OpenGLRenderer.cpp revision 759ea80dca64ad652110a129e0d8bf93fea79f61
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
28#include "OpenGLRenderer.h"
29
30namespace android {
31namespace uirenderer {
32
33///////////////////////////////////////////////////////////////////////////////
34// Defines
35///////////////////////////////////////////////////////////////////////////////
36
37#define REQUIRED_TEXTURE_UNITS_COUNT 3
38
39// Generates simple and textured vertices
40#define FV(x, y, u, v) { { x, y }, { u, v } }
41
42#define RAD_TO_DEG (180.0f / 3.14159265f)
43#define MIN_ANGLE 0.001f
44
45///////////////////////////////////////////////////////////////////////////////
46// Globals
47///////////////////////////////////////////////////////////////////////////////
48
49// This array is never used directly but used as a memcpy source in the
50// OpenGLRenderer constructor
51static const TextureVertex gMeshVertices[] = {
52        FV(0.0f, 0.0f, 0.0f, 0.0f),
53        FV(1.0f, 0.0f, 1.0f, 0.0f),
54        FV(0.0f, 1.0f, 0.0f, 1.0f),
55        FV(1.0f, 1.0f, 1.0f, 1.0f)
56};
57static const GLsizei gMeshStride = sizeof(TextureVertex);
58static const GLsizei gMeshCount = 4;
59
60/**
61 * Structure mapping Skia xfermodes to OpenGL blending factors.
62 */
63struct Blender {
64    SkXfermode::Mode mode;
65    GLenum src;
66    GLenum dst;
67}; // struct Blender
68
69// In this array, the index of each Blender equals the value of the first
70// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
71static const Blender gBlends[] = {
72        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
73        { SkXfermode::kSrc_Mode,     GL_ONE,                  GL_ZERO },
74        { SkXfermode::kDst_Mode,     GL_ZERO,                 GL_ONE },
75        { SkXfermode::kSrcOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
76        { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
77        { SkXfermode::kSrcIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
78        { SkXfermode::kDstIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
79        { SkXfermode::kSrcOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
80        { SkXfermode::kDstOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
81        { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
82        { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
83        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
84};
85
86// This array contains the swapped version of each SkXfermode. For instance
87// this array's SrcOver blending mode is actually DstOver. You can refer to
88// createLayer() for more information on the purpose of this array.
89static const Blender gBlendsSwap[] = {
90        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
91        { SkXfermode::kSrc_Mode,     GL_ZERO,                 GL_ONE },
92        { SkXfermode::kDst_Mode,     GL_ONE,                  GL_ZERO },
93        { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
94        { SkXfermode::kDstOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
95        { SkXfermode::kSrcIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
96        { SkXfermode::kDstIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
97        { SkXfermode::kSrcOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
98        { SkXfermode::kDstOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
99        { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
100        { SkXfermode::kDstATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
101        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
102};
103
104static const GLenum gTextureUnits[] = {
105        GL_TEXTURE0,
106        GL_TEXTURE1,
107        GL_TEXTURE2
108};
109
110///////////////////////////////////////////////////////////////////////////////
111// Constructors/destructor
112///////////////////////////////////////////////////////////////////////////////
113
114OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
115    LOGD("Create OpenGLRenderer");
116
117    mShader = NULL;
118    mColorFilter = NULL;
119    mHasShadow = false;
120
121    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
122
123    mFirstSnapshot = new Snapshot;
124
125    GLint maxTextureUnits;
126    glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
127    if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) {
128        LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT);
129    }
130
131    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
132}
133
134OpenGLRenderer::~OpenGLRenderer() {
135    LOGD("Destroy OpenGLRenderer");
136}
137
138///////////////////////////////////////////////////////////////////////////////
139// Setup
140///////////////////////////////////////////////////////////////////////////////
141
142void OpenGLRenderer::setViewport(int width, int height) {
143    glViewport(0, 0, width, height);
144    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
145
146    mWidth = width;
147    mHeight = height;
148}
149
150void OpenGLRenderer::prepare() {
151    mSnapshot = new Snapshot(mFirstSnapshot,
152            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
153    mSaveCount = 1;
154
155    glViewport(0, 0, mWidth, mHeight);
156
157    glDisable(GL_DITHER);
158    glDisable(GL_SCISSOR_TEST);
159
160    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
161    glClear(GL_COLOR_BUFFER_BIT);
162
163    glEnable(GL_SCISSOR_TEST);
164    glScissor(0, 0, mWidth, mHeight);
165
166    mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight);
167}
168
169void OpenGLRenderer::finish() {
170#if DEBUG_OPENGL
171    GLenum status = GL_NO_ERROR;
172    while ((status = glGetError()) != GL_NO_ERROR) {
173        LOGD("GL error from OpenGLRenderer: 0x%x", status);
174    }
175#endif
176}
177
178void OpenGLRenderer::acquireContext() {
179    if (mCaches.currentProgram) {
180        if (mCaches.currentProgram->isInUse()) {
181            mCaches.currentProgram->remove();
182            mCaches.currentProgram = NULL;
183        }
184    }
185}
186
187void OpenGLRenderer::releaseContext() {
188    glViewport(0, 0, mWidth, mHeight);
189
190    glEnable(GL_SCISSOR_TEST);
191    setScissorFromClip();
192
193    glDisable(GL_DITHER);
194
195    glBindFramebuffer(GL_FRAMEBUFFER, 0);
196
197    if (mCaches.blend) {
198        glEnable(GL_BLEND);
199        glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
200        glBlendEquation(GL_FUNC_ADD);
201    } else {
202        glDisable(GL_BLEND);
203    }
204}
205
206///////////////////////////////////////////////////////////////////////////////
207// State management
208///////////////////////////////////////////////////////////////////////////////
209
210int OpenGLRenderer::getSaveCount() const {
211    return mSaveCount;
212}
213
214int OpenGLRenderer::save(int flags) {
215    return saveSnapshot(flags);
216}
217
218void OpenGLRenderer::restore() {
219    if (mSaveCount > 1) {
220        restoreSnapshot();
221    }
222}
223
224void OpenGLRenderer::restoreToCount(int saveCount) {
225    if (saveCount < 1) saveCount = 1;
226
227    while (mSaveCount > saveCount) {
228        restoreSnapshot();
229    }
230}
231
232int OpenGLRenderer::saveSnapshot(int flags) {
233    mSnapshot = new Snapshot(mSnapshot, flags);
234    return mSaveCount++;
235}
236
237bool OpenGLRenderer::restoreSnapshot() {
238    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
239    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
240
241    sp<Snapshot> current = mSnapshot;
242    sp<Snapshot> previous = mSnapshot->previous;
243
244    mSaveCount--;
245    mSnapshot = previous;
246
247    if (restoreLayer) {
248        composeLayer(current, previous);
249    }
250
251    if (restoreClip) {
252        setScissorFromClip();
253    }
254
255    return restoreClip;
256}
257
258///////////////////////////////////////////////////////////////////////////////
259// Layers
260///////////////////////////////////////////////////////////////////////////////
261
262int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
263        const SkPaint* p, int flags) {
264    int count = saveSnapshot(flags);
265
266    int alpha = 255;
267    SkXfermode::Mode mode;
268
269    if (p) {
270        alpha = p->getAlpha();
271        if (!mExtensions.hasFramebufferFetch()) {
272            const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
273            if (!isMode) {
274                // Assume SRC_OVER
275                mode = SkXfermode::kSrcOver_Mode;
276            }
277        } else {
278            mode = getXfermode(p->getXfermode());
279        }
280    } else {
281        mode = SkXfermode::kSrcOver_Mode;
282    }
283
284    createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags);
285
286    return count;
287}
288
289int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
290        int alpha, int flags) {
291    if (alpha == 0xff) {
292        return saveLayer(left, top, right, bottom, NULL, flags);
293    } else {
294        SkPaint paint;
295        paint.setAlpha(alpha);
296        return saveLayer(left, top, right, bottom, &paint, flags);
297    }
298}
299
300/**
301 * Layers are viewed by Skia are slightly different than layers in image editing
302 * programs (for instance.) When a layer is created, previously created layers
303 * and the frame buffer still receive every drawing command. For instance, if a
304 * layer is created and a shape intersecting the bounds of the layers and the
305 * framebuffer is draw, the shape will be drawn on both (unless the layer was
306 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
307 *
308 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
309 * texture. Unfortunately, this is inefficient as it requires every primitive to
310 * be drawn n + 1 times, where n is the number of active layers. In practice this
311 * means, for every primitive:
312 *   - Switch active frame buffer
313 *   - Change viewport, clip and projection matrix
314 *   - Issue the drawing
315 *
316 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
317 * To avoid this, layers are implemented in a different way here.
318 *
319 * This implementation relies on the frame buffer being at least RGBA 8888. When
320 * a layer is created, only a texture is created, not an FBO. The content of the
321 * frame buffer contained within the layer's bounds is copied into this texture
322 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
323 * buffer and drawing continues as normal. This technique therefore treats the
324 * frame buffer as a scratch buffer for the layers.
325 *
326 * To compose the layers back onto the frame buffer, each layer texture
327 * (containing the original frame buffer data) is drawn as a simple quad over
328 * the frame buffer. The trick is that the quad is set as the composition
329 * destination in the blending equation, and the frame buffer becomes the source
330 * of the composition.
331 *
332 * Drawing layers with an alpha value requires an extra step before composition.
333 * An empty quad is drawn over the layer's region in the frame buffer. This quad
334 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
335 * quad is used to multiply the colors in the frame buffer. This is achieved by
336 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
337 * GL_ZERO, GL_SRC_ALPHA.
338 *
339 * Because glCopyTexImage2D() can be slow, an alternative implementation might
340 * be use to draw a single clipped layer. The implementation described above
341 * is correct in every case.
342 *
343 * (1) The frame buffer is actually not cleared right away. To allow the GPU
344 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
345 *     buffer is left untouched until the first drawing operation. Only when
346 *     something actually gets drawn are the layers regions cleared.
347 */
348bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
349        float right, float bottom, int alpha, SkXfermode::Mode mode,int flags) {
350    LAYER_LOGD("Requesting layer %fx%f", right - left, bottom - top);
351    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
352
353    // Window coordinates of the layer
354    Rect bounds(left, top, right, bottom);
355    mSnapshot->transform->mapRect(bounds);
356
357    // Layers only make sense if they are in the framebuffer's bounds
358    bounds.intersect(*mSnapshot->clipRect);
359    bounds.snapToPixelBoundaries();
360
361    if (bounds.isEmpty() || bounds.getWidth() > mMaxTextureSize ||
362            bounds.getHeight() > mMaxTextureSize) {
363        return false;
364    }
365
366    LayerSize size(bounds.getWidth(), bounds.getHeight());
367    Layer* layer = mCaches.layerCache.get(size);
368    if (!layer) {
369        return false;
370    }
371
372    layer->mode = mode;
373    layer->alpha = alpha;
374    layer->layer.set(bounds);
375
376    // Save the layer in the snapshot
377    snapshot->flags |= Snapshot::kFlagIsLayer;
378    snapshot->layer = layer;
379
380    // Copy the framebuffer into the layer
381    glBindTexture(GL_TEXTURE_2D, layer->texture);
382    glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom,
383            bounds.getWidth(), bounds.getHeight(), 0);
384
385    if (flags & SkCanvas::kClipToLayer_SaveFlag) {
386        if (mSnapshot->clipTransformed(bounds)) setScissorFromClip();
387    }
388
389    // Enqueue the buffer coordinates to clear the corresponding region later
390    mLayers.push(new Rect(bounds));
391
392    return true;
393}
394
395/**
396 * Read the documentation of createLayer() before doing anything in this method.
397 */
398void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
399    if (!current->layer) {
400        LOGE("Attempting to compose a layer that does not exist");
401        return;
402    }
403
404    // Restore the clip from the previous snapshot
405    const Rect& clip = *previous->clipRect;
406    glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight());
407
408    Layer* layer = current->layer;
409    const Rect& rect = layer->layer;
410
411    if (layer->alpha < 255) {
412        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
413                layer->alpha << 24, SkXfermode::kDstIn_Mode, true);
414    }
415
416    // Layers are already drawn with a top-left origin, don't flip the texture
417    resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
418
419    drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture,
420            1.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0],
421            &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, true, true);
422
423    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
424
425    LayerSize size(rect.getWidth(), rect.getHeight());
426    // Failing to add the layer to the cache should happen only if the
427    // layer is too large
428    if (!mCaches.layerCache.put(size, layer)) {
429        LAYER_LOGD("Deleting layer");
430
431        glDeleteTextures(1, &layer->texture);
432
433        delete layer;
434    }
435}
436
437void OpenGLRenderer::clearLayerRegions() {
438    if (mLayers.size() == 0) return;
439
440    for (uint32_t i = 0; i < mLayers.size(); i++) {
441        Rect* bounds = mLayers.itemAt(i);
442
443        // Clear the framebuffer where the layer will draw
444        glScissor(bounds->left, mHeight - bounds->bottom,
445                bounds->getWidth(), bounds->getHeight());
446        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
447        glClear(GL_COLOR_BUFFER_BIT);
448
449        delete bounds;
450    }
451    mLayers.clear();
452
453    // Restore the clip
454    setScissorFromClip();
455}
456
457///////////////////////////////////////////////////////////////////////////////
458// Transforms
459///////////////////////////////////////////////////////////////////////////////
460
461void OpenGLRenderer::translate(float dx, float dy) {
462    mSnapshot->transform->translate(dx, dy, 0.0f);
463}
464
465void OpenGLRenderer::rotate(float degrees) {
466    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
467}
468
469void OpenGLRenderer::scale(float sx, float sy) {
470    mSnapshot->transform->scale(sx, sy, 1.0f);
471}
472
473void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
474    mSnapshot->transform->load(*matrix);
475}
476
477void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
478    mSnapshot->transform->copyTo(*matrix);
479}
480
481void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
482    mat4 m(*matrix);
483    mSnapshot->transform->multiply(m);
484}
485
486///////////////////////////////////////////////////////////////////////////////
487// Clipping
488///////////////////////////////////////////////////////////////////////////////
489
490void OpenGLRenderer::setScissorFromClip() {
491    const Rect& clip = *mSnapshot->clipRect;
492    glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight());
493}
494
495const Rect& OpenGLRenderer::getClipBounds() {
496    return mSnapshot->getLocalClip();
497}
498
499bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
500    Rect r(left, top, right, bottom);
501    mSnapshot->transform->mapRect(r);
502    return !mSnapshot->clipRect->intersects(r);
503}
504
505bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
506    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
507    if (clipped) {
508        setScissorFromClip();
509    }
510    return !mSnapshot->clipRect->isEmpty();
511}
512
513///////////////////////////////////////////////////////////////////////////////
514// Drawing
515///////////////////////////////////////////////////////////////////////////////
516
517void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) {
518    const float right = left + bitmap->width();
519    const float bottom = top + bitmap->height();
520
521    if (quickReject(left, top, right, bottom)) {
522        return;
523    }
524
525    glActiveTexture(GL_TEXTURE0);
526    const Texture* texture = mCaches.textureCache.get(bitmap);
527    if (!texture) return;
528    const AutoTexture autoCleanup(texture);
529
530    drawTextureRect(left, top, right, bottom, texture, paint);
531}
532
533void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) {
534    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
535    const mat4 transform(*matrix);
536    transform.mapRect(r);
537
538    if (quickReject(r.left, r.top, r.right, r.bottom)) {
539        return;
540    }
541
542    glActiveTexture(GL_TEXTURE0);
543    const Texture* texture = mCaches.textureCache.get(bitmap);
544    if (!texture) return;
545    const AutoTexture autoCleanup(texture);
546
547    drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint);
548}
549
550void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
551         float srcLeft, float srcTop, float srcRight, float srcBottom,
552         float dstLeft, float dstTop, float dstRight, float dstBottom,
553         const SkPaint* paint) {
554    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
555        return;
556    }
557
558    glActiveTexture(GL_TEXTURE0);
559    const Texture* texture = mCaches.textureCache.get(bitmap);
560    if (!texture) return;
561    const AutoTexture autoCleanup(texture);
562
563    const float width = texture->width;
564    const float height = texture->height;
565
566    const float u1 = srcLeft / width;
567    const float v1 = srcTop / height;
568    const float u2 = srcRight / width;
569    const float v2 = srcBottom / height;
570
571    resetDrawTextureTexCoords(u1, v1, u2, v2);
572
573    drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint);
574
575    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
576}
577
578void OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
579        float left, float top, float right, float bottom, const SkPaint* paint) {
580    if (quickReject(left, top, right, bottom)) {
581        return;
582    }
583
584    glActiveTexture(GL_TEXTURE0);
585    const Texture* texture = mCaches.textureCache.get(bitmap);
586    if (!texture) return;
587    const AutoTexture autoCleanup(texture);
588
589    int alpha;
590    SkXfermode::Mode mode;
591    getAlphaAndMode(paint, &alpha, &mode);
592
593    Patch* mesh = mCaches.patchCache.get(patch);
594    mesh->updateVertices(bitmap->width(), bitmap->height(),left, top, right, bottom,
595            &patch->xDivs[0], &patch->yDivs[0], patch->numXDivs, patch->numYDivs);
596
597    // Specify right and bottom as +1.0f from left/top to prevent scaling since the
598    // patch mesh already defines the final size
599    drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f,
600            mode, texture->blend, &mesh->vertices[0].position[0],
601            &mesh->vertices[0].texture[0], GL_TRIANGLES, mesh->verticesCount);
602}
603
604void OpenGLRenderer::drawLines(float* points, int count, const SkPaint* paint) {
605    int alpha;
606    SkXfermode::Mode mode;
607    getAlphaAndMode(paint, &alpha, &mode);
608
609    uint32_t color = paint->getColor();
610    const GLfloat a = alpha / 255.0f;
611    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
612    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
613    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
614
615    GLuint textureUnit = 0;
616    setupTextureAlpha8(mLine.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a,
617            mode, false, true, mLine.getVertices(), mLine.getTexCoords());
618
619    for (int i = 0; i < count; i += 4) {
620        float tx = 0.0f;
621        float ty = 0.0f;
622
623        mLine.update(points[i], points[i + 1], points[i + 2], points[i + 3],
624                paint->getStrokeWidth(), tx, ty);
625
626        const float dx = points[i + 2] - points[i];
627        const float dy = points[i + 3] - points[i + 1];
628        const float mag = sqrtf(dx * dx + dy * dy);
629        const float angle = acos(dx / mag);
630
631        mModelView.loadTranslate(points[i], points[i + 1], 0.0f);
632        if (angle > MIN_ANGLE || angle < -MIN_ANGLE) {
633            mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f);
634        }
635        mModelView.translate(tx, ty, 0.0f);
636        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
637
638        if (mShader) {
639            mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot);
640        }
641
642        glDrawArrays(GL_TRIANGLES, 0, mLine.getElementsCount());
643    }
644
645    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
646}
647
648void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
649    const Rect& clip = *mSnapshot->clipRect;
650    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
651}
652
653void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) {
654    if (quickReject(left, top, right, bottom)) {
655        return;
656    }
657
658    SkXfermode::Mode mode;
659    if (!mExtensions.hasFramebufferFetch()) {
660        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
661        if (!isMode) {
662            // Assume SRC_OVER
663            mode = SkXfermode::kSrcOver_Mode;
664        }
665    } else {
666        mode = getXfermode(p->getXfermode());
667    }
668
669    // Skia draws using the color's alpha channel if < 255
670    // Otherwise, it uses the paint's alpha
671    int color = p->getColor();
672    if (((color >> 24) & 0xff) == 255) {
673        color |= p->getAlpha() << 24;
674    }
675
676    drawColorRect(left, top, right, bottom, color, mode);
677}
678
679void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
680        float x, float y, SkPaint* paint) {
681    if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
682        return;
683    }
684    paint->setAntiAlias(true);
685
686    float length = -1.0f;
687    switch (paint->getTextAlign()) {
688        case SkPaint::kCenter_Align:
689            length = paint->measureText(text, bytesCount);
690            x -= length / 2.0f;
691            break;
692        case SkPaint::kRight_Align:
693            length = paint->measureText(text, bytesCount);
694            x -= length;
695            break;
696        default:
697            break;
698    }
699
700    int alpha;
701    SkXfermode::Mode mode;
702    getAlphaAndMode(paint, &alpha, &mode);
703
704    uint32_t color = paint->getColor();
705    const GLfloat a = alpha / 255.0f;
706    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
707    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
708    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
709
710    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
711    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
712            paint->getTextSize());
713    if (mHasShadow) {
714        glActiveTexture(gTextureUnits[0]);
715        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
716        const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount,
717                count, mShadowRadius);
718        const AutoTexture autoCleanup(shadow);
719
720        setupShadow(shadow, x, y, mode, a);
721
722        // Draw the mesh
723        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
724        glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
725    }
726
727    GLuint textureUnit = 0;
728    glActiveTexture(gTextureUnits[textureUnit]);
729
730    setupTextureAlpha8(fontRenderer.getTexture(), 0, 0, textureUnit, x, y, r, g, b, a,
731            mode, false, true);
732
733    const Rect& clip = mSnapshot->getLocalClip();
734    clearLayerRegions();
735    fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y);
736
737    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
738    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
739
740    drawTextDecorations(text, bytesCount, length, x, y, paint);
741}
742
743void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
744    GLuint textureUnit = 0;
745    glActiveTexture(gTextureUnits[textureUnit]);
746
747    const PathTexture* texture = mCaches.pathCache.get(path, paint);
748    if (!texture) return;
749    const AutoTexture autoCleanup(texture);
750
751    const float x = texture->left - texture->offset;
752    const float y = texture->top - texture->offset;
753
754    if (quickReject(x, y, x + texture->width, y + texture->height)) {
755        return;
756    }
757
758    int alpha;
759    SkXfermode::Mode mode;
760    getAlphaAndMode(paint, &alpha, &mode);
761
762    uint32_t color = paint->getColor();
763    const GLfloat a = alpha / 255.0f;
764    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
765    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
766    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
767
768    setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true);
769
770    clearLayerRegions();
771
772    // Draw the mesh
773    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
774    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
775}
776
777///////////////////////////////////////////////////////////////////////////////
778// Shaders
779///////////////////////////////////////////////////////////////////////////////
780
781void OpenGLRenderer::resetShader() {
782    mShader = NULL;
783}
784
785void OpenGLRenderer::setupShader(SkiaShader* shader) {
786    mShader = shader;
787    if (mShader) {
788        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
789    }
790}
791
792///////////////////////////////////////////////////////////////////////////////
793// Color filters
794///////////////////////////////////////////////////////////////////////////////
795
796void OpenGLRenderer::resetColorFilter() {
797    mColorFilter = NULL;
798}
799
800void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
801    mColorFilter = filter;
802}
803
804///////////////////////////////////////////////////////////////////////////////
805// Drop shadow
806///////////////////////////////////////////////////////////////////////////////
807
808void OpenGLRenderer::resetShadow() {
809    mHasShadow = false;
810}
811
812void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
813    mHasShadow = true;
814    mShadowRadius = radius;
815    mShadowDx = dx;
816    mShadowDy = dy;
817    mShadowColor = color;
818}
819
820///////////////////////////////////////////////////////////////////////////////
821// Drawing implementation
822///////////////////////////////////////////////////////////////////////////////
823
824void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y,
825        SkXfermode::Mode mode, float alpha) {
826    const float sx = x - texture->left + mShadowDx;
827    const float sy = y - texture->top + mShadowDy;
828
829    const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
830    const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha;
831    const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f;
832    const GLfloat g = a * ((mShadowColor >>  8) & 0xFF) / 255.0f;
833    const GLfloat b = a * ((mShadowColor      ) & 0xFF) / 255.0f;
834
835    GLuint textureUnit = 0;
836    setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false);
837}
838
839void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit,
840        float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode,
841        bool transforms, bool applyFilters) {
842    setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit,
843            x, y, r, g, b, a, mode, transforms, applyFilters,
844            &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
845}
846
847void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
848        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
849        SkXfermode::Mode mode, bool transforms, bool applyFilters) {
850    setupTextureAlpha8(texture, width, height, textureUnit,
851            x, y, r, g, b, a, mode, transforms, applyFilters,
852            &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
853}
854
855void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
856        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
857        SkXfermode::Mode mode, bool transforms, bool applyFilters,
858        GLvoid* vertices, GLvoid* texCoords) {
859     // Describe the required shaders
860     ProgramDescription description;
861     description.hasTexture = true;
862     description.hasAlpha8Texture = true;
863
864     if (applyFilters) {
865         if (mShader) {
866             mShader->describe(description, mExtensions);
867         }
868         if (mColorFilter) {
869             mColorFilter->describe(description, mExtensions);
870         }
871     }
872
873     // Setup the blending mode
874     chooseBlending(true, mode, description);
875
876     // Build and use the appropriate shader
877     useProgram(mCaches.programCache.get(description));
878
879     bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit);
880     glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit);
881
882     int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
883     glEnableVertexAttribArray(texCoordsSlot);
884
885     // Setup attributes
886     glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
887             gMeshStride, vertices);
888     glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE,
889             gMeshStride, texCoords);
890
891     // Setup uniforms
892     if (transforms) {
893         mModelView.loadTranslate(x, y, 0.0f);
894         mModelView.scale(width, height, 1.0f);
895     } else {
896         mModelView.loadIdentity();
897     }
898     mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
899     glUniform4f(mCaches.currentProgram->color, r, g, b, a);
900
901     textureUnit++;
902     if (applyFilters) {
903         // Setup attributes and uniforms required by the shaders
904         if (mShader) {
905             mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
906         }
907         if (mColorFilter) {
908             mColorFilter->setupProgram(mCaches.currentProgram);
909         }
910     }
911}
912
913// Same values used by Skia
914#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
915#define kStdUnderline_Offset    (1.0f / 9.0f)
916#define kStdUnderline_Thickness (1.0f / 18.0f)
917
918void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
919        float x, float y, SkPaint* paint) {
920    // Handle underline and strike-through
921    uint32_t flags = paint->getFlags();
922    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
923        float underlineWidth = length;
924        // If length is > 0.0f, we already measured the text for the text alignment
925        if (length <= 0.0f) {
926            underlineWidth = paint->measureText(text, bytesCount);
927        }
928
929        float offsetX = 0;
930        switch (paint->getTextAlign()) {
931            case SkPaint::kCenter_Align:
932                offsetX = underlineWidth * 0.5f;
933                break;
934            case SkPaint::kRight_Align:
935                offsetX = underlineWidth;
936                break;
937            default:
938                break;
939        }
940
941        if (underlineWidth > 0.0f) {
942            float textSize = paint->getTextSize();
943            float height = textSize * kStdUnderline_Thickness;
944
945            float left = x - offsetX;
946            float top = 0.0f;
947            float right = left + underlineWidth;
948            float bottom = 0.0f;
949
950            if (flags & SkPaint::kUnderlineText_Flag) {
951                top = y + textSize * kStdUnderline_Offset;
952                bottom = top + height;
953                drawRect(left, top, right, bottom, paint);
954            }
955
956            if (flags & SkPaint::kStrikeThruText_Flag) {
957                top = y + textSize * kStdStrikeThru_Offset;
958                bottom = top + height;
959                drawRect(left, top, right, bottom, paint);
960            }
961        }
962    }
963}
964
965void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
966        int color, SkXfermode::Mode mode, bool ignoreTransform) {
967    clearLayerRegions();
968
969    // If a shader is set, preserve only the alpha
970    if (mShader) {
971        color |= 0x00ffffff;
972    }
973
974    // Render using pre-multiplied alpha
975    const int alpha = (color >> 24) & 0xFF;
976    const GLfloat a = alpha / 255.0f;
977    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
978    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
979    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
980
981    GLuint textureUnit = 0;
982
983    // Describe the required shaders
984    ProgramDescription description;
985    if (mShader) {
986        mShader->describe(description, mExtensions);
987    }
988    if (mColorFilter) {
989        mColorFilter->describe(description, mExtensions);
990    }
991
992    // Setup the blending mode
993    chooseBlending(alpha < 255 || (mShader && mShader->blend()), mode, description);
994
995    // Build and use the appropriate shader
996    useProgram(mCaches.programCache.get(description));
997
998    // Setup attributes
999    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1000            gMeshStride, &mMeshVertices[0].position[0]);
1001
1002    // Setup uniforms
1003    mModelView.loadTranslate(left, top, 0.0f);
1004    mModelView.scale(right - left, bottom - top, 1.0f);
1005    if (!ignoreTransform) {
1006        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1007    } else {
1008        mat4 identity;
1009        mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity);
1010    }
1011    glUniform4f(mCaches.currentProgram->color, r, g, b, a);
1012
1013    // Setup attributes and uniforms required by the shaders
1014    if (mShader) {
1015        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
1016    }
1017    if (mColorFilter) {
1018        mColorFilter->setupProgram(mCaches.currentProgram);
1019    }
1020
1021    // Draw the mesh
1022    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1023}
1024
1025void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1026        const Texture* texture, const SkPaint* paint) {
1027    int alpha;
1028    SkXfermode::Mode mode;
1029    getAlphaAndMode(paint, &alpha, &mode);
1030
1031    drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
1032            texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1033            GL_TRIANGLE_STRIP, gMeshCount);
1034}
1035
1036void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1037        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
1038    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
1039            &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1040            GL_TRIANGLE_STRIP, gMeshCount);
1041}
1042
1043void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
1044        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
1045        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
1046        bool swapSrcDst, bool ignoreTransform) {
1047    clearLayerRegions();
1048
1049    ProgramDescription description;
1050    description.hasTexture = true;
1051    if (mColorFilter) {
1052        mColorFilter->describe(description, mExtensions);
1053    }
1054
1055    mModelView.loadTranslate(left, top, 0.0f);
1056    mModelView.scale(right - left, bottom - top, 1.0f);
1057
1058    chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst);
1059
1060    useProgram(mCaches.programCache.get(description));
1061    if (!ignoreTransform) {
1062        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1063    } else {
1064        mat4 m;
1065        mCaches.currentProgram->set(mOrthoMatrix, mModelView, m);
1066    }
1067
1068    // Texture
1069    bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0);
1070    glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0);
1071
1072    // Always premultiplied
1073    glUniform4f(mCaches.currentProgram->color, alpha, alpha, alpha, alpha);
1074
1075    // Mesh
1076    int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1077    glEnableVertexAttribArray(texCoordsSlot);
1078    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1079            gMeshStride, vertices);
1080    glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1081
1082    // Color filter
1083    if (mColorFilter) {
1084        mColorFilter->setupProgram(mCaches.currentProgram);
1085    }
1086
1087    glDrawArrays(drawMode, 0, elementsCount);
1088    glDisableVertexAttribArray(texCoordsSlot);
1089}
1090
1091void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
1092        ProgramDescription& description, bool swapSrcDst) {
1093    blend = blend || mode != SkXfermode::kSrcOver_Mode;
1094    if (blend) {
1095        if (mode < SkXfermode::kPlus_Mode) {
1096            if (!mCaches.blend) {
1097                glEnable(GL_BLEND);
1098            }
1099
1100            GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
1101            GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
1102
1103            if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
1104                glBlendFunc(sourceMode, destMode);
1105                mCaches.lastSrcMode = sourceMode;
1106                mCaches.lastDstMode = destMode;
1107            }
1108        } else {
1109            // These blend modes are not supported by OpenGL directly and have
1110            // to be implemented using shaders. Since the shader will perform
1111            // the blending, turn blending off here
1112            if (mExtensions.hasFramebufferFetch()) {
1113                description.framebufferMode = mode;
1114                description.swapSrcDst = swapSrcDst;
1115            }
1116
1117            if (mCaches.blend) {
1118                glDisable(GL_BLEND);
1119            }
1120            blend = false;
1121        }
1122    } else if (mCaches.blend) {
1123        glDisable(GL_BLEND);
1124    }
1125    mCaches.blend = blend;
1126}
1127
1128bool OpenGLRenderer::useProgram(Program* program) {
1129    if (!program->isInUse()) {
1130        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
1131        program->use();
1132        mCaches.currentProgram = program;
1133        return false;
1134    }
1135    return true;
1136}
1137
1138void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
1139    TextureVertex* v = &mMeshVertices[0];
1140    TextureVertex::setUV(v++, u1, v1);
1141    TextureVertex::setUV(v++, u2, v1);
1142    TextureVertex::setUV(v++, u1, v2);
1143    TextureVertex::setUV(v++, u2, v2);
1144}
1145
1146void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
1147    if (paint) {
1148        if (!mExtensions.hasFramebufferFetch()) {
1149            const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode);
1150            if (!isMode) {
1151                // Assume SRC_OVER
1152                *mode = SkXfermode::kSrcOver_Mode;
1153            }
1154        } else {
1155            *mode = getXfermode(paint->getXfermode());
1156        }
1157
1158        // Skia draws using the color's alpha channel if < 255
1159        // Otherwise, it uses the paint's alpha
1160        int color = paint->getColor();
1161        *alpha = (color >> 24) & 0xFF;
1162        if (*alpha == 255) {
1163            *alpha = paint->getAlpha();
1164        }
1165    } else {
1166        *mode = SkXfermode::kSrcOver_Mode;
1167        *alpha = 255;
1168    }
1169}
1170
1171SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
1172    if (mode == NULL) {
1173        return SkXfermode::kSrcOver_Mode;
1174    }
1175    return mode->fMode;
1176}
1177
1178void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) {
1179    glActiveTexture(gTextureUnits[textureUnit]);
1180    glBindTexture(GL_TEXTURE_2D, texture);
1181    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
1182    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
1183}
1184
1185}; // namespace uirenderer
1186}; // namespace android
1187