OpenGLRenderer.cpp revision 8550c4c7b5952b7a4e1e0ede95c9492d03099a13
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkTypeface.h>
25
26#include <utils/Log.h>
27#include <utils/StopWatch.h>
28
29#include "OpenGLRenderer.h"
30
31namespace android {
32namespace uirenderer {
33
34///////////////////////////////////////////////////////////////////////////////
35// Defines
36///////////////////////////////////////////////////////////////////////////////
37
38#define REQUIRED_TEXTURE_UNITS_COUNT 3
39
40// Generates simple and textured vertices
41#define FV(x, y, u, v) { { x, y }, { u, v } }
42
43#define RAD_TO_DEG (180.0f / 3.14159265f)
44#define MIN_ANGLE 0.001f
45
46///////////////////////////////////////////////////////////////////////////////
47// Globals
48///////////////////////////////////////////////////////////////////////////////
49
50// This array is never used directly but used as a memcpy source in the
51// OpenGLRenderer constructor
52static const TextureVertex gMeshVertices[] = {
53        FV(0.0f, 0.0f, 0.0f, 0.0f),
54        FV(1.0f, 0.0f, 1.0f, 0.0f),
55        FV(0.0f, 1.0f, 0.0f, 1.0f),
56        FV(1.0f, 1.0f, 1.0f, 1.0f)
57};
58static const GLsizei gMeshStride = sizeof(TextureVertex);
59static const GLsizei gMeshCount = 4;
60
61/**
62 * Structure mapping Skia xfermodes to OpenGL blending factors.
63 */
64struct Blender {
65    SkXfermode::Mode mode;
66    GLenum src;
67    GLenum dst;
68}; // struct Blender
69
70// In this array, the index of each Blender equals the value of the first
71// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
72static const Blender gBlends[] = {
73        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
74        { SkXfermode::kSrc_Mode,     GL_ONE,                  GL_ZERO },
75        { SkXfermode::kDst_Mode,     GL_ZERO,                 GL_ONE },
76        { SkXfermode::kSrcOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
77        { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
78        { SkXfermode::kSrcIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
79        { SkXfermode::kDstIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
80        { SkXfermode::kSrcOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
81        { SkXfermode::kDstOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
82        { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
83        { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
84        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
85};
86
87// This array contains the swapped version of each SkXfermode. For instance
88// this array's SrcOver blending mode is actually DstOver. You can refer to
89// createLayer() for more information on the purpose of this array.
90static const Blender gBlendsSwap[] = {
91        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
92        { SkXfermode::kSrc_Mode,     GL_ZERO,                 GL_ONE },
93        { SkXfermode::kDst_Mode,     GL_ONE,                  GL_ZERO },
94        { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
95        { SkXfermode::kDstOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
96        { SkXfermode::kSrcIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
97        { SkXfermode::kDstIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
98        { SkXfermode::kSrcOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
99        { SkXfermode::kDstOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
100        { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
101        { SkXfermode::kDstATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
102        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
103};
104
105static const GLenum gTextureUnits[] = {
106        GL_TEXTURE0,
107        GL_TEXTURE1,
108        GL_TEXTURE2
109};
110
111///////////////////////////////////////////////////////////////////////////////
112// Constructors/destructor
113///////////////////////////////////////////////////////////////////////////////
114
115OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
116    mShader = NULL;
117    mColorFilter = NULL;
118    mHasShadow = false;
119
120    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
121
122    mFirstSnapshot = new Snapshot;
123
124    GLint maxTextureUnits;
125    glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
126    if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) {
127        LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT);
128    }
129
130    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
131}
132
133OpenGLRenderer::~OpenGLRenderer() {
134    // The context has already been destroyed at this point, do not call
135    // GL APIs. All GL state should be kept in Caches.h
136}
137
138///////////////////////////////////////////////////////////////////////////////
139// Setup
140///////////////////////////////////////////////////////////////////////////////
141
142void OpenGLRenderer::setViewport(int width, int height) {
143    glViewport(0, 0, width, height);
144    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
145
146    mWidth = width;
147    mHeight = height;
148
149    mFirstSnapshot->height = height;
150    mFirstSnapshot->viewport.set(0, 0, width, height);
151}
152
153void OpenGLRenderer::prepare(bool opaque) {
154    mSnapshot = new Snapshot(mFirstSnapshot,
155            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
156    mSaveCount = 1;
157
158    glViewport(0, 0, mWidth, mHeight);
159
160    glDisable(GL_DITHER);
161    glDisable(GL_SCISSOR_TEST);
162
163    if (!opaque) {
164        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
165        glClear(GL_COLOR_BUFFER_BIT);
166    }
167
168    glEnable(GL_SCISSOR_TEST);
169    glScissor(0, 0, mWidth, mHeight);
170
171    mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight);
172}
173
174void OpenGLRenderer::finish() {
175#if DEBUG_OPENGL
176    GLenum status = GL_NO_ERROR;
177    while ((status = glGetError()) != GL_NO_ERROR) {
178        LOGD("GL error from OpenGLRenderer: 0x%x", status);
179    }
180#endif
181}
182
183void OpenGLRenderer::acquireContext() {
184    if (mCaches.currentProgram) {
185        if (mCaches.currentProgram->isInUse()) {
186            mCaches.currentProgram->remove();
187            mCaches.currentProgram = NULL;
188        }
189    }
190}
191
192void OpenGLRenderer::releaseContext() {
193    glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight());
194
195    glEnable(GL_SCISSOR_TEST);
196    setScissorFromClip();
197
198    glDisable(GL_DITHER);
199
200    glBindFramebuffer(GL_FRAMEBUFFER, 0);
201
202    if (mCaches.blend) {
203        glEnable(GL_BLEND);
204        glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
205        glBlendEquation(GL_FUNC_ADD);
206    } else {
207        glDisable(GL_BLEND);
208    }
209}
210
211///////////////////////////////////////////////////////////////////////////////
212// State management
213///////////////////////////////////////////////////////////////////////////////
214
215int OpenGLRenderer::getSaveCount() const {
216    return mSaveCount;
217}
218
219int OpenGLRenderer::save(int flags) {
220    return saveSnapshot(flags);
221}
222
223void OpenGLRenderer::restore() {
224    if (mSaveCount > 1) {
225        restoreSnapshot();
226    }
227}
228
229void OpenGLRenderer::restoreToCount(int saveCount) {
230    if (saveCount < 1) saveCount = 1;
231
232    while (mSaveCount > saveCount) {
233        restoreSnapshot();
234    }
235}
236
237int OpenGLRenderer::saveSnapshot(int flags) {
238    mSnapshot = new Snapshot(mSnapshot, flags);
239    return mSaveCount++;
240}
241
242bool OpenGLRenderer::restoreSnapshot() {
243    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
244    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
245    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
246
247    sp<Snapshot> current = mSnapshot;
248    sp<Snapshot> previous = mSnapshot->previous;
249
250    if (restoreOrtho) {
251        Rect& r = previous->viewport;
252        glViewport(r.left, r.top, r.right, r.bottom);
253        mOrthoMatrix.load(current->orthoMatrix);
254    }
255
256    mSaveCount--;
257    mSnapshot = previous;
258
259    if (restoreLayer) {
260        composeLayer(current, previous);
261    }
262
263    if (restoreClip) {
264        setScissorFromClip();
265    }
266
267    return restoreClip;
268}
269
270///////////////////////////////////////////////////////////////////////////////
271// Layers
272///////////////////////////////////////////////////////////////////////////////
273
274int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
275        const SkPaint* p, int flags) {
276    const GLuint previousFbo = mSnapshot->fbo;
277    const int count = saveSnapshot(flags);
278
279    int alpha = 255;
280    SkXfermode::Mode mode;
281
282    if (p) {
283        alpha = p->getAlpha();
284        if (!mExtensions.hasFramebufferFetch()) {
285            const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
286            if (!isMode) {
287                // Assume SRC_OVER
288                mode = SkXfermode::kSrcOver_Mode;
289            }
290        } else {
291            mode = getXfermode(p->getXfermode());
292        }
293    } else {
294        mode = SkXfermode::kSrcOver_Mode;
295    }
296
297    createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
298
299    return count;
300}
301
302int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
303        int alpha, int flags) {
304    if (alpha == 0xff) {
305        return saveLayer(left, top, right, bottom, NULL, flags);
306    } else {
307        SkPaint paint;
308        paint.setAlpha(alpha);
309        return saveLayer(left, top, right, bottom, &paint, flags);
310    }
311}
312
313/**
314 * Layers are viewed by Skia are slightly different than layers in image editing
315 * programs (for instance.) When a layer is created, previously created layers
316 * and the frame buffer still receive every drawing command. For instance, if a
317 * layer is created and a shape intersecting the bounds of the layers and the
318 * framebuffer is draw, the shape will be drawn on both (unless the layer was
319 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
320 *
321 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
322 * texture. Unfortunately, this is inefficient as it requires every primitive to
323 * be drawn n + 1 times, where n is the number of active layers. In practice this
324 * means, for every primitive:
325 *   - Switch active frame buffer
326 *   - Change viewport, clip and projection matrix
327 *   - Issue the drawing
328 *
329 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
330 * To avoid this, layers are implemented in a different way here, at least in the
331 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
332 * is set. When this flag is set we can redirect all drawing operations into a
333 * single FBO.
334 *
335 * This implementation relies on the frame buffer being at least RGBA 8888. When
336 * a layer is created, only a texture is created, not an FBO. The content of the
337 * frame buffer contained within the layer's bounds is copied into this texture
338 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
339 * buffer and drawing continues as normal. This technique therefore treats the
340 * frame buffer as a scratch buffer for the layers.
341 *
342 * To compose the layers back onto the frame buffer, each layer texture
343 * (containing the original frame buffer data) is drawn as a simple quad over
344 * the frame buffer. The trick is that the quad is set as the composition
345 * destination in the blending equation, and the frame buffer becomes the source
346 * of the composition.
347 *
348 * Drawing layers with an alpha value requires an extra step before composition.
349 * An empty quad is drawn over the layer's region in the frame buffer. This quad
350 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
351 * quad is used to multiply the colors in the frame buffer. This is achieved by
352 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
353 * GL_ZERO, GL_SRC_ALPHA.
354 *
355 * Because glCopyTexImage2D() can be slow, an alternative implementation might
356 * be use to draw a single clipped layer. The implementation described above
357 * is correct in every case.
358 *
359 * (1) The frame buffer is actually not cleared right away. To allow the GPU
360 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
361 *     buffer is left untouched until the first drawing operation. Only when
362 *     something actually gets drawn are the layers regions cleared.
363 */
364bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
365        float right, float bottom, int alpha, SkXfermode::Mode mode,
366        int flags, GLuint previousFbo) {
367    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
368    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
369
370    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
371
372    // Window coordinates of the layer
373    Rect bounds(left, top, right, bottom);
374    if (!fboLayer) {
375        mSnapshot->transform->mapRect(bounds);
376        // Layers only make sense if they are in the framebuffer's bounds
377        bounds.intersect(*mSnapshot->clipRect);
378        bounds.snapToPixelBoundaries();
379    }
380
381    if (bounds.isEmpty() || bounds.getWidth() > mMaxTextureSize ||
382            bounds.getHeight() > mMaxTextureSize) {
383        return false;
384    }
385
386    glActiveTexture(GL_TEXTURE0);
387
388    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
389    if (!layer) {
390        return false;
391    }
392
393    layer->mode = mode;
394    layer->alpha = alpha;
395    layer->layer.set(bounds);
396    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height),
397            bounds.getWidth() / float(layer->width), 0.0f);
398
399    // Save the layer in the snapshot
400    snapshot->flags |= Snapshot::kFlagIsLayer;
401    snapshot->layer = layer;
402
403    if (fboLayer) {
404        layer->fbo = mCaches.fboCache.get();
405
406        snapshot->flags |= Snapshot::kFlagIsFboLayer;
407        snapshot->fbo = layer->fbo;
408        snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
409        snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
410        snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
411        snapshot->height = bounds.getHeight();
412        snapshot->flags |= Snapshot::kFlagDirtyOrtho;
413        snapshot->orthoMatrix.load(mOrthoMatrix);
414
415        setScissorFromClip();
416
417        // Bind texture to FBO
418        glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
419        glBindTexture(GL_TEXTURE_2D, layer->texture);
420
421        // Initialize the texture if needed
422        if (layer->empty) {
423            layer->empty = false;
424            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0,
425                    GL_RGBA, GL_UNSIGNED_BYTE, NULL);
426        }
427
428        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
429                layer->texture, 0);
430
431        GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
432        if (status != GL_FRAMEBUFFER_COMPLETE) {
433            LOGE("Framebuffer incomplete (GL error code 0x%x)", status);
434
435            glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
436            glDeleteTextures(1, &layer->texture);
437            mCaches.fboCache.put(layer->fbo);
438
439            delete layer;
440
441            return false;
442        }
443
444        // Clear the FBO
445        glDisable(GL_SCISSOR_TEST);
446        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
447        glClear(GL_COLOR_BUFFER_BIT);
448        glEnable(GL_SCISSOR_TEST);
449
450        // Change the ortho projection
451        glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
452        mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
453    } else {
454        // Copy the framebuffer into the layer
455        glBindTexture(GL_TEXTURE_2D, layer->texture);
456
457        // TODO: Workaround for b/3054204
458        glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom,
459                layer->width, layer->height, 0);
460
461        // TODO: Waiting for b/3054204 to be fixed
462        // if (layer->empty) {
463        //     glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom,
464        //             layer->width, layer->height, 0);
465        //     layer->empty = false;
466        // } else {
467        //     glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, mHeight - bounds.bottom,
468        //             bounds.getWidth(), bounds.getHeight());
469        //  }
470
471        // Enqueue the buffer coordinates to clear the corresponding region later
472        mLayers.push(new Rect(bounds));
473    }
474
475    return true;
476}
477
478/**
479 * Read the documentation of createLayer() before doing anything in this method.
480 */
481void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
482    if (!current->layer) {
483        LOGE("Attempting to compose a layer that does not exist");
484        return;
485    }
486
487    const bool fboLayer = current->flags & SkCanvas::kClipToLayer_SaveFlag;
488
489    if (fboLayer) {
490        // Unbind current FBO and restore previous one
491        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
492    }
493
494    // Restore the clip from the previous snapshot
495    const Rect& clip = *previous->clipRect;
496    glScissor(clip.left, previous->height - clip.bottom, clip.getWidth(), clip.getHeight());
497
498    Layer* layer = current->layer;
499    const Rect& rect = layer->layer;
500
501    if (!fboLayer && layer->alpha < 255) {
502        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
503                layer->alpha << 24, SkXfermode::kDstIn_Mode, true);
504    }
505
506    const Rect& texCoords = layer->texCoords;
507    resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom);
508
509    if (fboLayer) {
510        drawTextureRect(rect.left, rect.top, rect.right, rect.bottom,
511                layer->texture, layer->alpha / 255.0f, layer->mode, layer->blend);
512    } else {
513        drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture,
514                1.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0],
515                &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, true, true);
516    }
517
518    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
519
520    if (fboLayer) {
521        // Detach the texture from the FBO
522        glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
523        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
524        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
525
526        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
527        mCaches.fboCache.put(current->fbo);
528    }
529
530    // Failing to add the layer to the cache should happen only if the layer is too large
531    if (!mCaches.layerCache.put(layer)) {
532        LAYER_LOGD("Deleting layer");
533        glDeleteTextures(1, &layer->texture);
534        delete layer;
535    }
536}
537
538void OpenGLRenderer::clearLayerRegions() {
539    if (mLayers.size() == 0) return;
540
541    for (uint32_t i = 0; i < mLayers.size(); i++) {
542        Rect* bounds = mLayers.itemAt(i);
543
544        // Clear the framebuffer where the layer will draw
545        glScissor(bounds->left, mHeight - bounds->bottom,
546                bounds->getWidth(), bounds->getHeight());
547        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
548        glClear(GL_COLOR_BUFFER_BIT);
549
550        delete bounds;
551    }
552    mLayers.clear();
553
554    // Restore the clip
555    setScissorFromClip();
556}
557
558///////////////////////////////////////////////////////////////////////////////
559// Transforms
560///////////////////////////////////////////////////////////////////////////////
561
562void OpenGLRenderer::translate(float dx, float dy) {
563    mSnapshot->transform->translate(dx, dy, 0.0f);
564}
565
566void OpenGLRenderer::rotate(float degrees) {
567    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
568}
569
570void OpenGLRenderer::scale(float sx, float sy) {
571    mSnapshot->transform->scale(sx, sy, 1.0f);
572}
573
574void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
575    mSnapshot->transform->load(*matrix);
576}
577
578void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
579    mSnapshot->transform->copyTo(*matrix);
580}
581
582void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
583    mat4 m(*matrix);
584    mSnapshot->transform->multiply(m);
585}
586
587///////////////////////////////////////////////////////////////////////////////
588// Clipping
589///////////////////////////////////////////////////////////////////////////////
590
591void OpenGLRenderer::setScissorFromClip() {
592    const Rect& clip = *mSnapshot->clipRect;
593    glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
594}
595
596const Rect& OpenGLRenderer::getClipBounds() {
597    return mSnapshot->getLocalClip();
598}
599
600bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
601    Rect r(left, top, right, bottom);
602    mSnapshot->transform->mapRect(r);
603    return !mSnapshot->clipRect->intersects(r);
604}
605
606bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
607    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
608    if (clipped) {
609        setScissorFromClip();
610    }
611    return !mSnapshot->clipRect->isEmpty();
612}
613
614///////////////////////////////////////////////////////////////////////////////
615// Drawing
616///////////////////////////////////////////////////////////////////////////////
617
618void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) {
619    const float right = left + bitmap->width();
620    const float bottom = top + bitmap->height();
621
622    if (quickReject(left, top, right, bottom)) {
623        return;
624    }
625
626    glActiveTexture(GL_TEXTURE0);
627    const Texture* texture = mCaches.textureCache.get(bitmap);
628    if (!texture) return;
629    const AutoTexture autoCleanup(texture);
630
631    drawTextureRect(left, top, right, bottom, texture, paint);
632}
633
634void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) {
635    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
636    const mat4 transform(*matrix);
637    transform.mapRect(r);
638
639    if (quickReject(r.left, r.top, r.right, r.bottom)) {
640        return;
641    }
642
643    glActiveTexture(GL_TEXTURE0);
644    const Texture* texture = mCaches.textureCache.get(bitmap);
645    if (!texture) return;
646    const AutoTexture autoCleanup(texture);
647
648    drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint);
649}
650
651void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
652         float srcLeft, float srcTop, float srcRight, float srcBottom,
653         float dstLeft, float dstTop, float dstRight, float dstBottom,
654         const SkPaint* paint) {
655    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
656        return;
657    }
658
659    glActiveTexture(GL_TEXTURE0);
660    const Texture* texture = mCaches.textureCache.get(bitmap);
661    if (!texture) return;
662    const AutoTexture autoCleanup(texture);
663
664    const float width = texture->width;
665    const float height = texture->height;
666
667    const float u1 = srcLeft / width;
668    const float v1 = srcTop / height;
669    const float u2 = srcRight / width;
670    const float v2 = srcBottom / height;
671
672    resetDrawTextureTexCoords(u1, v1, u2, v2);
673
674    drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint);
675
676    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
677}
678
679void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
680        uint32_t width, uint32_t height, float left, float top, float right, float bottom,
681        const SkPaint* paint) {
682    if (quickReject(left, top, right, bottom)) {
683        return;
684    }
685
686    glActiveTexture(GL_TEXTURE0);
687    const Texture* texture = mCaches.textureCache.get(bitmap);
688    if (!texture) return;
689    const AutoTexture autoCleanup(texture);
690
691    int alpha;
692    SkXfermode::Mode mode;
693    getAlphaAndMode(paint, &alpha, &mode);
694
695    Patch* mesh = mCaches.patchCache.get(width, height);
696    mesh->updateVertices(bitmap->width(), bitmap->height(),left, top, right, bottom,
697            xDivs, yDivs, width, height);
698
699    // Specify right and bottom as +1.0f from left/top to prevent scaling since the
700    // patch mesh already defines the final size
701    drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f,
702            mode, texture->blend, &mesh->vertices[0].position[0],
703            &mesh->vertices[0].texture[0], GL_TRIANGLES, mesh->verticesCount);
704}
705
706void OpenGLRenderer::drawLines(float* points, int count, const SkPaint* paint) {
707    int alpha;
708    SkXfermode::Mode mode;
709    getAlphaAndMode(paint, &alpha, &mode);
710
711    uint32_t color = paint->getColor();
712    const GLfloat a = alpha / 255.0f;
713    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
714    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
715    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
716
717    const bool isAA = paint->isAntiAlias();
718    if (isAA) {
719        GLuint textureUnit = 0;
720        setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a,
721                mode, false, true, mCaches.line.getVertices(), mCaches.line.getTexCoords());
722    } else {
723        setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false);
724    }
725
726    const float strokeWidth = paint->getStrokeWidth();
727    const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount;
728    const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP;
729
730    for (int i = 0; i < count; i += 4) {
731        float tx = 0.0f;
732        float ty = 0.0f;
733
734        if (isAA) {
735            mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3],
736                    strokeWidth, tx, ty);
737        } else {
738            ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f;
739        }
740
741        const float dx = points[i + 2] - points[i];
742        const float dy = points[i + 3] - points[i + 1];
743        const float mag = sqrtf(dx * dx + dy * dy);
744        const float angle = acos(dx / mag);
745
746        mModelView.loadTranslate(points[i], points[i + 1], 0.0f);
747        if (angle > MIN_ANGLE || angle < -MIN_ANGLE) {
748            mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f);
749        }
750        mModelView.translate(tx, ty, 0.0f);
751        if (!isAA) {
752            float length = mCaches.line.getLength(points[i], points[i + 1],
753                    points[i + 2], points[i + 3]);
754            mModelView.scale(length, strokeWidth, 1.0f);
755        }
756        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
757
758        if (mShader) {
759            mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot);
760        }
761
762        glDrawArrays(drawMode, 0, elementsCount);
763    }
764
765    if (isAA) {
766        glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
767    }
768}
769
770void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
771    const Rect& clip = *mSnapshot->clipRect;
772    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
773}
774
775void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) {
776    if (quickReject(left, top, right, bottom)) {
777        return;
778    }
779
780    SkXfermode::Mode mode;
781    if (!mExtensions.hasFramebufferFetch()) {
782        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
783        if (!isMode) {
784            // Assume SRC_OVER
785            mode = SkXfermode::kSrcOver_Mode;
786        }
787    } else {
788        mode = getXfermode(p->getXfermode());
789    }
790
791    // Skia draws using the color's alpha channel if < 255
792    // Otherwise, it uses the paint's alpha
793    int color = p->getColor();
794    if (((color >> 24) & 0xff) == 255) {
795        color |= p->getAlpha() << 24;
796    }
797
798    drawColorRect(left, top, right, bottom, color, mode);
799}
800
801void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
802        float x, float y, SkPaint* paint) {
803    if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
804        return;
805    }
806
807    paint->setAntiAlias(true);
808
809    float length = -1.0f;
810    switch (paint->getTextAlign()) {
811        case SkPaint::kCenter_Align:
812            length = paint->measureText(text, bytesCount);
813            x -= length / 2.0f;
814            break;
815        case SkPaint::kRight_Align:
816            length = paint->measureText(text, bytesCount);
817            x -= length;
818            break;
819        default:
820            break;
821    }
822
823    int alpha;
824    SkXfermode::Mode mode;
825    getAlphaAndMode(paint, &alpha, &mode);
826
827    uint32_t color = paint->getColor();
828    const GLfloat a = alpha / 255.0f;
829    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
830    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
831    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
832
833    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
834    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
835            paint->getTextSize());
836
837    if (mHasShadow) {
838        glActiveTexture(gTextureUnits[0]);
839        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
840        const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount,
841                count, mShadowRadius);
842        const AutoTexture autoCleanup(shadow);
843
844        setupShadow(shadow, x, y, mode, a);
845
846        // Draw the mesh
847        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
848        glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
849    }
850
851    GLuint textureUnit = 0;
852    glActiveTexture(gTextureUnits[textureUnit]);
853
854    // Assume that the modelView matrix does not force scales, rotates, etc.
855    const bool linearFilter = mSnapshot->transform->changesBounds();
856    setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit,
857            x, y, r, g, b, a, mode, false, true);
858
859    const Rect& clip = mSnapshot->getLocalClip();
860    clearLayerRegions();
861    fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y);
862
863    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
864    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
865
866    drawTextDecorations(text, bytesCount, length, x, y, paint);
867}
868
869void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
870    GLuint textureUnit = 0;
871    glActiveTexture(gTextureUnits[textureUnit]);
872
873    const PathTexture* texture = mCaches.pathCache.get(path, paint);
874    if (!texture) return;
875    const AutoTexture autoCleanup(texture);
876
877    const float x = texture->left - texture->offset;
878    const float y = texture->top - texture->offset;
879
880    if (quickReject(x, y, x + texture->width, y + texture->height)) {
881        return;
882    }
883
884    int alpha;
885    SkXfermode::Mode mode;
886    getAlphaAndMode(paint, &alpha, &mode);
887
888    uint32_t color = paint->getColor();
889    const GLfloat a = alpha / 255.0f;
890    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
891    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
892    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
893
894    setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true);
895
896    clearLayerRegions();
897
898    // Draw the mesh
899    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
900    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
901}
902
903///////////////////////////////////////////////////////////////////////////////
904// Shaders
905///////////////////////////////////////////////////////////////////////////////
906
907void OpenGLRenderer::resetShader() {
908    mShader = NULL;
909}
910
911void OpenGLRenderer::setupShader(SkiaShader* shader) {
912    mShader = shader;
913    if (mShader) {
914        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
915    }
916}
917
918///////////////////////////////////////////////////////////////////////////////
919// Color filters
920///////////////////////////////////////////////////////////////////////////////
921
922void OpenGLRenderer::resetColorFilter() {
923    mColorFilter = NULL;
924}
925
926void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
927    mColorFilter = filter;
928}
929
930///////////////////////////////////////////////////////////////////////////////
931// Drop shadow
932///////////////////////////////////////////////////////////////////////////////
933
934void OpenGLRenderer::resetShadow() {
935    mHasShadow = false;
936}
937
938void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
939    mHasShadow = true;
940    mShadowRadius = radius;
941    mShadowDx = dx;
942    mShadowDy = dy;
943    mShadowColor = color;
944}
945
946///////////////////////////////////////////////////////////////////////////////
947// Drawing implementation
948///////////////////////////////////////////////////////////////////////////////
949
950void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y,
951        SkXfermode::Mode mode, float alpha) {
952    const float sx = x - texture->left + mShadowDx;
953    const float sy = y - texture->top + mShadowDy;
954
955    const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
956    const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha;
957    const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f;
958    const GLfloat g = a * ((mShadowColor >>  8) & 0xFF) / 255.0f;
959    const GLfloat b = a * ((mShadowColor      ) & 0xFF) / 255.0f;
960
961    GLuint textureUnit = 0;
962    setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false);
963}
964
965void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit,
966        float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode,
967        bool transforms, bool applyFilters) {
968    setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit,
969            x, y, r, g, b, a, mode, transforms, applyFilters,
970            &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
971}
972
973void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
974        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
975        SkXfermode::Mode mode, bool transforms, bool applyFilters) {
976    setupTextureAlpha8(texture, width, height, textureUnit,
977            x, y, r, g, b, a, mode, transforms, applyFilters,
978            &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
979}
980
981void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
982        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
983        SkXfermode::Mode mode, bool transforms, bool applyFilters,
984        GLvoid* vertices, GLvoid* texCoords) {
985     // Describe the required shaders
986     ProgramDescription description;
987     description.hasTexture = true;
988     description.hasAlpha8Texture = true;
989
990     if (applyFilters) {
991         if (mShader) {
992             mShader->describe(description, mExtensions);
993         }
994         if (mColorFilter) {
995             mColorFilter->describe(description, mExtensions);
996         }
997     }
998
999     // Setup the blending mode
1000     chooseBlending(true, mode, description);
1001
1002     // Build and use the appropriate shader
1003     useProgram(mCaches.programCache.get(description));
1004
1005     bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit);
1006     glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit);
1007
1008     int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1009     glEnableVertexAttribArray(texCoordsSlot);
1010
1011     // Setup attributes
1012     glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1013             gMeshStride, vertices);
1014     glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE,
1015             gMeshStride, texCoords);
1016
1017     // Setup uniforms
1018     if (transforms) {
1019         mModelView.loadTranslate(x, y, 0.0f);
1020         mModelView.scale(width, height, 1.0f);
1021     } else {
1022         mModelView.loadIdentity();
1023     }
1024     mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1025     glUniform4f(mCaches.currentProgram->color, r, g, b, a);
1026
1027     textureUnit++;
1028     if (applyFilters) {
1029         // Setup attributes and uniforms required by the shaders
1030         if (mShader) {
1031             mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
1032         }
1033         if (mColorFilter) {
1034             mColorFilter->setupProgram(mCaches.currentProgram);
1035         }
1036     }
1037}
1038
1039// Same values used by Skia
1040#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
1041#define kStdUnderline_Offset    (1.0f / 9.0f)
1042#define kStdUnderline_Thickness (1.0f / 18.0f)
1043
1044void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
1045        float x, float y, SkPaint* paint) {
1046    // Handle underline and strike-through
1047    uint32_t flags = paint->getFlags();
1048    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
1049        float underlineWidth = length;
1050        // If length is > 0.0f, we already measured the text for the text alignment
1051        if (length <= 0.0f) {
1052            underlineWidth = paint->measureText(text, bytesCount);
1053        }
1054
1055        float offsetX = 0;
1056        switch (paint->getTextAlign()) {
1057            case SkPaint::kCenter_Align:
1058                offsetX = underlineWidth * 0.5f;
1059                break;
1060            case SkPaint::kRight_Align:
1061                offsetX = underlineWidth;
1062                break;
1063            default:
1064                break;
1065        }
1066
1067        if (underlineWidth > 0.0f) {
1068            const float textSize = paint->getTextSize();
1069            const float strokeWidth = textSize * kStdUnderline_Thickness;
1070
1071            const float left = x - offsetX;
1072            float top = 0.0f;
1073
1074            const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1);
1075            float points[pointsCount];
1076            int currentPoint = 0;
1077
1078            if (flags & SkPaint::kUnderlineText_Flag) {
1079                top = y + textSize * kStdUnderline_Offset;
1080                points[currentPoint++] = left;
1081                points[currentPoint++] = top;
1082                points[currentPoint++] = left + underlineWidth;
1083                points[currentPoint++] = top;
1084            }
1085
1086            if (flags & SkPaint::kStrikeThruText_Flag) {
1087                top = y + textSize * kStdStrikeThru_Offset;
1088                points[currentPoint++] = left;
1089                points[currentPoint++] = top;
1090                points[currentPoint++] = left + underlineWidth;
1091                points[currentPoint++] = top;
1092            }
1093
1094            SkPaint linesPaint(*paint);
1095            linesPaint.setStrokeWidth(strokeWidth);
1096
1097            drawLines(&points[0], pointsCount, &linesPaint);
1098        }
1099    }
1100}
1101
1102void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
1103        int color, SkXfermode::Mode mode, bool ignoreTransform) {
1104    clearLayerRegions();
1105
1106    // If a shader is set, preserve only the alpha
1107    if (mShader) {
1108        color |= 0x00ffffff;
1109    }
1110
1111    // Render using pre-multiplied alpha
1112    const int alpha = (color >> 24) & 0xFF;
1113    const GLfloat a = alpha / 255.0f;
1114    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
1115    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
1116    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
1117
1118    setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform);
1119
1120    // Draw the mesh
1121    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1122}
1123
1124void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom,
1125        float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform) {
1126    GLuint textureUnit = 0;
1127
1128    // Describe the required shaders
1129    ProgramDescription description;
1130    if (mShader) {
1131        mShader->describe(description, mExtensions);
1132    }
1133    if (mColorFilter) {
1134        mColorFilter->describe(description, mExtensions);
1135    }
1136
1137    // Setup the blending mode
1138    chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description);
1139
1140    // Build and use the appropriate shader
1141    useProgram(mCaches.programCache.get(description));
1142
1143    // Setup attributes
1144    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1145            gMeshStride, &mMeshVertices[0].position[0]);
1146
1147    // Setup uniforms
1148    mModelView.loadTranslate(left, top, 0.0f);
1149    mModelView.scale(right - left, bottom - top, 1.0f);
1150    if (!ignoreTransform) {
1151        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1152    } else {
1153        mat4 identity;
1154        mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity);
1155    }
1156    glUniform4f(mCaches.currentProgram->color, r, g, b, a);
1157
1158    // Setup attributes and uniforms required by the shaders
1159    if (mShader) {
1160        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
1161    }
1162    if (mColorFilter) {
1163        mColorFilter->setupProgram(mCaches.currentProgram);
1164    }
1165}
1166
1167void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1168        const Texture* texture, const SkPaint* paint) {
1169    int alpha;
1170    SkXfermode::Mode mode;
1171    getAlphaAndMode(paint, &alpha, &mode);
1172
1173    drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
1174            texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1175            GL_TRIANGLE_STRIP, gMeshCount);
1176}
1177
1178void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1179        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
1180    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
1181            &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1182            GL_TRIANGLE_STRIP, gMeshCount);
1183}
1184
1185void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
1186        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
1187        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
1188        bool swapSrcDst, bool ignoreTransform) {
1189    clearLayerRegions();
1190
1191    ProgramDescription description;
1192    description.hasTexture = true;
1193    if (mColorFilter) {
1194        mColorFilter->describe(description, mExtensions);
1195    }
1196
1197    mModelView.loadTranslate(left, top, 0.0f);
1198    mModelView.scale(right - left, bottom - top, 1.0f);
1199
1200    chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst);
1201
1202    useProgram(mCaches.programCache.get(description));
1203    if (!ignoreTransform) {
1204        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1205    } else {
1206        mat4 m;
1207        mCaches.currentProgram->set(mOrthoMatrix, mModelView, m);
1208    }
1209
1210    // Texture
1211    bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0);
1212    glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0);
1213
1214    // Always premultiplied
1215    glUniform4f(mCaches.currentProgram->color, alpha, alpha, alpha, alpha);
1216
1217    // Mesh
1218    int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1219    glEnableVertexAttribArray(texCoordsSlot);
1220    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1221            gMeshStride, vertices);
1222    glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1223
1224    // Color filter
1225    if (mColorFilter) {
1226        mColorFilter->setupProgram(mCaches.currentProgram);
1227    }
1228
1229    glDrawArrays(drawMode, 0, elementsCount);
1230    glDisableVertexAttribArray(texCoordsSlot);
1231}
1232
1233void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
1234        ProgramDescription& description, bool swapSrcDst) {
1235    blend = blend || mode != SkXfermode::kSrcOver_Mode;
1236    if (blend) {
1237        if (mode < SkXfermode::kPlus_Mode) {
1238            if (!mCaches.blend) {
1239                glEnable(GL_BLEND);
1240            }
1241
1242            GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
1243            GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
1244
1245            if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
1246                glBlendFunc(sourceMode, destMode);
1247                mCaches.lastSrcMode = sourceMode;
1248                mCaches.lastDstMode = destMode;
1249            }
1250        } else {
1251            // These blend modes are not supported by OpenGL directly and have
1252            // to be implemented using shaders. Since the shader will perform
1253            // the blending, turn blending off here
1254            if (mExtensions.hasFramebufferFetch()) {
1255                description.framebufferMode = mode;
1256                description.swapSrcDst = swapSrcDst;
1257            }
1258
1259            if (mCaches.blend) {
1260                glDisable(GL_BLEND);
1261            }
1262            blend = false;
1263        }
1264    } else if (mCaches.blend) {
1265        glDisable(GL_BLEND);
1266    }
1267    mCaches.blend = blend;
1268}
1269
1270bool OpenGLRenderer::useProgram(Program* program) {
1271    if (!program->isInUse()) {
1272        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
1273        program->use();
1274        mCaches.currentProgram = program;
1275        return false;
1276    }
1277    return true;
1278}
1279
1280void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
1281    TextureVertex* v = &mMeshVertices[0];
1282    TextureVertex::setUV(v++, u1, v1);
1283    TextureVertex::setUV(v++, u2, v1);
1284    TextureVertex::setUV(v++, u1, v2);
1285    TextureVertex::setUV(v++, u2, v2);
1286}
1287
1288void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
1289    if (paint) {
1290        if (!mExtensions.hasFramebufferFetch()) {
1291            const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode);
1292            if (!isMode) {
1293                // Assume SRC_OVER
1294                *mode = SkXfermode::kSrcOver_Mode;
1295            }
1296        } else {
1297            *mode = getXfermode(paint->getXfermode());
1298        }
1299
1300        // Skia draws using the color's alpha channel if < 255
1301        // Otherwise, it uses the paint's alpha
1302        int color = paint->getColor();
1303        *alpha = (color >> 24) & 0xFF;
1304        if (*alpha == 255) {
1305            *alpha = paint->getAlpha();
1306        }
1307    } else {
1308        *mode = SkXfermode::kSrcOver_Mode;
1309        *alpha = 255;
1310    }
1311}
1312
1313SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
1314    if (mode == NULL) {
1315        return SkXfermode::kSrcOver_Mode;
1316    }
1317    return mode->fMode;
1318}
1319
1320void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) {
1321    glActiveTexture(gTextureUnits[textureUnit]);
1322    glBindTexture(GL_TEXTURE_2D, texture);
1323    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
1324    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
1325}
1326
1327}; // namespace uirenderer
1328}; // namespace android
1329