OpenGLRenderer.cpp位于Framewoks/base/libs/hwui中
1.构造函数:
OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
mShader = NULL;
mColorFilter = NULL;
mHasShadow = false;
memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
mFirstSnapshot = new Snapshot;
}
2.设置View_Projection 和 ViewPort
void OpenGLRenderer::setViewport(int width, int height) {
glDisable(GL_DITHER);
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;
}
3.Prepare
void OpenGLRenderer::prepare(bool opaque) {
prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
}
void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
mCaches.clearGarbage();
mSnapshot = new Snapshot(mFirstSnapshot,
SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
mSnapshot->fbo = getTargetFbo();
mSaveCount = 1;
glViewport(0, 0, mWidth, mHeight);
glEnable(GL_SCISSOR_TEST);
glScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
mSnapshot->setClip(left, top, right, bottom);
if (!opaque) {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
}
4.Interrupt
void OpenGLRenderer::interrupt() {
if (mCaches.currentProgram) {
if (mCaches.currentProgram->isInUse()) {
mCaches.currentProgram->remove();
mCaches.currentProgram = NULL;
}
}
mCaches.unbindMeshBuffer();
}
5.Resume
void OpenGLRenderer::resume() {
glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight());
glEnable(GL_SCISSOR_TEST);
dirtyClip();
glDisable(GL_DITHER);
glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
mCaches.blend = true;
glEnable(GL_BLEND);
glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
glBlendEquation(GL_FUNC_ADD);
}
6. Finish
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);
switch (status) {
case GL_OUT_OF_MEMORY:
LOGE(" OpenGLRenderer is out of memory!");
break;
}
}
#endif
#if DEBUG_MEMORY_USAGE
mCaches.dumpMemoryUsage();
#else
if (mCaches.getDebugLevel() & kDebugMemory) {
mCaches.dumpMemoryUsage();
}
#endif
}