01d0657957
Change-Id: I27aca9f6d381d5c7e363d90a93225d185f2ff4e3
1666 lines
56 KiB
C++
1666 lines
56 KiB
C++
/*
|
|
* 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 <stdlib.h>
|
|
#include <stdint.h>
|
|
#include <sys/types.h>
|
|
|
|
#include <SkCanvas.h>
|
|
#include <SkTypeface.h>
|
|
|
|
#include <utils/Log.h>
|
|
#include <utils/StopWatch.h>
|
|
|
|
#include <ui/Rect.h>
|
|
|
|
#include "OpenGLRenderer.h"
|
|
#include "DisplayListRenderer.h"
|
|
|
|
namespace android {
|
|
namespace uirenderer {
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// Defines
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
#define RAD_TO_DEG (180.0f / 3.14159265f)
|
|
#define MIN_ANGLE 0.001f
|
|
|
|
// TODO: This should be set in properties
|
|
#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH)
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// Globals
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
/**
|
|
* 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()) {
|
|
mShader = NULL;
|
|
mColorFilter = NULL;
|
|
mHasShadow = false;
|
|
|
|
memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
|
|
|
|
mFirstSnapshot = new Snapshot;
|
|
}
|
|
|
|
OpenGLRenderer::~OpenGLRenderer() {
|
|
// The context has already been destroyed at this point, do not call
|
|
// GL APIs. All GL state should be kept in Caches.h
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// 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);
|
|
|
|
mDirtyClip = false;
|
|
}
|
|
|
|
void OpenGLRenderer::prepare(bool opaque) {
|
|
mSnapshot = new Snapshot(mFirstSnapshot,
|
|
SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
|
|
mSaveCount = 1;
|
|
|
|
glViewport(0, 0, mWidth, mHeight);
|
|
|
|
glDisable(GL_DITHER);
|
|
|
|
if (!opaque) {
|
|
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
|
|
#if DEBUG_MEMORY_USAGE
|
|
mCaches.dumpMemoryUsage();
|
|
#else
|
|
if (mCaches.getDebugLevel() & kDebugMemory) {
|
|
mCaches.dumpMemoryUsage();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void OpenGLRenderer::acquireContext() {
|
|
if (mCaches.currentProgram) {
|
|
if (mCaches.currentProgram->isInUse()) {
|
|
mCaches.currentProgram->remove();
|
|
mCaches.currentProgram = NULL;
|
|
}
|
|
}
|
|
mCaches.unbindMeshBuffer();
|
|
}
|
|
|
|
void OpenGLRenderer::releaseContext() {
|
|
glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight());
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
dirtyClip();
|
|
|
|
glDisable(GL_DITHER);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
mCaches.blend = true;
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// 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;
|
|
bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
|
|
|
|
sp<Snapshot> current = mSnapshot;
|
|
sp<Snapshot> previous = mSnapshot->previous;
|
|
|
|
if (restoreOrtho) {
|
|
Rect& r = previous->viewport;
|
|
glViewport(r.left, r.top, r.right, r.bottom);
|
|
mOrthoMatrix.load(current->orthoMatrix);
|
|
}
|
|
|
|
mSaveCount--;
|
|
mSnapshot = previous;
|
|
|
|
if (restoreClip) {
|
|
dirtyClip();
|
|
}
|
|
|
|
if (restoreLayer) {
|
|
composeLayer(current, previous);
|
|
}
|
|
|
|
return restoreClip;
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// Layers
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
|
|
SkPaint* p, int flags) {
|
|
const GLuint previousFbo = mSnapshot->fbo;
|
|
const int count = saveSnapshot(flags);
|
|
|
|
if (!mSnapshot->invisible) {
|
|
int alpha = 255;
|
|
SkXfermode::Mode mode;
|
|
|
|
if (p) {
|
|
alpha = p->getAlpha();
|
|
if (!mCaches.extensions.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, previousFbo);
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
|
|
int alpha, int flags) {
|
|
if (alpha >= 255 - ALPHA_THRESHOLD) {
|
|
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, at least in the
|
|
* general case. FBOs are used, as an optimization, when the "clip to layer" flag
|
|
* is set. When this flag is set we can redirect all drawing operations into a
|
|
* single FBO.
|
|
*
|
|
* 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> snapshot, float left, float top,
|
|
float right, float bottom, int alpha, SkXfermode::Mode mode,
|
|
int flags, GLuint previousFbo) {
|
|
LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
|
|
LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
|
|
|
|
const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
|
|
|
|
// Window coordinates of the layer
|
|
Rect bounds(left, top, right, bottom);
|
|
if (fboLayer) {
|
|
// Clear the previous layer regions before we change the viewport
|
|
clearLayerRegions();
|
|
} else {
|
|
mSnapshot->transform->mapRect(bounds);
|
|
|
|
// Layers only make sense if they are in the framebuffer's bounds
|
|
bounds.intersect(*snapshot->clipRect);
|
|
|
|
// We cannot work with sub-pixels in this case
|
|
bounds.snapToPixelBoundaries();
|
|
|
|
// When the layer is not an FBO, we may use glCopyTexImage so we
|
|
// need to make sure the layer does not extend outside the bounds
|
|
// of the framebuffer
|
|
bounds.intersect(snapshot->previous->viewport);
|
|
}
|
|
|
|
if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
|
|
bounds.getHeight() > mCaches.maxTextureSize) {
|
|
snapshot->invisible = true;
|
|
} else {
|
|
snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
|
|
}
|
|
|
|
// Bail out if we won't draw in this snapshot
|
|
if (snapshot->invisible) {
|
|
return false;
|
|
}
|
|
|
|
glActiveTexture(gTextureUnits[0]);
|
|
Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
|
|
if (!layer) {
|
|
return false;
|
|
}
|
|
|
|
layer->mode = mode;
|
|
layer->alpha = alpha;
|
|
layer->layer.set(bounds);
|
|
layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height),
|
|
bounds.getWidth() / float(layer->width), 0.0f);
|
|
|
|
// Save the layer in the snapshot
|
|
snapshot->flags |= Snapshot::kFlagIsLayer;
|
|
snapshot->layer = layer;
|
|
|
|
if (fboLayer) {
|
|
return createFboLayer(layer, bounds, snapshot, previousFbo);
|
|
} else {
|
|
// Copy the framebuffer into the layer
|
|
glBindTexture(GL_TEXTURE_2D, layer->texture);
|
|
|
|
if (layer->empty) {
|
|
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left,
|
|
snapshot->height - bounds.bottom, layer->width, layer->height, 0);
|
|
layer->empty = false;
|
|
} else {
|
|
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
|
|
snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
|
|
}
|
|
|
|
// Enqueue the buffer coordinates to clear the corresponding region later
|
|
mLayers.push(new Rect(bounds));
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
|
|
GLuint previousFbo) {
|
|
layer->fbo = mCaches.fboCache.get();
|
|
|
|
#if RENDER_LAYERS_AS_REGIONS
|
|
snapshot->region = &snapshot->layer->region;
|
|
snapshot->flags |= Snapshot::kFlagFboTarget;
|
|
#endif
|
|
|
|
Rect clip(bounds);
|
|
snapshot->transform->mapRect(clip);
|
|
clip.intersect(*snapshot->clipRect);
|
|
clip.snapToPixelBoundaries();
|
|
clip.intersect(snapshot->previous->viewport);
|
|
|
|
mat4 inverse;
|
|
inverse.loadInverse(*mSnapshot->transform);
|
|
|
|
inverse.mapRect(clip);
|
|
clip.snapToPixelBoundaries();
|
|
clip.intersect(bounds);
|
|
clip.translate(-bounds.left, -bounds.top);
|
|
|
|
snapshot->flags |= Snapshot::kFlagIsFboLayer;
|
|
snapshot->fbo = layer->fbo;
|
|
snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
|
|
//snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
|
|
snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
|
|
snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
|
|
snapshot->height = bounds.getHeight();
|
|
snapshot->flags |= Snapshot::kFlagDirtyOrtho;
|
|
snapshot->orthoMatrix.load(mOrthoMatrix);
|
|
|
|
// Bind texture to FBO
|
|
glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
|
|
glBindTexture(GL_TEXTURE_2D, layer->texture);
|
|
|
|
// Initialize the texture if needed
|
|
if (layer->empty) {
|
|
layer->empty = false;
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0,
|
|
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
}
|
|
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
|
|
layer->texture, 0);
|
|
|
|
#if DEBUG_LAYERS_AS_REGIONS
|
|
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
|
LOGE("Framebuffer incomplete (GL error code 0x%x)", status);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
|
|
glDeleteTextures(1, &layer->texture);
|
|
mCaches.fboCache.put(layer->fbo);
|
|
|
|
delete layer;
|
|
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
// Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
|
|
glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
|
|
clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
|
|
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
dirtyClip();
|
|
|
|
// Change the ortho projection
|
|
glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
|
|
mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Read the documentation of createLayer() before doing anything in this method.
|
|
*/
|
|
void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
|
|
if (!current->layer) {
|
|
LOGE("Attempting to compose a layer that does not exist");
|
|
return;
|
|
}
|
|
|
|
const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
|
|
|
|
if (fboLayer) {
|
|
// Unbind current FBO and restore previous one
|
|
glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
|
|
}
|
|
|
|
Layer* layer = current->layer;
|
|
const Rect& rect = layer->layer;
|
|
|
|
if (!fboLayer && layer->alpha < 255) {
|
|
drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
|
|
layer->alpha << 24, SkXfermode::kDstIn_Mode, true);
|
|
// Required below, composeLayerRect() will divide by 255
|
|
layer->alpha = 255;
|
|
}
|
|
|
|
mCaches.unbindMeshBuffer();
|
|
|
|
glActiveTexture(gTextureUnits[0]);
|
|
|
|
// When the layer is stored in an FBO, we can save a bit of fillrate by
|
|
// drawing only the dirty region
|
|
if (fboLayer) {
|
|
dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
|
|
composeLayerRegion(layer, rect);
|
|
} else {
|
|
dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
|
|
composeLayerRect(layer, rect, true);
|
|
}
|
|
|
|
if (fboLayer) {
|
|
// Detach the texture from the FBO
|
|
glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
|
|
|
|
// Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
|
|
mCaches.fboCache.put(current->fbo);
|
|
}
|
|
|
|
dirtyClip();
|
|
|
|
// Failing to add the layer to the cache should happen only if the layer is too large
|
|
if (!mCaches.layerCache.put(layer)) {
|
|
LAYER_LOGD("Deleting layer");
|
|
glDeleteTextures(1, &layer->texture);
|
|
delete layer;
|
|
}
|
|
}
|
|
|
|
void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
|
|
const Rect& texCoords = layer->texCoords;
|
|
resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom);
|
|
|
|
drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture,
|
|
layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0],
|
|
&mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap);
|
|
|
|
resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
|
|
}
|
|
|
|
void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
|
|
#if RENDER_LAYERS_AS_REGIONS
|
|
if (layer->region.isRect()) {
|
|
composeLayerRect(layer, rect);
|
|
layer->region.clear();
|
|
return;
|
|
}
|
|
|
|
if (!layer->region.isEmpty()) {
|
|
size_t count;
|
|
const android::Rect* rects = layer->region.getArray(&count);
|
|
|
|
setupDraw();
|
|
|
|
ProgramDescription description;
|
|
description.hasTexture = true;
|
|
|
|
const float alpha = layer->alpha / 255.0f;
|
|
const bool setColor = description.setColor(alpha, alpha, alpha, alpha);
|
|
chooseBlending(layer->blend || layer->alpha < 255, layer->mode, description, false);
|
|
|
|
useProgram(mCaches.programCache.get(description));
|
|
|
|
// Texture
|
|
bindTexture(layer->texture);
|
|
glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0);
|
|
|
|
// Always premultiplied
|
|
if (setColor) {
|
|
mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha);
|
|
}
|
|
|
|
// Mesh
|
|
int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
|
|
glEnableVertexAttribArray(texCoordsSlot);
|
|
|
|
mModelView.loadIdentity();
|
|
mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
|
|
|
|
const float texX = 1.0f / float(layer->width);
|
|
const float texY = 1.0f / float(layer->height);
|
|
|
|
TextureVertex* mesh = mCaches.getRegionMesh();
|
|
GLsizei numQuads = 0;
|
|
|
|
glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
|
|
gMeshStride, &mesh[0].position[0]);
|
|
glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE,
|
|
gMeshStride, &mesh[0].texture[0]);
|
|
|
|
for (size_t i = 0; i < count; i++) {
|
|
const android::Rect* r = &rects[i];
|
|
|
|
const float u1 = r->left * texX;
|
|
const float v1 = (rect.getHeight() - r->top) * texY;
|
|
const float u2 = r->right * texX;
|
|
const float v2 = (rect.getHeight() - r->bottom) * texY;
|
|
|
|
// TODO: Reject quads outside of the clip
|
|
TextureVertex::set(mesh++, r->left, r->top, u1, v1);
|
|
TextureVertex::set(mesh++, r->right, r->top, u2, v1);
|
|
TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
|
|
TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
|
|
|
|
numQuads++;
|
|
|
|
if (numQuads >= REGION_MESH_QUAD_COUNT) {
|
|
glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
|
|
numQuads = 0;
|
|
mesh = mCaches.getRegionMesh();
|
|
}
|
|
}
|
|
|
|
if (numQuads > 0) {
|
|
glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
|
|
}
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
glDisableVertexAttribArray(texCoordsSlot);
|
|
|
|
#if DEBUG_LAYERS_AS_REGIONS
|
|
uint32_t colors[] = {
|
|
0x7fff0000, 0x7f00ff00,
|
|
0x7f0000ff, 0x7fff00ff,
|
|
};
|
|
|
|
int offset = 0;
|
|
int32_t top = rects[0].top;
|
|
int i = 0;
|
|
|
|
for (size_t i = 0; i < count; i++) {
|
|
if (top != rects[i].top) {
|
|
offset ^= 0x2;
|
|
top = rects[i].top;
|
|
}
|
|
|
|
Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
|
|
drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
|
|
SkXfermode::kSrcOver_Mode);
|
|
}
|
|
#endif
|
|
|
|
layer->region.clear();
|
|
}
|
|
#else
|
|
composeLayerRect(layer, rect);
|
|
#endif
|
|
}
|
|
|
|
void OpenGLRenderer::dirtyLayer(const float left, const float top,
|
|
const float right, const float bottom, const mat4 transform) {
|
|
#if RENDER_LAYERS_AS_REGIONS
|
|
if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) {
|
|
Rect bounds(left, top, right, bottom);
|
|
transform.mapRect(bounds);
|
|
bounds.intersect(*mSnapshot->clipRect);
|
|
bounds.snapToPixelBoundaries();
|
|
|
|
android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
|
|
if (!dirty.isEmpty()) {
|
|
mSnapshot->region->orSelf(dirty);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void OpenGLRenderer::dirtyLayer(const float left, const float top,
|
|
const float right, const float bottom) {
|
|
#if RENDER_LAYERS_AS_REGIONS
|
|
if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) {
|
|
Rect bounds(left, top, right, bottom);
|
|
bounds.intersect(*mSnapshot->clipRect);
|
|
bounds.snapToPixelBoundaries();
|
|
|
|
android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
|
|
if (!dirty.isEmpty()) {
|
|
mSnapshot->region->orSelf(dirty);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void OpenGLRenderer::setupDraw() {
|
|
clearLayerRegions();
|
|
if (mDirtyClip) {
|
|
setScissorFromClip();
|
|
}
|
|
}
|
|
|
|
void OpenGLRenderer::clearLayerRegions() {
|
|
if (mLayers.size() == 0 || mSnapshot->invisible) return;
|
|
|
|
Rect clipRect(*mSnapshot->clipRect);
|
|
clipRect.snapToPixelBoundaries();
|
|
|
|
for (uint32_t i = 0; i < mLayers.size(); i++) {
|
|
Rect* bounds = mLayers.itemAt(i);
|
|
if (clipRect.intersects(*bounds)) {
|
|
// Clear the framebuffer where the layer will draw
|
|
glScissor(bounds->left, mSnapshot->height - bounds->bottom,
|
|
bounds->getWidth(), bounds->getHeight());
|
|
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
// Restore the clip
|
|
dirtyClip();
|
|
}
|
|
|
|
delete bounds;
|
|
}
|
|
|
|
mLayers.clear();
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// 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);
|
|
}
|
|
|
|
const float* OpenGLRenderer::getMatrix() const {
|
|
if (mSnapshot->fbo != 0) {
|
|
return &mSnapshot->transform->data[0];
|
|
}
|
|
return &mIdentity.data[0];
|
|
}
|
|
|
|
void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
|
|
mSnapshot->transform->copyTo(*matrix);
|
|
}
|
|
|
|
void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
|
|
SkMatrix transform;
|
|
mSnapshot->transform->copyTo(transform);
|
|
transform.preConcat(*matrix);
|
|
mSnapshot->transform->load(transform);
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// Clipping
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
void OpenGLRenderer::setScissorFromClip() {
|
|
Rect clip(*mSnapshot->clipRect);
|
|
clip.snapToPixelBoundaries();
|
|
glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
|
|
mDirtyClip = false;
|
|
}
|
|
|
|
const Rect& OpenGLRenderer::getClipBounds() {
|
|
return mSnapshot->getLocalClip();
|
|
}
|
|
|
|
bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
|
|
if (mSnapshot->invisible) {
|
|
return true;
|
|
}
|
|
|
|
Rect r(left, top, right, bottom);
|
|
mSnapshot->transform->mapRect(r);
|
|
r.snapToPixelBoundaries();
|
|
|
|
Rect clipRect(*mSnapshot->clipRect);
|
|
clipRect.snapToPixelBoundaries();
|
|
|
|
return !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) {
|
|
dirtyClip();
|
|
}
|
|
return !mSnapshot->clipRect->isEmpty();
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// Drawing
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
void OpenGLRenderer::drawDisplayList(DisplayList* displayList) {
|
|
// All the usual checks and setup operations (quickReject, setupDraw, etc.)
|
|
// will be performed by the display list itself
|
|
if (displayList) {
|
|
displayList->replay(*this);
|
|
}
|
|
}
|
|
|
|
void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
|
|
const float right = left + bitmap->width();
|
|
const float bottom = top + bitmap->height();
|
|
|
|
if (quickReject(left, top, right, bottom)) {
|
|
return;
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
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, SkMatrix* matrix, 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);
|
|
Texture* texture = mCaches.textureCache.get(bitmap);
|
|
if (!texture) return;
|
|
const AutoTexture autoCleanup(texture);
|
|
|
|
// This could be done in a cheaper way, all we need is pass the matrix
|
|
// to the vertex shader. The save/restore is a bit overkill.
|
|
save(SkCanvas::kMatrix_SaveFlag);
|
|
concatMatrix(matrix);
|
|
drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
|
|
restore();
|
|
}
|
|
|
|
void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
|
|
float srcLeft, float srcTop, float srcRight, float srcBottom,
|
|
float dstLeft, float dstTop, float dstRight, float dstBottom,
|
|
SkPaint* paint) {
|
|
if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
|
|
return;
|
|
}
|
|
|
|
glActiveTexture(gTextureUnits[0]);
|
|
Texture* texture = mCaches.textureCache.get(bitmap);
|
|
if (!texture) return;
|
|
const AutoTexture autoCleanup(texture);
|
|
setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
|
|
|
|
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;
|
|
|
|
mCaches.unbindMeshBuffer();
|
|
resetDrawTextureTexCoords(u1, v1, u2, v2);
|
|
|
|
int alpha;
|
|
SkXfermode::Mode mode;
|
|
getAlphaAndMode(paint, &alpha, &mode);
|
|
|
|
drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
|
|
mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
|
|
GL_TRIANGLE_STRIP, gMeshCount);
|
|
|
|
resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
|
|
}
|
|
|
|
void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
|
|
const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
|
|
float left, float top, float right, float bottom, SkPaint* paint) {
|
|
if (quickReject(left, top, right, bottom)) {
|
|
return;
|
|
}
|
|
|
|
glActiveTexture(gTextureUnits[0]);
|
|
Texture* texture = mCaches.textureCache.get(bitmap);
|
|
if (!texture) return;
|
|
const AutoTexture autoCleanup(texture);
|
|
setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
|
|
|
|
int alpha;
|
|
SkXfermode::Mode mode;
|
|
getAlphaAndMode(paint, &alpha, &mode);
|
|
|
|
const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
|
|
right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
|
|
|
|
if (mesh) {
|
|
// Mark the current layer dirty where we are going to draw the patch
|
|
if ((mSnapshot->flags & Snapshot::kFlagFboTarget) &&
|
|
mSnapshot->region && mesh->hasEmptyQuads) {
|
|
const size_t count = mesh->quads.size();
|
|
for (size_t i = 0; i < count; i++) {
|
|
Rect bounds = mesh->quads.itemAt(i);
|
|
dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom,
|
|
*mSnapshot->transform);
|
|
}
|
|
}
|
|
|
|
drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
|
|
mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
|
|
GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
|
|
true, !mesh->hasEmptyQuads);
|
|
}
|
|
}
|
|
|
|
void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
|
|
// TODO: Should do quickReject for each line
|
|
if (mSnapshot->invisible) return;
|
|
|
|
setupDraw();
|
|
|
|
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;
|
|
glActiveTexture(gTextureUnits[textureUnit]);
|
|
setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a,
|
|
mode, false, true, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
|
|
mCaches.line.getMeshBuffer());
|
|
} else {
|
|
setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false, true);
|
|
}
|
|
|
|
const float strokeWidth = paint->getStrokeWidth();
|
|
const GLsizei elementsCount = isAA ? mCaches.line.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) {
|
|
mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3],
|
|
strokeWidth, tx, ty);
|
|
} else {
|
|
ty = strokeWidth <= 1.0f ? 0.0f : -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 = mCaches.line.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);
|
|
// TODO: Add bounds to the layer's region
|
|
|
|
if (mShader) {
|
|
mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot);
|
|
}
|
|
|
|
glDrawArrays(drawMode, 0, elementsCount);
|
|
}
|
|
|
|
if (isAA) {
|
|
glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
|
|
}
|
|
}
|
|
|
|
void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
|
|
// No need to check against the clip, we fill the clip region
|
|
if (mSnapshot->invisible) return;
|
|
|
|
Rect& clip(*mSnapshot->clipRect);
|
|
clip.snapToPixelBoundaries();
|
|
drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
|
|
}
|
|
|
|
void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
|
|
if (quickReject(left, top, right, bottom)) {
|
|
return;
|
|
}
|
|
|
|
SkXfermode::Mode mode;
|
|
if (!mCaches.extensions.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;
|
|
}
|
|
if (mSnapshot->invisible) 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());
|
|
|
|
setupDraw();
|
|
|
|
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]);
|
|
|
|
// Assume that the modelView matrix does not force scales, rotates, etc.
|
|
const bool linearFilter = mSnapshot->transform->changesBounds();
|
|
|
|
// Dimensions are set to (0,0), the layer (if any) won't be dirtied
|
|
setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit,
|
|
x, y, r, g, b, a, mode, false, true, NULL, NULL);
|
|
|
|
const Rect& clip = mSnapshot->getLocalClip();
|
|
Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
|
|
|
|
#if RENDER_LAYERS_AS_REGIONS
|
|
bool hasLayer = (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region;
|
|
#else
|
|
bool hasLayer = false;
|
|
#endif
|
|
|
|
mCaches.unbindMeshBuffer();
|
|
if (fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y,
|
|
hasLayer ? &bounds : NULL)) {
|
|
#if RENDER_LAYERS_AS_REGIONS
|
|
if (hasLayer) {
|
|
mSnapshot->transform->mapRect(bounds);
|
|
bounds.intersect(*mSnapshot->clipRect);
|
|
bounds.snapToPixelBoundaries();
|
|
|
|
android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
|
|
mSnapshot->region->orSelf(dirty);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
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) {
|
|
if (mSnapshot->invisible) return;
|
|
|
|
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);
|
|
|
|
setupDraw();
|
|
|
|
// 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,
|
|
(GLvoid*) 0, (GLvoid*) gMeshTextureOffset);
|
|
}
|
|
|
|
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, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset);
|
|
}
|
|
|
|
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, GLuint vbo) {
|
|
// Describe the required shaders
|
|
ProgramDescription description;
|
|
description.hasTexture = true;
|
|
description.hasAlpha8Texture = true;
|
|
const bool setColor = description.setAlpha8Color(r, g, b, a);
|
|
|
|
if (applyFilters) {
|
|
if (mShader) {
|
|
mShader->describe(description, mCaches.extensions);
|
|
}
|
|
if (mColorFilter) {
|
|
mColorFilter->describe(description, mCaches.extensions);
|
|
}
|
|
}
|
|
|
|
// Setup the blending mode
|
|
chooseBlending(true, mode, description);
|
|
|
|
// Build and use the appropriate shader
|
|
useProgram(mCaches.programCache.get(description));
|
|
|
|
bindTexture(texture);
|
|
glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit);
|
|
|
|
int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
|
|
glEnableVertexAttribArray(texCoordsSlot);
|
|
|
|
if (texCoords) {
|
|
// Setup attributes
|
|
if (!vertices) {
|
|
mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
|
|
} else {
|
|
mCaches.unbindMeshBuffer();
|
|
}
|
|
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);
|
|
if (width > 0 && height > 0) {
|
|
dirtyLayer(x, y, x + width, y + height, *mSnapshot->transform);
|
|
}
|
|
|
|
if (setColor) {
|
|
mCaches.currentProgram->setColor(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) {
|
|
const float textSize = paint->getTextSize();
|
|
const float strokeWidth = textSize * kStdUnderline_Thickness;
|
|
|
|
const float left = x - offsetX;
|
|
float top = 0.0f;
|
|
|
|
const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1);
|
|
float points[pointsCount];
|
|
int currentPoint = 0;
|
|
|
|
if (flags & SkPaint::kUnderlineText_Flag) {
|
|
top = y + textSize * kStdUnderline_Offset;
|
|
points[currentPoint++] = left;
|
|
points[currentPoint++] = top;
|
|
points[currentPoint++] = left + underlineWidth;
|
|
points[currentPoint++] = top;
|
|
}
|
|
|
|
if (flags & SkPaint::kStrikeThruText_Flag) {
|
|
top = y + textSize * kStdStrikeThru_Offset;
|
|
points[currentPoint++] = left;
|
|
points[currentPoint++] = top;
|
|
points[currentPoint++] = left + underlineWidth;
|
|
points[currentPoint++] = top;
|
|
}
|
|
|
|
SkPaint linesPaint(*paint);
|
|
linesPaint.setStrokeWidth(strokeWidth);
|
|
|
|
drawLines(&points[0], pointsCount, &linesPaint);
|
|
}
|
|
}
|
|
}
|
|
|
|
void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
|
|
int color, SkXfermode::Mode mode, bool ignoreTransform) {
|
|
setupDraw();
|
|
|
|
// 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, bool ignoreMatrix) {
|
|
GLuint textureUnit = 0;
|
|
|
|
// Describe the required shaders
|
|
ProgramDescription description;
|
|
const bool setColor = description.setColor(r, g, b, a);
|
|
|
|
if (mShader) {
|
|
mShader->describe(description, mCaches.extensions);
|
|
}
|
|
if (mColorFilter) {
|
|
mColorFilter->describe(description, mCaches.extensions);
|
|
}
|
|
|
|
// 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
|
|
mCaches.bindMeshBuffer();
|
|
glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
|
|
gMeshStride, 0);
|
|
|
|
if (!ignoreMatrix) {
|
|
// 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);
|
|
dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
|
|
} else {
|
|
mat4 identity;
|
|
mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity);
|
|
dirtyLayer(left, top, right, bottom);
|
|
}
|
|
}
|
|
if (!mShader || (mShader && setColor)) {
|
|
mCaches.currentProgram->setColor(r, g, b, a);
|
|
}
|
|
|
|
// Setup attributes and uniforms required by the shaders
|
|
if (mShader) {
|
|
if (ignoreMatrix) mModelView.loadIdentity();
|
|
mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
|
|
}
|
|
if (mColorFilter) {
|
|
mColorFilter->setupProgram(mCaches.currentProgram);
|
|
}
|
|
}
|
|
|
|
void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
|
|
Texture* texture, SkPaint* paint) {
|
|
int alpha;
|
|
SkXfermode::Mode mode;
|
|
getAlphaAndMode(paint, &alpha, &mode);
|
|
|
|
setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
|
|
|
|
drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
|
|
texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
|
|
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,
|
|
(GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 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, GLuint vbo, bool ignoreScale, bool dirty) {
|
|
setupDraw();
|
|
|
|
ProgramDescription description;
|
|
description.hasTexture = true;
|
|
const bool setColor = description.setColor(alpha, alpha, alpha, alpha);
|
|
if (mColorFilter) {
|
|
mColorFilter->describe(description, mCaches.extensions);
|
|
}
|
|
|
|
mModelView.loadTranslate(left, top, 0.0f);
|
|
if (!ignoreScale) {
|
|
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);
|
|
if (dirty) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
|
|
} else {
|
|
mat4 identity;
|
|
mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity);
|
|
if (dirty) dirtyLayer(left, top, right, bottom);
|
|
}
|
|
|
|
// Texture
|
|
bindTexture(texture);
|
|
glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0);
|
|
|
|
// Always premultiplied
|
|
if (setColor) {
|
|
mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha);
|
|
}
|
|
|
|
// Mesh
|
|
int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
|
|
glEnableVertexAttribArray(texCoordsSlot);
|
|
|
|
if (!vertices) {
|
|
mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
|
|
} else {
|
|
mCaches.unbindMeshBuffer();
|
|
}
|
|
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 (mCaches.extensions.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(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
|
|
if (paint) {
|
|
if (!mCaches.extensions.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::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) {
|
|
bool bound = false;
|
|
if (wrapS != texture->wrapS) {
|
|
glBindTexture(GL_TEXTURE_2D, texture->id);
|
|
bound = true;
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
|
|
texture->wrapS = wrapS;
|
|
}
|
|
if (wrapT != texture->wrapT) {
|
|
if (!bound) {
|
|
glBindTexture(GL_TEXTURE_2D, texture->id);
|
|
}
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
|
|
texture->wrapT = wrapT;
|
|
}
|
|
}
|
|
|
|
}; // namespace uirenderer
|
|
}; // namespace android
|