OpenGLRenderer.cpp revision 32963c393a804db2cd86c24443c2f1c6eee6064b
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 <ui/Rect.h>
30
31#include "OpenGLRenderer.h"
32#include "DisplayListRenderer.h"
33#include "Vector.h"
34
35namespace android {
36namespace uirenderer {
37
38///////////////////////////////////////////////////////////////////////////////
39// Defines
40///////////////////////////////////////////////////////////////////////////////
41
42#define RAD_TO_DEG (180.0f / 3.14159265f)
43#define MIN_ANGLE 0.001f
44
45// TODO: This should be set in properties
46#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH)
47
48///////////////////////////////////////////////////////////////////////////////
49// Globals
50///////////////////////////////////////////////////////////////////////////////
51
52/**
53 * Structure mapping Skia xfermodes to OpenGL blending factors.
54 */
55struct Blender {
56    SkXfermode::Mode mode;
57    GLenum src;
58    GLenum dst;
59}; // struct Blender
60
61// In this array, the index of each Blender equals the value of the first
62// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
63static const Blender gBlends[] = {
64        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
65        { SkXfermode::kSrc_Mode,     GL_ONE,                  GL_ZERO },
66        { SkXfermode::kDst_Mode,     GL_ZERO,                 GL_ONE },
67        { SkXfermode::kSrcOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
68        { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
69        { SkXfermode::kSrcIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
70        { SkXfermode::kDstIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
71        { SkXfermode::kSrcOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
72        { SkXfermode::kDstOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
73        { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
74        { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
75        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
76};
77
78// This array contains the swapped version of each SkXfermode. For instance
79// this array's SrcOver blending mode is actually DstOver. You can refer to
80// createLayer() for more information on the purpose of this array.
81static const Blender gBlendsSwap[] = {
82        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
83        { SkXfermode::kSrc_Mode,     GL_ZERO,                 GL_ONE },
84        { SkXfermode::kDst_Mode,     GL_ONE,                  GL_ZERO },
85        { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
86        { SkXfermode::kDstOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
87        { SkXfermode::kSrcIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
88        { SkXfermode::kDstIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
89        { SkXfermode::kSrcOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
90        { SkXfermode::kDstOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
91        { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
92        { SkXfermode::kDstATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
93        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
94};
95
96static const GLenum gTextureUnits[] = {
97        GL_TEXTURE0,
98        GL_TEXTURE1,
99        GL_TEXTURE2
100};
101
102///////////////////////////////////////////////////////////////////////////////
103// Constructors/destructor
104///////////////////////////////////////////////////////////////////////////////
105
106OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
107    mShader = NULL;
108    mColorFilter = NULL;
109    mHasShadow = false;
110
111    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
112
113    mFirstSnapshot = new Snapshot;
114}
115
116OpenGLRenderer::~OpenGLRenderer() {
117    // The context has already been destroyed at this point, do not call
118    // GL APIs. All GL state should be kept in Caches.h
119}
120
121///////////////////////////////////////////////////////////////////////////////
122// Setup
123///////////////////////////////////////////////////////////////////////////////
124
125void OpenGLRenderer::setViewport(int width, int height) {
126    glViewport(0, 0, width, height);
127    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
128
129    mWidth = width;
130    mHeight = height;
131
132    mFirstSnapshot->height = height;
133    mFirstSnapshot->viewport.set(0, 0, width, height);
134
135    mDirtyClip = false;
136}
137
138void OpenGLRenderer::prepare(bool opaque) {
139    mCaches.clearGarbage();
140
141    mSnapshot = new Snapshot(mFirstSnapshot,
142            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
143    mSaveCount = 1;
144
145    glViewport(0, 0, mWidth, mHeight);
146
147    glDisable(GL_DITHER);
148
149    if (!opaque) {
150        glDisable(GL_SCISSOR_TEST);
151        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
152        glClear(GL_COLOR_BUFFER_BIT);
153    }
154
155    glEnable(GL_SCISSOR_TEST);
156    glScissor(0, 0, mWidth, mHeight);
157    mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight);
158}
159
160void OpenGLRenderer::finish() {
161#if DEBUG_OPENGL
162    GLenum status = GL_NO_ERROR;
163    while ((status = glGetError()) != GL_NO_ERROR) {
164        LOGD("GL error from OpenGLRenderer: 0x%x", status);
165    }
166#endif
167#if DEBUG_MEMORY_USAGE
168    mCaches.dumpMemoryUsage();
169#else
170    if (mCaches.getDebugLevel() & kDebugMemory) {
171        mCaches.dumpMemoryUsage();
172    }
173#endif
174}
175
176void OpenGLRenderer::acquireContext() {
177    if (mCaches.currentProgram) {
178        if (mCaches.currentProgram->isInUse()) {
179            mCaches.currentProgram->remove();
180            mCaches.currentProgram = NULL;
181        }
182    }
183    mCaches.unbindMeshBuffer();
184}
185
186void OpenGLRenderer::releaseContext() {
187    glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight());
188
189    glEnable(GL_SCISSOR_TEST);
190    dirtyClip();
191
192    glDisable(GL_DITHER);
193
194    glBindFramebuffer(GL_FRAMEBUFFER, 0);
195    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
196
197    mCaches.blend = true;
198    glEnable(GL_BLEND);
199    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
200    glBlendEquation(GL_FUNC_ADD);
201}
202
203///////////////////////////////////////////////////////////////////////////////
204// State management
205///////////////////////////////////////////////////////////////////////////////
206
207int OpenGLRenderer::getSaveCount() const {
208    return mSaveCount;
209}
210
211int OpenGLRenderer::save(int flags) {
212    return saveSnapshot(flags);
213}
214
215void OpenGLRenderer::restore() {
216    if (mSaveCount > 1) {
217        restoreSnapshot();
218    }
219}
220
221void OpenGLRenderer::restoreToCount(int saveCount) {
222    if (saveCount < 1) saveCount = 1;
223
224    while (mSaveCount > saveCount) {
225        restoreSnapshot();
226    }
227}
228
229int OpenGLRenderer::saveSnapshot(int flags) {
230    mSnapshot = new Snapshot(mSnapshot, flags);
231    return mSaveCount++;
232}
233
234bool OpenGLRenderer::restoreSnapshot() {
235    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
236    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
237    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
238
239    sp<Snapshot> current = mSnapshot;
240    sp<Snapshot> previous = mSnapshot->previous;
241
242    if (restoreOrtho) {
243        Rect& r = previous->viewport;
244        glViewport(r.left, r.top, r.right, r.bottom);
245        mOrthoMatrix.load(current->orthoMatrix);
246    }
247
248    mSaveCount--;
249    mSnapshot = previous;
250
251    if (restoreClip) {
252        dirtyClip();
253    }
254
255    if (restoreLayer) {
256        composeLayer(current, previous);
257    }
258
259    return restoreClip;
260}
261
262///////////////////////////////////////////////////////////////////////////////
263// Layers
264///////////////////////////////////////////////////////////////////////////////
265
266int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
267        SkPaint* p, int flags) {
268    const GLuint previousFbo = mSnapshot->fbo;
269    const int count = saveSnapshot(flags);
270
271    if (!mSnapshot->isIgnored()) {
272        int alpha = 255;
273        SkXfermode::Mode mode;
274
275        if (p) {
276            alpha = p->getAlpha();
277            if (!mCaches.extensions.hasFramebufferFetch()) {
278                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
279                if (!isMode) {
280                    // Assume SRC_OVER
281                    mode = SkXfermode::kSrcOver_Mode;
282                }
283            } else {
284                mode = getXfermode(p->getXfermode());
285            }
286        } else {
287            mode = SkXfermode::kSrcOver_Mode;
288        }
289
290        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
291    }
292
293    return count;
294}
295
296int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
297        int alpha, int flags) {
298    if (alpha >= 255 - ALPHA_THRESHOLD) {
299        return saveLayer(left, top, right, bottom, NULL, flags);
300    } else {
301        SkPaint paint;
302        paint.setAlpha(alpha);
303        return saveLayer(left, top, right, bottom, &paint, flags);
304    }
305}
306
307/**
308 * Layers are viewed by Skia are slightly different than layers in image editing
309 * programs (for instance.) When a layer is created, previously created layers
310 * and the frame buffer still receive every drawing command. For instance, if a
311 * layer is created and a shape intersecting the bounds of the layers and the
312 * framebuffer is draw, the shape will be drawn on both (unless the layer was
313 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
314 *
315 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
316 * texture. Unfortunately, this is inefficient as it requires every primitive to
317 * be drawn n + 1 times, where n is the number of active layers. In practice this
318 * means, for every primitive:
319 *   - Switch active frame buffer
320 *   - Change viewport, clip and projection matrix
321 *   - Issue the drawing
322 *
323 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
324 * To avoid this, layers are implemented in a different way here, at least in the
325 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
326 * is set. When this flag is set we can redirect all drawing operations into a
327 * single FBO.
328 *
329 * This implementation relies on the frame buffer being at least RGBA 8888. When
330 * a layer is created, only a texture is created, not an FBO. The content of the
331 * frame buffer contained within the layer's bounds is copied into this texture
332 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
333 * buffer and drawing continues as normal. This technique therefore treats the
334 * frame buffer as a scratch buffer for the layers.
335 *
336 * To compose the layers back onto the frame buffer, each layer texture
337 * (containing the original frame buffer data) is drawn as a simple quad over
338 * the frame buffer. The trick is that the quad is set as the composition
339 * destination in the blending equation, and the frame buffer becomes the source
340 * of the composition.
341 *
342 * Drawing layers with an alpha value requires an extra step before composition.
343 * An empty quad is drawn over the layer's region in the frame buffer. This quad
344 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
345 * quad is used to multiply the colors in the frame buffer. This is achieved by
346 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
347 * GL_ZERO, GL_SRC_ALPHA.
348 *
349 * Because glCopyTexImage2D() can be slow, an alternative implementation might
350 * be use to draw a single clipped layer. The implementation described above
351 * is correct in every case.
352 *
353 * (1) The frame buffer is actually not cleared right away. To allow the GPU
354 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
355 *     buffer is left untouched until the first drawing operation. Only when
356 *     something actually gets drawn are the layers regions cleared.
357 */
358bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
359        float right, float bottom, int alpha, SkXfermode::Mode mode,
360        int flags, GLuint previousFbo) {
361    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
362    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
363
364    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
365
366    // Window coordinates of the layer
367    Rect bounds(left, top, right, bottom);
368    if (fboLayer) {
369        // Clear the previous layer regions before we change the viewport
370        clearLayerRegions();
371    } else {
372        mSnapshot->transform->mapRect(bounds);
373
374        // Layers only make sense if they are in the framebuffer's bounds
375        bounds.intersect(*snapshot->clipRect);
376
377        // We cannot work with sub-pixels in this case
378        bounds.snapToPixelBoundaries();
379
380        // When the layer is not an FBO, we may use glCopyTexImage so we
381        // need to make sure the layer does not extend outside the bounds
382        // of the framebuffer
383        bounds.intersect(snapshot->previous->viewport);
384    }
385
386    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
387            bounds.getHeight() > mCaches.maxTextureSize) {
388        snapshot->empty = fboLayer;
389    } else {
390        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
391    }
392
393    // Bail out if we won't draw in this snapshot
394    if (snapshot->invisible || snapshot->empty) {
395        return false;
396    }
397
398    glActiveTexture(gTextureUnits[0]);
399    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
400    if (!layer) {
401        return false;
402    }
403
404    layer->mode = mode;
405    layer->alpha = alpha;
406    layer->layer.set(bounds);
407    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height),
408            bounds.getWidth() / float(layer->width), 0.0f);
409
410    // Save the layer in the snapshot
411    snapshot->flags |= Snapshot::kFlagIsLayer;
412    snapshot->layer = layer;
413
414    if (fboLayer) {
415        return createFboLayer(layer, bounds, snapshot, previousFbo);
416    } else {
417        // Copy the framebuffer into the layer
418        glBindTexture(GL_TEXTURE_2D, layer->texture);
419
420        if (layer->empty) {
421            glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left,
422                    snapshot->height - bounds.bottom, layer->width, layer->height, 0);
423            layer->empty = false;
424        } else {
425            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
426                    snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
427        }
428
429        // Enqueue the buffer coordinates to clear the corresponding region later
430        mLayers.push(new Rect(bounds));
431    }
432
433    return true;
434}
435
436bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
437        GLuint previousFbo) {
438    layer->fbo = mCaches.fboCache.get();
439
440#if RENDER_LAYERS_AS_REGIONS
441    snapshot->region = &snapshot->layer->region;
442    snapshot->flags |= Snapshot::kFlagFboTarget;
443#endif
444
445    Rect clip(bounds);
446    snapshot->transform->mapRect(clip);
447    clip.intersect(*snapshot->clipRect);
448    clip.snapToPixelBoundaries();
449    clip.intersect(snapshot->previous->viewport);
450
451    mat4 inverse;
452    inverse.loadInverse(*mSnapshot->transform);
453
454    inverse.mapRect(clip);
455    clip.snapToPixelBoundaries();
456    clip.intersect(bounds);
457    clip.translate(-bounds.left, -bounds.top);
458
459    snapshot->flags |= Snapshot::kFlagIsFboLayer;
460    snapshot->fbo = layer->fbo;
461    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
462    //snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
463    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
464    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
465    snapshot->height = bounds.getHeight();
466    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
467    snapshot->orthoMatrix.load(mOrthoMatrix);
468
469    // Bind texture to FBO
470    glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
471    glBindTexture(GL_TEXTURE_2D, layer->texture);
472
473    // Initialize the texture if needed
474    if (layer->empty) {
475        layer->empty = false;
476        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0,
477                GL_RGBA, GL_UNSIGNED_BYTE, NULL);
478    }
479
480    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
481            layer->texture, 0);
482
483#if DEBUG_LAYERS_AS_REGIONS
484    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
485    if (status != GL_FRAMEBUFFER_COMPLETE) {
486        LOGE("Framebuffer incomplete (GL error code 0x%x)", status);
487
488        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
489        glDeleteTextures(1, &layer->texture);
490        mCaches.fboCache.put(layer->fbo);
491
492        delete layer;
493
494        return false;
495    }
496#endif
497
498    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
499    glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
500            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
501    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
502    glClear(GL_COLOR_BUFFER_BIT);
503
504    dirtyClip();
505
506    // Change the ortho projection
507    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
508    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
509
510    return true;
511}
512
513/**
514 * Read the documentation of createLayer() before doing anything in this method.
515 */
516void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
517    if (!current->layer) {
518        LOGE("Attempting to compose a layer that does not exist");
519        return;
520    }
521
522    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
523
524    if (fboLayer) {
525        // Unbind current FBO and restore previous one
526        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
527    }
528
529    Layer* layer = current->layer;
530    const Rect& rect = layer->layer;
531
532    if (!fboLayer && layer->alpha < 255) {
533        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
534                layer->alpha << 24, SkXfermode::kDstIn_Mode, true);
535        // Required below, composeLayerRect() will divide by 255
536        layer->alpha = 255;
537    }
538
539    mCaches.unbindMeshBuffer();
540
541    glActiveTexture(gTextureUnits[0]);
542
543    // When the layer is stored in an FBO, we can save a bit of fillrate by
544    // drawing only the dirty region
545    if (fboLayer) {
546        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
547        composeLayerRegion(layer, rect);
548    } else {
549        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
550        composeLayerRect(layer, rect, true);
551    }
552
553    if (fboLayer) {
554        // Detach the texture from the FBO
555        glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
556        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
557        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
558
559        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
560        mCaches.fboCache.put(current->fbo);
561    }
562
563    dirtyClip();
564
565    // Failing to add the layer to the cache should happen only if the layer is too large
566    if (!mCaches.layerCache.put(layer)) {
567        LAYER_LOGD("Deleting layer");
568        glDeleteTextures(1, &layer->texture);
569        delete layer;
570    }
571}
572
573void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
574    const Rect& texCoords = layer->texCoords;
575    resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom);
576
577    drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture,
578            layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0],
579            &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap);
580
581    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
582}
583
584void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
585#if RENDER_LAYERS_AS_REGIONS
586    if (layer->region.isRect()) {
587        composeLayerRect(layer, rect);
588        layer->region.clear();
589        return;
590    }
591
592    if (!layer->region.isEmpty()) {
593        size_t count;
594        const android::Rect* rects = layer->region.getArray(&count);
595
596        setupDraw();
597
598        ProgramDescription description;
599        description.hasTexture = true;
600
601        const float alpha = layer->alpha / 255.0f;
602        const bool setColor = description.setColor(alpha, alpha, alpha, alpha);
603        chooseBlending(layer->blend || layer->alpha < 255, layer->mode, description, false);
604
605        useProgram(mCaches.programCache.get(description));
606
607        // Texture
608        bindTexture(layer->texture);
609        glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0);
610
611        // Always premultiplied
612        if (setColor) {
613            mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha);
614        }
615
616        // Mesh
617        int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
618        glEnableVertexAttribArray(texCoordsSlot);
619
620        mModelView.loadIdentity();
621        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
622
623        const float texX = 1.0f / float(layer->width);
624        const float texY = 1.0f / float(layer->height);
625
626        TextureVertex* mesh = mCaches.getRegionMesh();
627        GLsizei numQuads = 0;
628
629        glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
630                gMeshStride, &mesh[0].position[0]);
631        glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE,
632                gMeshStride, &mesh[0].texture[0]);
633
634        for (size_t i = 0; i < count; i++) {
635            const android::Rect* r = &rects[i];
636
637            const float u1 = r->left * texX;
638            const float v1 = (rect.getHeight() - r->top) * texY;
639            const float u2 = r->right * texX;
640            const float v2 = (rect.getHeight() - r->bottom) * texY;
641
642            // TODO: Reject quads outside of the clip
643            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
644            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
645            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
646            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
647
648            numQuads++;
649
650            if (numQuads >= REGION_MESH_QUAD_COUNT) {
651                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
652                numQuads = 0;
653                mesh = mCaches.getRegionMesh();
654            }
655        }
656
657        if (numQuads > 0) {
658            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
659        }
660
661        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
662        glDisableVertexAttribArray(texCoordsSlot);
663
664#if DEBUG_LAYERS_AS_REGIONS
665        uint32_t colors[] = {
666                0x7fff0000, 0x7f00ff00,
667                0x7f0000ff, 0x7fff00ff,
668        };
669
670        int offset = 0;
671        int32_t top = rects[0].top;
672        int i = 0;
673
674        for (size_t i = 0; i < count; i++) {
675            if (top != rects[i].top) {
676                offset ^= 0x2;
677                top = rects[i].top;
678            }
679
680            Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
681            drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
682                    SkXfermode::kSrcOver_Mode);
683        }
684#endif
685
686        layer->region.clear();
687    }
688#else
689    composeLayerRect(layer, rect);
690#endif
691}
692
693void OpenGLRenderer::dirtyLayer(const float left, const float top,
694        const float right, const float bottom, const mat4 transform) {
695#if RENDER_LAYERS_AS_REGIONS
696    if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) {
697        Rect bounds(left, top, right, bottom);
698        transform.mapRect(bounds);
699        bounds.intersect(*mSnapshot->clipRect);
700        bounds.snapToPixelBoundaries();
701
702        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
703        if (!dirty.isEmpty()) {
704            mSnapshot->region->orSelf(dirty);
705        }
706    }
707#endif
708}
709
710void OpenGLRenderer::dirtyLayer(const float left, const float top,
711        const float right, const float bottom) {
712#if RENDER_LAYERS_AS_REGIONS
713    if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) {
714        Rect bounds(left, top, right, bottom);
715        bounds.intersect(*mSnapshot->clipRect);
716        bounds.snapToPixelBoundaries();
717
718        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
719        if (!dirty.isEmpty()) {
720            mSnapshot->region->orSelf(dirty);
721        }
722    }
723#endif
724}
725
726void OpenGLRenderer::setupDraw() {
727    clearLayerRegions();
728    if (mDirtyClip) {
729        setScissorFromClip();
730    }
731}
732
733void OpenGLRenderer::clearLayerRegions() {
734    if (mLayers.size() == 0 || mSnapshot->isIgnored()) return;
735
736    Rect clipRect(*mSnapshot->clipRect);
737    clipRect.snapToPixelBoundaries();
738
739    for (uint32_t i = 0; i < mLayers.size(); i++) {
740        Rect* bounds = mLayers.itemAt(i);
741        if (clipRect.intersects(*bounds)) {
742            // Clear the framebuffer where the layer will draw
743            glScissor(bounds->left, mSnapshot->height - bounds->bottom,
744                    bounds->getWidth(), bounds->getHeight());
745            glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
746            glClear(GL_COLOR_BUFFER_BIT);
747
748            // Restore the clip
749            dirtyClip();
750        }
751
752        delete bounds;
753    }
754
755    mLayers.clear();
756}
757
758///////////////////////////////////////////////////////////////////////////////
759// Transforms
760///////////////////////////////////////////////////////////////////////////////
761
762void OpenGLRenderer::translate(float dx, float dy) {
763    mSnapshot->transform->translate(dx, dy, 0.0f);
764}
765
766void OpenGLRenderer::rotate(float degrees) {
767    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
768}
769
770void OpenGLRenderer::scale(float sx, float sy) {
771    mSnapshot->transform->scale(sx, sy, 1.0f);
772}
773
774void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
775    mSnapshot->transform->load(*matrix);
776}
777
778const float* OpenGLRenderer::getMatrix() const {
779    if (mSnapshot->fbo != 0) {
780        return &mSnapshot->transform->data[0];
781    }
782    return &mIdentity.data[0];
783}
784
785void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
786    mSnapshot->transform->copyTo(*matrix);
787}
788
789void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
790    SkMatrix transform;
791    mSnapshot->transform->copyTo(transform);
792    transform.preConcat(*matrix);
793    mSnapshot->transform->load(transform);
794}
795
796///////////////////////////////////////////////////////////////////////////////
797// Clipping
798///////////////////////////////////////////////////////////////////////////////
799
800void OpenGLRenderer::setScissorFromClip() {
801    Rect clip(*mSnapshot->clipRect);
802    clip.snapToPixelBoundaries();
803    glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
804    mDirtyClip = false;
805}
806
807const Rect& OpenGLRenderer::getClipBounds() {
808    return mSnapshot->getLocalClip();
809}
810
811bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
812    if (mSnapshot->isIgnored()) {
813        return true;
814    }
815
816    Rect r(left, top, right, bottom);
817    mSnapshot->transform->mapRect(r);
818    r.snapToPixelBoundaries();
819
820    Rect clipRect(*mSnapshot->clipRect);
821    clipRect.snapToPixelBoundaries();
822
823    return !clipRect.intersects(r);
824}
825
826bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
827    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
828    if (clipped) {
829        dirtyClip();
830    }
831    return !mSnapshot->clipRect->isEmpty();
832}
833
834///////////////////////////////////////////////////////////////////////////////
835// Drawing
836///////////////////////////////////////////////////////////////////////////////
837
838void OpenGLRenderer::drawDisplayList(DisplayList* displayList) {
839    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
840    // will be performed by the display list itself
841    if (displayList) {
842        displayList->replay(*this);
843    }
844}
845
846void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
847    const float right = left + bitmap->width();
848    const float bottom = top + bitmap->height();
849
850    if (quickReject(left, top, right, bottom)) {
851        return;
852    }
853
854    glActiveTexture(GL_TEXTURE0);
855    Texture* texture = mCaches.textureCache.get(bitmap);
856    if (!texture) return;
857    const AutoTexture autoCleanup(texture);
858
859    drawTextureRect(left, top, right, bottom, texture, paint);
860}
861
862void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
863    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
864    const mat4 transform(*matrix);
865    transform.mapRect(r);
866
867    if (quickReject(r.left, r.top, r.right, r.bottom)) {
868        return;
869    }
870
871    glActiveTexture(GL_TEXTURE0);
872    Texture* texture = mCaches.textureCache.get(bitmap);
873    if (!texture) return;
874    const AutoTexture autoCleanup(texture);
875
876    // This could be done in a cheaper way, all we need is pass the matrix
877    // to the vertex shader. The save/restore is a bit overkill.
878    save(SkCanvas::kMatrix_SaveFlag);
879    concatMatrix(matrix);
880    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
881    restore();
882}
883
884void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
885         float srcLeft, float srcTop, float srcRight, float srcBottom,
886         float dstLeft, float dstTop, float dstRight, float dstBottom,
887         SkPaint* paint) {
888    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
889        return;
890    }
891
892    glActiveTexture(gTextureUnits[0]);
893    Texture* texture = mCaches.textureCache.get(bitmap);
894    if (!texture) return;
895    const AutoTexture autoCleanup(texture);
896    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
897
898    const float width = texture->width;
899    const float height = texture->height;
900
901    const float u1 = srcLeft / width;
902    const float v1 = srcTop / height;
903    const float u2 = srcRight / width;
904    const float v2 = srcBottom / height;
905
906    mCaches.unbindMeshBuffer();
907    resetDrawTextureTexCoords(u1, v1, u2, v2);
908
909    int alpha;
910    SkXfermode::Mode mode;
911    getAlphaAndMode(paint, &alpha, &mode);
912
913    if (mSnapshot->transform->isPureTranslate()) {
914        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
915        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
916
917        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
918                texture->id, alpha / 255.0f, mode, texture->blend,
919                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
920                GL_TRIANGLE_STRIP, gMeshCount, false, true);
921    } else {
922        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
923                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
924                GL_TRIANGLE_STRIP, gMeshCount);
925    }
926
927    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
928}
929
930void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
931        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
932        float left, float top, float right, float bottom, SkPaint* paint) {
933    if (quickReject(left, top, right, bottom)) {
934        return;
935    }
936
937    glActiveTexture(gTextureUnits[0]);
938    Texture* texture = mCaches.textureCache.get(bitmap);
939    if (!texture) return;
940    const AutoTexture autoCleanup(texture);
941    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
942
943    int alpha;
944    SkXfermode::Mode mode;
945    getAlphaAndMode(paint, &alpha, &mode);
946
947    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
948            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
949
950    if (mesh && mesh->verticesCount > 0) {
951        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
952#if RENDER_LAYERS_AS_REGIONS
953        // Mark the current layer dirty where we are going to draw the patch
954        if ((mSnapshot->flags & Snapshot::kFlagFboTarget) &&
955                mSnapshot->region && mesh->hasEmptyQuads) {
956            const size_t count = mesh->quads.size();
957            for (size_t i = 0; i < count; i++) {
958                const Rect& bounds = mesh->quads.itemAt(i);
959                if (pureTranslate) {
960                    const float x = (int) floorf(bounds.left + 0.5f);
961                    const float y = (int) floorf(bounds.top + 0.5f);
962                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
963                            *mSnapshot->transform);
964                } else {
965                    dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom,
966                            *mSnapshot->transform);
967                }
968            }
969        }
970#endif
971
972        if (pureTranslate) {
973            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
974            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
975
976            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
977                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
978                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
979                    true, !mesh->hasEmptyQuads);
980        } else {
981            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
982                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
983                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
984                    true, !mesh->hasEmptyQuads);
985        }
986    }
987}
988
989void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
990    // TODO: Should do quickReject for each line
991    if (mSnapshot->isIgnored()) return;
992
993    const bool isAA = paint->isAntiAlias();
994    const float strokeWidth = paint->getStrokeWidth() * 0.5f;
995    // A stroke width of 0 has a special meaningin Skia:
996    // it draws an unscaled 1px wide line
997    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
998
999    setupDraw();
1000
1001    int alpha;
1002    SkXfermode::Mode mode;
1003    getAlphaAndMode(paint, &alpha, &mode);
1004
1005    uint32_t color = paint->getColor();
1006    const GLfloat a = alpha / 255.0f;
1007    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
1008    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
1009    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
1010
1011    // Used only with AA lines
1012    GLuint textureUnit = 0;
1013
1014    // Describe the required shaders
1015    ProgramDescription description;
1016    const bool setColor = description.setColor(r, g, b, a);
1017
1018    if (mShader) {
1019        mShader->describe(description, mCaches.extensions);
1020    }
1021    if (mColorFilter) {
1022        mColorFilter->describe(description, mCaches.extensions);
1023    }
1024
1025    // Setup the blending mode
1026    chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description);
1027
1028    // We're not drawing with VBOs here
1029    mCaches.unbindMeshBuffer();
1030
1031    int verticesCount = count >> 2;
1032    if (!isHairLine) {
1033        // TODO: AA needs more vertices
1034        verticesCount *= 6;
1035    } else {
1036        // TODO: AA will be different
1037        verticesCount *= 2;
1038    }
1039
1040    TextureVertex lines[verticesCount];
1041    TextureVertex* vertex = &lines[0];
1042
1043    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1044            gMeshStride, vertex);
1045
1046    mModelView.loadIdentity();
1047
1048    // Build and use the appropriate shader
1049    useProgram(mCaches.programCache.get(description));
1050    mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1051
1052    if (!mShader || (mShader && setColor)) {
1053        mCaches.currentProgram->setColor(r, g, b, a);
1054    }
1055
1056    if (mShader) {
1057        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
1058    }
1059    if (mColorFilter) {
1060        mColorFilter->setupProgram(mCaches.currentProgram);
1061    }
1062
1063    if (!isHairLine) {
1064        // TODO: Handle the AA case
1065        for (int i = 0; i < count; i += 4) {
1066            // a = start point, b = end point
1067            vec2 a(points[i], points[i + 1]);
1068            vec2 b(points[i + 2], points[i + 3]);
1069
1070            // Bias to snap to the same pixels as Skia
1071            a += 0.375;
1072            b += 0.375;
1073
1074            // Find the normal to the line
1075            vec2 n = (b - a).copyNormalized() * strokeWidth;
1076            float x = n.x;
1077            n.x = -n.y;
1078            n.y = x;
1079
1080            // Four corners of the rectangle defining a thick line
1081            vec2 p1 = a - n;
1082            vec2 p2 = a + n;
1083            vec2 p3 = b + n;
1084            vec2 p4 = b - n;
1085
1086            // Draw the line as 2 triangles, could be optimized
1087            // by using only 4 vertices and the correct indices
1088            // Also we should probably used non textured vertices
1089            // when line AA is disabled to save on bandwidth
1090            TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f);
1091            TextureVertex::set(vertex++, p2.x, p2.y, 0.0f, 0.0f);
1092            TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f);
1093            TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f);
1094            TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f);
1095            TextureVertex::set(vertex++, p4.x, p4.y, 0.0f, 0.0f);
1096
1097            // TODO: Mark the dirty regions when RENDER_LAYERS_AS_REGIONS is set
1098        }
1099
1100        // GL_LINE does not give the result we want to match Skia
1101        glDrawArrays(GL_TRIANGLES, 0, verticesCount);
1102    } else {
1103        // TODO: Handle the AA case
1104        for (int i = 0; i < count; i += 4) {
1105            TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
1106            TextureVertex::set(vertex++, points[i + 2], points[i + 3], 0.0f, 0.0f);
1107        }
1108        glLineWidth(1.0f);
1109        glDrawArrays(GL_LINES, 0, verticesCount);
1110    }
1111}
1112
1113void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
1114    // No need to check against the clip, we fill the clip region
1115    if (mSnapshot->isIgnored()) return;
1116
1117    Rect& clip(*mSnapshot->clipRect);
1118    clip.snapToPixelBoundaries();
1119    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
1120}
1121
1122void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
1123    if (quickReject(left, top, right, bottom)) {
1124        return;
1125    }
1126
1127    SkXfermode::Mode mode;
1128    if (!mCaches.extensions.hasFramebufferFetch()) {
1129        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
1130        if (!isMode) {
1131            // Assume SRC_OVER
1132            mode = SkXfermode::kSrcOver_Mode;
1133        }
1134    } else {
1135        mode = getXfermode(p->getXfermode());
1136    }
1137
1138    // Skia draws using the color's alpha channel if < 255
1139    // Otherwise, it uses the paint's alpha
1140    int color = p->getColor();
1141    if (((color >> 24) & 0xff) == 255) {
1142        color |= p->getAlpha() << 24;
1143    }
1144
1145    drawColorRect(left, top, right, bottom, color, mode);
1146}
1147
1148void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
1149        float x, float y, SkPaint* paint) {
1150    if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
1151        return;
1152    }
1153    if (mSnapshot->isIgnored()) return;
1154
1155    paint->setAntiAlias(true);
1156
1157    float length = -1.0f;
1158    switch (paint->getTextAlign()) {
1159        case SkPaint::kCenter_Align:
1160            length = paint->measureText(text, bytesCount);
1161            x -= length / 2.0f;
1162            break;
1163        case SkPaint::kRight_Align:
1164            length = paint->measureText(text, bytesCount);
1165            x -= length;
1166            break;
1167        default:
1168            break;
1169    }
1170
1171    // TODO: Handle paint->getTextScaleX()
1172    const float oldX = x;
1173    const float oldY = y;
1174    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1175    if (pureTranslate) {
1176        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
1177        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
1178    }
1179
1180    int alpha;
1181    SkXfermode::Mode mode;
1182    getAlphaAndMode(paint, &alpha, &mode);
1183
1184    uint32_t color = paint->getColor();
1185    const GLfloat a = alpha / 255.0f;
1186    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
1187    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
1188    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
1189
1190    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
1191    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
1192            paint->getTextSize());
1193
1194    setupDraw();
1195
1196    if (mHasShadow) {
1197        glActiveTexture(gTextureUnits[0]);
1198        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
1199        const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount,
1200                count, mShadowRadius);
1201        const AutoTexture autoCleanup(shadow);
1202
1203        setupShadow(shadow, x, y, mode, a, pureTranslate);
1204
1205        // Draw the mesh
1206        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1207        glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
1208    }
1209
1210    GLuint textureUnit = 0;
1211    glActiveTexture(gTextureUnits[textureUnit]);
1212
1213    // Pick the appropriate texture filtering
1214    bool linearFilter = mSnapshot->transform->changesBounds();
1215    if (pureTranslate && !linearFilter) {
1216        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
1217    }
1218
1219    // Dimensions are set to (0,0), the layer (if any) won't be dirtied
1220    setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit,
1221            x, y, r, g, b, a, mode, false, true, NULL, NULL, 0, pureTranslate);
1222
1223    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
1224    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
1225
1226#if RENDER_LAYERS_AS_REGIONS
1227    bool hasLayer = (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region;
1228#else
1229    bool hasLayer = false;
1230#endif
1231
1232    mCaches.unbindMeshBuffer();
1233    if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
1234            hasLayer ? &bounds : NULL)) {
1235#if RENDER_LAYERS_AS_REGIONS
1236        if (hasLayer) {
1237            if (!pureTranslate) {
1238                mSnapshot->transform->mapRect(bounds);
1239            }
1240            bounds.intersect(*mSnapshot->clipRect);
1241            bounds.snapToPixelBoundaries();
1242
1243            android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1244            mSnapshot->region->orSelf(dirty);
1245        }
1246#endif
1247    }
1248
1249    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1250    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
1251
1252    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
1253}
1254
1255void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
1256    if (mSnapshot->isIgnored()) return;
1257
1258    GLuint textureUnit = 0;
1259    glActiveTexture(gTextureUnits[textureUnit]);
1260
1261    const PathTexture* texture = mCaches.pathCache.get(path, paint);
1262    if (!texture) return;
1263    const AutoTexture autoCleanup(texture);
1264
1265    const float x = texture->left - texture->offset;
1266    const float y = texture->top - texture->offset;
1267
1268    if (quickReject(x, y, x + texture->width, y + texture->height)) {
1269        return;
1270    }
1271
1272    int alpha;
1273    SkXfermode::Mode mode;
1274    getAlphaAndMode(paint, &alpha, &mode);
1275
1276    uint32_t color = paint->getColor();
1277    const GLfloat a = alpha / 255.0f;
1278    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
1279    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
1280    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
1281
1282    setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true);
1283
1284    setupDraw();
1285
1286    // Draw the mesh
1287    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1288    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
1289}
1290
1291///////////////////////////////////////////////////////////////////////////////
1292// Shaders
1293///////////////////////////////////////////////////////////////////////////////
1294
1295void OpenGLRenderer::resetShader() {
1296    mShader = NULL;
1297}
1298
1299void OpenGLRenderer::setupShader(SkiaShader* shader) {
1300    mShader = shader;
1301    if (mShader) {
1302        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
1303    }
1304}
1305
1306///////////////////////////////////////////////////////////////////////////////
1307// Color filters
1308///////////////////////////////////////////////////////////////////////////////
1309
1310void OpenGLRenderer::resetColorFilter() {
1311    mColorFilter = NULL;
1312}
1313
1314void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
1315    mColorFilter = filter;
1316}
1317
1318///////////////////////////////////////////////////////////////////////////////
1319// Drop shadow
1320///////////////////////////////////////////////////////////////////////////////
1321
1322void OpenGLRenderer::resetShadow() {
1323    mHasShadow = false;
1324}
1325
1326void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
1327    mHasShadow = true;
1328    mShadowRadius = radius;
1329    mShadowDx = dx;
1330    mShadowDy = dy;
1331    mShadowColor = color;
1332}
1333
1334///////////////////////////////////////////////////////////////////////////////
1335// Drawing implementation
1336///////////////////////////////////////////////////////////////////////////////
1337
1338void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y,
1339        SkXfermode::Mode mode, float alpha, bool ignoreTransforms) {
1340    const float sx = x - texture->left + mShadowDx;
1341    const float sy = y - texture->top + mShadowDy;
1342
1343    const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
1344    const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha;
1345    const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f;
1346    const GLfloat g = a * ((mShadowColor >>  8) & 0xFF) / 255.0f;
1347    const GLfloat b = a * ((mShadowColor      ) & 0xFF) / 255.0f;
1348
1349    GLuint textureUnit = 0;
1350    setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit,
1351            sx, sy, r, g, b, a, mode, true, false,
1352            (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 0, ignoreTransforms);
1353}
1354
1355void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit,
1356        float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode,
1357        bool transforms, bool applyFilters) {
1358    setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit,
1359            x, y, r, g, b, a, mode, transforms, applyFilters,
1360            (GLvoid*) 0, (GLvoid*) gMeshTextureOffset);
1361}
1362
1363void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
1364        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
1365        SkXfermode::Mode mode, bool transforms, bool applyFilters) {
1366    setupTextureAlpha8(texture, width, height, textureUnit, x, y, r, g, b, a, mode,
1367            transforms, applyFilters, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset);
1368}
1369
1370void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
1371        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
1372        SkXfermode::Mode mode, bool transforms, bool applyFilters,
1373        GLvoid* vertices, GLvoid* texCoords, GLuint vbo, bool ignoreTransform) {
1374     // Describe the required shaders
1375     ProgramDescription description;
1376     description.hasTexture = true;
1377     description.hasAlpha8Texture = true;
1378     const bool setColor = description.setAlpha8Color(r, g, b, a);
1379
1380     if (applyFilters) {
1381         if (mShader) {
1382             mShader->describe(description, mCaches.extensions);
1383         }
1384         if (mColorFilter) {
1385             mColorFilter->describe(description, mCaches.extensions);
1386         }
1387     }
1388
1389     // Setup the blending mode
1390     chooseBlending(true, mode, description);
1391
1392     // Build and use the appropriate shader
1393     useProgram(mCaches.programCache.get(description));
1394
1395     bindTexture(texture);
1396     glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit);
1397
1398     int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1399     glEnableVertexAttribArray(texCoordsSlot);
1400
1401     if (texCoords) {
1402         // Setup attributes
1403         if (!vertices) {
1404             mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1405         } else {
1406             mCaches.unbindMeshBuffer();
1407         }
1408         glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1409                 gMeshStride, vertices);
1410         glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1411     }
1412
1413     // Setup uniforms
1414     if (transforms) {
1415         mModelView.loadTranslate(x, y, 0.0f);
1416         mModelView.scale(width, height, 1.0f);
1417     } else {
1418         mModelView.loadIdentity();
1419     }
1420
1421     mat4 t;
1422     if (!ignoreTransform) {
1423         t.load(*mSnapshot->transform);
1424     }
1425
1426     mCaches.currentProgram->set(mOrthoMatrix, mModelView, t);
1427     if (width > 0 && height > 0) {
1428         dirtyLayer(x, y, x + width, y + height, t);
1429     }
1430
1431     if (setColor) {
1432         mCaches.currentProgram->setColor(r, g, b, a);
1433     }
1434
1435     textureUnit++;
1436     if (applyFilters) {
1437         // Setup attributes and uniforms required by the shaders
1438         if (mShader) {
1439             if (ignoreTransform) {
1440                 mModelView.loadInverse(*mSnapshot->transform);
1441             }
1442             mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
1443         }
1444         if (mColorFilter) {
1445             mColorFilter->setupProgram(mCaches.currentProgram);
1446         }
1447     }
1448}
1449
1450// Same values used by Skia
1451#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
1452#define kStdUnderline_Offset    (1.0f / 9.0f)
1453#define kStdUnderline_Thickness (1.0f / 18.0f)
1454
1455void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
1456        float x, float y, SkPaint* paint) {
1457    // Handle underline and strike-through
1458    uint32_t flags = paint->getFlags();
1459    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
1460        float underlineWidth = length;
1461        // If length is > 0.0f, we already measured the text for the text alignment
1462        if (length <= 0.0f) {
1463            underlineWidth = paint->measureText(text, bytesCount);
1464        }
1465
1466        float offsetX = 0;
1467        switch (paint->getTextAlign()) {
1468            case SkPaint::kCenter_Align:
1469                offsetX = underlineWidth * 0.5f;
1470                break;
1471            case SkPaint::kRight_Align:
1472                offsetX = underlineWidth;
1473                break;
1474            default:
1475                break;
1476        }
1477
1478        if (underlineWidth > 0.0f) {
1479            const float textSize = paint->getTextSize();
1480            const float strokeWidth = textSize * kStdUnderline_Thickness;
1481
1482            const float left = x - offsetX;
1483            float top = 0.0f;
1484
1485            const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1);
1486            float points[pointsCount];
1487            int currentPoint = 0;
1488
1489            if (flags & SkPaint::kUnderlineText_Flag) {
1490                top = y + textSize * kStdUnderline_Offset;
1491                points[currentPoint++] = left;
1492                points[currentPoint++] = top;
1493                points[currentPoint++] = left + underlineWidth;
1494                points[currentPoint++] = top;
1495            }
1496
1497            if (flags & SkPaint::kStrikeThruText_Flag) {
1498                top = y + textSize * kStdStrikeThru_Offset;
1499                points[currentPoint++] = left;
1500                points[currentPoint++] = top;
1501                points[currentPoint++] = left + underlineWidth;
1502                points[currentPoint++] = top;
1503            }
1504
1505            SkPaint linesPaint(*paint);
1506            linesPaint.setStrokeWidth(strokeWidth);
1507
1508            drawLines(&points[0], pointsCount, &linesPaint);
1509        }
1510    }
1511}
1512
1513void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
1514        int color, SkXfermode::Mode mode, bool ignoreTransform) {
1515    setupDraw();
1516
1517    // If a shader is set, preserve only the alpha
1518    if (mShader) {
1519        color |= 0x00ffffff;
1520    }
1521
1522    // Render using pre-multiplied alpha
1523    const int alpha = (color >> 24) & 0xFF;
1524    const GLfloat a = alpha / 255.0f;
1525    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
1526    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
1527    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
1528
1529    setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform);
1530
1531    // Draw the mesh
1532    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1533}
1534
1535void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom,
1536        float r, float g, float b, float a, SkXfermode::Mode mode,
1537        bool ignoreTransform, bool ignoreMatrix) {
1538    GLuint textureUnit = 0;
1539
1540    // Describe the required shaders
1541    ProgramDescription description;
1542    const bool setColor = description.setColor(r, g, b, a);
1543
1544    if (mShader) {
1545        mShader->describe(description, mCaches.extensions);
1546    }
1547    if (mColorFilter) {
1548        mColorFilter->describe(description, mCaches.extensions);
1549    }
1550
1551    // Setup the blending mode
1552    chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description);
1553
1554    // Build and use the appropriate shader
1555    useProgram(mCaches.programCache.get(description));
1556
1557    // Setup attributes
1558    mCaches.bindMeshBuffer();
1559    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1560            gMeshStride, 0);
1561
1562    if (!ignoreMatrix) {
1563        // Setup uniforms
1564        mModelView.loadTranslate(left, top, 0.0f);
1565        mModelView.scale(right - left, bottom - top, 1.0f);
1566        if (!ignoreTransform) {
1567            mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1568            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1569        } else {
1570            mat4 identity;
1571            mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity);
1572            dirtyLayer(left, top, right, bottom);
1573        }
1574    }
1575    if (!mShader || (mShader && setColor)) {
1576        mCaches.currentProgram->setColor(r, g, b, a);
1577    }
1578
1579    // Setup attributes and uniforms required by the shaders
1580    if (mShader) {
1581        if (ignoreMatrix) {
1582            mModelView.loadIdentity();
1583        } else if (ignoreTransform) {
1584            mModelView.loadInverse(*mSnapshot->transform);
1585        }
1586        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
1587    }
1588    if (mColorFilter) {
1589        mColorFilter->setupProgram(mCaches.currentProgram);
1590    }
1591}
1592
1593void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1594        Texture* texture, SkPaint* paint) {
1595    int alpha;
1596    SkXfermode::Mode mode;
1597    getAlphaAndMode(paint, &alpha, &mode);
1598
1599    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
1600
1601    if (mSnapshot->transform->isPureTranslate()) {
1602        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1603        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1604
1605        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1606                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
1607                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
1608    } else {
1609        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
1610                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
1611                GL_TRIANGLE_STRIP, gMeshCount);
1612    }
1613}
1614
1615void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1616        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
1617    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
1618            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
1619}
1620
1621void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
1622        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
1623        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
1624        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
1625    setupDraw();
1626
1627    ProgramDescription description;
1628    description.hasTexture = true;
1629    const bool setColor = description.setColor(alpha, alpha, alpha, alpha);
1630    if (mColorFilter) {
1631        mColorFilter->describe(description, mCaches.extensions);
1632    }
1633
1634    mModelView.loadTranslate(left, top, 0.0f);
1635    if (!ignoreScale) {
1636        mModelView.scale(right - left, bottom - top, 1.0f);
1637    }
1638
1639    chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst);
1640
1641    useProgram(mCaches.programCache.get(description));
1642    if (!ignoreTransform) {
1643        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1644        if (dirty) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1645    } else {
1646        mat4 identity;
1647        mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity);
1648        if (dirty) dirtyLayer(left, top, right, bottom);
1649    }
1650
1651    // Texture
1652    bindTexture(texture);
1653    glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0);
1654
1655    // Always premultiplied
1656    if (setColor) {
1657        mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha);
1658    }
1659
1660    // Mesh
1661    int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1662    glEnableVertexAttribArray(texCoordsSlot);
1663
1664    if (!vertices) {
1665        mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1666    } else {
1667        mCaches.unbindMeshBuffer();
1668    }
1669    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1670            gMeshStride, vertices);
1671    glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1672
1673    // Color filter
1674    if (mColorFilter) {
1675        mColorFilter->setupProgram(mCaches.currentProgram);
1676    }
1677
1678    glDrawArrays(drawMode, 0, elementsCount);
1679    glDisableVertexAttribArray(texCoordsSlot);
1680}
1681
1682void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
1683        ProgramDescription& description, bool swapSrcDst) {
1684    blend = blend || mode != SkXfermode::kSrcOver_Mode;
1685    if (blend) {
1686        if (mode < SkXfermode::kPlus_Mode) {
1687            if (!mCaches.blend) {
1688                glEnable(GL_BLEND);
1689            }
1690
1691            GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
1692            GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
1693
1694            if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
1695                glBlendFunc(sourceMode, destMode);
1696                mCaches.lastSrcMode = sourceMode;
1697                mCaches.lastDstMode = destMode;
1698            }
1699        } else {
1700            // These blend modes are not supported by OpenGL directly and have
1701            // to be implemented using shaders. Since the shader will perform
1702            // the blending, turn blending off here
1703            if (mCaches.extensions.hasFramebufferFetch()) {
1704                description.framebufferMode = mode;
1705                description.swapSrcDst = swapSrcDst;
1706            }
1707
1708            if (mCaches.blend) {
1709                glDisable(GL_BLEND);
1710            }
1711            blend = false;
1712        }
1713    } else if (mCaches.blend) {
1714        glDisable(GL_BLEND);
1715    }
1716    mCaches.blend = blend;
1717}
1718
1719bool OpenGLRenderer::useProgram(Program* program) {
1720    if (!program->isInUse()) {
1721        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
1722        program->use();
1723        mCaches.currentProgram = program;
1724        return false;
1725    }
1726    return true;
1727}
1728
1729void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
1730    TextureVertex* v = &mMeshVertices[0];
1731    TextureVertex::setUV(v++, u1, v1);
1732    TextureVertex::setUV(v++, u2, v1);
1733    TextureVertex::setUV(v++, u1, v2);
1734    TextureVertex::setUV(v++, u2, v2);
1735}
1736
1737void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
1738    if (paint) {
1739        if (!mCaches.extensions.hasFramebufferFetch()) {
1740            const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode);
1741            if (!isMode) {
1742                // Assume SRC_OVER
1743                *mode = SkXfermode::kSrcOver_Mode;
1744            }
1745        } else {
1746            *mode = getXfermode(paint->getXfermode());
1747        }
1748
1749        // Skia draws using the color's alpha channel if < 255
1750        // Otherwise, it uses the paint's alpha
1751        int color = paint->getColor();
1752        *alpha = (color >> 24) & 0xFF;
1753        if (*alpha == 255) {
1754            *alpha = paint->getAlpha();
1755        }
1756    } else {
1757        *mode = SkXfermode::kSrcOver_Mode;
1758        *alpha = 255;
1759    }
1760}
1761
1762SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
1763    if (mode == NULL) {
1764        return SkXfermode::kSrcOver_Mode;
1765    }
1766    return mode->fMode;
1767}
1768
1769void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) {
1770    bool bound = false;
1771    if (wrapS != texture->wrapS) {
1772        glBindTexture(GL_TEXTURE_2D, texture->id);
1773        bound = true;
1774        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
1775        texture->wrapS = wrapS;
1776    }
1777    if (wrapT != texture->wrapT) {
1778        if (!bound) {
1779            glBindTexture(GL_TEXTURE_2D, texture->id);
1780        }
1781        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
1782        texture->wrapT = wrapT;
1783    }
1784}
1785
1786}; // namespace uirenderer
1787}; // namespace android
1788