setup attributes and uniforms required by the shaders + if (mShader) { + mShader->setupProgram(mCurrentProgram, mModelView, *mSnapshot, &textureUnit); + } + if (mColorFilter) { + mColorFilter->setupProgram(mCurrentProgram); + } + + // Draw the mesh + 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; + if (mColorFilter) { + mColorFilter->describe(description, mExtensions); + } + + 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, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 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); + + // Color filter + if (mColorFilter) { + mColorFilter->setupProgram(mCurrentProgram); + } + + 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) { + 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 |