/* * 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 "OpenGLRenderer.h" namespace android { namespace uirenderer { /////////////////////////////////////////////////////////////////////////////// // Defines /////////////////////////////////////////////////////////////////////////////// #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, 1.0f), FV(1.0f, 0.0f, 1.0f, 1.0f), FV(0.0f, 1.0f, 0.0f, 0.0f), FV(1.0f, 1.0f, 1.0f, 0.0f) }; 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 } }; /////////////////////////////////////////////////////////////////////////////// // Constructors/destructor /////////////////////////////////////////////////////////////////////////////// OpenGLRenderer::OpenGLRenderer() { LOGD("Create OpenGLRenderer"); mDrawColorShader = new DrawColorProgram; mDrawTextureShader = new DrawTextureProgram; memcpy(mDrawTextureVertices, gDrawTextureVertices, sizeof(gDrawTextureVertices)); } OpenGLRenderer::~OpenGLRenderer() { LOGD("Destroy OpenGLRenderer"); } /////////////////////////////////////////////////////////////////////////////// // Setup /////////////////////////////////////////////////////////////////////////////// void OpenGLRenderer::setViewport(int width, int height) { glViewport(0, 0, width, height); mat4 ortho; ortho.loadOrtho(0, width, height, 0, -1, 1); ortho.copyTo(mOrthoMatrix); mWidth = width; mHeight = 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; sp current = mSnapshot; sp previous = mSnapshot->previous; if (restoreLayer) { composeLayer(current, previous); } mSnapshot = previous; mSaveCount--; return restoreClip; } void OpenGLRenderer::composeLayer(sp current, sp previous) { // 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->getMappedClip(); glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight()); // 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& layer = current->layer; Rect texCoords(current->layer); mSnapshot->transform.mapRect(texCoords); const float u1 = texCoords.left / float(mWidth); const float v1 = (mHeight - texCoords.top) / float(mHeight); const float u2 = texCoords.right / float(mWidth); const float v2 = (mHeight - texCoords.bottom) / float(mHeight); resetDrawTextureTexCoords(u1, v1, u2, v1); drawTextureRect(layer.left, layer.top, layer.right, layer.bottom, current->texture, current->alpha, current->mode, true); resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); glDeleteFramebuffers(1, ¤t->fbo); glDeleteTextures(1, ¤t->texture); } /////////////////////////////////////////////////////////////////////////////// // 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) { // Generate the FBO and attach the texture glGenFramebuffers(1, &snapshot->fbo); glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); // Generate the texture in which the FBO will draw glGenTextures(1, &snapshot->texture); glBindTexture(GL_TEXTURE_2D, snapshot->texture); // The FBO will not be scaled, so we can use lower quality filtering glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // TODO ***** IMPORTANT ***** // Creating a texture-backed FBO works only if the texture is the same size // as the original rendering buffer (in this case, mWidth and mHeight.) // This is expensive and wasteful and must be fixed. // TODO Additionally we should use an FBO cache const GLsizei width = mWidth; //right - left; const GLsizei height = mHeight; //bottom - right; const GLint format = (flags & SkCanvas::kHasAlphaLayer_SaveFlag) ? GL_RGBA : GL_RGB; glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, NULL); glBindTexture(GL_TEXTURE_2D, 0); // Bind texture to FBO glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, snapshot->texture, 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { LOGD("Framebuffer incomplete %d", status); glDeleteFramebuffers(1, &snapshot->fbo); glDeleteTextures(1, &snapshot->texture); return false; } snapshot->flags |= Snapshot::kFlagIsLayer; snapshot->mode = mode; snapshot->alpha = alpha / 255.0f; snapshot->layer.set(left, top, right, bottom); return true; } /////////////////////////////////////////////////////////////////////////////// // Transforms /////////////////////////////////////////////////////////////////////////////// void OpenGLRenderer::translate(float dx, float dy) { mSnapshot->transform.translate(dx, dy, 0.0f); mSnapshot->flags |= Snapshot::kFlagDirtyTransform; } void OpenGLRenderer::rotate(float degrees) { mSnapshot->transform.rotate(degrees, 0.0f, 0.0f, 1.0f); mSnapshot->flags |= Snapshot::kFlagDirtyTransform; } void OpenGLRenderer::scale(float sx, float sy) { mSnapshot->transform.scale(sx, sy, 1.0f); mSnapshot->flags |= Snapshot::kFlagDirtyTransform; } void OpenGLRenderer::setMatrix(SkMatrix* matrix) { mSnapshot->transform.load(*matrix); mSnapshot->flags |= Snapshot::kFlagDirtyTransform; } void OpenGLRenderer::getMatrix(SkMatrix* matrix) { mSnapshot->transform.copyTo(*matrix); } void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { mat4 m(*matrix); mSnapshot->transform.multiply(m); mSnapshot->flags |= Snapshot::kFlagDirtyTransform; } /////////////////////////////////////////////////////////////////////////////// // Clipping /////////////////////////////////////////////////////////////////////////////// void OpenGLRenderer::setScissorFromClip() { const Rect& clip = mSnapshot->getMappedClip(); glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight()); } const Rect& OpenGLRenderer::getClipBounds() { return mSnapshot->clipRect; } bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { /* * The documentation of quickReject() indicates that the specified rect * is transformed before being compared to the clip rect. However, the * clip rect is not stored transformed in the snapshot and can thus be * compared directly * * The following code can be used instead to performed a mapped comparison: * * mSnapshot->transform.mapRect(r); * const Rect& clip = mSnapshot->getMappedClip(); * return !clip.intersects(r); */ Rect r(left, top, right, bottom); return !mSnapshot->clipRect.intersects(r); } bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom) { bool clipped = mSnapshot->clipRect.intersect(left, top, right, bottom); if (clipped) { mSnapshot->flags |= Snapshot::kFlagClipSet; setScissorFromClip(); } return clipped; } /////////////////////////////////////////////////////////////////////////////// // Drawing /////////////////////////////////////////////////////////////////////////////// void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { const Rect& clip = mSnapshot->clipRect; drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode); } void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) { 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::drawColorRect(float left, float top, float right, float bottom, int color, SkXfermode::Mode mode) { const int alpha = (color >> 24) & 0xFF; const bool blend = alpha < 255 || mode != SkXfermode::kSrcOver_Mode; const GLfloat a = alpha / 255.0f; const GLfloat r = ((color >> 16) & 0xFF) / 255.0f; const GLfloat g = ((color >> 8) & 0xFF) / 255.0f; const GLfloat b = ((color ) & 0xFF) / 255.0f; if (blend) { glEnable(GL_BLEND); glBlendFunc(gBlends[mode].src, gBlends[mode].dst); } mModelView.loadTranslate(left, top, 0.0f); mModelView.scale(right - left, bottom - top, 1.0f); mDrawColorShader->use(&mOrthoMatrix[0], &mModelView.data[0], &mSnapshot->transform.data[0]); const GLvoid* p = &gDrawColorVertices[0].position[0]; glEnableVertexAttribArray(mDrawColorShader->position); glVertexAttribPointer(mDrawColorShader->position, 2, GL_FLOAT, GL_FALSE, gDrawColorVertexStride, p); glVertexAttrib4f(mDrawColorShader->color, r, g, b, a); glDrawArrays(GL_TRIANGLE_STRIP, 0, gDrawColorVertexCount); glDisableVertexAttribArray(mDrawColorShader->position); if (blend) { glDisable(GL_BLEND); } } void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, GLuint texture, float alpha, SkXfermode::Mode mode, bool isPremultiplied) { mModelView.loadTranslate(left, top, 0.0f); mModelView.scale(right - left, bottom - top, 1.0f); mDrawTextureShader->use(&mOrthoMatrix[0], &mModelView.data[0], &mSnapshot->transform.data[0]); GLenum sourceMode = gBlends[mode].src; if (!isPremultiplied && sourceMode == GL_ONE) { sourceMode = GL_SRC_ALPHA; } // TODO: Try to disable blending when the texture is opaque and alpha == 1.0f glEnable(GL_BLEND); glBlendFunc(sourceMode, gBlends[mode].dst); glBindTexture(GL_TEXTURE_2D, texture); glActiveTexture(GL_TEXTURE0); glUniform1i(mDrawTextureShader->sampler, 0); const GLvoid* p = &mDrawTextureVertices[0].position[0]; const GLvoid* t = &mDrawTextureVertices[0].texture[0]; glEnableVertexAttribArray(mDrawTextureShader->position); glVertexAttribPointer(mDrawTextureShader->position, 2, GL_FLOAT, GL_FALSE, gDrawTextureVertexStride, p); glEnableVertexAttribArray(mDrawTextureShader->texCoords); glVertexAttribPointer(mDrawTextureShader->texCoords, 2, GL_FLOAT, GL_FALSE, gDrawTextureVertexStride, t); glVertexAttrib4f(mDrawTextureShader->color, 1.0f, 1.0f, 1.0f, alpha); glDrawArrays(GL_TRIANGLE_STRIP, 0, gDrawTextureVertexCount); glDisableVertexAttribArray(mDrawTextureShader->position); glDisableVertexAttribArray(mDrawTextureShader->texCoords); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_BLEND); } void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { mDrawTextureVertices[0].texture[0] = u1; mDrawTextureVertices[0].texture[1] = v2; mDrawTextureVertices[1].texture[0] = u2; mDrawTextureVertices[1].texture[1] = v2; mDrawTextureVertices[2].texture[0] = u1; mDrawTextureVertices[2].texture[1] = v1; mDrawTextureVertices[3].texture[0] = u2; mDrawTextureVertices[3].texture[1] = v1; } }; // namespace uirenderer }; // namespace android