OpenGLRenderer.cpp revision 5ec9924d24495822b589f1a17996655d66273b30
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
33namespace android {
34namespace uirenderer {
35
36///////////////////////////////////////////////////////////////////////////////
37// Defines
38///////////////////////////////////////////////////////////////////////////////
39
40#define RAD_TO_DEG (180.0f / 3.14159265f)
41#define MIN_ANGLE 0.001f
42
43// TODO: This should be set in properties
44#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH)
45
46///////////////////////////////////////////////////////////////////////////////
47// Globals
48///////////////////////////////////////////////////////////////////////////////
49
50/**
51 * Structure mapping Skia xfermodes to OpenGL blending factors.
52 */
53struct Blender {
54    SkXfermode::Mode mode;
55    GLenum src;
56    GLenum dst;
57}; // struct Blender
58
59// In this array, the index of each Blender equals the value of the first
60// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
61static const Blender gBlends[] = {
62        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
63        { SkXfermode::kSrc_Mode,     GL_ONE,                  GL_ZERO },
64        { SkXfermode::kDst_Mode,     GL_ZERO,                 GL_ONE },
65        { SkXfermode::kSrcOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
66        { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
67        { SkXfermode::kSrcIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
68        { SkXfermode::kDstIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
69        { SkXfermode::kSrcOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
70        { SkXfermode::kDstOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
71        { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
72        { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
73        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
74};
75
76// This array contains the swapped version of each SkXfermode. For instance
77// this array's SrcOver blending mode is actually DstOver. You can refer to
78// createLayer() for more information on the purpose of this array.
79static const Blender gBlendsSwap[] = {
80        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
81        { SkXfermode::kSrc_Mode,     GL_ZERO,                 GL_ONE },
82        { SkXfermode::kDst_Mode,     GL_ONE,                  GL_ZERO },
83        { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
84        { SkXfermode::kDstOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
85        { SkXfermode::kSrcIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
86        { SkXfermode::kDstIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
87        { SkXfermode::kSrcOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
88        { SkXfermode::kDstOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
89        { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
90        { SkXfermode::kDstATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
91        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
92};
93
94static const GLenum gTextureUnits[] = {
95        GL_TEXTURE0,
96        GL_TEXTURE1,
97        GL_TEXTURE2
98};
99
100///////////////////////////////////////////////////////////////////////////////
101// Constructors/destructor
102///////////////////////////////////////////////////////////////////////////////
103
104OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
105    mShader = NULL;
106    mColorFilter = NULL;
107    mHasShadow = false;
108
109    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
110
111    mFirstSnapshot = new Snapshot;
112}
113
114OpenGLRenderer::~OpenGLRenderer() {
115    // The context has already been destroyed at this point, do not call
116    // GL APIs. All GL state should be kept in Caches.h
117}
118
119///////////////////////////////////////////////////////////////////////////////
120// Setup
121///////////////////////////////////////////////////////////////////////////////
122
123void OpenGLRenderer::setViewport(int width, int height) {
124    glViewport(0, 0, width, height);
125    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
126
127    mWidth = width;
128    mHeight = height;
129
130    mFirstSnapshot->height = height;
131    mFirstSnapshot->viewport.set(0, 0, width, height);
132
133    mDirtyClip = false;
134}
135
136void OpenGLRenderer::prepare(bool opaque) {
137    mSnapshot = new Snapshot(mFirstSnapshot,
138            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
139    mSaveCount = 1;
140
141    glViewport(0, 0, mWidth, mHeight);
142
143    glDisable(GL_DITHER);
144
145    if (!opaque) {
146        glDisable(GL_SCISSOR_TEST);
147        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
148        glClear(GL_COLOR_BUFFER_BIT);
149        glEnable(GL_SCISSOR_TEST);
150    } else {
151        glEnable(GL_SCISSOR_TEST);
152        glScissor(0, 0, mWidth, mHeight);
153        dirtyClip();
154    }
155
156    mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight);
157}
158
159void OpenGLRenderer::finish() {
160#if DEBUG_OPENGL
161    GLenum status = GL_NO_ERROR;
162    while ((status = glGetError()) != GL_NO_ERROR) {
163        LOGD("GL error from OpenGLRenderer: 0x%x", status);
164    }
165#endif
166}
167
168void OpenGLRenderer::acquireContext() {
169    if (mCaches.currentProgram) {
170        if (mCaches.currentProgram->isInUse()) {
171            mCaches.currentProgram->remove();
172            mCaches.currentProgram = NULL;
173        }
174    }
175    mCaches.unbindMeshBuffer();
176}
177
178void OpenGLRenderer::releaseContext() {
179    glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight());
180
181    glEnable(GL_SCISSOR_TEST);
182    dirtyClip();
183
184    glDisable(GL_DITHER);
185
186    glBindFramebuffer(GL_FRAMEBUFFER, 0);
187    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
188
189    mCaches.blend = true;
190    glEnable(GL_BLEND);
191    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
192    glBlendEquation(GL_FUNC_ADD);
193}
194
195///////////////////////////////////////////////////////////////////////////////
196// State management
197///////////////////////////////////////////////////////////////////////////////
198
199int OpenGLRenderer::getSaveCount() const {
200    return mSaveCount;
201}
202
203int OpenGLRenderer::save(int flags) {
204    return saveSnapshot(flags);
205}
206
207void OpenGLRenderer::restore() {
208    if (mSaveCount > 1) {
209        restoreSnapshot();
210    }
211}
212
213void OpenGLRenderer::restoreToCount(int saveCount) {
214    if (saveCount < 1) saveCount = 1;
215
216    while (mSaveCount > saveCount) {
217        restoreSnapshot();
218    }
219}
220
221int OpenGLRenderer::saveSnapshot(int flags) {
222    mSnapshot = new Snapshot(mSnapshot, flags);
223    return mSaveCount++;
224}
225
226bool OpenGLRenderer::restoreSnapshot() {
227    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
228    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
229    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
230
231    sp<Snapshot> current = mSnapshot;
232    sp<Snapshot> previous = mSnapshot->previous;
233
234    if (restoreOrtho) {
235        Rect& r = previous->viewport;
236        glViewport(r.left, r.top, r.right, r.bottom);
237        mOrthoMatrix.load(current->orthoMatrix);
238    }
239
240    mSaveCount--;
241    mSnapshot = previous;
242
243    if (restoreClip) {
244        dirtyClip();
245    }
246
247    if (restoreLayer) {
248        composeLayer(current, previous);
249    }
250
251    return restoreClip;
252}
253
254///////////////////////////////////////////////////////////////////////////////
255// Layers
256///////////////////////////////////////////////////////////////////////////////
257
258int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
259        SkPaint* p, int flags) {
260    const GLuint previousFbo = mSnapshot->fbo;
261    const int count = saveSnapshot(flags);
262
263    int alpha = 255;
264    SkXfermode::Mode mode;
265
266    if (p) {
267        alpha = p->getAlpha();
268        if (!mCaches.extensions.hasFramebufferFetch()) {
269            const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
270            if (!isMode) {
271                // Assume SRC_OVER
272                mode = SkXfermode::kSrcOver_Mode;
273            }
274        } else {
275            mode = getXfermode(p->getXfermode());
276        }
277    } else {
278        mode = SkXfermode::kSrcOver_Mode;
279    }
280
281    if (!mSnapshot->previous->invisible) {
282        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
283    }
284
285    return count;
286}
287
288int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
289        int alpha, int flags) {
290    if (alpha >= 255 - ALPHA_THRESHOLD) {
291        return saveLayer(left, top, right, bottom, NULL, flags);
292    } else {
293        SkPaint paint;
294        paint.setAlpha(alpha);
295        return saveLayer(left, top, right, bottom, &paint, flags);
296    }
297}
298
299/**
300 * Layers are viewed by Skia are slightly different than layers in image editing
301 * programs (for instance.) When a layer is created, previously created layers
302 * and the frame buffer still receive every drawing command. For instance, if a
303 * layer is created and a shape intersecting the bounds of the layers and the
304 * framebuffer is draw, the shape will be drawn on both (unless the layer was
305 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
306 *
307 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
308 * texture. Unfortunately, this is inefficient as it requires every primitive to
309 * be drawn n + 1 times, where n is the number of active layers. In practice this
310 * means, for every primitive:
311 *   - Switch active frame buffer
312 *   - Change viewport, clip and projection matrix
313 *   - Issue the drawing
314 *
315 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
316 * To avoid this, layers are implemented in a different way here, at least in the
317 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
318 * is set. When this flag is set we can redirect all drawing operations into a
319 * single FBO.
320 *
321 * This implementation relies on the frame buffer being at least RGBA 8888. When
322 * a layer is created, only a texture is created, not an FBO. The content of the
323 * frame buffer contained within the layer's bounds is copied into this texture
324 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
325 * buffer and drawing continues as normal. This technique therefore treats the
326 * frame buffer as a scratch buffer for the layers.
327 *
328 * To compose the layers back onto the frame buffer, each layer texture
329 * (containing the original frame buffer data) is drawn as a simple quad over
330 * the frame buffer. The trick is that the quad is set as the composition
331 * destination in the blending equation, and the frame buffer becomes the source
332 * of the composition.
333 *
334 * Drawing layers with an alpha value requires an extra step before composition.
335 * An empty quad is drawn over the layer's region in the frame buffer. This quad
336 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
337 * quad is used to multiply the colors in the frame buffer. This is achieved by
338 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
339 * GL_ZERO, GL_SRC_ALPHA.
340 *
341 * Because glCopyTexImage2D() can be slow, an alternative implementation might
342 * be use to draw a single clipped layer. The implementation described above
343 * is correct in every case.
344 *
345 * (1) The frame buffer is actually not cleared right away. To allow the GPU
346 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
347 *     buffer is left untouched until the first drawing operation. Only when
348 *     something actually gets drawn are the layers regions cleared.
349 */
350bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
351        float right, float bottom, int alpha, SkXfermode::Mode mode,
352        int flags, GLuint previousFbo) {
353    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
354    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
355
356    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
357
358    // Window coordinates of the layer
359    Rect bounds(left, top, right, bottom);
360    if (fboLayer) {
361        // Clear the previous layer regions before we change the viewport
362        clearLayerRegions();
363    } else {
364        mSnapshot->transform->mapRect(bounds);
365
366        // Layers only make sense if they are in the framebuffer's bounds
367        bounds.intersect(*snapshot->clipRect);
368
369        // We cannot work with sub-pixels in this case
370        bounds.snapToPixelBoundaries();
371
372        // When the layer is not an FBO, we may use glCopyTexImage so we
373        // need to make sure the layer does not extend outside the bounds
374        // of the framebuffer
375        bounds.intersect(snapshot->previous->viewport);
376    }
377
378    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
379            bounds.getHeight() > mCaches.maxTextureSize) {
380        snapshot->invisible = true;
381    } else {
382        snapshot->invisible = snapshot->previous->invisible ||
383                (alpha <= ALPHA_THRESHOLD && fboLayer);
384    }
385
386    // Bail out if we won't draw in this snapshot
387    if (snapshot->invisible) {
388        return false;
389    }
390
391    glActiveTexture(gTextureUnits[0]);
392    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
393    if (!layer) {
394        return false;
395    }
396
397    layer->mode = mode;
398    layer->alpha = alpha;
399    layer->layer.set(bounds);
400    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height),
401            bounds.getWidth() / float(layer->width), 0.0f);
402
403    // Save the layer in the snapshot
404    snapshot->flags |= Snapshot::kFlagIsLayer;
405    snapshot->layer = layer;
406
407    if (fboLayer) {
408        return createFboLayer(layer, bounds, snapshot, previousFbo);
409    } else {
410        // Copy the framebuffer into the layer
411        glBindTexture(GL_TEXTURE_2D, layer->texture);
412
413        if (layer->empty) {
414            glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left,
415                    snapshot->height - bounds.bottom, layer->width, layer->height, 0);
416            layer->empty = false;
417        } else {
418            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
419                    snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
420        }
421
422        // Enqueue the buffer coordinates to clear the corresponding region later
423        mLayers.push(new Rect(bounds));
424    }
425
426    return true;
427}
428
429bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
430        GLuint previousFbo) {
431    layer->fbo = mCaches.fboCache.get();
432
433#if RENDER_LAYERS_AS_REGIONS
434    snapshot->region = &snapshot->layer->region;
435    snapshot->flags |= Snapshot::kFlagFboTarget;
436#endif
437
438    Rect clip(bounds);
439    snapshot->transform->mapRect(clip);
440    clip.intersect(*snapshot->clipRect);
441    clip.snapToPixelBoundaries();
442    clip.intersect(snapshot->previous->viewport);
443
444    mat4 inverse;
445    inverse.loadInverse(*mSnapshot->transform);
446
447    inverse.mapRect(clip);
448    clip.snapToPixelBoundaries();
449    clip.intersect(bounds);
450    clip.translate(-bounds.left, -bounds.top);
451
452    snapshot->flags |= Snapshot::kFlagIsFboLayer;
453    snapshot->fbo = layer->fbo;
454    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
455    //snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
456    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
457    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
458    snapshot->height = bounds.getHeight();
459    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
460    snapshot->orthoMatrix.load(mOrthoMatrix);
461
462    // Bind texture to FBO
463    glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
464    glBindTexture(GL_TEXTURE_2D, layer->texture);
465
466    // Initialize the texture if needed
467    if (layer->empty) {
468        layer->empty = false;
469        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0,
470                GL_RGBA, GL_UNSIGNED_BYTE, NULL);
471    }
472
473    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
474            layer->texture, 0);
475
476#if DEBUG_LAYERS_AS_REGIONS
477    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
478    if (status != GL_FRAMEBUFFER_COMPLETE) {
479        LOGE("Framebuffer incomplete (GL error code 0x%x)", status);
480
481        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
482        glDeleteTextures(1, &layer->texture);
483        mCaches.fboCache.put(layer->fbo);
484
485        delete layer;
486
487        return false;
488    }
489#endif
490
491    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
492    glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
493            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
494    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
495    glClear(GL_COLOR_BUFFER_BIT);
496
497    dirtyClip();
498
499    // Change the ortho projection
500    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
501    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
502
503    return true;
504}
505
506/**
507 * Read the documentation of createLayer() before doing anything in this method.
508 */
509void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
510    if (!current->layer) {
511        LOGE("Attempting to compose a layer that does not exist");
512        return;
513    }
514
515    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
516
517    if (fboLayer) {
518        // Unbind current FBO and restore previous one
519        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
520    }
521
522    Layer* layer = current->layer;
523    const Rect& rect = layer->layer;
524
525    if (!fboLayer && layer->alpha < 255) {
526        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
527                layer->alpha << 24, SkXfermode::kDstIn_Mode, true);
528        // Required below, composeLayerRect() will divide by 255
529        layer->alpha = 255;
530    }
531
532    mCaches.unbindMeshBuffer();
533
534    glActiveTexture(gTextureUnits[0]);
535
536    // When the layer is stored in an FBO, we can save a bit of fillrate by
537    // drawing only the dirty region
538    if (fboLayer) {
539        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
540        composeLayerRegion(layer, rect);
541    } else {
542        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
543        composeLayerRect(layer, rect, true);
544    }
545
546    if (fboLayer) {
547        // Detach the texture from the FBO
548        glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
549        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
550        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
551
552        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
553        mCaches.fboCache.put(current->fbo);
554    }
555
556    dirtyClip();
557
558    // Failing to add the layer to the cache should happen only if the layer is too large
559    if (!mCaches.layerCache.put(layer)) {
560        LAYER_LOGD("Deleting layer");
561        glDeleteTextures(1, &layer->texture);
562        delete layer;
563    }
564}
565
566void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
567    const Rect& texCoords = layer->texCoords;
568    resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom);
569
570    drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture,
571            layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0],
572            &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap);
573
574    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
575}
576
577void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
578#if RENDER_LAYERS_AS_REGIONS
579    if (layer->region.isRect()) {
580        composeLayerRect(layer, rect);
581        layer->region.clear();
582        return;
583    }
584
585    if (!layer->region.isEmpty()) {
586        size_t count;
587        const android::Rect* rects = layer->region.getArray(&count);
588
589        setupDraw();
590
591        ProgramDescription description;
592        description.hasTexture = true;
593
594        const float alpha = layer->alpha / 255.0f;
595        const bool setColor = description.setColor(alpha, alpha, alpha, alpha);
596        chooseBlending(layer->blend || layer->alpha < 255, layer->mode, description, false);
597
598        useProgram(mCaches.programCache.get(description));
599
600        // Texture
601        bindTexture(layer->texture);
602        glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0);
603
604        // Always premultiplied
605        if (setColor) {
606            mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha);
607        }
608
609        // Mesh
610        int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
611        glEnableVertexAttribArray(texCoordsSlot);
612
613        mModelView.loadIdentity();
614        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
615
616        const float texX = 1.0f / float(layer->width);
617        const float texY = 1.0f / float(layer->height);
618
619        TextureVertex* mesh = mCaches.getRegionMesh();
620        GLsizei numQuads = 0;
621
622        glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
623                gMeshStride, &mesh[0].position[0]);
624        glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE,
625                gMeshStride, &mesh[0].texture[0]);
626
627        for (size_t i = 0; i < count; i++) {
628            const android::Rect* r = &rects[i];
629
630            const float u1 = r->left * texX;
631            const float v1 = (rect.getHeight() - r->top) * texY;
632            const float u2 = r->right * texX;
633            const float v2 = (rect.getHeight() - r->bottom) * texY;
634
635            // TODO: Reject quads outside of the clip
636            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
637            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
638            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
639            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
640
641            numQuads++;
642
643            if (numQuads >= REGION_MESH_QUAD_COUNT) {
644                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
645                numQuads = 0;
646                mesh = mCaches.getRegionMesh();
647            }
648        }
649
650        if (numQuads > 0) {
651            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
652        }
653
654        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
655        glDisableVertexAttribArray(texCoordsSlot);
656
657#if DEBUG_LAYERS_AS_REGIONS
658        uint32_t colors[] = {
659                0x7fff0000, 0x7f00ff00,
660                0x7f0000ff, 0x7fff00ff,
661        };
662
663        int offset = 0;
664        int32_t top = rects[0].top;
665        int i = 0;
666
667        for (size_t i = 0; i < count; i++) {
668            if (top != rects[i].top) {
669                offset ^= 0x2;
670                top = rects[i].top;
671            }
672
673            Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
674            drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
675                    SkXfermode::kSrcOver_Mode);
676        }
677#endif
678
679        layer->region.clear();
680    }
681#else
682    composeLayerRect(layer, rect);
683#endif
684}
685
686void OpenGLRenderer::dirtyLayer(const float left, const float top,
687        const float right, const float bottom, const mat4 transform) {
688#if RENDER_LAYERS_AS_REGIONS
689    if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) {
690        Rect bounds(left, top, right, bottom);
691        transform.mapRect(bounds);
692        bounds.intersect(*mSnapshot->clipRect);
693        bounds.snapToPixelBoundaries();
694
695        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
696        if (!dirty.isEmpty()) {
697            mSnapshot->region->orSelf(dirty);
698        }
699    }
700#endif
701}
702
703void OpenGLRenderer::dirtyLayer(const float left, const float top,
704        const float right, const float bottom) {
705#if RENDER_LAYERS_AS_REGIONS
706    if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) {
707        Rect bounds(left, top, right, bottom);
708        bounds.intersect(*mSnapshot->clipRect);
709        bounds.snapToPixelBoundaries();
710
711        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
712        if (!dirty.isEmpty()) {
713            mSnapshot->region->orSelf(dirty);
714        }
715    }
716#endif
717}
718
719void OpenGLRenderer::setupDraw() {
720    clearLayerRegions();
721    if (mDirtyClip) {
722        setScissorFromClip();
723    }
724}
725
726void OpenGLRenderer::clearLayerRegions() {
727    if (mLayers.size() == 0 || mSnapshot->invisible) return;
728
729    Rect clipRect(*mSnapshot->clipRect);
730    clipRect.snapToPixelBoundaries();
731
732    for (uint32_t i = 0; i < mLayers.size(); i++) {
733        Rect* bounds = mLayers.itemAt(i);
734        if (clipRect.intersects(*bounds)) {
735            // Clear the framebuffer where the layer will draw
736            glScissor(bounds->left, mSnapshot->height - bounds->bottom,
737                    bounds->getWidth(), bounds->getHeight());
738            glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
739            glClear(GL_COLOR_BUFFER_BIT);
740
741            // Restore the clip
742            dirtyClip();
743        }
744
745        delete bounds;
746    }
747
748    mLayers.clear();
749}
750
751///////////////////////////////////////////////////////////////////////////////
752// Transforms
753///////////////////////////////////////////////////////////////////////////////
754
755void OpenGLRenderer::translate(float dx, float dy) {
756    mSnapshot->transform->translate(dx, dy, 0.0f);
757}
758
759void OpenGLRenderer::rotate(float degrees) {
760    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
761}
762
763void OpenGLRenderer::scale(float sx, float sy) {
764    mSnapshot->transform->scale(sx, sy, 1.0f);
765}
766
767void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
768    mSnapshot->transform->load(*matrix);
769}
770
771const float* OpenGLRenderer::getMatrix() const {
772    if (mSnapshot->fbo != 0) {
773        return &mSnapshot->transform->data[0];
774    }
775    return &mIdentity.data[0];
776}
777
778void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
779    mSnapshot->transform->copyTo(*matrix);
780}
781
782void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
783    SkMatrix transform;
784    mSnapshot->transform->copyTo(transform);
785    transform.preConcat(*matrix);
786    mSnapshot->transform->load(transform);
787}
788
789///////////////////////////////////////////////////////////////////////////////
790// Clipping
791///////////////////////////////////////////////////////////////////////////////
792
793void OpenGLRenderer::setScissorFromClip() {
794    Rect clip(*mSnapshot->clipRect);
795    clip.snapToPixelBoundaries();
796    glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
797    mDirtyClip = false;
798}
799
800const Rect& OpenGLRenderer::getClipBounds() {
801    return mSnapshot->getLocalClip();
802}
803
804bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
805    if (mSnapshot->invisible) {
806        return true;
807    }
808
809    Rect r(left, top, right, bottom);
810    mSnapshot->transform->mapRect(r);
811    r.snapToPixelBoundaries();
812
813    Rect clipRect(*mSnapshot->clipRect);
814    clipRect.snapToPixelBoundaries();
815
816    return !clipRect.intersects(r);
817}
818
819bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
820    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
821    if (clipped) {
822        dirtyClip();
823    }
824    return !mSnapshot->clipRect->isEmpty();
825}
826
827///////////////////////////////////////////////////////////////////////////////
828// Drawing
829///////////////////////////////////////////////////////////////////////////////
830
831void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
832    const float right = left + bitmap->width();
833    const float bottom = top + bitmap->height();
834
835    if (quickReject(left, top, right, bottom)) {
836        return;
837    }
838
839    glActiveTexture(GL_TEXTURE0);
840    Texture* texture = mCaches.textureCache.get(bitmap);
841    if (!texture) return;
842    const AutoTexture autoCleanup(texture);
843
844    drawTextureRect(left, top, right, bottom, texture, paint);
845}
846
847void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
848    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
849    const mat4 transform(*matrix);
850    transform.mapRect(r);
851
852    if (quickReject(r.left, r.top, r.right, r.bottom)) {
853        return;
854    }
855
856    glActiveTexture(GL_TEXTURE0);
857    Texture* texture = mCaches.textureCache.get(bitmap);
858    if (!texture) return;
859    const AutoTexture autoCleanup(texture);
860
861    // This could be done in a cheaper way, all we need is pass the matrix
862    // to the vertex shader. The save/restore is a bit overkill.
863    save(SkCanvas::kMatrix_SaveFlag);
864    concatMatrix(matrix);
865    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
866    restore();
867}
868
869void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
870         float srcLeft, float srcTop, float srcRight, float srcBottom,
871         float dstLeft, float dstTop, float dstRight, float dstBottom,
872         SkPaint* paint) {
873    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
874        return;
875    }
876
877    glActiveTexture(gTextureUnits[0]);
878    Texture* texture = mCaches.textureCache.get(bitmap);
879    if (!texture) return;
880    const AutoTexture autoCleanup(texture);
881    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
882
883    const float width = texture->width;
884    const float height = texture->height;
885
886    const float u1 = srcLeft / width;
887    const float v1 = srcTop / height;
888    const float u2 = srcRight / width;
889    const float v2 = srcBottom / height;
890
891    mCaches.unbindMeshBuffer();
892    resetDrawTextureTexCoords(u1, v1, u2, v2);
893
894    int alpha;
895    SkXfermode::Mode mode;
896    getAlphaAndMode(paint, &alpha, &mode);
897
898    drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
899            mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
900            GL_TRIANGLE_STRIP, gMeshCount);
901
902    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
903}
904
905void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
906        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
907        float left, float top, float right, float bottom, SkPaint* paint) {
908    if (quickReject(left, top, right, bottom)) {
909        return;
910    }
911
912    glActiveTexture(gTextureUnits[0]);
913    Texture* texture = mCaches.textureCache.get(bitmap);
914    if (!texture) return;
915    const AutoTexture autoCleanup(texture);
916    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
917
918    int alpha;
919    SkXfermode::Mode mode;
920    getAlphaAndMode(paint, &alpha, &mode);
921
922    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
923            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
924
925    if (mesh) {
926        // Mark the current layer dirty where we are going to draw the patch
927        if ((mSnapshot->flags & Snapshot::kFlagFboTarget) &&
928                mSnapshot->region && mesh->hasEmptyQuads) {
929            const size_t count = mesh->quads.size();
930            for (size_t i = 0; i < count; i++) {
931                Rect bounds = mesh->quads.itemAt(i);
932                dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom,
933                        *mSnapshot->transform);
934            }
935        }
936
937        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
938                mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
939                GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
940                true, !mesh->hasEmptyQuads);
941    }
942}
943
944void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
945    if (mSnapshot->invisible) return;
946
947    int alpha;
948    SkXfermode::Mode mode;
949    getAlphaAndMode(paint, &alpha, &mode);
950
951    uint32_t color = paint->getColor();
952    const GLfloat a = alpha / 255.0f;
953    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
954    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
955    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
956
957    const bool isAA = paint->isAntiAlias();
958    if (isAA) {
959        GLuint textureUnit = 0;
960        glActiveTexture(gTextureUnits[textureUnit]);
961        setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a,
962                mode, false, true, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
963                mCaches.line.getMeshBuffer());
964    } else {
965        setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false);
966    }
967
968    const float strokeWidth = paint->getStrokeWidth();
969    const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount;
970    const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP;
971
972    for (int i = 0; i < count; i += 4) {
973        float tx = 0.0f;
974        float ty = 0.0f;
975
976        if (isAA) {
977            mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3],
978                    strokeWidth, tx, ty);
979        } else {
980            ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f;
981        }
982
983        const float dx = points[i + 2] - points[i];
984        const float dy = points[i + 3] - points[i + 1];
985        const float mag = sqrtf(dx * dx + dy * dy);
986        const float angle = acos(dx / mag);
987
988        mModelView.loadTranslate(points[i], points[i + 1], 0.0f);
989        if (angle > MIN_ANGLE || angle < -MIN_ANGLE) {
990            mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f);
991        }
992        mModelView.translate(tx, ty, 0.0f);
993        if (!isAA) {
994            float length = mCaches.line.getLength(points[i], points[i + 1],
995                    points[i + 2], points[i + 3]);
996            mModelView.scale(length, strokeWidth, 1.0f);
997        }
998        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
999        // TODO: Add bounds to the layer's region
1000
1001        if (mShader) {
1002            mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot);
1003        }
1004
1005        glDrawArrays(drawMode, 0, elementsCount);
1006    }
1007
1008    if (isAA) {
1009        glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
1010    }
1011}
1012
1013void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
1014    Rect& clip(*mSnapshot->clipRect);
1015    clip.snapToPixelBoundaries();
1016    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
1017}
1018
1019void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
1020    if (quickReject(left, top, right, bottom)) {
1021        return;
1022    }
1023
1024    SkXfermode::Mode mode;
1025    if (!mCaches.extensions.hasFramebufferFetch()) {
1026        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
1027        if (!isMode) {
1028            // Assume SRC_OVER
1029            mode = SkXfermode::kSrcOver_Mode;
1030        }
1031    } else {
1032        mode = getXfermode(p->getXfermode());
1033    }
1034
1035    // Skia draws using the color's alpha channel if < 255
1036    // Otherwise, it uses the paint's alpha
1037    int color = p->getColor();
1038    if (((color >> 24) & 0xff) == 255) {
1039        color |= p->getAlpha() << 24;
1040    }
1041
1042    drawColorRect(left, top, right, bottom, color, mode);
1043}
1044
1045void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
1046        float x, float y, SkPaint* paint) {
1047    if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
1048        return;
1049    }
1050    if (mSnapshot->invisible) return;
1051
1052    paint->setAntiAlias(true);
1053
1054    float length = -1.0f;
1055    switch (paint->getTextAlign()) {
1056        case SkPaint::kCenter_Align:
1057            length = paint->measureText(text, bytesCount);
1058            x -= length / 2.0f;
1059            break;
1060        case SkPaint::kRight_Align:
1061            length = paint->measureText(text, bytesCount);
1062            x -= length;
1063            break;
1064        default:
1065            break;
1066    }
1067
1068    int alpha;
1069    SkXfermode::Mode mode;
1070    getAlphaAndMode(paint, &alpha, &mode);
1071
1072    uint32_t color = paint->getColor();
1073    const GLfloat a = alpha / 255.0f;
1074    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
1075    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
1076    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
1077
1078    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
1079    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
1080            paint->getTextSize());
1081
1082    setupDraw();
1083
1084    if (mHasShadow) {
1085        glActiveTexture(gTextureUnits[0]);
1086        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
1087        const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount,
1088                count, mShadowRadius);
1089        const AutoTexture autoCleanup(shadow);
1090
1091        setupShadow(shadow, x, y, mode, a);
1092
1093        // Draw the mesh
1094        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1095        glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
1096    }
1097
1098    GLuint textureUnit = 0;
1099    glActiveTexture(gTextureUnits[textureUnit]);
1100
1101    // Assume that the modelView matrix does not force scales, rotates, etc.
1102    const bool linearFilter = mSnapshot->transform->changesBounds();
1103
1104    // Dimensions are set to (0,0), the layer (if any) won't be dirtied
1105    setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit,
1106            x, y, r, g, b, a, mode, false, true, NULL, NULL);
1107
1108    const Rect& clip = mSnapshot->getLocalClip();
1109    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
1110
1111#if RENDER_LAYERS_AS_REGIONS
1112    bool hasLayer = (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region;
1113#else
1114    bool hasLayer = false;
1115#endif
1116
1117    mCaches.unbindMeshBuffer();
1118    if (fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y,
1119            hasLayer ? &bounds : NULL)) {
1120#if RENDER_LAYERS_AS_REGIONS
1121        if (hasLayer) {
1122            mSnapshot->transform->mapRect(bounds);
1123            bounds.intersect(*mSnapshot->clipRect);
1124            bounds.snapToPixelBoundaries();
1125
1126            android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1127            mSnapshot->region->orSelf(dirty);
1128        }
1129#endif
1130    }
1131
1132    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1133    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
1134
1135    drawTextDecorations(text, bytesCount, length, x, y, paint);
1136}
1137
1138void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
1139    if (mSnapshot->invisible) return;
1140
1141    GLuint textureUnit = 0;
1142    glActiveTexture(gTextureUnits[textureUnit]);
1143
1144    const PathTexture* texture = mCaches.pathCache.get(path, paint);
1145    if (!texture) return;
1146    const AutoTexture autoCleanup(texture);
1147
1148    const float x = texture->left - texture->offset;
1149    const float y = texture->top - texture->offset;
1150
1151    if (quickReject(x, y, x + texture->width, y + texture->height)) {
1152        return;
1153    }
1154
1155    int alpha;
1156    SkXfermode::Mode mode;
1157    getAlphaAndMode(paint, &alpha, &mode);
1158
1159    uint32_t color = paint->getColor();
1160    const GLfloat a = alpha / 255.0f;
1161    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
1162    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
1163    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
1164
1165    setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true);
1166
1167    setupDraw();
1168
1169    // Draw the mesh
1170    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1171    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
1172}
1173
1174///////////////////////////////////////////////////////////////////////////////
1175// Shaders
1176///////////////////////////////////////////////////////////////////////////////
1177
1178void OpenGLRenderer::resetShader() {
1179    mShader = NULL;
1180}
1181
1182void OpenGLRenderer::setupShader(SkiaShader* shader) {
1183    mShader = shader;
1184    if (mShader) {
1185        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
1186    }
1187}
1188
1189///////////////////////////////////////////////////////////////////////////////
1190// Color filters
1191///////////////////////////////////////////////////////////////////////////////
1192
1193void OpenGLRenderer::resetColorFilter() {
1194    mColorFilter = NULL;
1195}
1196
1197void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
1198    mColorFilter = filter;
1199}
1200
1201///////////////////////////////////////////////////////////////////////////////
1202// Drop shadow
1203///////////////////////////////////////////////////////////////////////////////
1204
1205void OpenGLRenderer::resetShadow() {
1206    mHasShadow = false;
1207}
1208
1209void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
1210    mHasShadow = true;
1211    mShadowRadius = radius;
1212    mShadowDx = dx;
1213    mShadowDy = dy;
1214    mShadowColor = color;
1215}
1216
1217///////////////////////////////////////////////////////////////////////////////
1218// Drawing implementation
1219///////////////////////////////////////////////////////////////////////////////
1220
1221void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y,
1222        SkXfermode::Mode mode, float alpha) {
1223    const float sx = x - texture->left + mShadowDx;
1224    const float sy = y - texture->top + mShadowDy;
1225
1226    const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
1227    const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha;
1228    const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f;
1229    const GLfloat g = a * ((mShadowColor >>  8) & 0xFF) / 255.0f;
1230    const GLfloat b = a * ((mShadowColor      ) & 0xFF) / 255.0f;
1231
1232    GLuint textureUnit = 0;
1233    setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false);
1234}
1235
1236void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit,
1237        float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode,
1238        bool transforms, bool applyFilters) {
1239    setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit,
1240            x, y, r, g, b, a, mode, transforms, applyFilters,
1241            (GLvoid*) 0, (GLvoid*) gMeshTextureOffset);
1242}
1243
1244void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
1245        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
1246        SkXfermode::Mode mode, bool transforms, bool applyFilters) {
1247    setupTextureAlpha8(texture, width, height, textureUnit, x, y, r, g, b, a, mode,
1248            transforms, applyFilters, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset);
1249}
1250
1251void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
1252        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
1253        SkXfermode::Mode mode, bool transforms, bool applyFilters,
1254        GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1255     // Describe the required shaders
1256     ProgramDescription description;
1257     description.hasTexture = true;
1258     description.hasAlpha8Texture = true;
1259     const bool setColor = description.setAlpha8Color(r, g, b, a);
1260
1261     if (applyFilters) {
1262         if (mShader) {
1263             mShader->describe(description, mCaches.extensions);
1264         }
1265         if (mColorFilter) {
1266             mColorFilter->describe(description, mCaches.extensions);
1267         }
1268     }
1269
1270     // Setup the blending mode
1271     chooseBlending(true, mode, description);
1272
1273     // Build and use the appropriate shader
1274     useProgram(mCaches.programCache.get(description));
1275
1276     bindTexture(texture);
1277     glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit);
1278
1279     int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1280     glEnableVertexAttribArray(texCoordsSlot);
1281
1282     if (texCoords) {
1283         // Setup attributes
1284         if (!vertices) {
1285             mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1286         } else {
1287             mCaches.unbindMeshBuffer();
1288         }
1289         glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1290                 gMeshStride, vertices);
1291         glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1292     }
1293
1294     // Setup uniforms
1295     if (transforms) {
1296         mModelView.loadTranslate(x, y, 0.0f);
1297         mModelView.scale(width, height, 1.0f);
1298     } else {
1299         mModelView.loadIdentity();
1300     }
1301
1302     mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1303     if (width > 0 && height > 0) {
1304         dirtyLayer(x, y, x + width, y + height, *mSnapshot->transform);
1305     }
1306
1307     if (setColor) {
1308         mCaches.currentProgram->setColor(r, g, b, a);
1309     }
1310
1311     textureUnit++;
1312     if (applyFilters) {
1313         // Setup attributes and uniforms required by the shaders
1314         if (mShader) {
1315             mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
1316         }
1317         if (mColorFilter) {
1318             mColorFilter->setupProgram(mCaches.currentProgram);
1319         }
1320     }
1321}
1322
1323// Same values used by Skia
1324#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
1325#define kStdUnderline_Offset    (1.0f / 9.0f)
1326#define kStdUnderline_Thickness (1.0f / 18.0f)
1327
1328void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
1329        float x, float y, SkPaint* paint) {
1330    // Handle underline and strike-through
1331    uint32_t flags = paint->getFlags();
1332    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
1333        float underlineWidth = length;
1334        // If length is > 0.0f, we already measured the text for the text alignment
1335        if (length <= 0.0f) {
1336            underlineWidth = paint->measureText(text, bytesCount);
1337        }
1338
1339        float offsetX = 0;
1340        switch (paint->getTextAlign()) {
1341            case SkPaint::kCenter_Align:
1342                offsetX = underlineWidth * 0.5f;
1343                break;
1344            case SkPaint::kRight_Align:
1345                offsetX = underlineWidth;
1346                break;
1347            default:
1348                break;
1349        }
1350
1351        if (underlineWidth > 0.0f) {
1352            const float textSize = paint->getTextSize();
1353            const float strokeWidth = textSize * kStdUnderline_Thickness;
1354
1355            const float left = x - offsetX;
1356            float top = 0.0f;
1357
1358            const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1);
1359            float points[pointsCount];
1360            int currentPoint = 0;
1361
1362            if (flags & SkPaint::kUnderlineText_Flag) {
1363                top = y + textSize * kStdUnderline_Offset;
1364                points[currentPoint++] = left;
1365                points[currentPoint++] = top;
1366                points[currentPoint++] = left + underlineWidth;
1367                points[currentPoint++] = top;
1368            }
1369
1370            if (flags & SkPaint::kStrikeThruText_Flag) {
1371                top = y + textSize * kStdStrikeThru_Offset;
1372                points[currentPoint++] = left;
1373                points[currentPoint++] = top;
1374                points[currentPoint++] = left + underlineWidth;
1375                points[currentPoint++] = top;
1376            }
1377
1378            SkPaint linesPaint(*paint);
1379            linesPaint.setStrokeWidth(strokeWidth);
1380
1381            drawLines(&points[0], pointsCount, &linesPaint);
1382        }
1383    }
1384}
1385
1386void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
1387        int color, SkXfermode::Mode mode, bool ignoreTransform) {
1388    setupDraw();
1389
1390    // If a shader is set, preserve only the alpha
1391    if (mShader) {
1392        color |= 0x00ffffff;
1393    }
1394
1395    // Render using pre-multiplied alpha
1396    const int alpha = (color >> 24) & 0xFF;
1397    const GLfloat a = alpha / 255.0f;
1398    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
1399    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
1400    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
1401
1402    setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform);
1403
1404    // Draw the mesh
1405    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1406}
1407
1408void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom,
1409        float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform) {
1410    GLuint textureUnit = 0;
1411
1412    // Describe the required shaders
1413    ProgramDescription description;
1414    const bool setColor = description.setColor(r, g, b, a);
1415
1416    if (mShader) {
1417        mShader->describe(description, mCaches.extensions);
1418    }
1419    if (mColorFilter) {
1420        mColorFilter->describe(description, mCaches.extensions);
1421    }
1422
1423    // Setup the blending mode
1424    chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description);
1425
1426    // Build and use the appropriate shader
1427    useProgram(mCaches.programCache.get(description));
1428
1429    // Setup attributes
1430    mCaches.bindMeshBuffer();
1431    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1432            gMeshStride, 0);
1433
1434    // Setup uniforms
1435    mModelView.loadTranslate(left, top, 0.0f);
1436    mModelView.scale(right - left, bottom - top, 1.0f);
1437    if (!ignoreTransform) {
1438        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1439        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1440    } else {
1441        mat4 identity;
1442        mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity);
1443        dirtyLayer(left, top, right, bottom);
1444    }
1445    mCaches.currentProgram->setColor(r, g, b, a);
1446
1447    // Setup attributes and uniforms required by the shaders
1448    if (mShader) {
1449        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
1450    }
1451    if (mColorFilter) {
1452        mColorFilter->setupProgram(mCaches.currentProgram);
1453    }
1454}
1455
1456void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1457        Texture* texture, SkPaint* paint) {
1458    int alpha;
1459    SkXfermode::Mode mode;
1460    getAlphaAndMode(paint, &alpha, &mode);
1461
1462    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
1463
1464    drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
1465            texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
1466            GL_TRIANGLE_STRIP, gMeshCount);
1467}
1468
1469void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1470        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
1471    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
1472            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
1473}
1474
1475void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
1476        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
1477        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
1478        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
1479    setupDraw();
1480
1481    ProgramDescription description;
1482    description.hasTexture = true;
1483    const bool setColor = description.setColor(alpha, alpha, alpha, alpha);
1484    if (mColorFilter) {
1485        mColorFilter->describe(description, mCaches.extensions);
1486    }
1487
1488    mModelView.loadTranslate(left, top, 0.0f);
1489    if (!ignoreScale) {
1490        mModelView.scale(right - left, bottom - top, 1.0f);
1491    }
1492
1493    chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst);
1494
1495    useProgram(mCaches.programCache.get(description));
1496    if (!ignoreTransform) {
1497        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1498        if (dirty) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1499    } else {
1500        mat4 identity;
1501        mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity);
1502        if (dirty) dirtyLayer(left, top, right, bottom);
1503    }
1504
1505    // Texture
1506    bindTexture(texture);
1507    glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0);
1508
1509    // Always premultiplied
1510    if (setColor) {
1511        mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha);
1512    }
1513
1514    // Mesh
1515    int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1516    glEnableVertexAttribArray(texCoordsSlot);
1517
1518    if (!vertices) {
1519        mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1520    } else {
1521        mCaches.unbindMeshBuffer();
1522    }
1523    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1524            gMeshStride, vertices);
1525    glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1526
1527    // Color filter
1528    if (mColorFilter) {
1529        mColorFilter->setupProgram(mCaches.currentProgram);
1530    }
1531
1532    glDrawArrays(drawMode, 0, elementsCount);
1533    glDisableVertexAttribArray(texCoordsSlot);
1534}
1535
1536void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
1537        ProgramDescription& description, bool swapSrcDst) {
1538    blend = blend || mode != SkXfermode::kSrcOver_Mode;
1539    if (blend) {
1540        if (mode < SkXfermode::kPlus_Mode) {
1541            if (!mCaches.blend) {
1542                glEnable(GL_BLEND);
1543            }
1544
1545            GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
1546            GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
1547
1548            if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
1549                glBlendFunc(sourceMode, destMode);
1550                mCaches.lastSrcMode = sourceMode;
1551                mCaches.lastDstMode = destMode;
1552            }
1553        } else {
1554            // These blend modes are not supported by OpenGL directly and have
1555            // to be implemented using shaders. Since the shader will perform
1556            // the blending, turn blending off here
1557            if (mCaches.extensions.hasFramebufferFetch()) {
1558                description.framebufferMode = mode;
1559                description.swapSrcDst = swapSrcDst;
1560            }
1561
1562            if (mCaches.blend) {
1563                glDisable(GL_BLEND);
1564            }
1565            blend = false;
1566        }
1567    } else if (mCaches.blend) {
1568        glDisable(GL_BLEND);
1569    }
1570    mCaches.blend = blend;
1571}
1572
1573bool OpenGLRenderer::useProgram(Program* program) {
1574    if (!program->isInUse()) {
1575        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
1576        program->use();
1577        mCaches.currentProgram = program;
1578        return false;
1579    }
1580    return true;
1581}
1582
1583void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
1584    TextureVertex* v = &mMeshVertices[0];
1585    TextureVertex::setUV(v++, u1, v1);
1586    TextureVertex::setUV(v++, u2, v1);
1587    TextureVertex::setUV(v++, u1, v2);
1588    TextureVertex::setUV(v++, u2, v2);
1589}
1590
1591void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
1592    if (paint) {
1593        if (!mCaches.extensions.hasFramebufferFetch()) {
1594            const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode);
1595            if (!isMode) {
1596                // Assume SRC_OVER
1597                *mode = SkXfermode::kSrcOver_Mode;
1598            }
1599        } else {
1600            *mode = getXfermode(paint->getXfermode());
1601        }
1602
1603        // Skia draws using the color's alpha channel if < 255
1604        // Otherwise, it uses the paint's alpha
1605        int color = paint->getColor();
1606        *alpha = (color >> 24) & 0xFF;
1607        if (*alpha == 255) {
1608            *alpha = paint->getAlpha();
1609        }
1610    } else {
1611        *mode = SkXfermode::kSrcOver_Mode;
1612        *alpha = 255;
1613    }
1614}
1615
1616SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
1617    if (mode == NULL) {
1618        return SkXfermode::kSrcOver_Mode;
1619    }
1620    return mode->fMode;
1621}
1622
1623void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) {
1624    bool bound = false;
1625    if (wrapS != texture->wrapS) {
1626        glBindTexture(GL_TEXTURE_2D, texture->id);
1627        bound = true;
1628        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
1629        texture->wrapS = wrapS;
1630    }
1631    if (wrapT != texture->wrapT) {
1632        if (!bound) {
1633            glBindTexture(GL_TEXTURE_2D, texture->id);
1634        }
1635        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
1636        texture->wrapT = wrapT;
1637    }
1638}
1639
1640}; // namespace uirenderer
1641}; // namespace android
1642