604 lines
20 KiB
C++
604 lines
20 KiB
C++
/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#define LOG_TAG "OpenGLRenderer"
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#include <stdlib.h>
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#include <stdint.h>
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#include <sys/types.h>
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#include <SkCanvas.h>
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#include <cutils/properties.h>
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#include <utils/Log.h>
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#include "OpenGLRenderer.h"
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namespace android {
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// Defines
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///////////////////////////////////////////////////////////////////////////////
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// These properties are defined in mega-bytes
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#define PROPERTY_TEXTURE_CACHE_SIZE "ro.hwui.texture_cache_size"
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#define PROPERTY_LAYER_CACHE_SIZE "ro.hwui.layer_cache_size"
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// Converts a number of mega-bytes into bytes
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#define MB(s) s * 1024 * 1024
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#define DEFAULT_TEXTURE_CACHE_SIZE MB(20)
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#define DEFAULT_LAYER_CACHE_SIZE MB(10)
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#define SV(x, y) { { x, y } }
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#define FV(x, y, u, v) { { x, y }, { u, v } }
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///////////////////////////////////////////////////////////////////////////////
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// Globals
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///////////////////////////////////////////////////////////////////////////////
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static const SimpleVertex gDrawColorVertices[] = {
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SV(0.0f, 0.0f),
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SV(1.0f, 0.0f),
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SV(0.0f, 1.0f),
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SV(1.0f, 1.0f)
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};
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static const GLsizei gDrawColorVertexStride = sizeof(SimpleVertex);
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static const GLsizei gDrawColorVertexCount = 4;
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// This array is never used directly but used as a memcpy source in the
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// OpenGLRenderer constructor
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static const TextureVertex gDrawTextureVertices[] = {
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FV(0.0f, 0.0f, 0.0f, 0.0f),
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FV(1.0f, 0.0f, 1.0f, 0.0f),
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FV(0.0f, 1.0f, 0.0f, 1.0f),
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FV(1.0f, 1.0f, 1.0f, 1.0f)
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};
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static const GLsizei gDrawTextureVertexStride = sizeof(TextureVertex);
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static const GLsizei gDrawTextureVertexCount = 4;
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// In this array, the index of each Blender equals the value of the first
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// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
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static const Blender gBlends[] = {
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{ SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO },
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{ SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO },
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{ SkXfermode::kDst_Mode, GL_ZERO, GL_ONE },
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{ SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA },
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{ SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE },
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{ SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO },
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{ SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA },
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{ SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
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{ SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA },
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{ SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
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{ SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
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{ SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }
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};
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///////////////////////////////////////////////////////////////////////////////
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// Constructors/destructor
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///////////////////////////////////////////////////////////////////////////////
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OpenGLRenderer::OpenGLRenderer(): mTextureCache(DEFAULT_TEXTURE_CACHE_SIZE) {
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LOGD("Create OpenGLRenderer");
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char property[PROPERTY_VALUE_MAX];
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if (property_get(PROPERTY_TEXTURE_CACHE_SIZE, property, NULL) > 0) {
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mTextureCache.setMaxSize(MB(atoi(property)));
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}
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mDrawColorShader = new DrawColorProgram;
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mDrawTextureShader = new DrawTextureProgram;
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memcpy(mDrawTextureVertices, gDrawTextureVertices, sizeof(gDrawTextureVertices));
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}
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OpenGLRenderer::~OpenGLRenderer() {
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LOGD("Destroy OpenGLRenderer");
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mTextureCache.clear();
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}
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///////////////////////////////////////////////////////////////////////////////
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// Setup
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///////////////////////////////////////////////////////////////////////////////
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void OpenGLRenderer::setViewport(int width, int height) {
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glViewport(0, 0, width, height);
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mat4 ortho;
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ortho.loadOrtho(0, width, height, 0, -1, 1);
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ortho.copyTo(mOrthoMatrix);
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mWidth = width;
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mHeight = height;
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mFirstSnapshot.height = height;
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}
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void OpenGLRenderer::prepare() {
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mSnapshot = &mFirstSnapshot;
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mSaveCount = 0;
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glDisable(GL_SCISSOR_TEST);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glEnable(GL_SCISSOR_TEST);
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glScissor(0, 0, mWidth, mHeight);
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mSnapshot->clipRect.set(0.0f, 0.0f, mWidth, mHeight);
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}
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///////////////////////////////////////////////////////////////////////////////
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// State management
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///////////////////////////////////////////////////////////////////////////////
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int OpenGLRenderer::getSaveCount() const {
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return mSaveCount;
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}
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int OpenGLRenderer::save(int flags) {
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return saveSnapshot();
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}
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void OpenGLRenderer::restore() {
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if (mSaveCount == 0) return;
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if (restoreSnapshot()) {
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setScissorFromClip();
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}
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}
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void OpenGLRenderer::restoreToCount(int saveCount) {
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if (saveCount <= 0 || saveCount > mSaveCount) return;
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bool restoreClip = false;
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while (mSaveCount != saveCount - 1) {
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restoreClip |= restoreSnapshot();
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}
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if (restoreClip) {
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setScissorFromClip();
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}
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}
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int OpenGLRenderer::saveSnapshot() {
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mSnapshot = new Snapshot(mSnapshot);
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return ++mSaveCount;
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}
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bool OpenGLRenderer::restoreSnapshot() {
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bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
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bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
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bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
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sp<Snapshot> current = mSnapshot;
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sp<Snapshot> previous = mSnapshot->previous;
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if (restoreOrtho) {
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memcpy(mOrthoMatrix, current->orthoMatrix, sizeof(mOrthoMatrix));
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}
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if (restoreLayer) {
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composeLayer(current, previous);
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}
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mSnapshot = previous;
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mSaveCount--;
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return restoreClip;
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}
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void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
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// Unbind current FBO and restore previous one
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// Most of the time, previous->fbo will be 0 to bind the default buffer
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glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
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// Restore the clip from the previous snapshot
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const Rect& clip = previous->getMappedClip();
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glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight());
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// Compute the correct texture coordinates for the FBO texture
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// The texture is currently as big as the window but drawn with
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// a quad of the appropriate size
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const Rect& layer = current->layer;
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drawTextureRect(layer.left, layer.top, layer.right, layer.bottom,
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current->texture, current->alpha, current->mode, true, true);
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// TODO Don't delete these things, but cache them
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glDeleteFramebuffers(1, ¤t->fbo);
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glDeleteTextures(1, ¤t->texture);
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}
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///////////////////////////////////////////////////////////////////////////////
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// Layers
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///////////////////////////////////////////////////////////////////////////////
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int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
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const SkPaint* p, int flags) {
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int count = saveSnapshot();
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int alpha = 255;
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SkXfermode::Mode mode;
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if (p) {
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alpha = p->getAlpha();
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const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
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if (!isMode) {
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// Assume SRC_OVER
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mode = SkXfermode::kSrcOver_Mode;
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}
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} else {
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mode = SkXfermode::kSrcOver_Mode;
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}
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createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags);
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return count;
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}
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int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
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int alpha, int flags) {
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int count = saveSnapshot();
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createLayer(mSnapshot, left, top, right, bottom, alpha, SkXfermode::kSrcOver_Mode, flags);
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return count;
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}
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bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
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float right, float bottom, int alpha, SkXfermode::Mode mode,int flags) {
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// Generate the FBO and attach the texture
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glGenFramebuffers(1, &snapshot->fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
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// Generate the texture in which the FBO will draw
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glGenTextures(1, &snapshot->texture);
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glBindTexture(GL_TEXTURE_2D, snapshot->texture);
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// The FBO will not be scaled, so we can use lower quality filtering
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// TODO VERY IMPORTANT: Fix TextView to not call saveLayer() all the time
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// TODO Use an FBO cache
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const GLsizei width = right - left;
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const GLsizei height = bottom - top;
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const GLint format = (flags & SkCanvas::kHasAlphaLayer_SaveFlag) ? GL_RGBA : GL_RGB;
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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// Bind texture to FBO
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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snapshot->texture, 0);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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LOGD("Framebuffer incomplete (GL error code 0x%x)", status);
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glDeleteFramebuffers(1, &snapshot->fbo);
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glDeleteTextures(1, &snapshot->texture);
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return false;
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}
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// Clear the FBO
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glDisable(GL_SCISSOR_TEST);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glEnable(GL_SCISSOR_TEST);
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snapshot->flags |= Snapshot::kFlagIsLayer;
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snapshot->mode = mode;
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snapshot->alpha = alpha / 255.0f;
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snapshot->layer.set(left, top, right, bottom);
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// Creates a new snapshot to draw into the FBO
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saveSnapshot();
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// TODO: This doesn't preserve other transformations (check Skia first)
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mSnapshot->transform.loadTranslate(-left, -top, 0.0f);
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mSnapshot->clipRect.set(left, top, right, bottom);
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mSnapshot->height = bottom - top;
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setScissorFromClip();
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mSnapshot->flags = Snapshot::kFlagDirtyTransform | Snapshot::kFlagDirtyOrtho |
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Snapshot::kFlagClipSet;
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memcpy(mSnapshot->orthoMatrix, mOrthoMatrix, sizeof(mOrthoMatrix));
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// Change the ortho projection
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mat4 ortho;
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ortho.loadOrtho(0.0f, right - left, bottom - top, 0.0f, 0.0f, 1.0f);
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ortho.copyTo(mOrthoMatrix);
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////
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// Transforms
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///////////////////////////////////////////////////////////////////////////////
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void OpenGLRenderer::translate(float dx, float dy) {
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mSnapshot->transform.translate(dx, dy, 0.0f);
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mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
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}
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void OpenGLRenderer::rotate(float degrees) {
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mSnapshot->transform.rotate(degrees, 0.0f, 0.0f, 1.0f);
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mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
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}
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void OpenGLRenderer::scale(float sx, float sy) {
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mSnapshot->transform.scale(sx, sy, 1.0f);
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mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
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}
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void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
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mSnapshot->transform.load(*matrix);
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mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
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}
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void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
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mSnapshot->transform.copyTo(*matrix);
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}
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void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
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mat4 m(*matrix);
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mSnapshot->transform.multiply(m);
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mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
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}
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///////////////////////////////////////////////////////////////////////////////
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// Clipping
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///////////////////////////////////////////////////////////////////////////////
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void OpenGLRenderer::setScissorFromClip() {
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const Rect& clip = mSnapshot->getMappedClip();
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glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
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}
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const Rect& OpenGLRenderer::getClipBounds() {
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return mSnapshot->clipRect;
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}
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bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
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/*
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* The documentation of quickReject() indicates that the specified rect
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* is transformed before being compared to the clip rect. However, the
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* clip rect is not stored transformed in the snapshot and can thus be
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* compared directly
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*
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* The following code can be used instead to performed a mapped comparison:
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*
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* mSnapshot->transform.mapRect(r);
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* const Rect& clip = mSnapshot->getMappedClip();
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* return !clip.intersects(r);
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*/
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Rect r(left, top, right, bottom);
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return !mSnapshot->clipRect.intersects(r);
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}
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bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom) {
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bool clipped = mSnapshot->clipRect.intersect(left, top, right, bottom);
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if (clipped) {
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mSnapshot->flags |= Snapshot::kFlagClipSet;
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setScissorFromClip();
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}
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return clipped;
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}
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///////////////////////////////////////////////////////////////////////////////
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// Drawing
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///////////////////////////////////////////////////////////////////////////////
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void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) {
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const Texture* texture = mTextureCache.get(bitmap);
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int alpha;
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SkXfermode::Mode mode;
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getAlphaAndMode(paint, &alpha, &mode);
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drawTextureRect(left, top, left + texture->width, top + texture->height, texture->id,
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alpha / 255.0f, mode, texture->blend, true);
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}
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void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) {
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Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
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const mat4 transform(*matrix);
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transform.mapRect(r);
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const Texture* texture = mTextureCache.get(bitmap);
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int alpha;
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SkXfermode::Mode mode;
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getAlphaAndMode(paint, &alpha, &mode);
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drawTextureRect(r.left, r.top, r.right, r.bottom, texture->id,
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alpha / 255.0f, mode, texture->blend, true);
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}
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void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
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float srcLeft, float srcTop, float srcRight, float srcBottom,
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float dstLeft, float dstTop, float dstRight, float dstBottom,
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const SkPaint* paint) {
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const Texture* texture = mTextureCache.get(bitmap);
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int alpha;
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SkXfermode::Mode mode;
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getAlphaAndMode(paint, &alpha, &mode);
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const float width = texture->width;
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const float height = texture->height;
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const float u1 = srcLeft / width;
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const float v1 = srcTop / height;
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const float u2 = srcRight / width;
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const float v2 = srcBottom / height;
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resetDrawTextureTexCoords(u1, v1, u2, v2);
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drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture->id,
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alpha / 255.0f, mode, texture->blend, true);
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resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
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}
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void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
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const Rect& clip = mSnapshot->clipRect;
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drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode);
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}
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void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) {
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SkXfermode::Mode mode;
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const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
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if (!isMode) {
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// Assume SRC_OVER
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mode = SkXfermode::kSrcOver_Mode;
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}
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// Skia draws using the color's alpha channel if < 255
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// Otherwise, it uses the paint's alpha
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int color = p->getColor();
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if (((color >> 24) & 0xFF) == 255) {
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color |= p->getAlpha() << 24;
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}
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drawColorRect(left, top, right, bottom, color, mode);
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}
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void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
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int color, SkXfermode::Mode mode) {
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const int alpha = (color >> 24) & 0xFF;
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const bool blend = alpha < 255 || mode != SkXfermode::kSrcOver_Mode;
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const GLfloat a = alpha / 255.0f;
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const GLfloat r = ((color >> 16) & 0xFF) / 255.0f;
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const GLfloat g = ((color >> 8) & 0xFF) / 255.0f;
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const GLfloat b = ((color ) & 0xFF) / 255.0f;
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if (blend) {
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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 blend, 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]);
|
|
|
|
if (blend || alpha < 1.0f || mode != SkXfermode::kSrcOver_Mode) {
|
|
GLenum sourceMode = gBlends[mode].src;
|
|
if (!isPremultiplied && sourceMode == GL_ONE) {
|
|
sourceMode = GL_SRC_ALPHA;
|
|
}
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(sourceMode, gBlends[mode].dst);
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_2D, texture);
|
|
|
|
// TODO handle tiling and filtering here
|
|
|
|
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] = v1;
|
|
mDrawTextureVertices[1].texture[0] = u2;
|
|
mDrawTextureVertices[1].texture[1] = v1;
|
|
mDrawTextureVertices[2].texture[0] = u1;
|
|
mDrawTextureVertices[2].texture[1] = v2;
|
|
mDrawTextureVertices[3].texture[0] = u2;
|
|
mDrawTextureVertices[3].texture[1] = 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;
|
|
}
|
|
}
|
|
|
|
}; // namespace uirenderer
|
|
}; // namespace android
|