/* * 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 /////////////////////////////////////////////////////////////////////////////// // These properties are defined in mega-bytes #define PROPERTY_TEXTURE_CACHE_SIZE "ro.hwui.texture_cache_size" #define PROPERTY_LAYER_CACHE_SIZE "ro.hwui.layer_cache_size" #define PROPERTY_GRADIENT_CACHE_SIZE "ro.hwui.gradient_cache_size" #define DEFAULT_TEXTURE_CACHE_SIZE 20.0f #define DEFAULT_LAYER_CACHE_SIZE 10.0f #define DEFAULT_PATCH_CACHE_SIZE 100 #define DEFAULT_GRADIENT_CACHE_SIZE 0.5f // Converts a number of mega-bytes into bytes #define MB(s) s * 1024 * 1024 // Generates simple and textured vertices #define SV(x, y) { { x, y } } #define FV(x, y, u, v) { { x, y }, { u, v } } /////////////////////////////////////////////////////////////////////////////// // Globals /////////////////////////////////////////////////////////////////////////////// static const SimpleVertex gDrawColorVertices[] = { SV(0.0f, 0.0f), SV(1.0f, 0.0f), SV(0.0f, 1.0f), SV(1.0f, 1.0f) }; static const GLsizei gDrawColorVertexStride = sizeof(SimpleVertex); static const GLsizei gDrawColorVertexCount = 4; // This array is never used directly but used as a memcpy source in the // OpenGLRenderer constructor static const TextureVertex gDrawTextureVertices[] = { 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 gDrawTextureVertexStride = sizeof(TextureVertex); static const GLsizei gDrawTextureVertexCount = 4; // 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 GLint gTileModes[] = { GL_CLAMP_TO_EDGE, // == SkShader::kClamp_TileMode GL_REPEAT, // == SkShader::kRepeat_Mode GL_MIRRORED_REPEAT // == SkShader::kMirror_TileMode }; /////////////////////////////////////////////////////////////////////////////// // 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)), mPatchCache(DEFAULT_PATCH_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); mLayerCache.setMaxSize(MB(atof(property))); } else { LOGD(" Using default gradient cache size of %.2fMB", DEFAULT_GRADIENT_CACHE_SIZE); } mDrawColorProgram = new DrawColorProgram; mDrawTextureProgram = new DrawTextureProgram; mDrawLinearGradientProgram = new DrawLinearGradientProgram; mCurrentProgram = mDrawTextureProgram; mShader = kShaderNone; mShaderTileX = GL_CLAMP_TO_EDGE; mShaderTileY = GL_CLAMP_TO_EDGE; mShaderMatrix = NULL; mShaderBitmap = NULL; mLastTexture = 0; memcpy(mDrawTextureVertices, gDrawTextureVertices, sizeof(gDrawTextureVertices)); } OpenGLRenderer::~OpenGLRenderer() { LOGD("Destroy OpenGLRenderer"); mTextureCache.clear(); mLayerCache.clear(); mGradientCache.clear(); mPatchCache.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; } void OpenGLRenderer::prepare() { mSnapshot = &mFirstSnapshot; mSaveCount = 0; 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->clipRect.set(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 == 0) return; if (restoreSnapshot()) { setScissorFromClip(); } } void OpenGLRenderer::restoreToCount(int saveCount) { if (saveCount <= 0 || saveCount > mSaveCount) return; bool restoreClip = false; while (mSaveCount != saveCount - 1) { restoreClip |= restoreSnapshot(); } if (restoreClip) { setScissorFromClip(); } } 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) { mOrthoMatrix.load(current->orthoMatrix); } if (restoreLayer) { composeLayer(current, previous); } mSnapshot = previous; mSaveCount--; return restoreClip; } 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; // Compute the correct texture coordinates for the FBO texture // The texture is currently as big as the window but drawn with // a quad of the appropriate size 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; } } /////////////////////////////////////////////////////////////////////////////// // 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); // Save the layer in the snapshot snapshot->flags |= Snapshot::kFlagIsLayer; layer->mode = mode; layer->alpha = alpha / 255.0f; layer->layer.set(left, top, right, bottom); snapshot->layer = layer; snapshot->fbo = layer->fbo; // Creates a new snapshot to draw into the FBO saveSnapshot(); // TODO: This doesn't preserve other transformations (check Skia first) mSnapshot->transform.loadTranslate(-left, -top, 0.0f); mSnapshot->setClip(0.0f, 0.0f, right - left, bottom - top); mSnapshot->height = bottom - top; setScissorFromClip(); mSnapshot->flags = Snapshot::kFlagDirtyOrtho | Snapshot::kFlagClipSet; mSnapshot->orthoMatrix.load(mOrthoMatrix); // Change the ortho projection mOrthoMatrix.loadOrtho(0.0f, right - left, bottom - top, 0.0f, 0.0f, 1.0f); return true; } /////////////////////////////////////////////////////////////////////////////// // 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; } const Texture* texture = mTextureCache.get(bitmap); 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; } const Texture* texture = mTextureCache.get(bitmap); 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; } const Texture* texture = mTextureCache.get(bitmap); 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; } const Texture* texture = mTextureCache.get(bitmap); 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); } /////////////////////////////////////////////////////////////////////////////// // Shaders /////////////////////////////////////////////////////////////////////////////// void OpenGLRenderer::resetShader() { mShader = OpenGLRenderer::kShaderNone; mShaderKey = NULL; mShaderBlend = false; mShaderTileX = GL_CLAMP_TO_EDGE; mShaderTileY = GL_CLAMP_TO_EDGE; } void OpenGLRenderer::setupBitmapShader(SkBitmap* bitmap, SkShader::TileMode tileX, SkShader::TileMode tileY, SkMatrix* matrix, bool hasAlpha) { mShader = OpenGLRenderer::kShaderBitmap; mShaderBlend = hasAlpha; mShaderBitmap = bitmap; mShaderTileX = gTileModes[tileX]; mShaderTileY = gTileModes[tileY]; mShaderMatrix = matrix; } void OpenGLRenderer::setupLinearGradientShader(SkShader* shader, float* bounds, uint32_t* colors, float* positions, int count, SkShader::TileMode tileMode, SkMatrix* matrix, bool hasAlpha) { // TODO: We should use a struct to describe each shader mShader = OpenGLRenderer::kShaderLinearGradient; mShaderKey = shader; mShaderBlend = hasAlpha; mShaderTileX = gTileModes[tileMode]; mShaderTileY = gTileModes[tileMode]; mShaderMatrix = matrix; mShaderBounds = bounds; mShaderColors = colors; mShaderPositions = positions; mShaderCount = count; } /////////////////////////////////////////////////////////////////////////////// // Drawing implementation /////////////////////////////////////////////////////////////////////////////// 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 != kShaderNone) { color |= 0x00ffffff; } // Render using pre-multiplied alpha const int alpha = (color >> 24) & 0xFF; const GLfloat a = alpha / 255.0f; switch (mShader) { case OpenGLRenderer::kShaderBitmap: drawBitmapShader(left, top, right, bottom, a, mode); return; case OpenGLRenderer::kShaderLinearGradient: drawLinearGradientShader(left, top, right, bottom, a, mode); return; default: break; } 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; // Pre-multiplication happens when setting the shader color chooseBlending(alpha < 255 || mShaderBlend, mode); mModelView.loadTranslate(left, top, 0.0f); mModelView.scale(right - left, bottom - top, 1.0f); if (!useProgram(mDrawColorProgram)) { const GLvoid* p = &gDrawColorVertices[0].position[0]; glVertexAttribPointer(mDrawColorProgram->position, 2, GL_FLOAT, GL_FALSE, gDrawColorVertexStride, p); } if (!ignoreTransform) { mDrawColorProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform); } else { mat4 identity; mDrawColorProgram->set(mOrthoMatrix, mModelView, identity); } glUniform4f(mDrawColorProgram->color, r, g, b, a); glDrawArrays(GL_TRIANGLE_STRIP, 0, gDrawColorVertexCount); } void OpenGLRenderer::drawLinearGradientShader(float left, float top, float right, float bottom, float alpha, SkXfermode::Mode mode) { Texture* texture = mGradientCache.get(mShaderKey); if (!texture) { SkShader::TileMode tileMode = SkShader::kClamp_TileMode; switch (mShaderTileX) { case GL_REPEAT: tileMode = SkShader::kRepeat_TileMode; break; case GL_MIRRORED_REPEAT: tileMode = SkShader::kMirror_TileMode; break; } texture = mGradientCache.addLinearGradient(mShaderKey, mShaderBounds, mShaderColors, mShaderPositions, mShaderCount, tileMode); } mModelView.loadTranslate(left, top, 0.0f); mModelView.scale(right - left, bottom - top, 1.0f); useProgram(mDrawLinearGradientProgram); mDrawLinearGradientProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform); chooseBlending(mShaderBlend || alpha < 1.0f, mode); bindTexture(texture->id, mShaderTileX, mShaderTileY); Rect start(mShaderBounds[0], mShaderBounds[1], mShaderBounds[2], mShaderBounds[3]); if (mShaderMatrix) { mat4 shaderMatrix(*mShaderMatrix); shaderMatrix.mapRect(start); } mSnapshot->transform.mapRect(start); const float gradientX = start.right - start.left; const float gradientY = start.bottom - start.top; mat4 screenSpace(mSnapshot->transform); screenSpace.multiply(mModelView); // Always premultiplied glUniform4f(mDrawLinearGradientProgram->color, alpha, alpha, alpha, alpha); glUniform2f(mDrawLinearGradientProgram->start, start.left, start.top); glUniform2f(mDrawLinearGradientProgram->gradient, gradientX, gradientY); glUniform1f(mDrawLinearGradientProgram->gradientLength, 1.0f / (gradientX * gradientX + gradientY * gradientY)); glUniformMatrix4fv(mDrawLinearGradientProgram->screenSpace, 1, GL_FALSE, &screenSpace.data[0]); glVertexAttribPointer(mDrawLinearGradientProgram->position, 2, GL_FLOAT, GL_FALSE, gDrawTextureVertexStride, &mDrawTextureVertices[0].position[0]); glDrawArrays(GL_TRIANGLE_STRIP, 0, gDrawTextureVertexCount); } void OpenGLRenderer::drawBitmapShader(float left, float top, float right, float bottom, float alpha, SkXfermode::Mode mode) { const Texture* texture = mTextureCache.get(mShaderBitmap); const float width = texture->width; const float height = texture->height; // This could be done in the vertex shader but we have only 4 vertices float u1 = 0.0f; float v1 = 0.0f; float u2 = right - left; float v2 = bottom - top; if (mShaderMatrix) { SkMatrix inverse; mShaderMatrix->invert(&inverse); mat4 m(inverse); Rect r(u1, v1, u2, v2); m.mapRect(r); u1 = r.left; u2 = r.right; v1 = r.top; v2 = r.bottom; } u1 /= width; u2 /= width; v1 /= height; v2 /= height; resetDrawTextureTexCoords(u1, v1, u2, v2); drawTextureMesh(left, top, right, bottom, texture->id, alpha, mode, texture->blend, &mDrawTextureVertices[0].position[0], &mDrawTextureVertices[0].texture[0], NULL); resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); } 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, &mDrawTextureVertices[0].position[0], &mDrawTextureVertices[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, &mDrawTextureVertices[0].position[0], &mDrawTextureVertices[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) { mModelView.loadTranslate(left, top, 0.0f); mModelView.scale(right - left, bottom - top, 1.0f); useProgram(mDrawTextureProgram); mDrawTextureProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform); chooseBlending(blend || alpha < 1.0f, mode); bindTexture(texture, mShaderTileX, mShaderTileY); // Always premultiplied //glUniform4f(mDrawTextureProgram->color, alpha, alpha, alpha, alpha); glUniform4f(mDrawTextureProgram->color, alpha, alpha, alpha, alpha); glVertexAttribPointer(mDrawTextureProgram->position, 2, GL_FLOAT, GL_FALSE, gDrawTextureVertexStride, vertices); glVertexAttribPointer(mDrawTextureProgram->texCoords, 2, GL_FLOAT, GL_FALSE, gDrawTextureVertexStride, texCoords); if (!indices) { glDrawArrays(GL_TRIANGLE_STRIP, 0, gDrawTextureVertexCount); } else { glDrawElements(GL_TRIANGLES, elementsCount, GL_UNSIGNED_SHORT, indices); } } void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, bool isPremultiplied) { // In theory we should not blend if the mode is Src, but it's rare enough // that it's not worth it 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(const sp& program) { if (!program->isInUse()) { mCurrentProgram->remove(); program->use(); mCurrentProgram = program; return false; } return true; } void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { TextureVertex* v = &mDrawTextureVertices[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) { if (texture != mLastTexture) { glBindTexture(GL_TEXTURE_2D, texture); mLastTexture = texture; } // TODO: Don't set the texture parameters every time glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); } }; // namespace uirenderer }; // namespace android