OpenGLRenderer.cpp revision 2728f961614a385df1f056fc24803a9f65c90fab
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkTypeface.h>
25
26#include <utils/Log.h>
27#include <utils/StopWatch.h>
28
29#include "OpenGLRenderer.h"
30
31namespace android {
32namespace uirenderer {
33
34///////////////////////////////////////////////////////////////////////////////
35// Defines
36///////////////////////////////////////////////////////////////////////////////
37
38#define REQUIRED_TEXTURE_UNITS_COUNT 3
39
40// Generates simple and textured vertices
41#define FV(x, y, u, v) { { x, y }, { u, v } }
42
43#define RAD_TO_DEG (180.0f / 3.14159265f)
44#define MIN_ANGLE 0.001f
45
46///////////////////////////////////////////////////////////////////////////////
47// Globals
48///////////////////////////////////////////////////////////////////////////////
49
50// This array is never used directly but used as a memcpy source in the
51// OpenGLRenderer constructor
52static const TextureVertex gMeshVertices[] = {
53        FV(0.0f, 0.0f, 0.0f, 0.0f),
54        FV(1.0f, 0.0f, 1.0f, 0.0f),
55        FV(0.0f, 1.0f, 0.0f, 1.0f),
56        FV(1.0f, 1.0f, 1.0f, 1.0f)
57};
58static const GLsizei gMeshStride = sizeof(TextureVertex);
59static const GLsizei gMeshCount = 4;
60
61/**
62 * Structure mapping Skia xfermodes to OpenGL blending factors.
63 */
64struct Blender {
65    SkXfermode::Mode mode;
66    GLenum src;
67    GLenum dst;
68}; // struct Blender
69
70// In this array, the index of each Blender equals the value of the first
71// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
72static const Blender gBlends[] = {
73        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
74        { SkXfermode::kSrc_Mode,     GL_ONE,                  GL_ZERO },
75        { SkXfermode::kDst_Mode,     GL_ZERO,                 GL_ONE },
76        { SkXfermode::kSrcOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
77        { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
78        { SkXfermode::kSrcIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
79        { SkXfermode::kDstIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
80        { SkXfermode::kSrcOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
81        { SkXfermode::kDstOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
82        { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
83        { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
84        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
85};
86
87// This array contains the swapped version of each SkXfermode. For instance
88// this array's SrcOver blending mode is actually DstOver. You can refer to
89// createLayer() for more information on the purpose of this array.
90static const Blender gBlendsSwap[] = {
91        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
92        { SkXfermode::kSrc_Mode,     GL_ZERO,                 GL_ONE },
93        { SkXfermode::kDst_Mode,     GL_ONE,                  GL_ZERO },
94        { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
95        { SkXfermode::kDstOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
96        { SkXfermode::kSrcIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
97        { SkXfermode::kDstIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
98        { SkXfermode::kSrcOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
99        { SkXfermode::kDstOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
100        { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
101        { SkXfermode::kDstATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
102        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
103};
104
105static const GLenum gTextureUnits[] = {
106        GL_TEXTURE0,
107        GL_TEXTURE1,
108        GL_TEXTURE2
109};
110
111///////////////////////////////////////////////////////////////////////////////
112// Constructors/destructor
113///////////////////////////////////////////////////////////////////////////////
114
115OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
116    mShader = NULL;
117    mColorFilter = NULL;
118    mHasShadow = false;
119
120    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
121
122    mFirstSnapshot = new Snapshot;
123
124    GLint maxTextureUnits;
125    glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
126    if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) {
127        LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT);
128    }
129
130    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
131}
132
133OpenGLRenderer::~OpenGLRenderer() {
134    // The context has already been destroyed at this point, do not call
135    // GL APIs. All GL state should be kept in Caches.h
136}
137
138///////////////////////////////////////////////////////////////////////////////
139// Setup
140///////////////////////////////////////////////////////////////////////////////
141
142void OpenGLRenderer::setViewport(int width, int height) {
143    glViewport(0, 0, width, height);
144    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
145
146    mWidth = width;
147    mHeight = height;
148
149    mFirstSnapshot->height = height;
150    mFirstSnapshot->viewport.set(0, 0, width, height);
151}
152
153void OpenGLRenderer::prepare(bool opaque) {
154    mSnapshot = new Snapshot(mFirstSnapshot,
155            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
156    mSaveCount = 1;
157
158    glViewport(0, 0, mWidth, mHeight);
159
160    glDisable(GL_DITHER);
161    glDisable(GL_SCISSOR_TEST);
162
163    if (!opaque) {
164        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
165        glClear(GL_COLOR_BUFFER_BIT);
166    }
167
168    glEnable(GL_SCISSOR_TEST);
169    glScissor(0, 0, mWidth, mHeight);
170
171    mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight);
172}
173
174void OpenGLRenderer::finish() {
175#if DEBUG_OPENGL
176    GLenum status = GL_NO_ERROR;
177    while ((status = glGetError()) != GL_NO_ERROR) {
178        LOGD("GL error from OpenGLRenderer: 0x%x", status);
179    }
180#endif
181}
182
183void OpenGLRenderer::acquireContext() {
184    if (mCaches.currentProgram) {
185        if (mCaches.currentProgram->isInUse()) {
186            mCaches.currentProgram->remove();
187            mCaches.currentProgram = NULL;
188        }
189    }
190}
191
192void OpenGLRenderer::releaseContext() {
193    glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight());
194
195    glEnable(GL_SCISSOR_TEST);
196    setScissorFromClip();
197
198    glDisable(GL_DITHER);
199
200    glBindFramebuffer(GL_FRAMEBUFFER, 0);
201
202    if (mCaches.blend) {
203        glEnable(GL_BLEND);
204        glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
205        glBlendEquation(GL_FUNC_ADD);
206    } else {
207        glDisable(GL_BLEND);
208    }
209}
210
211///////////////////////////////////////////////////////////////////////////////
212// State management
213///////////////////////////////////////////////////////////////////////////////
214
215int OpenGLRenderer::getSaveCount() const {
216    return mSaveCount;
217}
218
219int OpenGLRenderer::save(int flags) {
220    return saveSnapshot(flags);
221}
222
223void OpenGLRenderer::restore() {
224    if (mSaveCount > 1) {
225        restoreSnapshot();
226    }
227}
228
229void OpenGLRenderer::restoreToCount(int saveCount) {
230    if (saveCount < 1) saveCount = 1;
231
232    while (mSaveCount > saveCount) {
233        restoreSnapshot();
234    }
235}
236
237int OpenGLRenderer::saveSnapshot(int flags) {
238    mSnapshot = new Snapshot(mSnapshot, flags);
239    return mSaveCount++;
240}
241
242bool OpenGLRenderer::restoreSnapshot() {
243    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
244    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
245    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
246
247    sp<Snapshot> current = mSnapshot;
248    sp<Snapshot> previous = mSnapshot->previous;
249
250    if (restoreOrtho) {
251        Rect& r = previous->viewport;
252        glViewport(r.left, r.top, r.right, r.bottom);
253        mOrthoMatrix.load(current->orthoMatrix);
254    }
255
256    mSaveCount--;
257    mSnapshot = previous;
258
259    if (restoreLayer) {
260        composeLayer(current, previous);
261    }
262
263    if (restoreClip) {
264        setScissorFromClip();
265    }
266
267    return restoreClip;
268}
269
270///////////////////////////////////////////////////////////////////////////////
271// Layers
272///////////////////////////////////////////////////////////////////////////////
273
274int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
275        const SkPaint* p, int flags) {
276    const GLuint previousFbo = mSnapshot->fbo;
277    const int count = saveSnapshot(flags);
278
279    int alpha = 255;
280    SkXfermode::Mode mode;
281
282    if (p) {
283        alpha = p->getAlpha();
284        if (!mExtensions.hasFramebufferFetch()) {
285            const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
286            if (!isMode) {
287                // Assume SRC_OVER
288                mode = SkXfermode::kSrcOver_Mode;
289            }
290        } else {
291            mode = getXfermode(p->getXfermode());
292        }
293    } else {
294        mode = SkXfermode::kSrcOver_Mode;
295    }
296
297    createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
298
299    return count;
300}
301
302int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
303        int alpha, int flags) {
304    if (alpha == 0xff) {
305        return saveLayer(left, top, right, bottom, NULL, flags);
306    } else {
307        SkPaint paint;
308        paint.setAlpha(alpha);
309        return saveLayer(left, top, right, bottom, &paint, flags);
310    }
311}
312
313/**
314 * Layers are viewed by Skia are slightly different than layers in image editing
315 * programs (for instance.) When a layer is created, previously created layers
316 * and the frame buffer still receive every drawing command. For instance, if a
317 * layer is created and a shape intersecting the bounds of the layers and the
318 * framebuffer is draw, the shape will be drawn on both (unless the layer was
319 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
320 *
321 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
322 * texture. Unfortunately, this is inefficient as it requires every primitive to
323 * be drawn n + 1 times, where n is the number of active layers. In practice this
324 * means, for every primitive:
325 *   - Switch active frame buffer
326 *   - Change viewport, clip and projection matrix
327 *   - Issue the drawing
328 *
329 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
330 * To avoid this, layers are implemented in a different way here, at least in the
331 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
332 * is set. When this flag is set we can redirect all drawing operations into a
333 * single FBO.
334 *
335 * This implementation relies on the frame buffer being at least RGBA 8888. When
336 * a layer is created, only a texture is created, not an FBO. The content of the
337 * frame buffer contained within the layer's bounds is copied into this texture
338 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
339 * buffer and drawing continues as normal. This technique therefore treats the
340 * frame buffer as a scratch buffer for the layers.
341 *
342 * To compose the layers back onto the frame buffer, each layer texture
343 * (containing the original frame buffer data) is drawn as a simple quad over
344 * the frame buffer. The trick is that the quad is set as the composition
345 * destination in the blending equation, and the frame buffer becomes the source
346 * of the composition.
347 *
348 * Drawing layers with an alpha value requires an extra step before composition.
349 * An empty quad is drawn over the layer's region in the frame buffer. This quad
350 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
351 * quad is used to multiply the colors in the frame buffer. This is achieved by
352 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
353 * GL_ZERO, GL_SRC_ALPHA.
354 *
355 * Because glCopyTexImage2D() can be slow, an alternative implementation might
356 * be use to draw a single clipped layer. The implementation described above
357 * is correct in every case.
358 *
359 * (1) The frame buffer is actually not cleared right away. To allow the GPU
360 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
361 *     buffer is left untouched until the first drawing operation. Only when
362 *     something actually gets drawn are the layers regions cleared.
363 */
364bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
365        float right, float bottom, int alpha, SkXfermode::Mode mode,
366        int flags, GLuint previousFbo) {
367    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
368    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
369
370    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
371
372    // Window coordinates of the layer
373    Rect bounds(left, top, right, bottom);
374    if (!fboLayer) {
375        mSnapshot->transform->mapRect(bounds);
376        // Layers only make sense if they are in the framebuffer's bounds
377        bounds.intersect(*mSnapshot->clipRect);
378        bounds.snapToPixelBoundaries();
379    }
380
381    if (bounds.isEmpty() || bounds.getWidth() > mMaxTextureSize ||
382            bounds.getHeight() > mMaxTextureSize) {
383        return false;
384    }
385
386    glActiveTexture(GL_TEXTURE0);
387
388    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
389    if (!layer) {
390        return false;
391    }
392
393    layer->mode = mode;
394    layer->alpha = alpha;
395    layer->layer.set(bounds);
396    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height),
397            bounds.getWidth() / float(layer->width), 0.0f);
398
399    // Save the layer in the snapshot
400    snapshot->flags |= Snapshot::kFlagIsLayer;
401    snapshot->layer = layer;
402
403    if (fboLayer) {
404        layer->fbo = mCaches.fboCache.get();
405
406        snapshot->flags |= Snapshot::kFlagIsFboLayer;
407        snapshot->fbo = layer->fbo;
408        snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
409        snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
410        snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
411        snapshot->height = bounds.getHeight();
412        snapshot->flags |= Snapshot::kFlagDirtyOrtho;
413        snapshot->orthoMatrix.load(mOrthoMatrix);
414
415        setScissorFromClip();
416
417        // Bind texture to FBO
418        glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
419        glBindTexture(GL_TEXTURE_2D, layer->texture);
420
421        // Initialize the texture if needed
422        if (layer->empty) {
423            layer->empty = false;
424            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0,
425                    GL_RGBA, GL_UNSIGNED_BYTE, NULL);
426        }
427
428        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
429                layer->texture, 0);
430
431        GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
432        if (status != GL_FRAMEBUFFER_COMPLETE) {
433            LOGE("Framebuffer incomplete (GL error code 0x%x)", status);
434
435            glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
436            glDeleteTextures(1, &layer->texture);
437            mCaches.fboCache.put(layer->fbo);
438
439            delete layer;
440
441            return false;
442        }
443
444        // Clear the FBO
445        glDisable(GL_SCISSOR_TEST);
446        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
447        glClear(GL_COLOR_BUFFER_BIT);
448        glEnable(GL_SCISSOR_TEST);
449
450        // Change the ortho projection
451        glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
452        mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
453    } else {
454        // Copy the framebuffer into the layer
455        glBindTexture(GL_TEXTURE_2D, layer->texture);
456
457        // TODO: Workaround for b/3054204
458        glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom,
459                layer->width, layer->height, 0);
460
461        // TODO: Waiting for b/3054204 to be fixed
462        // if (layer->empty) {
463        //     glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom,
464        //             layer->width, layer->height, 0);
465        //     layer->empty = false;
466        // } else {
467        //     glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, mHeight - bounds.bottom,
468        //             bounds.getWidth(), bounds.getHeight());
469        //  }
470
471        // Enqueue the buffer coordinates to clear the corresponding region later
472        mLayers.push(new Rect(bounds));
473    }
474
475    return true;
476}
477
478/**
479 * Read the documentation of createLayer() before doing anything in this method.
480 */
481void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
482    if (!current->layer) {
483        LOGE("Attempting to compose a layer that does not exist");
484        return;
485    }
486
487    const bool fboLayer = current->flags & SkCanvas::kClipToLayer_SaveFlag;
488
489    if (fboLayer) {
490        // Unbind current FBO and restore previous one
491        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
492    }
493
494    // Restore the clip from the previous snapshot
495    const Rect& clip = *previous->clipRect;
496    glScissor(clip.left, previous->height - clip.bottom, clip.getWidth(), clip.getHeight());
497
498    Layer* layer = current->layer;
499    const Rect& rect = layer->layer;
500
501    if (!fboLayer && layer->alpha < 255) {
502        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
503                layer->alpha << 24, SkXfermode::kDstIn_Mode, true);
504    }
505
506    const Rect& texCoords = layer->texCoords;
507    resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom);
508
509    if (fboLayer) {
510        drawTextureRect(rect.left, rect.top, rect.right, rect.bottom,
511                layer->texture, layer->alpha / 255.0f, layer->mode, layer->blend);
512    } else {
513        drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture,
514                1.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0],
515                &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, true, true);
516    }
517
518    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
519
520    if (fboLayer) {
521        // Detach the texture from the FBO
522        glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
523        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
524        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
525
526        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
527        mCaches.fboCache.put(current->fbo);
528    }
529
530    // Failing to add the layer to the cache should happen only if the layer is too large
531    if (!mCaches.layerCache.put(layer)) {
532        LAYER_LOGD("Deleting layer");
533        glDeleteTextures(1, &layer->texture);
534        delete layer;
535    }
536}
537
538void OpenGLRenderer::clearLayerRegions() {
539    if (mLayers.size() == 0) return;
540
541    for (uint32_t i = 0; i < mLayers.size(); i++) {
542        Rect* bounds = mLayers.itemAt(i);
543
544        // Clear the framebuffer where the layer will draw
545        glScissor(bounds->left, mHeight - bounds->bottom,
546                bounds->getWidth(), bounds->getHeight());
547        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
548        glClear(GL_COLOR_BUFFER_BIT);
549
550        delete bounds;
551    }
552    mLayers.clear();
553
554    // Restore the clip
555    setScissorFromClip();
556}
557
558///////////////////////////////////////////////////////////////////////////////
559// Transforms
560///////////////////////////////////////////////////////////////////////////////
561
562void OpenGLRenderer::translate(float dx, float dy) {
563    mSnapshot->transform->translate(dx, dy, 0.0f);
564}
565
566void OpenGLRenderer::rotate(float degrees) {
567    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
568}
569
570void OpenGLRenderer::scale(float sx, float sy) {
571    mSnapshot->transform->scale(sx, sy, 1.0f);
572}
573
574void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
575    mSnapshot->transform->load(*matrix);
576}
577
578void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
579    mSnapshot->transform->copyTo(*matrix);
580}
581
582void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
583    mat4 m(*matrix);
584    mSnapshot->transform->multiply(m);
585}
586
587///////////////////////////////////////////////////////////////////////////////
588// Clipping
589///////////////////////////////////////////////////////////////////////////////
590
591void OpenGLRenderer::setScissorFromClip() {
592    const Rect& clip = *mSnapshot->clipRect;
593    glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
594}
595
596const Rect& OpenGLRenderer::getClipBounds() {
597    return mSnapshot->getLocalClip();
598}
599
600bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
601    Rect r(left, top, right, bottom);
602    mSnapshot->transform->mapRect(r);
603    return !mSnapshot->clipRect->intersects(r);
604}
605
606bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
607    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
608    if (clipped) {
609        setScissorFromClip();
610    }
611    return !mSnapshot->clipRect->isEmpty();
612}
613
614///////////////////////////////////////////////////////////////////////////////
615// Drawing
616///////////////////////////////////////////////////////////////////////////////
617
618void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) {
619    const float right = left + bitmap->width();
620    const float bottom = top + bitmap->height();
621
622    if (quickReject(left, top, right, bottom)) {
623        return;
624    }
625
626    glActiveTexture(GL_TEXTURE0);
627    const Texture* texture = mCaches.textureCache.get(bitmap);
628    if (!texture) return;
629    const AutoTexture autoCleanup(texture);
630
631    drawTextureRect(left, top, right, bottom, texture, paint);
632}
633
634void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) {
635    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
636    const mat4 transform(*matrix);
637    transform.mapRect(r);
638
639    if (quickReject(r.left, r.top, r.right, r.bottom)) {
640        return;
641    }
642
643    glActiveTexture(GL_TEXTURE0);
644    const Texture* texture = mCaches.textureCache.get(bitmap);
645    if (!texture) return;
646    const AutoTexture autoCleanup(texture);
647
648    drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint);
649}
650
651void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
652         float srcLeft, float srcTop, float srcRight, float srcBottom,
653         float dstLeft, float dstTop, float dstRight, float dstBottom,
654         const SkPaint* paint) {
655    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
656        return;
657    }
658
659    glActiveTexture(GL_TEXTURE0);
660    const Texture* texture = mCaches.textureCache.get(bitmap);
661    if (!texture) return;
662    const AutoTexture autoCleanup(texture);
663
664    const float width = texture->width;
665    const float height = texture->height;
666
667    const float u1 = srcLeft / width;
668    const float v1 = srcTop / height;
669    const float u2 = srcRight / width;
670    const float v2 = srcBottom / height;
671
672    resetDrawTextureTexCoords(u1, v1, u2, v2);
673
674    drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint);
675
676    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
677}
678
679void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
680        uint32_t width, uint32_t height, float left, float top, float right, float bottom,
681        const SkPaint* paint) {
682    if (quickReject(left, top, right, bottom)) {
683        return;
684    }
685
686    glActiveTexture(GL_TEXTURE0);
687    const Texture* texture = mCaches.textureCache.get(bitmap);
688    if (!texture) return;
689    const AutoTexture autoCleanup(texture);
690
691    int alpha;
692    SkXfermode::Mode mode;
693    getAlphaAndMode(paint, &alpha, &mode);
694
695    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
696            right - left, bottom - top, xDivs, yDivs, width, height);
697
698    // Specify right and bottom as +1.0f from left/top to prevent scaling since the
699    // patch mesh already defines the final size
700    drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f,
701            mode, texture->blend, &mesh->vertices[0].position[0],
702            &mesh->vertices[0].texture[0], GL_TRIANGLES, mesh->verticesCount);
703}
704
705void OpenGLRenderer::drawLines(float* points, int count, const SkPaint* paint) {
706    int alpha;
707    SkXfermode::Mode mode;
708    getAlphaAndMode(paint, &alpha, &mode);
709
710    uint32_t color = paint->getColor();
711    const GLfloat a = alpha / 255.0f;
712    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
713    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
714    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
715
716    const bool isAA = paint->isAntiAlias();
717    if (isAA) {
718        GLuint textureUnit = 0;
719        setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a,
720                mode, false, true, mCaches.line.getVertices(), mCaches.line.getTexCoords());
721    } else {
722        setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false);
723    }
724
725    const float strokeWidth = paint->getStrokeWidth();
726    const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount;
727    const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP;
728
729    for (int i = 0; i < count; i += 4) {
730        float tx = 0.0f;
731        float ty = 0.0f;
732
733        if (isAA) {
734            mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3],
735                    strokeWidth, tx, ty);
736        } else {
737            ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f;
738        }
739
740        const float dx = points[i + 2] - points[i];
741        const float dy = points[i + 3] - points[i + 1];
742        const float mag = sqrtf(dx * dx + dy * dy);
743        const float angle = acos(dx / mag);
744
745        mModelView.loadTranslate(points[i], points[i + 1], 0.0f);
746        if (angle > MIN_ANGLE || angle < -MIN_ANGLE) {
747            mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f);
748        }
749        mModelView.translate(tx, ty, 0.0f);
750        if (!isAA) {
751            float length = mCaches.line.getLength(points[i], points[i + 1],
752                    points[i + 2], points[i + 3]);
753            mModelView.scale(length, strokeWidth, 1.0f);
754        }
755        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
756
757        if (mShader) {
758            mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot);
759        }
760
761        glDrawArrays(drawMode, 0, elementsCount);
762    }
763
764    if (isAA) {
765        glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
766    }
767}
768
769void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
770    const Rect& clip = *mSnapshot->clipRect;
771    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
772}
773
774void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) {
775    if (quickReject(left, top, right, bottom)) {
776        return;
777    }
778
779    SkXfermode::Mode mode;
780    if (!mExtensions.hasFramebufferFetch()) {
781        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
782        if (!isMode) {
783            // Assume SRC_OVER
784            mode = SkXfermode::kSrcOver_Mode;
785        }
786    } else {
787        mode = getXfermode(p->getXfermode());
788    }
789
790    // Skia draws using the color's alpha channel if < 255
791    // Otherwise, it uses the paint's alpha
792    int color = p->getColor();
793    if (((color >> 24) & 0xff) == 255) {
794        color |= p->getAlpha() << 24;
795    }
796
797    drawColorRect(left, top, right, bottom, color, mode);
798}
799
800void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
801        float x, float y, SkPaint* paint) {
802    if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
803        return;
804    }
805
806    paint->setAntiAlias(true);
807
808    float length = -1.0f;
809    switch (paint->getTextAlign()) {
810        case SkPaint::kCenter_Align:
811            length = paint->measureText(text, bytesCount);
812            x -= length / 2.0f;
813            break;
814        case SkPaint::kRight_Align:
815            length = paint->measureText(text, bytesCount);
816            x -= length;
817            break;
818        default:
819            break;
820    }
821
822    int alpha;
823    SkXfermode::Mode mode;
824    getAlphaAndMode(paint, &alpha, &mode);
825
826    uint32_t color = paint->getColor();
827    const GLfloat a = alpha / 255.0f;
828    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
829    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
830    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
831
832    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
833    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
834            paint->getTextSize());
835
836    if (mHasShadow) {
837        glActiveTexture(gTextureUnits[0]);
838        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
839        const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount,
840                count, mShadowRadius);
841        const AutoTexture autoCleanup(shadow);
842
843        setupShadow(shadow, x, y, mode, a);
844
845        // Draw the mesh
846        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
847        glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
848    }
849
850    GLuint textureUnit = 0;
851    glActiveTexture(gTextureUnits[textureUnit]);
852
853    // Assume that the modelView matrix does not force scales, rotates, etc.
854    const bool linearFilter = mSnapshot->transform->changesBounds();
855    setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit,
856            x, y, r, g, b, a, mode, false, true);
857
858    const Rect& clip = mSnapshot->getLocalClip();
859    clearLayerRegions();
860    fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y);
861
862    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
863    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
864
865    drawTextDecorations(text, bytesCount, length, x, y, paint);
866}
867
868void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
869    GLuint textureUnit = 0;
870    glActiveTexture(gTextureUnits[textureUnit]);
871
872    const PathTexture* texture = mCaches.pathCache.get(path, paint);
873    if (!texture) return;
874    const AutoTexture autoCleanup(texture);
875
876    const float x = texture->left - texture->offset;
877    const float y = texture->top - texture->offset;
878
879    if (quickReject(x, y, x + texture->width, y + texture->height)) {
880        return;
881    }
882
883    int alpha;
884    SkXfermode::Mode mode;
885    getAlphaAndMode(paint, &alpha, &mode);
886
887    uint32_t color = paint->getColor();
888    const GLfloat a = alpha / 255.0f;
889    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
890    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
891    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
892
893    setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true);
894
895    clearLayerRegions();
896
897    // Draw the mesh
898    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
899    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
900}
901
902///////////////////////////////////////////////////////////////////////////////
903// Shaders
904///////////////////////////////////////////////////////////////////////////////
905
906void OpenGLRenderer::resetShader() {
907    mShader = NULL;
908}
909
910void OpenGLRenderer::setupShader(SkiaShader* shader) {
911    mShader = shader;
912    if (mShader) {
913        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
914    }
915}
916
917///////////////////////////////////////////////////////////////////////////////
918// Color filters
919///////////////////////////////////////////////////////////////////////////////
920
921void OpenGLRenderer::resetColorFilter() {
922    mColorFilter = NULL;
923}
924
925void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
926    mColorFilter = filter;
927}
928
929///////////////////////////////////////////////////////////////////////////////
930// Drop shadow
931///////////////////////////////////////////////////////////////////////////////
932
933void OpenGLRenderer::resetShadow() {
934    mHasShadow = false;
935}
936
937void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
938    mHasShadow = true;
939    mShadowRadius = radius;
940    mShadowDx = dx;
941    mShadowDy = dy;
942    mShadowColor = color;
943}
944
945///////////////////////////////////////////////////////////////////////////////
946// Drawing implementation
947///////////////////////////////////////////////////////////////////////////////
948
949void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y,
950        SkXfermode::Mode mode, float alpha) {
951    const float sx = x - texture->left + mShadowDx;
952    const float sy = y - texture->top + mShadowDy;
953
954    const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
955    const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha;
956    const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f;
957    const GLfloat g = a * ((mShadowColor >>  8) & 0xFF) / 255.0f;
958    const GLfloat b = a * ((mShadowColor      ) & 0xFF) / 255.0f;
959
960    GLuint textureUnit = 0;
961    setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false);
962}
963
964void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit,
965        float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode,
966        bool transforms, bool applyFilters) {
967    setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit,
968            x, y, r, g, b, a, mode, transforms, applyFilters,
969            &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
970}
971
972void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
973        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
974        SkXfermode::Mode mode, bool transforms, bool applyFilters) {
975    setupTextureAlpha8(texture, width, height, textureUnit,
976            x, y, r, g, b, a, mode, transforms, applyFilters,
977            &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
978}
979
980void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
981        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
982        SkXfermode::Mode mode, bool transforms, bool applyFilters,
983        GLvoid* vertices, GLvoid* texCoords) {
984     // Describe the required shaders
985     ProgramDescription description;
986     description.hasTexture = true;
987     description.hasAlpha8Texture = true;
988
989     if (applyFilters) {
990         if (mShader) {
991             mShader->describe(description, mExtensions);
992         }
993         if (mColorFilter) {
994             mColorFilter->describe(description, mExtensions);
995         }
996     }
997
998     // Setup the blending mode
999     chooseBlending(true, mode, description);
1000
1001     // Build and use the appropriate shader
1002     useProgram(mCaches.programCache.get(description));
1003
1004     bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit);
1005     glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit);
1006
1007     int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1008     glEnableVertexAttribArray(texCoordsSlot);
1009
1010     // Setup attributes
1011     glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1012             gMeshStride, vertices);
1013     glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE,
1014             gMeshStride, texCoords);
1015
1016     // Setup uniforms
1017     if (transforms) {
1018         mModelView.loadTranslate(x, y, 0.0f);
1019         mModelView.scale(width, height, 1.0f);
1020     } else {
1021         mModelView.loadIdentity();
1022     }
1023     mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1024     glUniform4f(mCaches.currentProgram->color, r, g, b, a);
1025
1026     textureUnit++;
1027     if (applyFilters) {
1028         // Setup attributes and uniforms required by the shaders
1029         if (mShader) {
1030             mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
1031         }
1032         if (mColorFilter) {
1033             mColorFilter->setupProgram(mCaches.currentProgram);
1034         }
1035     }
1036}
1037
1038// Same values used by Skia
1039#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
1040#define kStdUnderline_Offset    (1.0f / 9.0f)
1041#define kStdUnderline_Thickness (1.0f / 18.0f)
1042
1043void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
1044        float x, float y, SkPaint* paint) {
1045    // Handle underline and strike-through
1046    uint32_t flags = paint->getFlags();
1047    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
1048        float underlineWidth = length;
1049        // If length is > 0.0f, we already measured the text for the text alignment
1050        if (length <= 0.0f) {
1051            underlineWidth = paint->measureText(text, bytesCount);
1052        }
1053
1054        float offsetX = 0;
1055        switch (paint->getTextAlign()) {
1056            case SkPaint::kCenter_Align:
1057                offsetX = underlineWidth * 0.5f;
1058                break;
1059            case SkPaint::kRight_Align:
1060                offsetX = underlineWidth;
1061                break;
1062            default:
1063                break;
1064        }
1065
1066        if (underlineWidth > 0.0f) {
1067            const float textSize = paint->getTextSize();
1068            const float strokeWidth = textSize * kStdUnderline_Thickness;
1069
1070            const float left = x - offsetX;
1071            float top = 0.0f;
1072
1073            const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1);
1074            float points[pointsCount];
1075            int currentPoint = 0;
1076
1077            if (flags & SkPaint::kUnderlineText_Flag) {
1078                top = y + textSize * kStdUnderline_Offset;
1079                points[currentPoint++] = left;
1080                points[currentPoint++] = top;
1081                points[currentPoint++] = left + underlineWidth;
1082                points[currentPoint++] = top;
1083            }
1084
1085            if (flags & SkPaint::kStrikeThruText_Flag) {
1086                top = y + textSize * kStdStrikeThru_Offset;
1087                points[currentPoint++] = left;
1088                points[currentPoint++] = top;
1089                points[currentPoint++] = left + underlineWidth;
1090                points[currentPoint++] = top;
1091            }
1092
1093            SkPaint linesPaint(*paint);
1094            linesPaint.setStrokeWidth(strokeWidth);
1095
1096            drawLines(&points[0], pointsCount, &linesPaint);
1097        }
1098    }
1099}
1100
1101void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
1102        int color, SkXfermode::Mode mode, bool ignoreTransform) {
1103    clearLayerRegions();
1104
1105    // If a shader is set, preserve only the alpha
1106    if (mShader) {
1107        color |= 0x00ffffff;
1108    }
1109
1110    // Render using pre-multiplied alpha
1111    const int alpha = (color >> 24) & 0xFF;
1112    const GLfloat a = alpha / 255.0f;
1113    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
1114    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
1115    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
1116
1117    setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform);
1118
1119    // Draw the mesh
1120    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1121}
1122
1123void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom,
1124        float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform) {
1125    GLuint textureUnit = 0;
1126
1127    // Describe the required shaders
1128    ProgramDescription description;
1129    if (mShader) {
1130        mShader->describe(description, mExtensions);
1131    }
1132    if (mColorFilter) {
1133        mColorFilter->describe(description, mExtensions);
1134    }
1135
1136    // Setup the blending mode
1137    chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description);
1138
1139    // Build and use the appropriate shader
1140    useProgram(mCaches.programCache.get(description));
1141
1142    // Setup attributes
1143    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1144            gMeshStride, &mMeshVertices[0].position[0]);
1145
1146    // Setup uniforms
1147    mModelView.loadTranslate(left, top, 0.0f);
1148    mModelView.scale(right - left, bottom - top, 1.0f);
1149    if (!ignoreTransform) {
1150        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1151    } else {
1152        mat4 identity;
1153        mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity);
1154    }
1155    glUniform4f(mCaches.currentProgram->color, r, g, b, a);
1156
1157    // Setup attributes and uniforms required by the shaders
1158    if (mShader) {
1159        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
1160    }
1161    if (mColorFilter) {
1162        mColorFilter->setupProgram(mCaches.currentProgram);
1163    }
1164}
1165
1166void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1167        const Texture* texture, const SkPaint* paint) {
1168    int alpha;
1169    SkXfermode::Mode mode;
1170    getAlphaAndMode(paint, &alpha, &mode);
1171
1172    drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
1173            texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1174            GL_TRIANGLE_STRIP, gMeshCount);
1175}
1176
1177void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1178        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
1179    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
1180            &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1181            GL_TRIANGLE_STRIP, gMeshCount);
1182}
1183
1184void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
1185        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
1186        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
1187        bool swapSrcDst, bool ignoreTransform) {
1188    clearLayerRegions();
1189
1190    ProgramDescription description;
1191    description.hasTexture = true;
1192    if (mColorFilter) {
1193        mColorFilter->describe(description, mExtensions);
1194    }
1195
1196    mModelView.loadTranslate(left, top, 0.0f);
1197    mModelView.scale(right - left, bottom - top, 1.0f);
1198
1199    chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst);
1200
1201    useProgram(mCaches.programCache.get(description));
1202    if (!ignoreTransform) {
1203        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1204    } else {
1205        mat4 m;
1206        mCaches.currentProgram->set(mOrthoMatrix, mModelView, m);
1207    }
1208
1209    // Texture
1210    bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0);
1211    glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0);
1212
1213    // Always premultiplied
1214    glUniform4f(mCaches.currentProgram->color, alpha, alpha, alpha, alpha);
1215
1216    // Mesh
1217    int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1218    glEnableVertexAttribArray(texCoordsSlot);
1219    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1220            gMeshStride, vertices);
1221    glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1222
1223    // Color filter
1224    if (mColorFilter) {
1225        mColorFilter->setupProgram(mCaches.currentProgram);
1226    }
1227
1228    glDrawArrays(drawMode, 0, elementsCount);
1229    glDisableVertexAttribArray(texCoordsSlot);
1230}
1231
1232void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
1233        ProgramDescription& description, bool swapSrcDst) {
1234    blend = blend || mode != SkXfermode::kSrcOver_Mode;
1235    if (blend) {
1236        if (mode < SkXfermode::kPlus_Mode) {
1237            if (!mCaches.blend) {
1238                glEnable(GL_BLEND);
1239            }
1240
1241            GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
1242            GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
1243
1244            if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
1245                glBlendFunc(sourceMode, destMode);
1246                mCaches.lastSrcMode = sourceMode;
1247                mCaches.lastDstMode = destMode;
1248            }
1249        } else {
1250            // These blend modes are not supported by OpenGL directly and have
1251            // to be implemented using shaders. Since the shader will perform
1252            // the blending, turn blending off here
1253            if (mExtensions.hasFramebufferFetch()) {
1254                description.framebufferMode = mode;
1255                description.swapSrcDst = swapSrcDst;
1256            }
1257
1258            if (mCaches.blend) {
1259                glDisable(GL_BLEND);
1260            }
1261            blend = false;
1262        }
1263    } else if (mCaches.blend) {
1264        glDisable(GL_BLEND);
1265    }
1266    mCaches.blend = blend;
1267}
1268
1269bool OpenGLRenderer::useProgram(Program* program) {
1270    if (!program->isInUse()) {
1271        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
1272        program->use();
1273        mCaches.currentProgram = program;
1274        return false;
1275    }
1276    return true;
1277}
1278
1279void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
1280    TextureVertex* v = &mMeshVertices[0];
1281    TextureVertex::setUV(v++, u1, v1);
1282    TextureVertex::setUV(v++, u2, v1);
1283    TextureVertex::setUV(v++, u1, v2);
1284    TextureVertex::setUV(v++, u2, v2);
1285}
1286
1287void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
1288    if (paint) {
1289        if (!mExtensions.hasFramebufferFetch()) {
1290            const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode);
1291            if (!isMode) {
1292                // Assume SRC_OVER
1293                *mode = SkXfermode::kSrcOver_Mode;
1294            }
1295        } else {
1296            *mode = getXfermode(paint->getXfermode());
1297        }
1298
1299        // Skia draws using the color's alpha channel if < 255
1300        // Otherwise, it uses the paint's alpha
1301        int color = paint->getColor();
1302        *alpha = (color >> 24) & 0xFF;
1303        if (*alpha == 255) {
1304            *alpha = paint->getAlpha();
1305        }
1306    } else {
1307        *mode = SkXfermode::kSrcOver_Mode;
1308        *alpha = 255;
1309    }
1310}
1311
1312SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
1313    if (mode == NULL) {
1314        return SkXfermode::kSrcOver_Mode;
1315    }
1316    return mode->fMode;
1317}
1318
1319void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) {
1320    glActiveTexture(gTextureUnits[textureUnit]);
1321    glBindTexture(GL_TEXTURE_2D, texture);
1322    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
1323    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
1324}
1325
1326}; // namespace uirenderer
1327}; // namespace android
1328