OpenGLRenderer.cpp revision 909cbaf8f92d69f507bbdba9e5aa960d1e6c7a1f
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkTypeface.h>
25
26#include <utils/Log.h>
27#include <utils/StopWatch.h>
28
29#include "OpenGLRenderer.h"
30
31namespace android {
32namespace uirenderer {
33
34///////////////////////////////////////////////////////////////////////////////
35// Defines
36///////////////////////////////////////////////////////////////////////////////
37
38#define REQUIRED_TEXTURE_UNITS_COUNT 3
39
40// Generates simple and textured vertices
41#define FV(x, y, u, v) { { x, y }, { u, v } }
42
43#define RAD_TO_DEG (180.0f / 3.14159265f)
44#define MIN_ANGLE 0.001f
45
46// TODO: This should be set in properties
47#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH)
48
49///////////////////////////////////////////////////////////////////////////////
50// Globals
51///////////////////////////////////////////////////////////////////////////////
52
53// This array is never used directly but used as a memcpy source in the
54// OpenGLRenderer constructor
55static const TextureVertex gMeshVertices[] = {
56        FV(0.0f, 0.0f, 0.0f, 0.0f),
57        FV(1.0f, 0.0f, 1.0f, 0.0f),
58        FV(0.0f, 1.0f, 0.0f, 1.0f),
59        FV(1.0f, 1.0f, 1.0f, 1.0f)
60};
61static const GLsizei gMeshStride = sizeof(TextureVertex);
62static const GLsizei gMeshCount = 4;
63
64/**
65 * Structure mapping Skia xfermodes to OpenGL blending factors.
66 */
67struct Blender {
68    SkXfermode::Mode mode;
69    GLenum src;
70    GLenum dst;
71}; // struct Blender
72
73// In this array, the index of each Blender equals the value of the first
74// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
75static const Blender gBlends[] = {
76        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
77        { SkXfermode::kSrc_Mode,     GL_ONE,                  GL_ZERO },
78        { SkXfermode::kDst_Mode,     GL_ZERO,                 GL_ONE },
79        { SkXfermode::kSrcOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
80        { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
81        { SkXfermode::kSrcIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
82        { SkXfermode::kDstIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
83        { SkXfermode::kSrcOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
84        { SkXfermode::kDstOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
85        { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
86        { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
87        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
88};
89
90// This array contains the swapped version of each SkXfermode. For instance
91// this array's SrcOver blending mode is actually DstOver. You can refer to
92// createLayer() for more information on the purpose of this array.
93static const Blender gBlendsSwap[] = {
94        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
95        { SkXfermode::kSrc_Mode,     GL_ZERO,                 GL_ONE },
96        { SkXfermode::kDst_Mode,     GL_ONE,                  GL_ZERO },
97        { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
98        { SkXfermode::kDstOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
99        { SkXfermode::kSrcIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
100        { SkXfermode::kDstIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
101        { SkXfermode::kSrcOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
102        { SkXfermode::kDstOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
103        { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
104        { SkXfermode::kDstATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
105        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
106};
107
108static const GLenum gTextureUnits[] = {
109        GL_TEXTURE0,
110        GL_TEXTURE1,
111        GL_TEXTURE2
112};
113
114///////////////////////////////////////////////////////////////////////////////
115// Constructors/destructor
116///////////////////////////////////////////////////////////////////////////////
117
118OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
119    mShader = NULL;
120    mColorFilter = NULL;
121    mHasShadow = false;
122
123    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
124
125    mFirstSnapshot = new Snapshot;
126
127    GLint maxTextureUnits;
128    glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
129    if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) {
130        LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT);
131    }
132
133    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
134}
135
136OpenGLRenderer::~OpenGLRenderer() {
137    // The context has already been destroyed at this point, do not call
138    // GL APIs. All GL state should be kept in Caches.h
139}
140
141///////////////////////////////////////////////////////////////////////////////
142// Setup
143///////////////////////////////////////////////////////////////////////////////
144
145void OpenGLRenderer::setViewport(int width, int height) {
146    glViewport(0, 0, width, height);
147    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
148
149    mWidth = width;
150    mHeight = height;
151
152    mFirstSnapshot->height = height;
153    mFirstSnapshot->viewport.set(0, 0, width, height);
154}
155
156void OpenGLRenderer::prepare(bool opaque) {
157    mSnapshot = new Snapshot(mFirstSnapshot,
158            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
159    mSaveCount = 1;
160
161    glViewport(0, 0, mWidth, mHeight);
162
163    glDisable(GL_DITHER);
164    glDisable(GL_SCISSOR_TEST);
165
166    if (!opaque) {
167        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
168        glClear(GL_COLOR_BUFFER_BIT);
169    }
170
171    glEnable(GL_SCISSOR_TEST);
172    glScissor(0, 0, mWidth, mHeight);
173
174    mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight);
175}
176
177void OpenGLRenderer::finish() {
178#if DEBUG_OPENGL
179    GLenum status = GL_NO_ERROR;
180    while ((status = glGetError()) != GL_NO_ERROR) {
181        LOGD("GL error from OpenGLRenderer: 0x%x", status);
182    }
183#endif
184}
185
186void OpenGLRenderer::acquireContext() {
187    if (mCaches.currentProgram) {
188        if (mCaches.currentProgram->isInUse()) {
189            mCaches.currentProgram->remove();
190            mCaches.currentProgram = NULL;
191        }
192    }
193}
194
195void OpenGLRenderer::releaseContext() {
196    glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight());
197
198    glEnable(GL_SCISSOR_TEST);
199    setScissorFromClip();
200
201    glDisable(GL_DITHER);
202
203    glBindFramebuffer(GL_FRAMEBUFFER, 0);
204
205    if (mCaches.blend) {
206        glEnable(GL_BLEND);
207        glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
208        glBlendEquation(GL_FUNC_ADD);
209    } else {
210        glDisable(GL_BLEND);
211    }
212}
213
214///////////////////////////////////////////////////////////////////////////////
215// State management
216///////////////////////////////////////////////////////////////////////////////
217
218int OpenGLRenderer::getSaveCount() const {
219    return mSaveCount;
220}
221
222int OpenGLRenderer::save(int flags) {
223    return saveSnapshot(flags);
224}
225
226void OpenGLRenderer::restore() {
227    if (mSaveCount > 1) {
228        restoreSnapshot();
229    }
230}
231
232void OpenGLRenderer::restoreToCount(int saveCount) {
233    if (saveCount < 1) saveCount = 1;
234
235    while (mSaveCount > saveCount) {
236        restoreSnapshot();
237    }
238}
239
240int OpenGLRenderer::saveSnapshot(int flags) {
241    mSnapshot = new Snapshot(mSnapshot, flags);
242    return mSaveCount++;
243}
244
245bool OpenGLRenderer::restoreSnapshot() {
246    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
247    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
248    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
249
250    sp<Snapshot> current = mSnapshot;
251    sp<Snapshot> previous = mSnapshot->previous;
252
253    if (restoreOrtho) {
254        Rect& r = previous->viewport;
255        glViewport(r.left, r.top, r.right, r.bottom);
256        mOrthoMatrix.load(current->orthoMatrix);
257    }
258
259    mSaveCount--;
260    mSnapshot = previous;
261
262    if (restoreLayer) {
263        composeLayer(current, previous);
264    }
265
266    if (restoreClip) {
267        setScissorFromClip();
268    }
269
270    return restoreClip;
271}
272
273///////////////////////////////////////////////////////////////////////////////
274// Layers
275///////////////////////////////////////////////////////////////////////////////
276
277int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
278        const SkPaint* p, int flags) {
279    const GLuint previousFbo = mSnapshot->fbo;
280    const int count = saveSnapshot(flags);
281
282    int alpha = 255;
283    SkXfermode::Mode mode;
284
285    if (p) {
286        alpha = p->getAlpha();
287        if (!mExtensions.hasFramebufferFetch()) {
288            const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
289            if (!isMode) {
290                // Assume SRC_OVER
291                mode = SkXfermode::kSrcOver_Mode;
292            }
293        } else {
294            mode = getXfermode(p->getXfermode());
295        }
296    } else {
297        mode = SkXfermode::kSrcOver_Mode;
298    }
299
300    if (!mSnapshot->previous->invisible) {
301        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
302    }
303
304    return count;
305}
306
307int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
308        int alpha, int flags) {
309    if (alpha == 0xff) {
310        return saveLayer(left, top, right, bottom, NULL, flags);
311    } else {
312        SkPaint paint;
313        paint.setAlpha(alpha);
314        return saveLayer(left, top, right, bottom, &paint, flags);
315    }
316}
317
318/**
319 * Layers are viewed by Skia are slightly different than layers in image editing
320 * programs (for instance.) When a layer is created, previously created layers
321 * and the frame buffer still receive every drawing command. For instance, if a
322 * layer is created and a shape intersecting the bounds of the layers and the
323 * framebuffer is draw, the shape will be drawn on both (unless the layer was
324 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
325 *
326 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
327 * texture. Unfortunately, this is inefficient as it requires every primitive to
328 * be drawn n + 1 times, where n is the number of active layers. In practice this
329 * means, for every primitive:
330 *   - Switch active frame buffer
331 *   - Change viewport, clip and projection matrix
332 *   - Issue the drawing
333 *
334 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
335 * To avoid this, layers are implemented in a different way here, at least in the
336 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
337 * is set. When this flag is set we can redirect all drawing operations into a
338 * single FBO.
339 *
340 * This implementation relies on the frame buffer being at least RGBA 8888. When
341 * a layer is created, only a texture is created, not an FBO. The content of the
342 * frame buffer contained within the layer's bounds is copied into this texture
343 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
344 * buffer and drawing continues as normal. This technique therefore treats the
345 * frame buffer as a scratch buffer for the layers.
346 *
347 * To compose the layers back onto the frame buffer, each layer texture
348 * (containing the original frame buffer data) is drawn as a simple quad over
349 * the frame buffer. The trick is that the quad is set as the composition
350 * destination in the blending equation, and the frame buffer becomes the source
351 * of the composition.
352 *
353 * Drawing layers with an alpha value requires an extra step before composition.
354 * An empty quad is drawn over the layer's region in the frame buffer. This quad
355 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
356 * quad is used to multiply the colors in the frame buffer. This is achieved by
357 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
358 * GL_ZERO, GL_SRC_ALPHA.
359 *
360 * Because glCopyTexImage2D() can be slow, an alternative implementation might
361 * be use to draw a single clipped layer. The implementation described above
362 * is correct in every case.
363 *
364 * (1) The frame buffer is actually not cleared right away. To allow the GPU
365 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
366 *     buffer is left untouched until the first drawing operation. Only when
367 *     something actually gets drawn are the layers regions cleared.
368 */
369bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
370        float right, float bottom, int alpha, SkXfermode::Mode mode,
371        int flags, GLuint previousFbo) {
372    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
373    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
374
375    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
376
377    // Window coordinates of the layer
378    Rect bounds(left, top, right, bottom);
379    if (!fboLayer) {
380        mSnapshot->transform->mapRect(bounds);
381        // Layers only make sense if they are in the framebuffer's bounds
382        bounds.intersect(*mSnapshot->clipRect);
383        bounds.snapToPixelBoundaries();
384    }
385
386    if (bounds.isEmpty() || bounds.getWidth() > mMaxTextureSize ||
387            bounds.getHeight() > mMaxTextureSize) {
388        snapshot->invisible = true;
389    } else {
390        // TODO: Should take the mode into account
391        snapshot->invisible = snapshot->previous->invisible || alpha <= ALPHA_THRESHOLD;
392    }
393
394    // Bail out if we won't draw in this snapshot
395    if (snapshot->invisible) {
396        return false;
397    }
398
399    glActiveTexture(GL_TEXTURE0);
400
401    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
402    if (!layer) {
403        return false;
404    }
405
406    layer->mode = mode;
407    layer->alpha = alpha;
408    layer->layer.set(bounds);
409    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height),
410            bounds.getWidth() / float(layer->width), 0.0f);
411
412    // Save the layer in the snapshot
413    snapshot->flags |= Snapshot::kFlagIsLayer;
414    snapshot->layer = layer;
415
416    if (fboLayer) {
417        layer->fbo = mCaches.fboCache.get();
418
419        snapshot->flags |= Snapshot::kFlagIsFboLayer;
420        snapshot->fbo = layer->fbo;
421        snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
422        snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
423        snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
424        snapshot->height = bounds.getHeight();
425        snapshot->flags |= Snapshot::kFlagDirtyOrtho;
426        snapshot->orthoMatrix.load(mOrthoMatrix);
427
428        // Bind texture to FBO
429        glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
430        glBindTexture(GL_TEXTURE_2D, layer->texture);
431
432        // Initialize the texture if needed
433        if (layer->empty) {
434            layer->empty = false;
435            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0,
436                    GL_RGBA, GL_UNSIGNED_BYTE, NULL);
437        }
438
439        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
440                layer->texture, 0);
441
442#if DEBUG_LAYERS
443        GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
444        if (status != GL_FRAMEBUFFER_COMPLETE) {
445            LOGE("Framebuffer incomplete (GL error code 0x%x)", status);
446
447            glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
448            glDeleteTextures(1, &layer->texture);
449            mCaches.fboCache.put(layer->fbo);
450
451            delete layer;
452
453            return false;
454        }
455#endif
456
457        // Clear the FBO
458        bounds.snapToPixelBoundaries();
459        glScissor(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
460        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
461        glClear(GL_COLOR_BUFFER_BIT);
462
463        setScissorFromClip();
464
465        // Change the ortho projection
466        glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
467        mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
468    } else {
469        // Copy the framebuffer into the layer
470        glBindTexture(GL_TEXTURE_2D, layer->texture);
471
472         if (layer->empty) {
473             glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom,
474                     layer->width, layer->height, 0);
475             layer->empty = false;
476         } else {
477             glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, mHeight - bounds.bottom,
478                     bounds.getWidth(), bounds.getHeight());
479          }
480
481        // Enqueue the buffer coordinates to clear the corresponding region later
482        mLayers.push(new Rect(bounds));
483    }
484
485    return true;
486}
487
488/**
489 * Read the documentation of createLayer() before doing anything in this method.
490 */
491void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
492    if (!current->layer) {
493        LOGE("Attempting to compose a layer that does not exist");
494        return;
495    }
496
497    const bool fboLayer = current->flags & SkCanvas::kClipToLayer_SaveFlag;
498
499    if (fboLayer) {
500        // Unbind current FBO and restore previous one
501        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
502    }
503
504    // Restore the clip from the previous snapshot
505    const Rect& clip = *previous->clipRect;
506    glScissor(clip.left, previous->height - clip.bottom, clip.getWidth(), clip.getHeight());
507
508    Layer* layer = current->layer;
509    const Rect& rect = layer->layer;
510
511    if (!fboLayer && layer->alpha < 255) {
512        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
513                layer->alpha << 24, SkXfermode::kDstIn_Mode, true);
514    }
515
516    const Rect& texCoords = layer->texCoords;
517    resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom);
518
519    if (fboLayer) {
520        drawTextureRect(rect.left, rect.top, rect.right, rect.bottom,
521                layer->texture, layer->alpha / 255.0f, layer->mode, layer->blend);
522    } else {
523        drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture,
524                1.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0],
525                &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, true, true);
526    }
527
528    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
529
530    if (fboLayer) {
531        // Detach the texture from the FBO
532        glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
533        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
534        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
535
536        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
537        mCaches.fboCache.put(current->fbo);
538    }
539
540    // Failing to add the layer to the cache should happen only if the layer is too large
541    if (!mCaches.layerCache.put(layer)) {
542        LAYER_LOGD("Deleting layer");
543        glDeleteTextures(1, &layer->texture);
544        delete layer;
545    }
546}
547
548void OpenGLRenderer::clearLayerRegions() {
549    if (mLayers.size() == 0 || mSnapshot->invisible) return;
550
551    for (uint32_t i = 0; i < mLayers.size(); i++) {
552        Rect* bounds = mLayers.itemAt(i);
553
554        // Clear the framebuffer where the layer will draw
555        glScissor(bounds->left, mHeight - bounds->bottom,
556                bounds->getWidth(), bounds->getHeight());
557        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
558        glClear(GL_COLOR_BUFFER_BIT);
559
560        delete bounds;
561    }
562    mLayers.clear();
563
564    // Restore the clip
565    setScissorFromClip();
566}
567
568///////////////////////////////////////////////////////////////////////////////
569// Transforms
570///////////////////////////////////////////////////////////////////////////////
571
572void OpenGLRenderer::translate(float dx, float dy) {
573    mSnapshot->transform->translate(dx, dy, 0.0f);
574}
575
576void OpenGLRenderer::rotate(float degrees) {
577    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
578}
579
580void OpenGLRenderer::scale(float sx, float sy) {
581    mSnapshot->transform->scale(sx, sy, 1.0f);
582}
583
584void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
585    mSnapshot->transform->load(*matrix);
586}
587
588const float* OpenGLRenderer::getMatrix() const {
589    if (mSnapshot->fbo != 0) {
590        return &mSnapshot->transform->data[0];
591    }
592    return &mIdentity.data[0];
593}
594
595void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
596    mSnapshot->transform->copyTo(*matrix);
597}
598
599void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
600    mat4 m(*matrix);
601    mSnapshot->transform->multiply(m);
602}
603
604///////////////////////////////////////////////////////////////////////////////
605// Clipping
606///////////////////////////////////////////////////////////////////////////////
607
608void OpenGLRenderer::setScissorFromClip() {
609    const Rect& clip = *mSnapshot->clipRect;
610    glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
611}
612
613const Rect& OpenGLRenderer::getClipBounds() {
614    return mSnapshot->getLocalClip();
615}
616
617bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
618    if (mSnapshot->invisible) {
619        return true;
620    }
621
622    Rect r(left, top, right, bottom);
623    mSnapshot->transform->mapRect(r);
624    return !mSnapshot->clipRect->intersects(r);
625}
626
627bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
628    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
629    if (clipped) {
630        setScissorFromClip();
631    }
632    return !mSnapshot->clipRect->isEmpty();
633}
634
635///////////////////////////////////////////////////////////////////////////////
636// Drawing
637///////////////////////////////////////////////////////////////////////////////
638
639void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) {
640    const float right = left + bitmap->width();
641    const float bottom = top + bitmap->height();
642
643    if (quickReject(left, top, right, bottom)) {
644        return;
645    }
646
647    glActiveTexture(GL_TEXTURE0);
648    const Texture* texture = mCaches.textureCache.get(bitmap);
649    if (!texture) return;
650    const AutoTexture autoCleanup(texture);
651
652    drawTextureRect(left, top, right, bottom, texture, paint);
653}
654
655void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) {
656    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
657    const mat4 transform(*matrix);
658    transform.mapRect(r);
659
660    if (quickReject(r.left, r.top, r.right, r.bottom)) {
661        return;
662    }
663
664    glActiveTexture(GL_TEXTURE0);
665    const Texture* texture = mCaches.textureCache.get(bitmap);
666    if (!texture) return;
667    const AutoTexture autoCleanup(texture);
668
669    drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint);
670}
671
672void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
673         float srcLeft, float srcTop, float srcRight, float srcBottom,
674         float dstLeft, float dstTop, float dstRight, float dstBottom,
675         const SkPaint* paint) {
676    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
677        return;
678    }
679
680    glActiveTexture(GL_TEXTURE0);
681    const Texture* texture = mCaches.textureCache.get(bitmap);
682    if (!texture) return;
683    const AutoTexture autoCleanup(texture);
684
685    const float width = texture->width;
686    const float height = texture->height;
687
688    const float u1 = srcLeft / width;
689    const float v1 = srcTop / height;
690    const float u2 = srcRight / width;
691    const float v2 = srcBottom / height;
692
693    resetDrawTextureTexCoords(u1, v1, u2, v2);
694
695    drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint);
696
697    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
698}
699
700void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
701        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
702        float left, float top, float right, float bottom, const SkPaint* paint) {
703    if (quickReject(left, top, right, bottom)) {
704        return;
705    }
706
707    glActiveTexture(GL_TEXTURE0);
708    const Texture* texture = mCaches.textureCache.get(bitmap);
709    if (!texture) return;
710    const AutoTexture autoCleanup(texture);
711
712    int alpha;
713    SkXfermode::Mode mode;
714    getAlphaAndMode(paint, &alpha, &mode);
715
716    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
717            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
718
719    // Specify right and bottom as +1.0f from left/top to prevent scaling since the
720    // patch mesh already defines the final size
721    drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f,
722            mode, texture->blend, &mesh->vertices[0].position[0],
723            &mesh->vertices[0].texture[0], GL_TRIANGLES, mesh->verticesCount);
724}
725
726void OpenGLRenderer::drawLines(float* points, int count, const SkPaint* paint) {
727    if (mSnapshot->invisible) return;
728
729    int alpha;
730    SkXfermode::Mode mode;
731    getAlphaAndMode(paint, &alpha, &mode);
732
733    uint32_t color = paint->getColor();
734    const GLfloat a = alpha / 255.0f;
735    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
736    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
737    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
738
739    const bool isAA = paint->isAntiAlias();
740    if (isAA) {
741        GLuint textureUnit = 0;
742        setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a,
743                mode, false, true, mCaches.line.getVertices(), mCaches.line.getTexCoords());
744    } else {
745        setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false);
746    }
747
748    const float strokeWidth = paint->getStrokeWidth();
749    const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount;
750    const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP;
751
752    for (int i = 0; i < count; i += 4) {
753        float tx = 0.0f;
754        float ty = 0.0f;
755
756        if (isAA) {
757            mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3],
758                    strokeWidth, tx, ty);
759        } else {
760            ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f;
761        }
762
763        const float dx = points[i + 2] - points[i];
764        const float dy = points[i + 3] - points[i + 1];
765        const float mag = sqrtf(dx * dx + dy * dy);
766        const float angle = acos(dx / mag);
767
768        mModelView.loadTranslate(points[i], points[i + 1], 0.0f);
769        if (angle > MIN_ANGLE || angle < -MIN_ANGLE) {
770            mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f);
771        }
772        mModelView.translate(tx, ty, 0.0f);
773        if (!isAA) {
774            float length = mCaches.line.getLength(points[i], points[i + 1],
775                    points[i + 2], points[i + 3]);
776            mModelView.scale(length, strokeWidth, 1.0f);
777        }
778        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
779
780        if (mShader) {
781            mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot);
782        }
783
784        glDrawArrays(drawMode, 0, elementsCount);
785    }
786
787    if (isAA) {
788        glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
789    }
790}
791
792void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
793    const Rect& clip = *mSnapshot->clipRect;
794    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
795}
796
797void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) {
798    if (quickReject(left, top, right, bottom)) {
799        return;
800    }
801
802    SkXfermode::Mode mode;
803    if (!mExtensions.hasFramebufferFetch()) {
804        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
805        if (!isMode) {
806            // Assume SRC_OVER
807            mode = SkXfermode::kSrcOver_Mode;
808        }
809    } else {
810        mode = getXfermode(p->getXfermode());
811    }
812
813    // Skia draws using the color's alpha channel if < 255
814    // Otherwise, it uses the paint's alpha
815    int color = p->getColor();
816    if (((color >> 24) & 0xff) == 255) {
817        color |= p->getAlpha() << 24;
818    }
819
820    drawColorRect(left, top, right, bottom, color, mode);
821}
822
823void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
824        float x, float y, SkPaint* paint) {
825    if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
826        return;
827    }
828    if (mSnapshot->invisible) return;
829
830    paint->setAntiAlias(true);
831
832    float length = -1.0f;
833    switch (paint->getTextAlign()) {
834        case SkPaint::kCenter_Align:
835            length = paint->measureText(text, bytesCount);
836            x -= length / 2.0f;
837            break;
838        case SkPaint::kRight_Align:
839            length = paint->measureText(text, bytesCount);
840            x -= length;
841            break;
842        default:
843            break;
844    }
845
846    int alpha;
847    SkXfermode::Mode mode;
848    getAlphaAndMode(paint, &alpha, &mode);
849
850    uint32_t color = paint->getColor();
851    const GLfloat a = alpha / 255.0f;
852    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
853    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
854    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
855
856    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
857    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
858            paint->getTextSize());
859
860    if (mHasShadow) {
861        glActiveTexture(gTextureUnits[0]);
862        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
863        const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount,
864                count, mShadowRadius);
865        const AutoTexture autoCleanup(shadow);
866
867        setupShadow(shadow, x, y, mode, a);
868
869        // Draw the mesh
870        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
871        glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
872    }
873
874    GLuint textureUnit = 0;
875    glActiveTexture(gTextureUnits[textureUnit]);
876
877    // Assume that the modelView matrix does not force scales, rotates, etc.
878    const bool linearFilter = mSnapshot->transform->changesBounds();
879    setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit,
880            x, y, r, g, b, a, mode, false, true);
881
882    const Rect& clip = mSnapshot->getLocalClip();
883    clearLayerRegions();
884    fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y);
885
886    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
887    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
888
889    drawTextDecorations(text, bytesCount, length, x, y, paint);
890}
891
892void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
893    if (mSnapshot->invisible) return;
894
895    GLuint textureUnit = 0;
896    glActiveTexture(gTextureUnits[textureUnit]);
897
898    const PathTexture* texture = mCaches.pathCache.get(path, paint);
899    if (!texture) return;
900    const AutoTexture autoCleanup(texture);
901
902    const float x = texture->left - texture->offset;
903    const float y = texture->top - texture->offset;
904
905    if (quickReject(x, y, x + texture->width, y + texture->height)) {
906        return;
907    }
908
909    int alpha;
910    SkXfermode::Mode mode;
911    getAlphaAndMode(paint, &alpha, &mode);
912
913    uint32_t color = paint->getColor();
914    const GLfloat a = alpha / 255.0f;
915    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
916    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
917    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
918
919    setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true);
920
921    clearLayerRegions();
922
923    // Draw the mesh
924    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
925    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
926}
927
928///////////////////////////////////////////////////////////////////////////////
929// Shaders
930///////////////////////////////////////////////////////////////////////////////
931
932void OpenGLRenderer::resetShader() {
933    mShader = NULL;
934}
935
936void OpenGLRenderer::setupShader(SkiaShader* shader) {
937    mShader = shader;
938    if (mShader) {
939        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
940    }
941}
942
943///////////////////////////////////////////////////////////////////////////////
944// Color filters
945///////////////////////////////////////////////////////////////////////////////
946
947void OpenGLRenderer::resetColorFilter() {
948    mColorFilter = NULL;
949}
950
951void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
952    mColorFilter = filter;
953}
954
955///////////////////////////////////////////////////////////////////////////////
956// Drop shadow
957///////////////////////////////////////////////////////////////////////////////
958
959void OpenGLRenderer::resetShadow() {
960    mHasShadow = false;
961}
962
963void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
964    mHasShadow = true;
965    mShadowRadius = radius;
966    mShadowDx = dx;
967    mShadowDy = dy;
968    mShadowColor = color;
969}
970
971///////////////////////////////////////////////////////////////////////////////
972// Drawing implementation
973///////////////////////////////////////////////////////////////////////////////
974
975void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y,
976        SkXfermode::Mode mode, float alpha) {
977    const float sx = x - texture->left + mShadowDx;
978    const float sy = y - texture->top + mShadowDy;
979
980    const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
981    const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha;
982    const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f;
983    const GLfloat g = a * ((mShadowColor >>  8) & 0xFF) / 255.0f;
984    const GLfloat b = a * ((mShadowColor      ) & 0xFF) / 255.0f;
985
986    GLuint textureUnit = 0;
987    setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false);
988}
989
990void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit,
991        float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode,
992        bool transforms, bool applyFilters) {
993    setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit,
994            x, y, r, g, b, a, mode, transforms, applyFilters,
995            &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
996}
997
998void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
999        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
1000        SkXfermode::Mode mode, bool transforms, bool applyFilters) {
1001    setupTextureAlpha8(texture, width, height, textureUnit,
1002            x, y, r, g, b, a, mode, transforms, applyFilters,
1003            &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
1004}
1005
1006void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
1007        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
1008        SkXfermode::Mode mode, bool transforms, bool applyFilters,
1009        GLvoid* vertices, GLvoid* texCoords) {
1010     // Describe the required shaders
1011     ProgramDescription description;
1012     description.hasTexture = true;
1013     description.hasAlpha8Texture = true;
1014     const bool setColor = description.setAlpha8Color(r, g, b, a);
1015
1016     if (applyFilters) {
1017         if (mShader) {
1018             mShader->describe(description, mExtensions);
1019         }
1020         if (mColorFilter) {
1021             mColorFilter->describe(description, mExtensions);
1022         }
1023     }
1024
1025     // Setup the blending mode
1026     chooseBlending(true, mode, description);
1027
1028     // Build and use the appropriate shader
1029     useProgram(mCaches.programCache.get(description));
1030
1031     bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit);
1032     glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit);
1033
1034     int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1035     glEnableVertexAttribArray(texCoordsSlot);
1036
1037     // Setup attributes
1038     glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1039             gMeshStride, vertices);
1040     glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE,
1041             gMeshStride, texCoords);
1042
1043     // Setup uniforms
1044     if (transforms) {
1045         mModelView.loadTranslate(x, y, 0.0f);
1046         mModelView.scale(width, height, 1.0f);
1047     } else {
1048         mModelView.loadIdentity();
1049     }
1050     mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1051     if (setColor) {
1052         mCaches.currentProgram->setColor(r, g, b, a);
1053     }
1054
1055     textureUnit++;
1056     if (applyFilters) {
1057         // Setup attributes and uniforms required by the shaders
1058         if (mShader) {
1059             mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
1060         }
1061         if (mColorFilter) {
1062             mColorFilter->setupProgram(mCaches.currentProgram);
1063         }
1064     }
1065}
1066
1067// Same values used by Skia
1068#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
1069#define kStdUnderline_Offset    (1.0f / 9.0f)
1070#define kStdUnderline_Thickness (1.0f / 18.0f)
1071
1072void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
1073        float x, float y, SkPaint* paint) {
1074    // Handle underline and strike-through
1075    uint32_t flags = paint->getFlags();
1076    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
1077        float underlineWidth = length;
1078        // If length is > 0.0f, we already measured the text for the text alignment
1079        if (length <= 0.0f) {
1080            underlineWidth = paint->measureText(text, bytesCount);
1081        }
1082
1083        float offsetX = 0;
1084        switch (paint->getTextAlign()) {
1085            case SkPaint::kCenter_Align:
1086                offsetX = underlineWidth * 0.5f;
1087                break;
1088            case SkPaint::kRight_Align:
1089                offsetX = underlineWidth;
1090                break;
1091            default:
1092                break;
1093        }
1094
1095        if (underlineWidth > 0.0f) {
1096            const float textSize = paint->getTextSize();
1097            const float strokeWidth = textSize * kStdUnderline_Thickness;
1098
1099            const float left = x - offsetX;
1100            float top = 0.0f;
1101
1102            const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1);
1103            float points[pointsCount];
1104            int currentPoint = 0;
1105
1106            if (flags & SkPaint::kUnderlineText_Flag) {
1107                top = y + textSize * kStdUnderline_Offset;
1108                points[currentPoint++] = left;
1109                points[currentPoint++] = top;
1110                points[currentPoint++] = left + underlineWidth;
1111                points[currentPoint++] = top;
1112            }
1113
1114            if (flags & SkPaint::kStrikeThruText_Flag) {
1115                top = y + textSize * kStdStrikeThru_Offset;
1116                points[currentPoint++] = left;
1117                points[currentPoint++] = top;
1118                points[currentPoint++] = left + underlineWidth;
1119                points[currentPoint++] = top;
1120            }
1121
1122            SkPaint linesPaint(*paint);
1123            linesPaint.setStrokeWidth(strokeWidth);
1124
1125            drawLines(&points[0], pointsCount, &linesPaint);
1126        }
1127    }
1128}
1129
1130void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
1131        int color, SkXfermode::Mode mode, bool ignoreTransform) {
1132    clearLayerRegions();
1133
1134    // If a shader is set, preserve only the alpha
1135    if (mShader) {
1136        color |= 0x00ffffff;
1137    }
1138
1139    // Render using pre-multiplied alpha
1140    const int alpha = (color >> 24) & 0xFF;
1141    const GLfloat a = alpha / 255.0f;
1142    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
1143    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
1144    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
1145
1146    setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform);
1147
1148    // Draw the mesh
1149    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1150}
1151
1152void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom,
1153        float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform) {
1154    GLuint textureUnit = 0;
1155
1156    // Describe the required shaders
1157    ProgramDescription description;
1158    const bool setColor = description.setColor(r, g, b, a);
1159
1160    if (mShader) {
1161        mShader->describe(description, mExtensions);
1162    }
1163    if (mColorFilter) {
1164        mColorFilter->describe(description, mExtensions);
1165    }
1166
1167    // Setup the blending mode
1168    chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description);
1169
1170    // Build and use the appropriate shader
1171    useProgram(mCaches.programCache.get(description));
1172
1173    // Setup attributes
1174    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1175            gMeshStride, &mMeshVertices[0].position[0]);
1176
1177    // Setup uniforms
1178    mModelView.loadTranslate(left, top, 0.0f);
1179    mModelView.scale(right - left, bottom - top, 1.0f);
1180    if (!ignoreTransform) {
1181        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1182    } else {
1183        mat4 identity;
1184        mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity);
1185    }
1186    mCaches.currentProgram->setColor(r, g, b, a);
1187
1188    // Setup attributes and uniforms required by the shaders
1189    if (mShader) {
1190        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
1191    }
1192    if (mColorFilter) {
1193        mColorFilter->setupProgram(mCaches.currentProgram);
1194    }
1195}
1196
1197void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1198        const Texture* texture, const SkPaint* paint) {
1199    int alpha;
1200    SkXfermode::Mode mode;
1201    getAlphaAndMode(paint, &alpha, &mode);
1202
1203    drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
1204            texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1205            GL_TRIANGLE_STRIP, gMeshCount);
1206}
1207
1208void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1209        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
1210    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
1211            &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1212            GL_TRIANGLE_STRIP, gMeshCount);
1213}
1214
1215void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
1216        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
1217        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
1218        bool swapSrcDst, bool ignoreTransform) {
1219    clearLayerRegions();
1220
1221    ProgramDescription description;
1222    description.hasTexture = true;
1223    const bool setColor = description.setColor(alpha, alpha, alpha, alpha);
1224    if (mColorFilter) {
1225        mColorFilter->describe(description, mExtensions);
1226    }
1227
1228    mModelView.loadTranslate(left, top, 0.0f);
1229    mModelView.scale(right - left, bottom - top, 1.0f);
1230
1231    chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst);
1232
1233    useProgram(mCaches.programCache.get(description));
1234    if (!ignoreTransform) {
1235        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1236    } else {
1237        mat4 m;
1238        mCaches.currentProgram->set(mOrthoMatrix, mModelView, m);
1239    }
1240
1241    // Texture
1242    bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0);
1243    glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0);
1244
1245    // Always premultiplied
1246    if (setColor) {
1247        mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha);
1248    }
1249
1250    // Mesh
1251    int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1252    glEnableVertexAttribArray(texCoordsSlot);
1253    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1254            gMeshStride, vertices);
1255    glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1256
1257    // Color filter
1258    if (mColorFilter) {
1259        mColorFilter->setupProgram(mCaches.currentProgram);
1260    }
1261
1262    glDrawArrays(drawMode, 0, elementsCount);
1263    glDisableVertexAttribArray(texCoordsSlot);
1264}
1265
1266void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
1267        ProgramDescription& description, bool swapSrcDst) {
1268    blend = blend || mode != SkXfermode::kSrcOver_Mode;
1269    if (blend) {
1270        if (mode < SkXfermode::kPlus_Mode) {
1271            if (!mCaches.blend) {
1272                glEnable(GL_BLEND);
1273            }
1274
1275            GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
1276            GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
1277
1278            if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
1279                glBlendFunc(sourceMode, destMode);
1280                mCaches.lastSrcMode = sourceMode;
1281                mCaches.lastDstMode = destMode;
1282            }
1283        } else {
1284            // These blend modes are not supported by OpenGL directly and have
1285            // to be implemented using shaders. Since the shader will perform
1286            // the blending, turn blending off here
1287            if (mExtensions.hasFramebufferFetch()) {
1288                description.framebufferMode = mode;
1289                description.swapSrcDst = swapSrcDst;
1290            }
1291
1292            if (mCaches.blend) {
1293                glDisable(GL_BLEND);
1294            }
1295            blend = false;
1296        }
1297    } else if (mCaches.blend) {
1298        glDisable(GL_BLEND);
1299    }
1300    mCaches.blend = blend;
1301}
1302
1303bool OpenGLRenderer::useProgram(Program* program) {
1304    if (!program->isInUse()) {
1305        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
1306        program->use();
1307        mCaches.currentProgram = program;
1308        return false;
1309    }
1310    return true;
1311}
1312
1313void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
1314    TextureVertex* v = &mMeshVertices[0];
1315    TextureVertex::setUV(v++, u1, v1);
1316    TextureVertex::setUV(v++, u2, v1);
1317    TextureVertex::setUV(v++, u1, v2);
1318    TextureVertex::setUV(v++, u2, v2);
1319}
1320
1321void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
1322    if (paint) {
1323        if (!mExtensions.hasFramebufferFetch()) {
1324            const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode);
1325            if (!isMode) {
1326                // Assume SRC_OVER
1327                *mode = SkXfermode::kSrcOver_Mode;
1328            }
1329        } else {
1330            *mode = getXfermode(paint->getXfermode());
1331        }
1332
1333        // Skia draws using the color's alpha channel if < 255
1334        // Otherwise, it uses the paint's alpha
1335        int color = paint->getColor();
1336        *alpha = (color >> 24) & 0xFF;
1337        if (*alpha == 255) {
1338            *alpha = paint->getAlpha();
1339        }
1340    } else {
1341        *mode = SkXfermode::kSrcOver_Mode;
1342        *alpha = 255;
1343    }
1344}
1345
1346SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
1347    if (mode == NULL) {
1348        return SkXfermode::kSrcOver_Mode;
1349    }
1350    return mode->fMode;
1351}
1352
1353void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) {
1354    glActiveTexture(gTextureUnits[textureUnit]);
1355    glBindTexture(GL_TEXTURE_2D, texture);
1356    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
1357    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
1358}
1359
1360}; // namespace uirenderer
1361}; // namespace android
1362