OpenGLRenderer.cpp revision 41030da16856c8869e1e51d4a0405432fa96614e
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// TODO: This should be set in properties
47#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH)
48
49///////////////////////////////////////////////////////////////////////////////
50// Globals
51///////////////////////////////////////////////////////////////////////////////
52
53// This array is never used directly but used as a memcpy source in the
54// OpenGLRenderer constructor
55static const TextureVertex gMeshVertices[] = {
56        FV(0.0f, 0.0f, 0.0f, 0.0f),
57        FV(1.0f, 0.0f, 1.0f, 0.0f),
58        FV(0.0f, 1.0f, 0.0f, 1.0f),
59        FV(1.0f, 1.0f, 1.0f, 1.0f)
60};
61static const GLsizei gMeshStride = sizeof(TextureVertex);
62static const GLsizei gMeshCount = 4;
63
64/**
65 * Structure mapping Skia xfermodes to OpenGL blending factors.
66 */
67struct Blender {
68    SkXfermode::Mode mode;
69    GLenum src;
70    GLenum dst;
71}; // struct Blender
72
73// In this array, the index of each Blender equals the value of the first
74// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
75static const Blender gBlends[] = {
76        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
77        { SkXfermode::kSrc_Mode,     GL_ONE,                  GL_ZERO },
78        { SkXfermode::kDst_Mode,     GL_ZERO,                 GL_ONE },
79        { SkXfermode::kSrcOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
80        { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
81        { SkXfermode::kSrcIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
82        { SkXfermode::kDstIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
83        { SkXfermode::kSrcOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
84        { SkXfermode::kDstOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
85        { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
86        { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
87        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
88};
89
90// This array contains the swapped version of each SkXfermode. For instance
91// this array's SrcOver blending mode is actually DstOver. You can refer to
92// createLayer() for more information on the purpose of this array.
93static const Blender gBlendsSwap[] = {
94        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
95        { SkXfermode::kSrc_Mode,     GL_ZERO,                 GL_ONE },
96        { SkXfermode::kDst_Mode,     GL_ONE,                  GL_ZERO },
97        { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
98        { SkXfermode::kDstOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
99        { SkXfermode::kSrcIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
100        { SkXfermode::kDstIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
101        { SkXfermode::kSrcOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
102        { SkXfermode::kDstOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
103        { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
104        { SkXfermode::kDstATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
105        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
106};
107
108static const GLenum gTextureUnits[] = {
109        GL_TEXTURE0,
110        GL_TEXTURE1,
111        GL_TEXTURE2
112};
113
114///////////////////////////////////////////////////////////////////////////////
115// Constructors/destructor
116///////////////////////////////////////////////////////////////////////////////
117
118OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
119    mShader = NULL;
120    mColorFilter = NULL;
121    mHasShadow = false;
122
123    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
124
125    mFirstSnapshot = new Snapshot;
126
127    GLint maxTextureUnits;
128    glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
129    if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) {
130        LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT);
131    }
132
133    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
134}
135
136OpenGLRenderer::~OpenGLRenderer() {
137    // The context has already been destroyed at this point, do not call
138    // GL APIs. All GL state should be kept in Caches.h
139}
140
141///////////////////////////////////////////////////////////////////////////////
142// Setup
143///////////////////////////////////////////////////////////////////////////////
144
145void OpenGLRenderer::setViewport(int width, int height) {
146    glViewport(0, 0, width, height);
147    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
148
149    mWidth = width;
150    mHeight = height;
151
152    mFirstSnapshot->height = height;
153    mFirstSnapshot->viewport.set(0, 0, width, height);
154}
155
156void OpenGLRenderer::prepare(bool opaque) {
157    mSnapshot = new Snapshot(mFirstSnapshot,
158            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
159    mSaveCount = 1;
160
161    glViewport(0, 0, mWidth, mHeight);
162
163    glDisable(GL_DITHER);
164    glDisable(GL_SCISSOR_TEST);
165
166    if (!opaque) {
167        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
168        glClear(GL_COLOR_BUFFER_BIT);
169    }
170
171    glEnable(GL_SCISSOR_TEST);
172    glScissor(0, 0, mWidth, mHeight);
173
174    mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight);
175}
176
177void OpenGLRenderer::finish() {
178#if DEBUG_OPENGL
179    GLenum status = GL_NO_ERROR;
180    while ((status = glGetError()) != GL_NO_ERROR) {
181        LOGD("GL error from OpenGLRenderer: 0x%x", status);
182    }
183#endif
184}
185
186void OpenGLRenderer::acquireContext() {
187    if (mCaches.currentProgram) {
188        if (mCaches.currentProgram->isInUse()) {
189            mCaches.currentProgram->remove();
190            mCaches.currentProgram = NULL;
191        }
192    }
193}
194
195void OpenGLRenderer::releaseContext() {
196    glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight());
197
198    glEnable(GL_SCISSOR_TEST);
199    setScissorFromClip();
200
201    glDisable(GL_DITHER);
202
203    glBindFramebuffer(GL_FRAMEBUFFER, 0);
204
205    if (mCaches.blend) {
206        glEnable(GL_BLEND);
207        glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
208        glBlendEquation(GL_FUNC_ADD);
209    } else {
210        glDisable(GL_BLEND);
211    }
212}
213
214///////////////////////////////////////////////////////////////////////////////
215// State management
216///////////////////////////////////////////////////////////////////////////////
217
218int OpenGLRenderer::getSaveCount() const {
219    return mSaveCount;
220}
221
222int OpenGLRenderer::save(int flags) {
223    return saveSnapshot(flags);
224}
225
226void OpenGLRenderer::restore() {
227    if (mSaveCount > 1) {
228        restoreSnapshot();
229    }
230}
231
232void OpenGLRenderer::restoreToCount(int saveCount) {
233    if (saveCount < 1) saveCount = 1;
234
235    while (mSaveCount > saveCount) {
236        restoreSnapshot();
237    }
238}
239
240int OpenGLRenderer::saveSnapshot(int flags) {
241    mSnapshot = new Snapshot(mSnapshot, flags);
242    return mSaveCount++;
243}
244
245bool OpenGLRenderer::restoreSnapshot() {
246    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
247    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
248    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
249
250    sp<Snapshot> current = mSnapshot;
251    sp<Snapshot> previous = mSnapshot->previous;
252
253    if (restoreOrtho) {
254        Rect& r = previous->viewport;
255        glViewport(r.left, r.top, r.right, r.bottom);
256        mOrthoMatrix.load(current->orthoMatrix);
257    }
258
259    mSaveCount--;
260    mSnapshot = previous;
261
262    if (restoreLayer) {
263        composeLayer(current, previous);
264    }
265
266    if (restoreClip) {
267        setScissorFromClip();
268    }
269
270    return restoreClip;
271}
272
273///////////////////////////////////////////////////////////////////////////////
274// Layers
275///////////////////////////////////////////////////////////////////////////////
276
277int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
278        const SkPaint* p, int flags) {
279    const GLuint previousFbo = mSnapshot->fbo;
280    const int count = saveSnapshot(flags);
281
282    int alpha = 255;
283    SkXfermode::Mode mode;
284
285    if (p) {
286        alpha = p->getAlpha();
287        if (!mExtensions.hasFramebufferFetch()) {
288            const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
289            if (!isMode) {
290                // Assume SRC_OVER
291                mode = SkXfermode::kSrcOver_Mode;
292            }
293        } else {
294            mode = getXfermode(p->getXfermode());
295        }
296    } else {
297        mode = SkXfermode::kSrcOver_Mode;
298    }
299
300    if (!mSnapshot->previous->invisible) {
301        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
302    }
303
304    return count;
305}
306
307int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
308        int alpha, int flags) {
309    if (alpha == 0xff) {
310        return saveLayer(left, top, right, bottom, NULL, flags);
311    } else {
312        SkPaint paint;
313        paint.setAlpha(alpha);
314        return saveLayer(left, top, right, bottom, &paint, flags);
315    }
316}
317
318/**
319 * Layers are viewed by Skia are slightly different than layers in image editing
320 * programs (for instance.) When a layer is created, previously created layers
321 * and the frame buffer still receive every drawing command. For instance, if a
322 * layer is created and a shape intersecting the bounds of the layers and the
323 * framebuffer is draw, the shape will be drawn on both (unless the layer was
324 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
325 *
326 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
327 * texture. Unfortunately, this is inefficient as it requires every primitive to
328 * be drawn n + 1 times, where n is the number of active layers. In practice this
329 * means, for every primitive:
330 *   - Switch active frame buffer
331 *   - Change viewport, clip and projection matrix
332 *   - Issue the drawing
333 *
334 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
335 * To avoid this, layers are implemented in a different way here, at least in the
336 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
337 * is set. When this flag is set we can redirect all drawing operations into a
338 * single FBO.
339 *
340 * This implementation relies on the frame buffer being at least RGBA 8888. When
341 * a layer is created, only a texture is created, not an FBO. The content of the
342 * frame buffer contained within the layer's bounds is copied into this texture
343 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
344 * buffer and drawing continues as normal. This technique therefore treats the
345 * frame buffer as a scratch buffer for the layers.
346 *
347 * To compose the layers back onto the frame buffer, each layer texture
348 * (containing the original frame buffer data) is drawn as a simple quad over
349 * the frame buffer. The trick is that the quad is set as the composition
350 * destination in the blending equation, and the frame buffer becomes the source
351 * of the composition.
352 *
353 * Drawing layers with an alpha value requires an extra step before composition.
354 * An empty quad is drawn over the layer's region in the frame buffer. This quad
355 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
356 * quad is used to multiply the colors in the frame buffer. This is achieved by
357 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
358 * GL_ZERO, GL_SRC_ALPHA.
359 *
360 * Because glCopyTexImage2D() can be slow, an alternative implementation might
361 * be use to draw a single clipped layer. The implementation described above
362 * is correct in every case.
363 *
364 * (1) The frame buffer is actually not cleared right away. To allow the GPU
365 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
366 *     buffer is left untouched until the first drawing operation. Only when
367 *     something actually gets drawn are the layers regions cleared.
368 */
369bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
370        float right, float bottom, int alpha, SkXfermode::Mode mode,
371        int flags, GLuint previousFbo) {
372    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
373    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
374
375    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
376
377    // Window coordinates of the layer
378    Rect bounds(left, top, right, bottom);
379    if (!fboLayer) {
380        mSnapshot->transform->mapRect(bounds);
381        // Layers only make sense if they are in the framebuffer's bounds
382        bounds.intersect(*mSnapshot->clipRect);
383        bounds.snapToPixelBoundaries();
384    }
385
386    if (bounds.isEmpty() || bounds.getWidth() > mMaxTextureSize ||
387            bounds.getHeight() > mMaxTextureSize) {
388        snapshot->invisible = true;
389    } else {
390        // TODO: Should take the mode into account
391        snapshot->invisible = snapshot->previous->invisible || alpha <= ALPHA_THRESHOLD;
392    }
393
394    // Bail out if we won't draw in this snapshot
395    if (snapshot->invisible) {
396        return false;
397    }
398
399    glActiveTexture(GL_TEXTURE0);
400
401    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
402    if (!layer) {
403        return false;
404    }
405
406    layer->mode = mode;
407    layer->alpha = alpha;
408    layer->layer.set(bounds);
409    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height),
410            bounds.getWidth() / float(layer->width), 0.0f);
411
412    // Save the layer in the snapshot
413    snapshot->flags |= Snapshot::kFlagIsLayer;
414    snapshot->layer = layer;
415
416    if (fboLayer) {
417        layer->fbo = mCaches.fboCache.get();
418
419        snapshot->flags |= Snapshot::kFlagIsFboLayer;
420        snapshot->fbo = layer->fbo;
421        snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
422        snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
423        snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
424        snapshot->height = bounds.getHeight();
425        snapshot->flags |= Snapshot::kFlagDirtyOrtho;
426        snapshot->orthoMatrix.load(mOrthoMatrix);
427
428        // Bind texture to FBO
429        glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
430        glBindTexture(GL_TEXTURE_2D, layer->texture);
431
432        // Initialize the texture if needed
433        if (layer->empty) {
434            layer->empty = false;
435            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0,
436                    GL_RGBA, GL_UNSIGNED_BYTE, NULL);
437        }
438
439        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
440                layer->texture, 0);
441
442#if DEBUG_LAYERS
443        GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
444        if (status != GL_FRAMEBUFFER_COMPLETE) {
445            LOGE("Framebuffer incomplete (GL error code 0x%x)", status);
446
447            glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
448            glDeleteTextures(1, &layer->texture);
449            mCaches.fboCache.put(layer->fbo);
450
451            delete layer;
452
453            return false;
454        }
455#endif
456
457        // Clear the FBO
458        glScissor(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
459        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
460        glClear(GL_COLOR_BUFFER_BIT);
461
462        setScissorFromClip();
463
464        // Change the ortho projection
465        glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
466        mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
467    } else {
468        // Copy the framebuffer into the layer
469        glBindTexture(GL_TEXTURE_2D, layer->texture);
470
471         if (layer->empty) {
472             glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom,
473                     layer->width, layer->height, 0);
474             layer->empty = false;
475         } else {
476             glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, mHeight - bounds.bottom,
477                     bounds.getWidth(), bounds.getHeight());
478          }
479
480        // Enqueue the buffer coordinates to clear the corresponding region later
481        mLayers.push(new Rect(bounds));
482    }
483
484    return true;
485}
486
487/**
488 * Read the documentation of createLayer() before doing anything in this method.
489 */
490void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
491    if (!current->layer) {
492        LOGE("Attempting to compose a layer that does not exist");
493        return;
494    }
495
496    const bool fboLayer = current->flags & SkCanvas::kClipToLayer_SaveFlag;
497
498    if (fboLayer) {
499        // Unbind current FBO and restore previous one
500        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
501    }
502
503    // Restore the clip from the previous snapshot
504    const Rect& clip = *previous->clipRect;
505    glScissor(clip.left, previous->height - clip.bottom, clip.getWidth(), clip.getHeight());
506
507    Layer* layer = current->layer;
508    const Rect& rect = layer->layer;
509
510    if (!fboLayer && layer->alpha < 255) {
511        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
512                layer->alpha << 24, SkXfermode::kDstIn_Mode, true);
513    }
514
515    const Rect& texCoords = layer->texCoords;
516    resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom);
517
518    if (fboLayer) {
519        drawTextureRect(rect.left, rect.top, rect.right, rect.bottom,
520                layer->texture, layer->alpha / 255.0f, layer->mode, layer->blend);
521    } else {
522        drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture,
523                1.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0],
524                &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, true, true);
525    }
526
527    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
528
529    if (fboLayer) {
530        // Detach the texture from the FBO
531        glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
532        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
533        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
534
535        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
536        mCaches.fboCache.put(current->fbo);
537    }
538
539    // Failing to add the layer to the cache should happen only if the layer is too large
540    if (!mCaches.layerCache.put(layer)) {
541        LAYER_LOGD("Deleting layer");
542        glDeleteTextures(1, &layer->texture);
543        delete layer;
544    }
545}
546
547void OpenGLRenderer::clearLayerRegions() {
548    if (mLayers.size() == 0 || mSnapshot->invisible) return;
549
550    for (uint32_t i = 0; i < mLayers.size(); i++) {
551        Rect* bounds = mLayers.itemAt(i);
552
553        // Clear the framebuffer where the layer will draw
554        glScissor(bounds->left, mHeight - bounds->bottom,
555                bounds->getWidth(), bounds->getHeight());
556        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
557        glClear(GL_COLOR_BUFFER_BIT);
558
559        delete bounds;
560    }
561    mLayers.clear();
562
563    // Restore the clip
564    setScissorFromClip();
565}
566
567///////////////////////////////////////////////////////////////////////////////
568// Transforms
569///////////////////////////////////////////////////////////////////////////////
570
571void OpenGLRenderer::translate(float dx, float dy) {
572    mSnapshot->transform->translate(dx, dy, 0.0f);
573}
574
575void OpenGLRenderer::rotate(float degrees) {
576    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
577}
578
579void OpenGLRenderer::scale(float sx, float sy) {
580    mSnapshot->transform->scale(sx, sy, 1.0f);
581}
582
583void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
584    mSnapshot->transform->load(*matrix);
585}
586
587const float* OpenGLRenderer::getMatrix() const {
588    return &mSnapshot->transform->data[0];
589}
590
591void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
592    mSnapshot->transform->copyTo(*matrix);
593}
594
595void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
596    mat4 m(*matrix);
597    mSnapshot->transform->multiply(m);
598}
599
600///////////////////////////////////////////////////////////////////////////////
601// Clipping
602///////////////////////////////////////////////////////////////////////////////
603
604void OpenGLRenderer::setScissorFromClip() {
605    const Rect& clip = *mSnapshot->clipRect;
606    glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
607}
608
609const Rect& OpenGLRenderer::getClipBounds() {
610    return mSnapshot->getLocalClip();
611}
612
613bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
614    if (mSnapshot->invisible) {
615        return true;
616    }
617
618    Rect r(left, top, right, bottom);
619    mSnapshot->transform->mapRect(r);
620    return !mSnapshot->clipRect->intersects(r);
621}
622
623bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
624    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
625    if (clipped) {
626        setScissorFromClip();
627    }
628    return !mSnapshot->clipRect->isEmpty();
629}
630
631///////////////////////////////////////////////////////////////////////////////
632// Drawing
633///////////////////////////////////////////////////////////////////////////////
634
635void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) {
636    const float right = left + bitmap->width();
637    const float bottom = top + bitmap->height();
638
639    if (quickReject(left, top, right, 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(left, top, right, bottom, texture, paint);
649}
650
651void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) {
652    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
653    const mat4 transform(*matrix);
654    transform.mapRect(r);
655
656    if (quickReject(r.left, r.top, r.right, r.bottom)) {
657        return;
658    }
659
660    glActiveTexture(GL_TEXTURE0);
661    const Texture* texture = mCaches.textureCache.get(bitmap);
662    if (!texture) return;
663    const AutoTexture autoCleanup(texture);
664
665    drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint);
666}
667
668void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
669         float srcLeft, float srcTop, float srcRight, float srcBottom,
670         float dstLeft, float dstTop, float dstRight, float dstBottom,
671         const SkPaint* paint) {
672    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
673        return;
674    }
675
676    glActiveTexture(GL_TEXTURE0);
677    const Texture* texture = mCaches.textureCache.get(bitmap);
678    if (!texture) return;
679    const AutoTexture autoCleanup(texture);
680
681    const float width = texture->width;
682    const float height = texture->height;
683
684    const float u1 = srcLeft / width;
685    const float v1 = srcTop / height;
686    const float u2 = srcRight / width;
687    const float v2 = srcBottom / height;
688
689    resetDrawTextureTexCoords(u1, v1, u2, v2);
690
691    drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint);
692
693    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
694}
695
696void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
697        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
698        float left, float top, float right, float bottom, const SkPaint* paint) {
699    if (quickReject(left, top, right, bottom)) {
700        return;
701    }
702
703    glActiveTexture(GL_TEXTURE0);
704    const Texture* texture = mCaches.textureCache.get(bitmap);
705    if (!texture) return;
706    const AutoTexture autoCleanup(texture);
707
708    int alpha;
709    SkXfermode::Mode mode;
710    getAlphaAndMode(paint, &alpha, &mode);
711
712    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
713            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
714
715    // Specify right and bottom as +1.0f from left/top to prevent scaling since the
716    // patch mesh already defines the final size
717    drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f,
718            mode, texture->blend, &mesh->vertices[0].position[0],
719            &mesh->vertices[0].texture[0], GL_TRIANGLES, mesh->verticesCount);
720}
721
722void OpenGLRenderer::drawLines(float* points, int count, const SkPaint* paint) {
723    if (mSnapshot->invisible) return;
724
725    int alpha;
726    SkXfermode::Mode mode;
727    getAlphaAndMode(paint, &alpha, &mode);
728
729    uint32_t color = paint->getColor();
730    const GLfloat a = alpha / 255.0f;
731    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
732    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
733    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
734
735    const bool isAA = paint->isAntiAlias();
736    if (isAA) {
737        GLuint textureUnit = 0;
738        setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a,
739                mode, false, true, mCaches.line.getVertices(), mCaches.line.getTexCoords());
740    } else {
741        setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false);
742    }
743
744    const float strokeWidth = paint->getStrokeWidth();
745    const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount;
746    const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP;
747
748    for (int i = 0; i < count; i += 4) {
749        float tx = 0.0f;
750        float ty = 0.0f;
751
752        if (isAA) {
753            mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3],
754                    strokeWidth, tx, ty);
755        } else {
756            ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f;
757        }
758
759        const float dx = points[i + 2] - points[i];
760        const float dy = points[i + 3] - points[i + 1];
761        const float mag = sqrtf(dx * dx + dy * dy);
762        const float angle = acos(dx / mag);
763
764        mModelView.loadTranslate(points[i], points[i + 1], 0.0f);
765        if (angle > MIN_ANGLE || angle < -MIN_ANGLE) {
766            mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f);
767        }
768        mModelView.translate(tx, ty, 0.0f);
769        if (!isAA) {
770            float length = mCaches.line.getLength(points[i], points[i + 1],
771                    points[i + 2], points[i + 3]);
772            mModelView.scale(length, strokeWidth, 1.0f);
773        }
774        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
775
776        if (mShader) {
777            mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot);
778        }
779
780        glDrawArrays(drawMode, 0, elementsCount);
781    }
782
783    if (isAA) {
784        glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
785    }
786}
787
788void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
789    const Rect& clip = *mSnapshot->clipRect;
790    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
791}
792
793void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) {
794    if (quickReject(left, top, right, bottom)) {
795        return;
796    }
797
798    SkXfermode::Mode mode;
799    if (!mExtensions.hasFramebufferFetch()) {
800        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
801        if (!isMode) {
802            // Assume SRC_OVER
803            mode = SkXfermode::kSrcOver_Mode;
804        }
805    } else {
806        mode = getXfermode(p->getXfermode());
807    }
808
809    // Skia draws using the color's alpha channel if < 255
810    // Otherwise, it uses the paint's alpha
811    int color = p->getColor();
812    if (((color >> 24) & 0xff) == 255) {
813        color |= p->getAlpha() << 24;
814    }
815
816    drawColorRect(left, top, right, bottom, color, mode);
817}
818
819void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
820        float x, float y, SkPaint* paint) {
821    if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
822        return;
823    }
824    if (mSnapshot->invisible) return;
825
826    paint->setAntiAlias(true);
827
828    float length = -1.0f;
829    switch (paint->getTextAlign()) {
830        case SkPaint::kCenter_Align:
831            length = paint->measureText(text, bytesCount);
832            x -= length / 2.0f;
833            break;
834        case SkPaint::kRight_Align:
835            length = paint->measureText(text, bytesCount);
836            x -= length;
837            break;
838        default:
839            break;
840    }
841
842    int alpha;
843    SkXfermode::Mode mode;
844    getAlphaAndMode(paint, &alpha, &mode);
845
846    uint32_t color = paint->getColor();
847    const GLfloat a = alpha / 255.0f;
848    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
849    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
850    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
851
852    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
853    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
854            paint->getTextSize());
855
856    if (mHasShadow) {
857        glActiveTexture(gTextureUnits[0]);
858        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
859        const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount,
860                count, mShadowRadius);
861        const AutoTexture autoCleanup(shadow);
862
863        setupShadow(shadow, x, y, mode, a);
864
865        // Draw the mesh
866        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
867        glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
868    }
869
870    GLuint textureUnit = 0;
871    glActiveTexture(gTextureUnits[textureUnit]);
872
873    // Assume that the modelView matrix does not force scales, rotates, etc.
874    const bool linearFilter = mSnapshot->transform->changesBounds();
875    setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit,
876            x, y, r, g, b, a, mode, false, true);
877
878    const Rect& clip = mSnapshot->getLocalClip();
879    clearLayerRegions();
880    fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y);
881
882    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
883    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
884
885    drawTextDecorations(text, bytesCount, length, x, y, paint);
886}
887
888void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
889    if (mSnapshot->invisible) return;
890
891    GLuint textureUnit = 0;
892    glActiveTexture(gTextureUnits[textureUnit]);
893
894    const PathTexture* texture = mCaches.pathCache.get(path, paint);
895    if (!texture) return;
896    const AutoTexture autoCleanup(texture);
897
898    const float x = texture->left - texture->offset;
899    const float y = texture->top - texture->offset;
900
901    if (quickReject(x, y, x + texture->width, y + texture->height)) {
902        return;
903    }
904
905    int alpha;
906    SkXfermode::Mode mode;
907    getAlphaAndMode(paint, &alpha, &mode);
908
909    uint32_t color = paint->getColor();
910    const GLfloat a = alpha / 255.0f;
911    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
912    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
913    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
914
915    setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true);
916
917    clearLayerRegions();
918
919    // Draw the mesh
920    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
921    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
922}
923
924///////////////////////////////////////////////////////////////////////////////
925// Shaders
926///////////////////////////////////////////////////////////////////////////////
927
928void OpenGLRenderer::resetShader() {
929    mShader = NULL;
930}
931
932void OpenGLRenderer::setupShader(SkiaShader* shader) {
933    mShader = shader;
934    if (mShader) {
935        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
936    }
937}
938
939///////////////////////////////////////////////////////////////////////////////
940// Color filters
941///////////////////////////////////////////////////////////////////////////////
942
943void OpenGLRenderer::resetColorFilter() {
944    mColorFilter = NULL;
945}
946
947void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
948    mColorFilter = filter;
949}
950
951///////////////////////////////////////////////////////////////////////////////
952// Drop shadow
953///////////////////////////////////////////////////////////////////////////////
954
955void OpenGLRenderer::resetShadow() {
956    mHasShadow = false;
957}
958
959void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
960    mHasShadow = true;
961    mShadowRadius = radius;
962    mShadowDx = dx;
963    mShadowDy = dy;
964    mShadowColor = color;
965}
966
967///////////////////////////////////////////////////////////////////////////////
968// Drawing implementation
969///////////////////////////////////////////////////////////////////////////////
970
971void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y,
972        SkXfermode::Mode mode, float alpha) {
973    const float sx = x - texture->left + mShadowDx;
974    const float sy = y - texture->top + mShadowDy;
975
976    const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
977    const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha;
978    const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f;
979    const GLfloat g = a * ((mShadowColor >>  8) & 0xFF) / 255.0f;
980    const GLfloat b = a * ((mShadowColor      ) & 0xFF) / 255.0f;
981
982    GLuint textureUnit = 0;
983    setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false);
984}
985
986void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit,
987        float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode,
988        bool transforms, bool applyFilters) {
989    setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit,
990            x, y, r, g, b, a, mode, transforms, applyFilters,
991            &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
992}
993
994void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
995        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
996        SkXfermode::Mode mode, bool transforms, bool applyFilters) {
997    setupTextureAlpha8(texture, width, height, textureUnit,
998            x, y, r, g, b, a, mode, transforms, applyFilters,
999            &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
1000}
1001
1002void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
1003        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
1004        SkXfermode::Mode mode, bool transforms, bool applyFilters,
1005        GLvoid* vertices, GLvoid* texCoords) {
1006     // Describe the required shaders
1007     ProgramDescription description;
1008     description.hasTexture = true;
1009     description.hasAlpha8Texture = true;
1010     const bool setColor = description.setAlpha8Color(r, g, b, a);
1011
1012     if (applyFilters) {
1013         if (mShader) {
1014             mShader->describe(description, mExtensions);
1015         }
1016         if (mColorFilter) {
1017             mColorFilter->describe(description, mExtensions);
1018         }
1019     }
1020
1021     // Setup the blending mode
1022     chooseBlending(true, mode, description);
1023
1024     // Build and use the appropriate shader
1025     useProgram(mCaches.programCache.get(description));
1026
1027     bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit);
1028     glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit);
1029
1030     int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1031     glEnableVertexAttribArray(texCoordsSlot);
1032
1033     // Setup attributes
1034     glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1035             gMeshStride, vertices);
1036     glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE,
1037             gMeshStride, texCoords);
1038
1039     // Setup uniforms
1040     if (transforms) {
1041         mModelView.loadTranslate(x, y, 0.0f);
1042         mModelView.scale(width, height, 1.0f);
1043     } else {
1044         mModelView.loadIdentity();
1045     }
1046     mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1047     if (setColor) {
1048         mCaches.currentProgram->setColor(r, g, b, a);
1049     }
1050
1051     textureUnit++;
1052     if (applyFilters) {
1053         // Setup attributes and uniforms required by the shaders
1054         if (mShader) {
1055             mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
1056         }
1057         if (mColorFilter) {
1058             mColorFilter->setupProgram(mCaches.currentProgram);
1059         }
1060     }
1061}
1062
1063// Same values used by Skia
1064#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
1065#define kStdUnderline_Offset    (1.0f / 9.0f)
1066#define kStdUnderline_Thickness (1.0f / 18.0f)
1067
1068void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
1069        float x, float y, SkPaint* paint) {
1070    // Handle underline and strike-through
1071    uint32_t flags = paint->getFlags();
1072    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
1073        float underlineWidth = length;
1074        // If length is > 0.0f, we already measured the text for the text alignment
1075        if (length <= 0.0f) {
1076            underlineWidth = paint->measureText(text, bytesCount);
1077        }
1078
1079        float offsetX = 0;
1080        switch (paint->getTextAlign()) {
1081            case SkPaint::kCenter_Align:
1082                offsetX = underlineWidth * 0.5f;
1083                break;
1084            case SkPaint::kRight_Align:
1085                offsetX = underlineWidth;
1086                break;
1087            default:
1088                break;
1089        }
1090
1091        if (underlineWidth > 0.0f) {
1092            const float textSize = paint->getTextSize();
1093            const float strokeWidth = textSize * kStdUnderline_Thickness;
1094
1095            const float left = x - offsetX;
1096            float top = 0.0f;
1097
1098            const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1);
1099            float points[pointsCount];
1100            int currentPoint = 0;
1101
1102            if (flags & SkPaint::kUnderlineText_Flag) {
1103                top = y + textSize * kStdUnderline_Offset;
1104                points[currentPoint++] = left;
1105                points[currentPoint++] = top;
1106                points[currentPoint++] = left + underlineWidth;
1107                points[currentPoint++] = top;
1108            }
1109
1110            if (flags & SkPaint::kStrikeThruText_Flag) {
1111                top = y + textSize * kStdStrikeThru_Offset;
1112                points[currentPoint++] = left;
1113                points[currentPoint++] = top;
1114                points[currentPoint++] = left + underlineWidth;
1115                points[currentPoint++] = top;
1116            }
1117
1118            SkPaint linesPaint(*paint);
1119            linesPaint.setStrokeWidth(strokeWidth);
1120
1121            drawLines(&points[0], pointsCount, &linesPaint);
1122        }
1123    }
1124}
1125
1126void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
1127        int color, SkXfermode::Mode mode, bool ignoreTransform) {
1128    clearLayerRegions();
1129
1130    // If a shader is set, preserve only the alpha
1131    if (mShader) {
1132        color |= 0x00ffffff;
1133    }
1134
1135    // Render using pre-multiplied alpha
1136    const int alpha = (color >> 24) & 0xFF;
1137    const GLfloat a = alpha / 255.0f;
1138    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
1139    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
1140    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
1141
1142    setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform);
1143
1144    // Draw the mesh
1145    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1146}
1147
1148void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom,
1149        float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform) {
1150    GLuint textureUnit = 0;
1151
1152    // Describe the required shaders
1153    ProgramDescription description;
1154    const bool setColor = description.setColor(r, g, b, a);
1155
1156    if (mShader) {
1157        mShader->describe(description, mExtensions);
1158    }
1159    if (mColorFilter) {
1160        mColorFilter->describe(description, mExtensions);
1161    }
1162
1163    // Setup the blending mode
1164    chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description);
1165
1166    // Build and use the appropriate shader
1167    useProgram(mCaches.programCache.get(description));
1168
1169    // Setup attributes
1170    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1171            gMeshStride, &mMeshVertices[0].position[0]);
1172
1173    // Setup uniforms
1174    mModelView.loadTranslate(left, top, 0.0f);
1175    mModelView.scale(right - left, bottom - top, 1.0f);
1176    if (!ignoreTransform) {
1177        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1178    } else {
1179        mat4 identity;
1180        mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity);
1181    }
1182    mCaches.currentProgram->setColor(r, g, b, a);
1183
1184    // Setup attributes and uniforms required by the shaders
1185    if (mShader) {
1186        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
1187    }
1188    if (mColorFilter) {
1189        mColorFilter->setupProgram(mCaches.currentProgram);
1190    }
1191}
1192
1193void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1194        const Texture* texture, const SkPaint* paint) {
1195    int alpha;
1196    SkXfermode::Mode mode;
1197    getAlphaAndMode(paint, &alpha, &mode);
1198
1199    drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
1200            texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1201            GL_TRIANGLE_STRIP, gMeshCount);
1202}
1203
1204void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1205        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
1206    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
1207            &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1208            GL_TRIANGLE_STRIP, gMeshCount);
1209}
1210
1211void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
1212        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
1213        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
1214        bool swapSrcDst, bool ignoreTransform) {
1215    clearLayerRegions();
1216
1217    ProgramDescription description;
1218    description.hasTexture = true;
1219    const bool setColor = description.setColor(alpha, alpha, alpha, alpha);
1220    if (mColorFilter) {
1221        mColorFilter->describe(description, mExtensions);
1222    }
1223
1224    mModelView.loadTranslate(left, top, 0.0f);
1225    mModelView.scale(right - left, bottom - top, 1.0f);
1226
1227    chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst);
1228
1229    useProgram(mCaches.programCache.get(description));
1230    if (!ignoreTransform) {
1231        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1232    } else {
1233        mat4 m;
1234        mCaches.currentProgram->set(mOrthoMatrix, mModelView, m);
1235    }
1236
1237    // Texture
1238    bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0);
1239    glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0);
1240
1241    // Always premultiplied
1242    if (setColor) {
1243        mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha);
1244    }
1245
1246    // Mesh
1247    int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1248    glEnableVertexAttribArray(texCoordsSlot);
1249    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1250            gMeshStride, vertices);
1251    glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1252
1253    // Color filter
1254    if (mColorFilter) {
1255        mColorFilter->setupProgram(mCaches.currentProgram);
1256    }
1257
1258    glDrawArrays(drawMode, 0, elementsCount);
1259    glDisableVertexAttribArray(texCoordsSlot);
1260}
1261
1262void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
1263        ProgramDescription& description, bool swapSrcDst) {
1264    blend = blend || mode != SkXfermode::kSrcOver_Mode;
1265    if (blend) {
1266        if (mode < SkXfermode::kPlus_Mode) {
1267            if (!mCaches.blend) {
1268                glEnable(GL_BLEND);
1269            }
1270
1271            GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
1272            GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
1273
1274            if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
1275                glBlendFunc(sourceMode, destMode);
1276                mCaches.lastSrcMode = sourceMode;
1277                mCaches.lastDstMode = destMode;
1278            }
1279        } else {
1280            // These blend modes are not supported by OpenGL directly and have
1281            // to be implemented using shaders. Since the shader will perform
1282            // the blending, turn blending off here
1283            if (mExtensions.hasFramebufferFetch()) {
1284                description.framebufferMode = mode;
1285                description.swapSrcDst = swapSrcDst;
1286            }
1287
1288            if (mCaches.blend) {
1289                glDisable(GL_BLEND);
1290            }
1291            blend = false;
1292        }
1293    } else if (mCaches.blend) {
1294        glDisable(GL_BLEND);
1295    }
1296    mCaches.blend = blend;
1297}
1298
1299bool OpenGLRenderer::useProgram(Program* program) {
1300    if (!program->isInUse()) {
1301        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
1302        program->use();
1303        mCaches.currentProgram = program;
1304        return false;
1305    }
1306    return true;
1307}
1308
1309void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
1310    TextureVertex* v = &mMeshVertices[0];
1311    TextureVertex::setUV(v++, u1, v1);
1312    TextureVertex::setUV(v++, u2, v1);
1313    TextureVertex::setUV(v++, u1, v2);
1314    TextureVertex::setUV(v++, u2, v2);
1315}
1316
1317void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
1318    if (paint) {
1319        if (!mExtensions.hasFramebufferFetch()) {
1320            const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode);
1321            if (!isMode) {
1322                // Assume SRC_OVER
1323                *mode = SkXfermode::kSrcOver_Mode;
1324            }
1325        } else {
1326            *mode = getXfermode(paint->getXfermode());
1327        }
1328
1329        // Skia draws using the color's alpha channel if < 255
1330        // Otherwise, it uses the paint's alpha
1331        int color = paint->getColor();
1332        *alpha = (color >> 24) & 0xFF;
1333        if (*alpha == 255) {
1334            *alpha = paint->getAlpha();
1335        }
1336    } else {
1337        *mode = SkXfermode::kSrcOver_Mode;
1338        *alpha = 255;
1339    }
1340}
1341
1342SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
1343    if (mode == NULL) {
1344        return SkXfermode::kSrcOver_Mode;
1345    }
1346    return mode->fMode;
1347}
1348
1349void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) {
1350    glActiveTexture(gTextureUnits[textureUnit]);
1351    glBindTexture(GL_TEXTURE_2D, texture);
1352    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
1353    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
1354}
1355
1356}; // namespace uirenderer
1357}; // namespace android
1358