Continue cleanup refactoring in OpenGLRenderer.

Methods that still need refactoring:
    - drawLines
    - composeLayerRegion

Change-Id: If546641adf598d49c330988803667264fda50ac2
This commit is contained in:
Romain Guy
2010-12-14 15:55:39 -08:00
parent fa7952dbb8
commit 86568198f2
2 changed files with 84 additions and 223 deletions

View File

@@ -856,6 +856,16 @@ void OpenGLRenderer::setupDrawColor(int color) {
mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
}
void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
mColorA = alpha / 255.0f;
const float a = mColorA / 255.0f;
mColorR = a * ((color >> 16) & 0xFF);
mColorG = a * ((color >> 8) & 0xFF);
mColorB = a * ((color ) & 0xFF);
mColorSet = true;
mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
}
void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
mColorA = a;
mColorR = r;
@@ -865,6 +875,15 @@ void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
mSetShaderColor = mDescription.setColor(r, g, b, a);
}
void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) {
mColorA = a;
mColorR = r;
mColorG = g;
mColorB = b;
mColorSet = true;
mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a);
}
void OpenGLRenderer::setupDrawShader() {
if (mShader) {
mShader->describe(mDescription, mCaches.extensions);
@@ -912,16 +931,19 @@ void OpenGLRenderer::setupDrawModelView(float left, float top, float right, floa
if (!ignoreModelView) {
mModelView.loadTranslate(left, top, 0.0f);
mModelView.scale(right - left, bottom - top, 1.0f);
if (!ignoreTransform) {
mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
} else {
mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
}
} else {
mModelView.loadIdentity();
}
bool dirty = right - left > 0.0f && bottom - top > 0.0f;
if (!ignoreTransform) {
mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
if (mTrackDirtyRegions && dirty) {
dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
}
} else {
mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
}
}
void OpenGLRenderer::setupDrawColorUniforms() {
@@ -930,9 +952,9 @@ void OpenGLRenderer::setupDrawColorUniforms() {
}
}
void OpenGLRenderer::setupDrawColorAlphaUniforms() {
void OpenGLRenderer::setupDrawPureColorUniforms() {
if (mSetShaderColor) {
mCaches.currentProgram->setColor(mColorA, mColorA, mColorA, mColorA);
mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
}
}
@@ -1000,7 +1022,7 @@ void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint
return;
}
glActiveTexture(GL_TEXTURE0);
glActiveTexture(gTextureUnits[0]);
Texture* texture = mCaches.textureCache.get(bitmap);
if (!texture) return;
const AutoTexture autoCleanup(texture);
@@ -1017,7 +1039,7 @@ void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* pai
return;
}
glActiveTexture(GL_TEXTURE0);
glActiveTexture(gTextureUnits[0]);
Texture* texture = mCaches.textureCache.get(bitmap);
if (!texture) return;
const AutoTexture autoCleanup(texture);
@@ -1325,48 +1347,60 @@ void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
}
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();
int alpha;
SkXfermode::Mode mode;
getAlphaAndMode(paint, &alpha, &mode);
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, pureTranslate);
const float sx = x - shadow->left + mShadowDx;
const float sy = y - shadow->top + mShadowDy;
const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
glActiveTexture(gTextureUnits[0]);
setupDraw();
setupDrawWithTexture(true);
setupDrawAlpha8Color(mShadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
setupDrawBlending(true, mode);
setupDrawProgram();
setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height, pureTranslate);
setupDrawTexture(shadow->id);
setupDrawPureColorUniforms();
setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
// Draw the mesh
glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
finishDrawTexture();
}
GLuint textureUnit = 0;
glActiveTexture(gTextureUnits[textureUnit]);
// Pick the appropriate texture filtering
bool linearFilter = mSnapshot->transform->changesBounds();
if (pureTranslate && !linearFilter) {
linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
}
// 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, 0, pureTranslate);
glActiveTexture(gTextureUnits[0]);
setupDraw();
setupDrawDirtyRegionsDisabled();
setupDrawWithTexture(true);
setupDrawAlpha8Color(paint->getColor(), alpha);
setupDrawColorFilter();
setupDrawShader();
setupDrawBlending(true, mode);
setupDrawProgram();
setupDrawModelView(x, y, x, y, pureTranslate, true);
setupDrawTexture(fontRenderer.getTexture(linearFilter));
setupDrawPureColorUniforms();
setupDrawColorFilterUniforms();
setupDrawShaderUniforms(pureTranslate);
const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
@@ -1421,19 +1455,23 @@ void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
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();
setupDrawWithTexture(true);
setupDrawAlpha8Color(paint->getColor(), alpha);
setupDrawColorFilter();
setupDrawShader();
setupDrawBlending(true, mode);
setupDrawProgram();
setupDrawModelView(x, y, x + texture->width, y + texture->height);
setupDrawTexture(texture->id);
setupDrawPureColorUniforms();
setupDrawColorFilterUniforms();
setupDrawShaderUniforms();
setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
// Draw the mesh
glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
finishDrawTexture();
}
///////////////////////////////////////////////////////////////////////////////
@@ -1483,118 +1521,6 @@ void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
// Drawing implementation
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y,
SkXfermode::Mode mode, float alpha, bool ignoreTransforms) {
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->id, texture->width, texture->height, textureUnit,
sx, sy, r, g, b, a, mode, true, false,
(GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 0, ignoreTransforms);
}
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, bool ignoreTransform) {
// 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();
}
mat4 t;
if (!ignoreTransform) {
t.load(*mSnapshot->transform);
}
mCaches.currentProgram->set(mOrthoMatrix, mModelView, t);
if (width > 0 && height > 0) {
dirtyLayer(x, y, x + width, y + height, t);
}
if (setColor) {
mCaches.currentProgram->setColor(r, g, b, a);
}
textureUnit++;
if (applyFilters) {
// Setup attributes and uniforms required by the shaders
if (mShader) {
if (ignoreTransform) {
mModelView.loadInverse(*mSnapshot->transform);
}
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)
@@ -1727,7 +1653,7 @@ void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float b
} else {
setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
}
setupDrawColorAlphaUniforms();
setupDrawPureColorUniforms();
setupDrawColorFilterUniforms();
setupDrawTexture(texture);
setupDrawMesh(vertices, texCoords, vbo);

View File

@@ -278,73 +278,6 @@ private:
bool swapSrcDst = false, bool ignoreTransform = false, GLuint vbo = 0,
bool ignoreScale = false, bool dirty = true);
/**
* Prepares the renderer to draw the specified shadow. The active texture
* unit must be 0 and the other units must be unbound.
*
* @param texture The shadow texture
* @param x The x coordinate of the shadow
* @param y The y coordinate of the shadow
* @param mode The blending mode
* @param alpha The alpha value
* @param ignoreTransforms True if the coordinates are already in screen space
*/
void setupShadow(const ShadowTexture* texture, float x, float y, SkXfermode::Mode mode,
float alpha, bool ignoreTransforms = false);
/**
* Prepares the renderer to draw the specified Alpha8 texture as a rectangle.
*
* @param texture The texture to render with
* @param textureUnit The texture unit to use, may be modified
* @param x The x coordinate of the rectangle to draw
* @param y The y coordinate of the rectangle to draw
* @param r The red component of the color
* @param g The green component of the color
* @param b The blue component of the color
* @param a The alpha component of the color
* @param mode The blending mode
* @param transforms True if the matrix passed to the shader should be multiplied
* by the model-view matrix
* @param applyFilters Whether or not to take color filters and
* shaders into account
*/
void 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);
/**
* Prepares the renderer to draw the specified Alpha8 texture as a rectangle.
*
* @param texture The texture to render with
* @param width The width of the texture
* @param height The height of the texture
* @param textureUnit The texture unit to use, may be modified
* @param x The x coordinate of the rectangle to draw
* @param y The y coordinate of the rectangle to draw
* @param r The red component of the color
* @param g The green component of the color
* @param b The blue component of the color
* @param a The alpha component of the color
* @param mode The blending mode
* @param transforms True if the matrix passed to the shader should be multiplied
* by the model-view matrix
* @param applyFilters Whether or not to take color filters and
* shaders into account
*/
void 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);
/**
* Same as above setupTextureAlpha8() but specifies the mesh's vertices
* and texCoords pointers. The pointers become offsets when a VBO is bound.
*/
void 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 = 0, bool ignoreTransform = false);
/**
* Draws text underline and strike-through if needed.
*
@@ -430,6 +363,8 @@ private:
void setupDrawWithTexture(bool isAlpha8 = false);
void setupDrawColor(int color);
void setupDrawColor(float r, float g, float b, float a);
void setupDrawAlpha8Color(int color, int alpha);
void setupDrawAlpha8Color(float r, float g, float b, float a);
void setupDrawShader();
void setupDrawColorFilter();
void setupDrawBlending(SkXfermode::Mode mode = SkXfermode::kSrcOver_Mode,
@@ -443,7 +378,7 @@ private:
void setupDrawModelViewTranslate(float left, float top, float right, float bottom,
bool ignoreTransform = false);
void setupDrawColorUniforms();
void setupDrawColorAlphaUniforms();
void setupDrawPureColorUniforms();
void setupDrawShaderUniforms(bool ignoreTransform = false);
void setupDrawColorFilterUniforms();
void setupDrawSimpleMesh();