/* * Copyright (C) 2015 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. */ #include "GlopBuilder.h" #include "Caches.h" #include "Glop.h" #include "Matrix.h" #include "Patch.h" #include "renderstate/MeshState.h" #include "renderstate/RenderState.h" #include "SkiaShader.h" #include "Texture.h" #include "utils/PaintUtils.h" #include "VertexBuffer.h" #include #include #define DEBUG_GLOP_BUILDER 0 #if DEBUG_GLOP_BUILDER #define TRIGGER_STAGE(stageFlag) \ LOG_ALWAYS_FATAL_IF((stageFlag) & mStageFlags, "Stage %d cannot be run twice", (stageFlag)); \ mStageFlags = static_cast(mStageFlags | (stageFlag)) #define REQUIRE_STAGES(requiredFlags) \ LOG_ALWAYS_FATAL_IF((mStageFlags & (requiredFlags)) != (requiredFlags), \ "not prepared for current stage") #else #define TRIGGER_STAGE(stageFlag) ((void)0) #define REQUIRE_STAGES(requiredFlags) ((void)0) #endif namespace android { namespace uirenderer { static void setUnitQuadTextureCoords(Rect uvs, TextureVertex* quadVertex) { quadVertex[0] = {0, 0, uvs.left, uvs.top}; quadVertex[1] = {1, 0, uvs.right, uvs.top}; quadVertex[2] = {0, 1, uvs.left, uvs.bottom}; quadVertex[3] = {1, 1, uvs.right, uvs.bottom}; } GlopBuilder::GlopBuilder(RenderState& renderState, Caches& caches, Glop* outGlop) : mRenderState(renderState) , mCaches(caches) , mShader(nullptr) , mOutGlop(outGlop) { mStageFlags = kInitialStage; } //////////////////////////////////////////////////////////////////////////////// // Mesh //////////////////////////////////////////////////////////////////////////////// GlopBuilder& GlopBuilder::setMeshUnitQuad() { TRIGGER_STAGE(kMeshStage); mOutGlop->mesh.primitiveMode = GL_TRIANGLE_STRIP; mOutGlop->mesh.indices = { 0, nullptr }; mOutGlop->mesh.vertices = { mRenderState.meshState().getUnitQuadVBO(), VertexAttribFlags::None, nullptr, nullptr, nullptr, kTextureVertexStride }; mOutGlop->mesh.elementCount = 4; return *this; } GlopBuilder& GlopBuilder::setMeshTexturedUnitQuad(const UvMapper* uvMapper) { if (uvMapper) { // can't use unit quad VBO, so build UV vertices manually return setMeshTexturedUvQuad(uvMapper, Rect(0, 0, 1, 1)); } TRIGGER_STAGE(kMeshStage); mOutGlop->mesh.primitiveMode = GL_TRIANGLE_STRIP; mOutGlop->mesh.indices = { 0, nullptr }; mOutGlop->mesh.vertices = { mRenderState.meshState().getUnitQuadVBO(), VertexAttribFlags::TextureCoord, nullptr, (const void*) kMeshTextureOffset, nullptr, kTextureVertexStride }; mOutGlop->mesh.elementCount = 4; return *this; } GlopBuilder& GlopBuilder::setMeshTexturedUvQuad(const UvMapper* uvMapper, Rect uvs) { TRIGGER_STAGE(kMeshStage); if (CC_UNLIKELY(uvMapper)) { uvMapper->map(uvs); } setUnitQuadTextureCoords(uvs, &mOutGlop->mesh.mappedVertices[0]); const TextureVertex* textureVertex = mOutGlop->mesh.mappedVertices; mOutGlop->mesh.primitiveMode = GL_TRIANGLE_STRIP; mOutGlop->mesh.indices = { 0, nullptr }; mOutGlop->mesh.vertices = { 0, VertexAttribFlags::TextureCoord, &textureVertex[0].x, &textureVertex[0].u, nullptr, kTextureVertexStride }; mOutGlop->mesh.elementCount = 4; return *this; } GlopBuilder& GlopBuilder::setMeshIndexedQuads(Vertex* vertexData, int quadCount) { TRIGGER_STAGE(kMeshStage); mOutGlop->mesh.primitiveMode = GL_TRIANGLES; mOutGlop->mesh.indices = { mRenderState.meshState().getQuadListIBO(), nullptr }; mOutGlop->mesh.vertices = { 0, VertexAttribFlags::None, vertexData, nullptr, nullptr, kVertexStride }; mOutGlop->mesh.elementCount = 6 * quadCount; return *this; } GlopBuilder& GlopBuilder::setMeshTexturedIndexedQuads(TextureVertex* vertexData, int elementCount) { TRIGGER_STAGE(kMeshStage); mOutGlop->mesh.primitiveMode = GL_TRIANGLES; mOutGlop->mesh.indices = { mRenderState.meshState().getQuadListIBO(), nullptr }; mOutGlop->mesh.vertices = { 0, VertexAttribFlags::TextureCoord, &vertexData[0].x, &vertexData[0].u, nullptr, kTextureVertexStride }; mOutGlop->mesh.elementCount = elementCount; return *this; } GlopBuilder& GlopBuilder::setMeshTexturedMesh(TextureVertex* vertexData, int elementCount) { TRIGGER_STAGE(kMeshStage); mOutGlop->mesh.primitiveMode = GL_TRIANGLES; mOutGlop->mesh.indices = { 0, nullptr }; mOutGlop->mesh.vertices = { 0, VertexAttribFlags::TextureCoord, &vertexData[0].x, &vertexData[0].u, nullptr, kTextureVertexStride }; mOutGlop->mesh.elementCount = elementCount; return *this; } GlopBuilder& GlopBuilder::setMeshColoredTexturedMesh(ColorTextureVertex* vertexData, int elementCount) { TRIGGER_STAGE(kMeshStage); mOutGlop->mesh.primitiveMode = GL_TRIANGLES; mOutGlop->mesh.indices = { 0, nullptr }; mOutGlop->mesh.vertices = { 0, VertexAttribFlags::TextureCoord | VertexAttribFlags::Color, &vertexData[0].x, &vertexData[0].u, &vertexData[0].r, kColorTextureVertexStride }; mOutGlop->mesh.elementCount = elementCount; return *this; } GlopBuilder& GlopBuilder::setMeshVertexBuffer(const VertexBuffer& vertexBuffer, bool shadowInterp) { TRIGGER_STAGE(kMeshStage); const VertexBuffer::MeshFeatureFlags flags = vertexBuffer.getMeshFeatureFlags(); bool alphaVertex = flags & VertexBuffer::kAlpha; bool indices = flags & VertexBuffer::kIndices; mOutGlop->mesh.primitiveMode = GL_TRIANGLE_STRIP; mOutGlop->mesh.indices = { 0, vertexBuffer.getIndices() }; mOutGlop->mesh.vertices = { 0, alphaVertex ? VertexAttribFlags::Alpha : VertexAttribFlags::None, vertexBuffer.getBuffer(), nullptr, nullptr, alphaVertex ? kAlphaVertexStride : kVertexStride }; mOutGlop->mesh.elementCount = indices ? vertexBuffer.getIndexCount() : vertexBuffer.getVertexCount(); mDescription.useShadowAlphaInterp = shadowInterp; return *this; } GlopBuilder& GlopBuilder::setMeshPatchQuads(const Patch& patch) { TRIGGER_STAGE(kMeshStage); mOutGlop->mesh.primitiveMode = GL_TRIANGLES; mOutGlop->mesh.indices = { mRenderState.meshState().getQuadListIBO(), nullptr }; mOutGlop->mesh.vertices = { mCaches.patchCache.getMeshBuffer(), VertexAttribFlags::TextureCoord, (void*)patch.positionOffset, (void*)patch.textureOffset, nullptr, kTextureVertexStride }; mOutGlop->mesh.elementCount = patch.indexCount; return *this; } //////////////////////////////////////////////////////////////////////////////// // Fill //////////////////////////////////////////////////////////////////////////////// void GlopBuilder::setFill(int color, float alphaScale, SkXfermode::Mode mode, Blend::ModeOrderSwap modeUsage, const SkShader* shader, const SkColorFilter* colorFilter) { if (mode != SkXfermode::kClear_Mode) { float alpha = (SkColorGetA(color) / 255.0f) * alphaScale; if (!shader) { float colorScale = alpha / 255.0f; mOutGlop->fill.color = { colorScale * SkColorGetR(color), colorScale * SkColorGetG(color), colorScale * SkColorGetB(color), alpha }; } else { mOutGlop->fill.color = { 1, 1, 1, alpha }; } } else { mOutGlop->fill.color = { 0, 0, 0, 1 }; } mOutGlop->blend = { GL_ZERO, GL_ZERO }; if (mOutGlop->fill.color.a < 1.0f || (mOutGlop->mesh.vertices.attribFlags & VertexAttribFlags::Alpha) || (mOutGlop->fill.texture.texture && mOutGlop->fill.texture.texture->blend) || mOutGlop->roundRectClipState || PaintUtils::isBlendedShader(shader) || PaintUtils::isBlendedColorFilter(colorFilter) || mode != SkXfermode::kSrcOver_Mode) { if (CC_LIKELY(mode <= SkXfermode::kScreen_Mode)) { Blend::getFactors(mode, modeUsage, &mOutGlop->blend.src, &mOutGlop->blend.dst); } else { // These blend modes are not supported by OpenGL directly and have // to be implemented using shaders. Since the shader will perform // the blending, don't enable GL blending off here // If the blend mode cannot be implemented using shaders, fall // back to the default SrcOver blend mode instead if (CC_UNLIKELY(mCaches.extensions().hasFramebufferFetch())) { mDescription.framebufferMode = mode; mDescription.swapSrcDst = (modeUsage == Blend::ModeOrderSwap::Swap); // blending in shader, don't enable } else { // unsupported Blend::getFactors(SkXfermode::kSrcOver_Mode, modeUsage, &mOutGlop->blend.src, &mOutGlop->blend.dst); } } } mShader = shader; // shader resolved in ::build() if (colorFilter) { SkColor color; SkXfermode::Mode mode; SkScalar srcColorMatrix[20]; if (colorFilter->asColorMode(&color, &mode)) { mOutGlop->fill.filterMode = mDescription.colorOp = ProgramDescription::kColorBlend; mDescription.colorMode = mode; const float alpha = SkColorGetA(color) / 255.0f; float colorScale = alpha / 255.0f; mOutGlop->fill.filter.color = { colorScale * SkColorGetR(color), colorScale * SkColorGetG(color), colorScale * SkColorGetB(color), alpha, }; } else if (colorFilter->asColorMatrix(srcColorMatrix)) { mOutGlop->fill.filterMode = mDescription.colorOp = ProgramDescription::kColorMatrix; float* colorMatrix = mOutGlop->fill.filter.matrix.matrix; memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); // Skia uses the range [0..255] for the addition vector, but we need // the [0..1] range to apply the vector in GLSL float* colorVector = mOutGlop->fill.filter.matrix.vector; colorVector[0] = srcColorMatrix[4] / 255.0f; colorVector[1] = srcColorMatrix[9] / 255.0f; colorVector[2] = srcColorMatrix[14] / 255.0f; colorVector[3] = srcColorMatrix[19] / 255.0f; } else { LOG_ALWAYS_FATAL("unsupported ColorFilter"); } } else { mOutGlop->fill.filterMode = ProgramDescription::kColorNone; } } GlopBuilder& GlopBuilder::setFillTexturePaint(Texture& texture, const int textureFillFlags, const SkPaint* paint, float alphaScale) { TRIGGER_STAGE(kFillStage); REQUIRE_STAGES(kMeshStage | kRoundRectClipStage); GLenum filter = (textureFillFlags & TextureFillFlags::ForceFilter) ? GL_LINEAR : PaintUtils::getFilter(paint); mOutGlop->fill.texture = { &texture, GL_TEXTURE_2D, filter, GL_CLAMP_TO_EDGE, nullptr }; if (paint) { int color = paint->getColor(); SkShader* shader = paint->getShader(); if (!(textureFillFlags & TextureFillFlags::IsAlphaMaskTexture)) { // Texture defines color, so disable shaders, and reset all non-alpha color channels color |= 0x00FFFFFF; shader = nullptr; } setFill(color, alphaScale, PaintUtils::getXfermode(paint->getXfermode()), Blend::ModeOrderSwap::NoSwap, shader, paint->getColorFilter()); } else { mOutGlop->fill.color = { alphaScale, alphaScale, alphaScale, alphaScale }; if (alphaScale < 1.0f || (mOutGlop->mesh.vertices.attribFlags & VertexAttribFlags::Alpha) || texture.blend || mOutGlop->roundRectClipState) { Blend::getFactors(SkXfermode::kSrcOver_Mode, Blend::ModeOrderSwap::NoSwap, &mOutGlop->blend.src, &mOutGlop->blend.dst); } else { mOutGlop->blend = { GL_ZERO, GL_ZERO }; } } if (textureFillFlags & TextureFillFlags::IsAlphaMaskTexture) { mDescription.modulate = mOutGlop->fill.color.isNotBlack(); mDescription.hasAlpha8Texture = true; } else { mDescription.modulate = mOutGlop->fill.color.a < 1.0f; } return *this; } GlopBuilder& GlopBuilder::setFillPaint(const SkPaint& paint, float alphaScale) { TRIGGER_STAGE(kFillStage); REQUIRE_STAGES(kMeshStage | kRoundRectClipStage); mOutGlop->fill.texture = { nullptr, GL_INVALID_ENUM, GL_INVALID_ENUM, GL_INVALID_ENUM, nullptr }; setFill(paint.getColor(), alphaScale, PaintUtils::getXfermode(paint.getXfermode()), Blend::ModeOrderSwap::NoSwap, paint.getShader(), paint.getColorFilter()); mDescription.modulate = mOutGlop->fill.color.a < 1.0f; return *this; } GlopBuilder& GlopBuilder::setFillPathTexturePaint(PathTexture& texture, const SkPaint& paint, float alphaScale) { TRIGGER_STAGE(kFillStage); REQUIRE_STAGES(kMeshStage | kRoundRectClipStage); //specify invalid filter/clamp, since these are always static for PathTextures mOutGlop->fill.texture = { &texture, GL_TEXTURE_2D, GL_INVALID_ENUM, GL_INVALID_ENUM, nullptr }; setFill(paint.getColor(), alphaScale, PaintUtils::getXfermode(paint.getXfermode()), Blend::ModeOrderSwap::NoSwap, paint.getShader(), paint.getColorFilter()); mDescription.hasAlpha8Texture = true; mDescription.modulate = mOutGlop->fill.color.isNotBlack(); return *this; } GlopBuilder& GlopBuilder::setFillShadowTexturePaint(ShadowTexture& texture, int shadowColor, const SkPaint& paint, float alphaScale) { TRIGGER_STAGE(kFillStage); REQUIRE_STAGES(kMeshStage | kRoundRectClipStage); //specify invalid filter/clamp, since these are always static for ShadowTextures mOutGlop->fill.texture = { &texture, GL_TEXTURE_2D, GL_INVALID_ENUM, GL_INVALID_ENUM, nullptr }; const int ALPHA_BITMASK = SK_ColorBLACK; const int COLOR_BITMASK = ~ALPHA_BITMASK; if ((shadowColor & ALPHA_BITMASK) == ALPHA_BITMASK) { // shadow color is fully opaque: override its alpha with that of paint shadowColor &= paint.getColor() | COLOR_BITMASK; } setFill(shadowColor, alphaScale, PaintUtils::getXfermode(paint.getXfermode()), Blend::ModeOrderSwap::NoSwap, paint.getShader(), paint.getColorFilter()); mDescription.hasAlpha8Texture = true; mDescription.modulate = mOutGlop->fill.color.isNotBlack(); return *this; } GlopBuilder& GlopBuilder::setFillBlack() { TRIGGER_STAGE(kFillStage); REQUIRE_STAGES(kMeshStage | kRoundRectClipStage); mOutGlop->fill.texture = { nullptr, GL_INVALID_ENUM, GL_INVALID_ENUM, GL_INVALID_ENUM, nullptr }; setFill(SK_ColorBLACK, 1.0f, SkXfermode::kSrcOver_Mode, Blend::ModeOrderSwap::NoSwap, nullptr, nullptr); return *this; } GlopBuilder& GlopBuilder::setFillClear() { TRIGGER_STAGE(kFillStage); REQUIRE_STAGES(kMeshStage | kRoundRectClipStage); mOutGlop->fill.texture = { nullptr, GL_INVALID_ENUM, GL_INVALID_ENUM, GL_INVALID_ENUM, nullptr }; setFill(SK_ColorBLACK, 1.0f, SkXfermode::kClear_Mode, Blend::ModeOrderSwap::NoSwap, nullptr, nullptr); return *this; } GlopBuilder& GlopBuilder::setFillLayer(Texture& texture, const SkColorFilter* colorFilter, float alpha, SkXfermode::Mode mode, Blend::ModeOrderSwap modeUsage) { TRIGGER_STAGE(kFillStage); REQUIRE_STAGES(kMeshStage | kRoundRectClipStage); mOutGlop->fill.texture = { &texture, GL_TEXTURE_2D, GL_LINEAR, GL_CLAMP_TO_EDGE, nullptr }; mOutGlop->fill.color = { alpha, alpha, alpha, alpha }; setFill(SK_ColorWHITE, alpha, mode, modeUsage, nullptr, colorFilter); mDescription.modulate = mOutGlop->fill.color.a < 1.0f; return *this; } GlopBuilder& GlopBuilder::setFillTextureLayer(Layer& layer, float alpha) { TRIGGER_STAGE(kFillStage); REQUIRE_STAGES(kMeshStage | kRoundRectClipStage); mOutGlop->fill.texture = { &(layer.getTexture()), layer.getRenderTarget(), GL_LINEAR, GL_CLAMP_TO_EDGE, &layer.getTexTransform() }; mOutGlop->fill.color = { alpha, alpha, alpha, alpha }; setFill(SK_ColorWHITE, alpha, layer.getMode(), Blend::ModeOrderSwap::NoSwap, nullptr, layer.getColorFilter()); mDescription.modulate = mOutGlop->fill.color.a < 1.0f; mDescription.hasTextureTransform = true; return *this; } //////////////////////////////////////////////////////////////////////////////// // Transform //////////////////////////////////////////////////////////////////////////////// void GlopBuilder::setTransform(const Matrix4& ortho, const Matrix4& canvas, const int transformFlags) { TRIGGER_STAGE(kTransformStage); mOutGlop->transform.ortho.load(ortho); mOutGlop->transform.canvas.load(canvas); mOutGlop->transform.transformFlags = transformFlags; } //////////////////////////////////////////////////////////////////////////////// // ModelView //////////////////////////////////////////////////////////////////////////////// GlopBuilder& GlopBuilder::setModelViewMapUnitToRect(const Rect destination) { TRIGGER_STAGE(kModelViewStage); mOutGlop->transform.modelView.loadTranslate(destination.left, destination.top, 0.0f); mOutGlop->transform.modelView.scale(destination.getWidth(), destination.getHeight(), 1.0f); mOutGlop->bounds = destination; return *this; } GlopBuilder& GlopBuilder::setModelViewMapUnitToRectSnap(const Rect destination) { TRIGGER_STAGE(kModelViewStage); REQUIRE_STAGES(kTransformStage | kFillStage); float left = destination.left; float top = destination.top; const Matrix4& meshTransform = mOutGlop->transform.meshTransform(); if (CC_LIKELY(meshTransform.isPureTranslate())) { // snap by adjusting the model view matrix const float translateX = meshTransform.getTranslateX(); const float translateY = meshTransform.getTranslateY(); left = (int) floorf(left + translateX + 0.5f) - translateX; top = (int) floorf(top + translateY + 0.5f) - translateY; mOutGlop->fill.texture.filter = GL_NEAREST; } mOutGlop->transform.modelView.loadTranslate(left, top, 0.0f); mOutGlop->transform.modelView.scale(destination.getWidth(), destination.getHeight(), 1.0f); mOutGlop->bounds = destination; return *this; } GlopBuilder& GlopBuilder::setModelViewOffsetRect(float offsetX, float offsetY, const Rect source) { TRIGGER_STAGE(kModelViewStage); mOutGlop->transform.modelView.loadTranslate(offsetX, offsetY, 0.0f); mOutGlop->bounds = source; mOutGlop->bounds.translate(offsetX, offsetY); return *this; } GlopBuilder& GlopBuilder::setModelViewOffsetRectSnap(float offsetX, float offsetY, const Rect source) { TRIGGER_STAGE(kModelViewStage); REQUIRE_STAGES(kTransformStage | kFillStage); const Matrix4& meshTransform = mOutGlop->transform.meshTransform(); if (CC_LIKELY(meshTransform.isPureTranslate())) { // snap by adjusting the model view matrix const float translateX = meshTransform.getTranslateX(); const float translateY = meshTransform.getTranslateY(); offsetX = (int) floorf(offsetX + translateX + source.left + 0.5f) - translateX - source.left; offsetY = (int) floorf(offsetY + translateY + source.top + 0.5f) - translateY - source.top; mOutGlop->fill.texture.filter = GL_NEAREST; } mOutGlop->transform.modelView.loadTranslate(offsetX, offsetY, 0.0f); mOutGlop->bounds = source; mOutGlop->bounds.translate(offsetX, offsetY); return *this; } //////////////////////////////////////////////////////////////////////////////// // RoundRectClip //////////////////////////////////////////////////////////////////////////////// GlopBuilder& GlopBuilder::setRoundRectClipState(const RoundRectClipState* roundRectClipState) { TRIGGER_STAGE(kRoundRectClipStage); mOutGlop->roundRectClipState = roundRectClipState; mDescription.hasRoundRectClip = roundRectClipState != nullptr; return *this; } //////////////////////////////////////////////////////////////////////////////// // Build //////////////////////////////////////////////////////////////////////////////// void verify(const ProgramDescription& description, const Glop& glop) { if (glop.fill.texture.texture != nullptr) { LOG_ALWAYS_FATAL_IF(((description.hasTexture && description.hasExternalTexture) || (!description.hasTexture && !description.hasExternalTexture) || ((glop.mesh.vertices.attribFlags & VertexAttribFlags::TextureCoord) == 0)), "Texture %p, hT%d, hET %d, attribFlags %x", glop.fill.texture.texture, description.hasTexture, description.hasExternalTexture, glop.mesh.vertices.attribFlags); } else { LOG_ALWAYS_FATAL_IF((description.hasTexture || description.hasExternalTexture || ((glop.mesh.vertices.attribFlags & VertexAttribFlags::TextureCoord) != 0)), "No texture, hT%d, hET %d, attribFlags %x", description.hasTexture, description.hasExternalTexture, glop.mesh.vertices.attribFlags); } if ((glop.mesh.vertices.attribFlags & VertexAttribFlags::Alpha) && glop.mesh.vertices.bufferObject) { LOG_ALWAYS_FATAL("VBO and alpha attributes are not currently compatible"); } if (description.hasTextureTransform != (glop.fill.texture.textureTransform != nullptr)) { LOG_ALWAYS_FATAL("Texture transform incorrectly specified"); } } void GlopBuilder::build() { REQUIRE_STAGES(kAllStages); if (mOutGlop->mesh.vertices.attribFlags & VertexAttribFlags::TextureCoord) { if (mOutGlop->fill.texture.target == GL_TEXTURE_2D) { mDescription.hasTexture = true; } else { mDescription.hasExternalTexture = true; } } mDescription.hasColors = mOutGlop->mesh.vertices.attribFlags & VertexAttribFlags::Color; mDescription.hasVertexAlpha = mOutGlop->mesh.vertices.attribFlags & VertexAttribFlags::Alpha; // Enable debug highlight when what we're about to draw is tested against // the stencil buffer and if stencil highlight debugging is on mDescription.hasDebugHighlight = !Properties::debugOverdraw && Properties::debugStencilClip == StencilClipDebug::ShowHighlight && mRenderState.stencil().isTestEnabled(); // serialize shader info into ShaderData GLuint textureUnit = mOutGlop->fill.texture.texture ? 1 : 0; if (CC_LIKELY(!mShader)) { mOutGlop->fill.skiaShaderData.skiaShaderType = kNone_SkiaShaderType; } else { Matrix4 shaderMatrix; if (mOutGlop->transform.transformFlags & TransformFlags::MeshIgnoresCanvasTransform) { // canvas level transform was built into the modelView and geometry, // so the shader matrix must reverse this shaderMatrix.loadInverse(mOutGlop->transform.canvas); shaderMatrix.multiply(mOutGlop->transform.modelView); } else { shaderMatrix.load(mOutGlop->transform.modelView); } SkiaShader::store(mCaches, *mShader, shaderMatrix, &textureUnit, &mDescription, &(mOutGlop->fill.skiaShaderData)); } // duplicates ProgramCache's definition of color uniform presence const bool singleColor = !mDescription.hasTexture && !mDescription.hasExternalTexture && !mDescription.hasGradient && !mDescription.hasBitmap; mOutGlop->fill.colorEnabled = mDescription.modulate || singleColor; verify(mDescription, *mOutGlop); // Final step: populate program and map bounds into render target space mOutGlop->fill.program = mCaches.programCache.get(mDescription); mOutGlop->transform.meshTransform().mapRect(mOutGlop->bounds); } } /* namespace uirenderer */ } /* namespace android */