/* * 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 #include #include #include #include #include #include #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 1.0f #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 current = mSnapshot; sp previous = mSnapshot->previous; if (restoreOrtho) { Rect& r = previous->viewport; glViewport(r.left, r.top, r.right, r.bottom); mOrthoMatrix.load(current->orthoMatrix); } if (restoreLayer) { composeLayer(current, previous); } bool skip = mSnapshot->skip; if (!skip) { mSaveCount--; } mSnapshot = 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; } createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags); return count; } int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, int alpha, int flags) { int count = saveSnapshot(); createLayer(mSnapshot, left, top, right, bottom, alpha, SkXfermode::kSrcOver_Mode, flags); return count; } bool OpenGLRenderer::createLayer(sp snapshot, 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); // Don't flip the FBO, it will get flipped when drawing back to the framebuffer mOrthoMatrix.loadOrtho(0.0f, right - left, 0.0f, bottom - top, -1.0f, 1.0f); return true; } void OpenGLRenderer::composeLayer(sp current, sp previous) { if (!current->layer) { LOGE("Attempting to compose a layer that does not exist"); return; } // Unbind current FBO and restore previous one // Most of the time, previous->fbo will be 0 to bind the default buffer glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); // Restore the clip from the previous snapshot const Rect& clip = previous->clipRect; glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight()); Layer* layer = current->layer; const Rect& rect = layer->layer; drawTextureRect(rect.left, rect.top, rect.right, rect.bottom, layer->texture, layer->alpha, layer->mode, layer->blend); LayerSize size(rect.getWidth(), rect.getHeight()); // Failing to add the layer to the cache should happen only if the // layer is too large if (!mLayerCache.put(size, layer)) { LAYER_LOGD("Deleting layer"); glDeleteFramebuffers(1, &layer->fbo); glDeleteTextures(1, &layer->texture); delete layer; } } /////////////////////////////////////////////////////////////////////////////// // 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 = 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) { const Rect& clip = mSnapshot->clipRect; drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); } void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) { if (quickReject(left, top, right, bottom)) { return; } SkXfermode::Mode mode; const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); if (!isMode) { // Assume SRC_OVER mode = SkXfermode::kSrcOver_Mode; } // Skia draws using the color's alpha channel if < 255 // Otherwise, it uses the paint's alpha int color = p->getColor(); if (((color >> 24) & 0xff) == 255) { color |= p->getAlpha() << 24; } drawColorRect(left, top, right, bottom, color, mode); } void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, SkPaint* paint) { if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { return; } float length = -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); } void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { GLuint textureUnit = 0; glActiveTexture(gTextureUnits[textureUnit]); const PathTexture* texture = mPathCache.get(path, paint); if (!texture) return; const AutoTexture autoCleanup(texture); 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 float x = texture->left - texture->offset; const float y = texture->top - texture->offset; 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