/* * 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 "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()) { LOGD("Create OpenGLRenderer"); 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() { LOGD("Destroy OpenGLRenderer"); } /////////////////////////////////////////////////////////////////////////////// // 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; } void OpenGLRenderer::prepare() { mSnapshot = new Snapshot(mFirstSnapshot, SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); mSaveCount = 1; glViewport(0, 0, mWidth, mHeight); glDisable(GL_DITHER); 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); } 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, mWidth, mHeight); 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; sp current = mSnapshot; sp previous = mSnapshot->previous; 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(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); 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. * * 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, 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", mCaches.layerCache.getSize()); // Window coordinates of the layer Rect bounds(left, top, right, bottom); 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; } LayerSize size(bounds.getWidth(), bounds.getHeight()); Layer* layer = mCaches.layerCache.get(size); if (!layer) { return false; } layer->mode = mode; layer->alpha = alpha; layer->layer.set(bounds); // Save the layer in the snapshot snapshot->flags |= Snapshot::kFlagIsLayer; snapshot->layer = layer; // Copy the framebuffer into the layer glBindTexture(GL_TEXTURE_2D, layer->texture); glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom, bounds.getWidth(), bounds.getHeight(), 0); if (flags & SkCanvas::kClipToLayer_SaveFlag) { if (mSnapshot->clipTransformed(bounds)) setScissorFromClip(); } // 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 current, sp previous) { if (!current->layer) { LOGE("Attempting to compose a layer that does not exist"); return; } // 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; if (layer->alpha < 255) { drawColorRect(rect.left, rect.top, rect.right, rect.bottom, layer->alpha << 24, SkXfermode::kDstIn_Mode, true); } // Layers are already drawn with a top-left origin, don't flip the texture resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 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); LayerSize size(rect.getWidth(), rect.getHeight()); // Failing to add the layer to the cache should happen only if the // layer is too large if (!mCaches.layerCache.put(size, 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, mHeight - 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, 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 = mCaches.textureCache.get(bitmap); if (!texture) return; const AutoTexture autoCleanup(texture); int alpha; SkXfermode::Mode mode; getAlphaAndMode(paint, &alpha, &mode); Patch* mesh = mCaches.patchCache.get(patch); mesh->updateVertices(bitmap->width(), bitmap->height(),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], 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(mLine.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a, mode, false, true, mLine.getVertices(), mLine.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 ? mLine.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) { mLine.update(points[i], points[i + 1], points[i + 2], points[i + 3], strokeWidth, tx, ty); } else { ty = -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 = mLine.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); } 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]); setupTextureAlpha8(fontRenderer.getTexture(), 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) { 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) { 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