Files
frameworks_base/libs/hwui/OpenGLRenderer.cpp
Romain Guy 7fac2e1833 Add plumbing to support gradients in OpenGL renderer.
The LinearGradient class keeps a copy of the various parameters that
define the gradient. The copies are native arrays to avoid copying
Java arrays on every draw call. The gradient code path is implemented
until OpenGLRenderer::drawRect() (see TODO.) The actual gradient
implementation will be added in a latter change.

Change-Id: I9300d250ef5e2e9c2e097c3116ee71dfc9d752d8
2010-07-16 17:10:13 -07:00

760 lines
24 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 <cutils/properties.h>
#include <utils/Log.h>
#include "OpenGLRenderer.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////
// These properties are defined in mega-bytes
#define PROPERTY_TEXTURE_CACHE_SIZE "ro.hwui.texture_cache_size"
#define PROPERTY_LAYER_CACHE_SIZE "ro.hwui.layer_cache_size"
#define DEFAULT_TEXTURE_CACHE_SIZE 20
#define DEFAULT_LAYER_CACHE_SIZE 10
#define DEFAULT_PATCH_CACHE_SIZE 100
// Converts a number of mega-bytes into bytes
#define MB(s) s * 1024 * 1024
// Generates simple and textured vertices
#define SV(x, y) { { x, y } }
#define FV(x, y, u, v) { { x, y }, { u, v } }
///////////////////////////////////////////////////////////////////////////////
// Globals
///////////////////////////////////////////////////////////////////////////////
static const SimpleVertex gDrawColorVertices[] = {
SV(0.0f, 0.0f),
SV(1.0f, 0.0f),
SV(0.0f, 1.0f),
SV(1.0f, 1.0f)
};
static const GLsizei gDrawColorVertexStride = sizeof(SimpleVertex);
static const GLsizei gDrawColorVertexCount = 4;
// This array is never used directly but used as a memcpy source in the
// OpenGLRenderer constructor
static const TextureVertex gDrawTextureVertices[] = {
FV(0.0f, 0.0f, 0.0f, 0.0f),
FV(1.0f, 0.0f, 1.0f, 0.0f),
FV(0.0f, 1.0f, 0.0f, 1.0f),
FV(1.0f, 1.0f, 1.0f, 1.0f)
};
static const GLsizei gDrawTextureVertexStride = sizeof(TextureVertex);
static const GLsizei gDrawTextureVertexCount = 4;
// In this array, the index of each Blender equals the value of the first
// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
static const Blender gBlends[] = {
{ SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO },
{ SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO },
{ SkXfermode::kDst_Mode, GL_ZERO, GL_ONE },
{ SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA },
{ SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE },
{ SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO },
{ SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA },
{ SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
{ SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA },
{ SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
{ SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
{ SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }
};
static const GLint gTileModes[] = {
GL_CLAMP_TO_EDGE, // == SkShader::kClamp_TileMode
GL_REPEAT, // == SkShader::kRepeat_Mode
GL_MIRRORED_REPEAT // == SkShader::kMirror_TileMode
};
///////////////////////////////////////////////////////////////////////////////
// Constructors/destructor
///////////////////////////////////////////////////////////////////////////////
OpenGLRenderer::OpenGLRenderer():
mBlend(false), mLastSrcMode(GL_ZERO), mLastDstMode(GL_ZERO),
mTextureCache(MB(DEFAULT_TEXTURE_CACHE_SIZE)),
mLayerCache(MB(DEFAULT_LAYER_CACHE_SIZE)),
mPatchCache(DEFAULT_PATCH_CACHE_SIZE) {
LOGD("Create OpenGLRenderer");
char property[PROPERTY_VALUE_MAX];
if (property_get(PROPERTY_TEXTURE_CACHE_SIZE, property, NULL) > 0) {
LOGD(" Setting texture cache size to %sMB", property);
mTextureCache.setMaxSize(MB(atoi(property)));
} else {
LOGD(" Using default texture cache size of %dMB", DEFAULT_TEXTURE_CACHE_SIZE);
}
if (property_get(PROPERTY_LAYER_CACHE_SIZE, property, NULL) > 0) {
LOGD(" Setting layer cache size to %sMB", property);
mLayerCache.setMaxSize(MB(atoi(property)));
} else {
LOGD(" Using default layer cache size of %dMB", DEFAULT_LAYER_CACHE_SIZE);
}
mDrawColorProgram = new DrawColorProgram;
mDrawTextureProgram = new DrawTextureProgram;
mCurrentProgram = mDrawTextureProgram;
mShader = kShaderNone;
mShaderTileX = SkShader::kClamp_TileMode;
mShaderTileY = SkShader::kClamp_TileMode;
mShaderMatrix = NULL;
mShaderBitmap = NULL;
mLastTexture = 0;
memcpy(mDrawTextureVertices, gDrawTextureVertices, sizeof(gDrawTextureVertices));
}
OpenGLRenderer::~OpenGLRenderer() {
LOGD("Destroy OpenGLRenderer");
mTextureCache.clear();
mLayerCache.clear();
mPatchCache.clear();
}
///////////////////////////////////////////////////////////////////////////////
// Setup
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::setViewport(int width, int height) {
glViewport(0, 0, width, height);
mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
mWidth = width;
mHeight = height;
mFirstSnapshot.height = height;
}
void OpenGLRenderer::prepare() {
mSnapshot = &mFirstSnapshot;
mSaveCount = 0;
glDisable(GL_SCISSOR_TEST);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, mWidth, mHeight);
mSnapshot->clipRect.set(0.0f, 0.0f, mWidth, mHeight);
}
///////////////////////////////////////////////////////////////////////////////
// State management
///////////////////////////////////////////////////////////////////////////////
int OpenGLRenderer::getSaveCount() const {
return mSaveCount;
}
int OpenGLRenderer::save(int flags) {
return saveSnapshot();
}
void OpenGLRenderer::restore() {
if (mSaveCount == 0) return;
if (restoreSnapshot()) {
setScissorFromClip();
}
}
void OpenGLRenderer::restoreToCount(int saveCount) {
if (saveCount <= 0 || saveCount > mSaveCount) return;
bool restoreClip = false;
while (mSaveCount != saveCount - 1) {
restoreClip |= restoreSnapshot();
}
if (restoreClip) {
setScissorFromClip();
}
}
int OpenGLRenderer::saveSnapshot() {
mSnapshot = new Snapshot(mSnapshot);
return ++mSaveCount;
}
bool OpenGLRenderer::restoreSnapshot() {
bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
sp<Snapshot> current = mSnapshot;
sp<Snapshot> previous = mSnapshot->previous;
if (restoreOrtho) {
mOrthoMatrix.load(current->orthoMatrix);
}
if (restoreLayer) {
composeLayer(current, previous);
}
mSnapshot = previous;
mSaveCount--;
return restoreClip;
}
void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
if (!current->layer) {
LOGE("Attempting to compose a layer that does not exist");
return;
}
// Unbind current FBO and restore previous one
// Most of the time, previous->fbo will be 0 to bind the default buffer
glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
// Restore the clip from the previous snapshot
const Rect& clip = previous->clipRect;
glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight());
Layer* layer = current->layer;
// Compute the correct texture coordinates for the FBO texture
// The texture is currently as big as the window but drawn with
// a quad of the appropriate size
const Rect& rect = layer->layer;
drawTextureRect(rect.left, rect.top, rect.right, rect.bottom,
layer->texture, layer->alpha, layer->mode, layer->blend);
LayerSize size(rect.getWidth(), rect.getHeight());
// Failing to add the layer to the cache should happen only if the
// layer is too large
if (!mLayerCache.put(size, layer)) {
LAYER_LOGD("Deleting layer");
glDeleteFramebuffers(1, &layer->fbo);
glDeleteTextures(1, &layer->texture);
delete layer;
}
}
///////////////////////////////////////////////////////////////////////////////
// Layers
///////////////////////////////////////////////////////////////////////////////
int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
const SkPaint* p, int flags) {
int count = saveSnapshot();
int alpha = 255;
SkXfermode::Mode mode;
if (p) {
alpha = p->getAlpha();
const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
if (!isMode) {
// Assume SRC_OVER
mode = SkXfermode::kSrcOver_Mode;
}
} else {
mode = SkXfermode::kSrcOver_Mode;
}
createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags);
return count;
}
int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
int alpha, int flags) {
int count = saveSnapshot();
createLayer(mSnapshot, left, top, right, bottom, alpha, SkXfermode::kSrcOver_Mode, flags);
return count;
}
bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
float right, float bottom, int alpha, SkXfermode::Mode mode,int flags) {
LAYER_LOGD("Requesting layer %fx%f", right - left, bottom - top);
LAYER_LOGD("Layer cache size = %d", mLayerCache.getSize());
GLuint previousFbo = snapshot->previous.get() ? snapshot->previous->fbo : 0;
LayerSize size(right - left, bottom - top);
Layer* layer = mLayerCache.get(size, previousFbo);
if (!layer) {
return false;
}
glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
// Clear the FBO
glDisable(GL_SCISSOR_TEST);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
// Save the layer in the snapshot
snapshot->flags |= Snapshot::kFlagIsLayer;
layer->mode = mode;
layer->alpha = alpha / 255.0f;
layer->layer.set(left, top, right, bottom);
snapshot->layer = layer;
snapshot->fbo = layer->fbo;
// Creates a new snapshot to draw into the FBO
saveSnapshot();
// TODO: This doesn't preserve other transformations (check Skia first)
mSnapshot->transform.loadTranslate(-left, -top, 0.0f);
mSnapshot->setClip(0.0f, 0.0f, right - left, bottom - top);
mSnapshot->height = bottom - top;
setScissorFromClip();
mSnapshot->flags = Snapshot::kFlagDirtyOrtho | Snapshot::kFlagClipSet;
mSnapshot->orthoMatrix.load(mOrthoMatrix);
// Change the ortho projection
mOrthoMatrix.loadOrtho(0.0f, right - left, bottom - top, 0.0f, 0.0f, 1.0f);
return true;
}
///////////////////////////////////////////////////////////////////////////////
// Transforms
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::translate(float dx, float dy) {
mSnapshot->transform.translate(dx, dy, 0.0f);
}
void OpenGLRenderer::rotate(float degrees) {
mSnapshot->transform.rotate(degrees, 0.0f, 0.0f, 1.0f);
}
void OpenGLRenderer::scale(float sx, float sy) {
mSnapshot->transform.scale(sx, sy, 1.0f);
}
void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
mSnapshot->transform.load(*matrix);
}
void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
mSnapshot->transform.copyTo(*matrix);
}
void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
mat4 m(*matrix);
mSnapshot->transform.multiply(m);
}
///////////////////////////////////////////////////////////////////////////////
// Clipping
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::setScissorFromClip() {
const Rect& clip = mSnapshot->clipRect;
glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
}
const Rect& OpenGLRenderer::getClipBounds() {
return mSnapshot->getLocalClip();
}
bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
Rect r(left, top, right, bottom);
mSnapshot->transform.mapRect(r);
return !mSnapshot->clipRect.intersects(r);
}
bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
bool clipped = mSnapshot->clip(left, top, right, bottom, op);
if (clipped) {
setScissorFromClip();
}
return !mSnapshot->clipRect.isEmpty();
}
///////////////////////////////////////////////////////////////////////////////
// Drawing
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) {
const float right = left + bitmap->width();
const float bottom = top + bitmap->height();
if (quickReject(left, top, right, bottom)) {
return;
}
const Texture* texture = mTextureCache.get(bitmap);
drawTextureRect(left, top, right, bottom, texture, paint);
}
void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) {
Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
const mat4 transform(*matrix);
transform.mapRect(r);
if (quickReject(r.left, r.top, r.right, r.bottom)) {
return;
}
const Texture* texture = mTextureCache.get(bitmap);
drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint);
}
void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
float srcLeft, float srcTop, float srcRight, float srcBottom,
float dstLeft, float dstTop, float dstRight, float dstBottom,
const SkPaint* paint) {
if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
return;
}
const Texture* texture = mTextureCache.get(bitmap);
const float width = texture->width;
const float height = texture->height;
const float u1 = srcLeft / width;
const float v1 = srcTop / height;
const float u2 = srcRight / width;
const float v2 = srcBottom / height;
resetDrawTextureTexCoords(u1, v1, u2, v2);
drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint);
resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
}
void OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
float left, float top, float right, float bottom, const SkPaint* paint) {
if (quickReject(left, top, right, bottom)) {
return;
}
const Texture* texture = mTextureCache.get(bitmap);
int alpha;
SkXfermode::Mode mode;
getAlphaAndMode(paint, &alpha, &mode);
Patch* mesh = mPatchCache.get(patch);
mesh->updateVertices(bitmap, left, top, right, bottom,
&patch->xDivs[0], &patch->yDivs[0], patch->numXDivs, patch->numYDivs);
// Specify right and bottom as +1.0f from left/top to prevent scaling since the
// patch mesh already defines the final size
drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f,
mode, texture->blend, &mesh->vertices[0].position[0],
&mesh->vertices[0].texture[0], mesh->indices, mesh->indicesCount);
}
void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
const Rect& clip = mSnapshot->clipRect;
drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
}
void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) {
if (quickReject(left, top, right, bottom)) {
return;
}
SkXfermode::Mode mode;
const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
if (!isMode) {
// Assume SRC_OVER
mode = SkXfermode::kSrcOver_Mode;
}
// Skia draws using the color's alpha channel if < 255
// Otherwise, it uses the paint's alpha
int color = p->getColor();
if (((color >> 24) & 0xff) == 255) {
color |= p->getAlpha() << 24;
}
drawColorRect(left, top, right, bottom, color, mode);
}
///////////////////////////////////////////////////////////////////////////////
// Shaders
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::resetShader() {
mShader = OpenGLRenderer::kShaderNone;
mShaderBlend = false;
mShaderTileX = SkShader::kClamp_TileMode;
mShaderTileY = SkShader::kClamp_TileMode;
}
void OpenGLRenderer::setupBitmapShader(SkBitmap* bitmap, SkShader::TileMode tileX,
SkShader::TileMode tileY, SkMatrix* matrix, bool hasAlpha) {
mShader = OpenGLRenderer::kShaderBitmap;
mShaderBlend = hasAlpha;
mShaderBitmap = bitmap;
mShaderTileX = tileX;
mShaderTileY = tileY;
mShaderMatrix = matrix;
}
void OpenGLRenderer::setupLinearGradientShader(float* bounds, uint32_t* colors,
float* positions, SkShader::TileMode tileMode, SkMatrix* matrix, bool hasAlpha) {
mShader = OpenGLRenderer::kShaderLinearGradient;
mShaderBlend = hasAlpha;
mShaderTileX = tileMode;
mShaderTileY = tileMode;
mShaderMatrix = matrix;
mShaderBounds = bounds;
mShaderColors = colors;
mShaderPositions = positions;
}
///////////////////////////////////////////////////////////////////////////////
// Drawing implementation
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
int color, SkXfermode::Mode mode, bool ignoreTransform) {
// If a shader is set, preserve only the alpha
if (mShader != kShaderNone) {
color |= 0x00ffffff;
}
// Render using pre-multiplied alpha
const int alpha = (color >> 24) & 0xFF;
const GLfloat a = alpha / 255.0f;
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;
switch (mShader) {
case OpenGLRenderer::kShaderBitmap:
drawBitmapShader(left, top, right, bottom, a, mode);
return;
case OpenGLRenderer::kShaderLinearGradient:
// TODO: Generate gradient texture, set appropriate shader
break;
default:
break;
}
// Pre-multiplication happens when setting the shader color
chooseBlending(alpha < 255 || mShaderBlend, mode);
mModelView.loadTranslate(left, top, 0.0f);
mModelView.scale(right - left, bottom - top, 1.0f);
if (!useProgram(mDrawColorProgram)) {
const GLvoid* p = &gDrawColorVertices[0].position[0];
glVertexAttribPointer(mDrawColorProgram->position, 2, GL_FLOAT, GL_FALSE,
gDrawColorVertexStride, p);
}
if (!ignoreTransform) {
mDrawColorProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform);
} else {
mat4 identity;
mDrawColorProgram->set(mOrthoMatrix, mModelView, identity);
}
glUniform4f(mDrawColorProgram->color, r, g, b, a);
glDrawArrays(GL_TRIANGLE_STRIP, 0, gDrawColorVertexCount);
}
void OpenGLRenderer::drawBitmapShader(float left, float top, float right, float bottom,
float alpha, SkXfermode::Mode mode) {
const Texture* texture = mTextureCache.get(mShaderBitmap);
const float width = texture->width;
const float height = texture->height;
// This could be done in the vertex shader but we have only 4 vertices
float u1 = 0.0f;
float v1 = 0.0f;
float u2 = right - left;
float v2 = bottom - top;
if (mShaderMatrix) {
SkMatrix inverse;
mShaderMatrix->invert(&inverse);
mat4 m(inverse);
Rect r(u1, v1, u2, v2);
m.mapRect(r);
u1 = r.left;
u2 = r.right;
v1 = r.top;
v2 = r.bottom;
}
u1 /= width;
u2 /= width;
v1 /= height;
v2 /= height;
resetDrawTextureTexCoords(u1, v1, u2, v2);
drawTextureMesh(left, top, right, bottom, texture->id, alpha, mode, texture->blend,
&mDrawTextureVertices[0].position[0], &mDrawTextureVertices[0].texture[0], NULL);
resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
}
void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
const Texture* texture, const SkPaint* paint) {
int alpha;
SkXfermode::Mode mode;
getAlphaAndMode(paint, &alpha, &mode);
drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, texture->blend,
&mDrawTextureVertices[0].position[0], &mDrawTextureVertices[0].texture[0], NULL);
}
void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
&mDrawTextureVertices[0].position[0], &mDrawTextureVertices[0].texture[0], NULL);
}
void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
GLvoid* vertices, GLvoid* texCoords, GLvoid* indices, GLsizei elementsCount) {
mModelView.loadTranslate(left, top, 0.0f);
mModelView.scale(right - left, bottom - top, 1.0f);
useProgram(mDrawTextureProgram);
mDrawTextureProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform);
chooseBlending(blend || alpha < 1.0f, mode);
if (texture != mLastTexture) {
glBindTexture(GL_TEXTURE_2D, texture);
mLastTexture = texture;
}
// TODO: Don't set the texture parameters every time
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gTileModes[mShaderTileX]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gTileModes[mShaderTileY]);
// Always premultiplied
glUniform4f(mDrawTextureProgram->color, alpha, alpha, alpha, alpha);
glVertexAttribPointer(mDrawTextureProgram->position, 2, GL_FLOAT, GL_FALSE,
gDrawTextureVertexStride, vertices);
glVertexAttribPointer(mDrawTextureProgram->texCoords, 2, GL_FLOAT, GL_FALSE,
gDrawTextureVertexStride, texCoords);
if (!indices) {
glDrawArrays(GL_TRIANGLE_STRIP, 0, gDrawTextureVertexCount);
} else {
glDrawElements(GL_TRIANGLES, elementsCount, GL_UNSIGNED_SHORT, indices);
}
}
void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, bool isPremultiplied) {
// In theory we should not blend if the mode is Src, but it's rare enough
// that it's not worth it
blend = blend || mode != SkXfermode::kSrcOver_Mode;
if (blend) {
if (!mBlend) {
glEnable(GL_BLEND);
}
GLenum sourceMode = gBlends[mode].src;
GLenum destMode = gBlends[mode].dst;
if (!isPremultiplied && sourceMode == GL_ONE) {
sourceMode = GL_SRC_ALPHA;
}
if (sourceMode != mLastSrcMode || destMode != mLastDstMode) {
glBlendFunc(sourceMode, destMode);
mLastSrcMode = sourceMode;
mLastDstMode = destMode;
}
} else if (mBlend) {
glDisable(GL_BLEND);
}
mBlend = blend;
}
bool OpenGLRenderer::useProgram(const sp<Program>& program) {
if (!program->isInUse()) {
mCurrentProgram->remove();
program->use();
mCurrentProgram = program;
return false;
}
return true;
}
void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
TextureVertex* v = &mDrawTextureVertices[0];
TextureVertex::setUV(v++, u1, v1);
TextureVertex::setUV(v++, u2, v1);
TextureVertex::setUV(v++, u1, v2);
TextureVertex::setUV(v++, u2, v2);
}
void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
if (paint) {
const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode);
if (!isMode) {
// Assume SRC_OVER
*mode = SkXfermode::kSrcOver_Mode;
}
// Skia draws using the color's alpha channel if < 255
// Otherwise, it uses the paint's alpha
int color = paint->getColor();
*alpha = (color >> 24) & 0xFF;
if (*alpha == 255) {
*alpha = paint->getAlpha();
}
} else {
*mode = SkXfermode::kSrcOver_Mode;
*alpha = 255;
}
}
}; // namespace uirenderer
}; // namespace android