OpenGLRenderer.cpp revision bf434114cbf55b216fdc76fc8d65a75e84c9dab5
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkTypeface.h>
25
26#include <utils/Log.h>
27
28#include "OpenGLRenderer.h"
29
30namespace android {
31namespace uirenderer {
32
33///////////////////////////////////////////////////////////////////////////////
34// Defines
35///////////////////////////////////////////////////////////////////////////////
36
37#define REQUIRED_TEXTURE_UNITS_COUNT 3
38
39// Generates simple and textured vertices
40#define FV(x, y, u, v) { { x, y }, { u, v } }
41
42///////////////////////////////////////////////////////////////////////////////
43// Globals
44///////////////////////////////////////////////////////////////////////////////
45
46// This array is never used directly but used as a memcpy source in the
47// OpenGLRenderer constructor
48static const TextureVertex gMeshVertices[] = {
49        FV(0.0f, 0.0f, 0.0f, 0.0f),
50        FV(1.0f, 0.0f, 1.0f, 0.0f),
51        FV(0.0f, 1.0f, 0.0f, 1.0f),
52        FV(1.0f, 1.0f, 1.0f, 1.0f)
53};
54static const GLsizei gMeshStride = sizeof(TextureVertex);
55static const GLsizei gMeshCount = 4;
56
57/**
58 * Structure mapping Skia xfermodes to OpenGL blending factors.
59 */
60struct Blender {
61    SkXfermode::Mode mode;
62    GLenum src;
63    GLenum dst;
64}; // struct Blender
65
66// In this array, the index of each Blender equals the value of the first
67// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
68static const Blender gBlends[] = {
69        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
70        { SkXfermode::kSrc_Mode,     GL_ONE,                  GL_ZERO },
71        { SkXfermode::kDst_Mode,     GL_ZERO,                 GL_ONE },
72        { SkXfermode::kSrcOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
73        { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
74        { SkXfermode::kSrcIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
75        { SkXfermode::kDstIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
76        { SkXfermode::kSrcOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
77        { SkXfermode::kDstOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
78        { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
79        { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
80        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
81};
82
83// This array contains the swapped version of each SkXfermode. For instance
84// this array's SrcOver blending mode is actually DstOver. You can refer to
85// createLayer() for more information on the purpose of this array.
86static const Blender gBlendsSwap[] = {
87        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
88        { SkXfermode::kSrc_Mode,     GL_ZERO,                 GL_ONE },
89        { SkXfermode::kDst_Mode,     GL_ONE,                  GL_ZERO },
90        { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
91        { SkXfermode::kDstOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
92        { SkXfermode::kSrcIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
93        { SkXfermode::kDstIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
94        { SkXfermode::kSrcOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
95        { SkXfermode::kDstOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
96        { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
97        { SkXfermode::kDstATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
98        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
99};
100
101static const GLenum gTextureUnits[] = {
102        GL_TEXTURE0,
103        GL_TEXTURE1,
104        GL_TEXTURE2
105};
106
107///////////////////////////////////////////////////////////////////////////////
108// Constructors/destructor
109///////////////////////////////////////////////////////////////////////////////
110
111OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
112    LOGD("Create OpenGLRenderer");
113
114    mShader = NULL;
115    mColorFilter = NULL;
116    mHasShadow = false;
117
118    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
119
120    mFirstSnapshot = new Snapshot;
121
122    GLint maxTextureUnits;
123    glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
124    if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) {
125        LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT);
126    }
127
128    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
129}
130
131OpenGLRenderer::~OpenGLRenderer() {
132    LOGD("Destroy OpenGLRenderer");
133}
134
135///////////////////////////////////////////////////////////////////////////////
136// Setup
137///////////////////////////////////////////////////////////////////////////////
138
139void OpenGLRenderer::setViewport(int width, int height) {
140    glViewport(0, 0, width, height);
141    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
142
143    mWidth = width;
144    mHeight = height;
145}
146
147void OpenGLRenderer::prepare() {
148    mSnapshot = new Snapshot(mFirstSnapshot,
149            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
150    mSaveCount = 1;
151
152    glViewport(0, 0, mWidth, mHeight);
153
154    glDisable(GL_DITHER);
155    glDisable(GL_SCISSOR_TEST);
156
157    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
158    glClear(GL_COLOR_BUFFER_BIT);
159
160    glEnable(GL_SCISSOR_TEST);
161    glScissor(0, 0, mWidth, mHeight);
162
163    mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight);
164}
165
166void OpenGLRenderer::finish() {
167#if DEBUG_OPENGL
168    GLenum status = GL_NO_ERROR;
169    while ((status = glGetError()) != GL_NO_ERROR) {
170        LOGD("GL error from OpenGLRenderer: 0x%x", status);
171    }
172#endif
173}
174
175void OpenGLRenderer::acquireContext() {
176    if (mCaches.currentProgram) {
177        if (mCaches.currentProgram->isInUse()) {
178            mCaches.currentProgram->remove();
179            mCaches.currentProgram = NULL;
180        }
181    }
182}
183
184void OpenGLRenderer::releaseContext() {
185    glViewport(0, 0, mWidth, mHeight);
186
187    glEnable(GL_SCISSOR_TEST);
188    setScissorFromClip();
189
190    glDisable(GL_DITHER);
191
192    glBindFramebuffer(GL_FRAMEBUFFER, 0);
193
194    if (mCaches.blend) {
195        glEnable(GL_BLEND);
196        glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
197        glBlendEquation(GL_FUNC_ADD);
198    } else {
199        glDisable(GL_BLEND);
200    }
201}
202
203///////////////////////////////////////////////////////////////////////////////
204// State management
205///////////////////////////////////////////////////////////////////////////////
206
207int OpenGLRenderer::getSaveCount() const {
208    return mSaveCount;
209}
210
211int OpenGLRenderer::save(int flags) {
212    return saveSnapshot(flags);
213}
214
215void OpenGLRenderer::restore() {
216    if (mSaveCount > 1) {
217        restoreSnapshot();
218    }
219}
220
221void OpenGLRenderer::restoreToCount(int saveCount) {
222    if (saveCount < 1) saveCount = 1;
223
224    while (mSaveCount > saveCount) {
225        restoreSnapshot();
226    }
227}
228
229int OpenGLRenderer::saveSnapshot(int flags) {
230    mSnapshot = new Snapshot(mSnapshot, flags);
231    return mSaveCount++;
232}
233
234bool OpenGLRenderer::restoreSnapshot() {
235    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
236    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
237
238    sp<Snapshot> current = mSnapshot;
239    sp<Snapshot> previous = mSnapshot->previous;
240
241    mSaveCount--;
242    mSnapshot = previous;
243
244    if (restoreLayer) {
245        composeLayer(current, previous);
246    }
247
248    if (restoreClip) {
249        setScissorFromClip();
250    }
251
252    return restoreClip;
253}
254
255///////////////////////////////////////////////////////////////////////////////
256// Layers
257///////////////////////////////////////////////////////////////////////////////
258
259int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
260        const SkPaint* p, int flags) {
261    int count = saveSnapshot(flags);
262
263    int alpha = 255;
264    SkXfermode::Mode mode;
265
266    if (p) {
267        alpha = p->getAlpha();
268        if (!mExtensions.hasFramebufferFetch()) {
269            const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
270            if (!isMode) {
271                // Assume SRC_OVER
272                mode = SkXfermode::kSrcOver_Mode;
273            }
274        } else {
275            mode = getXfermode(p->getXfermode());
276        }
277    } else {
278        mode = SkXfermode::kSrcOver_Mode;
279    }
280
281    createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags);
282
283    return count;
284}
285
286int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
287        int alpha, int flags) {
288    if (alpha == 0xff) {
289        return saveLayer(left, top, right, bottom, NULL, flags);
290    } else {
291        SkPaint paint;
292        paint.setAlpha(alpha);
293        return saveLayer(left, top, right, bottom, &paint, flags);
294    }
295}
296
297/**
298 * Layers are viewed by Skia are slightly different than layers in image editing
299 * programs (for instance.) When a layer is created, previously created layers
300 * and the frame buffer still receive every drawing command. For instance, if a
301 * layer is created and a shape intersecting the bounds of the layers and the
302 * framebuffer is draw, the shape will be drawn on both (unless the layer was
303 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
304 *
305 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
306 * texture. Unfortunately, this is inefficient as it requires every primitive to
307 * be drawn n + 1 times, where n is the number of active layers. In practice this
308 * means, for every primitive:
309 *   - Switch active frame buffer
310 *   - Change viewport, clip and projection matrix
311 *   - Issue the drawing
312 *
313 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
314 * To avoid this, layers are implemented in a different way here.
315 *
316 * This implementation relies on the frame buffer being at least RGBA 8888. When
317 * a layer is created, only a texture is created, not an FBO. The content of the
318 * frame buffer contained within the layer's bounds is copied into this texture
319 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
320 * buffer and drawing continues as normal. This technique therefore treats the
321 * frame buffer as a scratch buffer for the layers.
322 *
323 * To compose the layers back onto the frame buffer, each layer texture
324 * (containing the original frame buffer data) is drawn as a simple quad over
325 * the frame buffer. The trick is that the quad is set as the composition
326 * destination in the blending equation, and the frame buffer becomes the source
327 * of the composition.
328 *
329 * Drawing layers with an alpha value requires an extra step before composition.
330 * An empty quad is drawn over the layer's region in the frame buffer. This quad
331 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
332 * quad is used to multiply the colors in the frame buffer. This is achieved by
333 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
334 * GL_ZERO, GL_SRC_ALPHA.
335 *
336 * Because glCopyTexImage2D() can be slow, an alternative implementation might
337 * be use to draw a single clipped layer. The implementation described above
338 * is correct in every case.
339 *
340 * (1) The frame buffer is actually not cleared right away. To allow the GPU
341 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
342 *     buffer is left untouched until the first drawing operation. Only when
343 *     something actually gets drawn are the layers regions cleared.
344 */
345bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
346        float right, float bottom, int alpha, SkXfermode::Mode mode,int flags) {
347    LAYER_LOGD("Requesting layer %fx%f", right - left, bottom - top);
348    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
349
350    // Window coordinates of the layer
351    Rect bounds(left, top, right, bottom);
352    mSnapshot->transform->mapRect(bounds);
353
354    // Layers only make sense if they are in the framebuffer's bounds
355    bounds.intersect(*mSnapshot->clipRect);
356    bounds.snapToPixelBoundaries();
357
358    if (bounds.isEmpty() || bounds.getWidth() > mMaxTextureSize ||
359            bounds.getHeight() > mMaxTextureSize) {
360        return false;
361    }
362
363    LayerSize size(bounds.getWidth(), bounds.getHeight());
364    Layer* layer = mCaches.layerCache.get(size);
365    if (!layer) {
366        return false;
367    }
368
369    layer->mode = mode;
370    layer->alpha = alpha;
371    layer->layer.set(bounds);
372
373    // Save the layer in the snapshot
374    snapshot->flags |= Snapshot::kFlagIsLayer;
375    snapshot->layer = layer;
376
377    // Copy the framebuffer into the layer
378    glBindTexture(GL_TEXTURE_2D, layer->texture);
379    glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom,
380            bounds.getWidth(), bounds.getHeight(), 0);
381
382    if (flags & SkCanvas::kClipToLayer_SaveFlag) {
383        if (mSnapshot->clipTransformed(bounds)) setScissorFromClip();
384    }
385
386    // Enqueue the buffer coordinates to clear the corresponding region later
387    mLayers.push(new Rect(bounds));
388
389    return true;
390}
391
392/**
393 * Read the documentation of createLayer() before doing anything in this method.
394 */
395void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
396    if (!current->layer) {
397        LOGE("Attempting to compose a layer that does not exist");
398        return;
399    }
400
401    // Restore the clip from the previous snapshot
402    const Rect& clip = *previous->clipRect;
403    glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight());
404
405    Layer* layer = current->layer;
406    const Rect& rect = layer->layer;
407
408    if (layer->alpha < 255) {
409        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
410                layer->alpha << 24, SkXfermode::kDstIn_Mode, true);
411    }
412
413    // Layers are already drawn with a top-left origin, don't flip the texture
414    resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
415
416    drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture,
417            1.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0],
418            &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, true, true);
419
420    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
421
422    LayerSize size(rect.getWidth(), rect.getHeight());
423    // Failing to add the layer to the cache should happen only if the
424    // layer is too large
425    if (!mCaches.layerCache.put(size, layer)) {
426        LAYER_LOGD("Deleting layer");
427
428        glDeleteTextures(1, &layer->texture);
429
430        delete layer;
431    }
432}
433
434void OpenGLRenderer::clearLayerRegions() {
435    if (mLayers.size() == 0) return;
436
437    for (uint32_t i = 0; i < mLayers.size(); i++) {
438        Rect* bounds = mLayers.itemAt(i);
439
440        // Clear the framebuffer where the layer will draw
441        glScissor(bounds->left, mHeight - bounds->bottom,
442                bounds->getWidth(), bounds->getHeight());
443        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
444        glClear(GL_COLOR_BUFFER_BIT);
445
446        delete bounds;
447    }
448    mLayers.clear();
449
450    // Restore the clip
451    setScissorFromClip();
452}
453
454///////////////////////////////////////////////////////////////////////////////
455// Transforms
456///////////////////////////////////////////////////////////////////////////////
457
458void OpenGLRenderer::translate(float dx, float dy) {
459    mSnapshot->transform->translate(dx, dy, 0.0f);
460}
461
462void OpenGLRenderer::rotate(float degrees) {
463    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
464}
465
466void OpenGLRenderer::scale(float sx, float sy) {
467    mSnapshot->transform->scale(sx, sy, 1.0f);
468}
469
470void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
471    mSnapshot->transform->load(*matrix);
472}
473
474void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
475    mSnapshot->transform->copyTo(*matrix);
476}
477
478void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
479    mat4 m(*matrix);
480    mSnapshot->transform->multiply(m);
481}
482
483///////////////////////////////////////////////////////////////////////////////
484// Clipping
485///////////////////////////////////////////////////////////////////////////////
486
487void OpenGLRenderer::setScissorFromClip() {
488    const Rect& clip = *mSnapshot->clipRect;
489    glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight());
490}
491
492const Rect& OpenGLRenderer::getClipBounds() {
493    return mSnapshot->getLocalClip();
494}
495
496bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
497    Rect r(left, top, right, bottom);
498    mSnapshot->transform->mapRect(r);
499    return !mSnapshot->clipRect->intersects(r);
500}
501
502bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
503    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
504    if (clipped) {
505        setScissorFromClip();
506    }
507    return !mSnapshot->clipRect->isEmpty();
508}
509
510///////////////////////////////////////////////////////////////////////////////
511// Drawing
512///////////////////////////////////////////////////////////////////////////////
513
514void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) {
515    const float right = left + bitmap->width();
516    const float bottom = top + bitmap->height();
517
518    if (quickReject(left, top, right, bottom)) {
519        return;
520    }
521
522    glActiveTexture(GL_TEXTURE0);
523    const Texture* texture = mCaches.textureCache.get(bitmap);
524    if (!texture) return;
525    const AutoTexture autoCleanup(texture);
526
527    drawTextureRect(left, top, right, bottom, texture, paint);
528}
529
530void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) {
531    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
532    const mat4 transform(*matrix);
533    transform.mapRect(r);
534
535    if (quickReject(r.left, r.top, r.right, r.bottom)) {
536        return;
537    }
538
539    glActiveTexture(GL_TEXTURE0);
540    const Texture* texture = mCaches.textureCache.get(bitmap);
541    if (!texture) return;
542    const AutoTexture autoCleanup(texture);
543
544    drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint);
545}
546
547void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
548         float srcLeft, float srcTop, float srcRight, float srcBottom,
549         float dstLeft, float dstTop, float dstRight, float dstBottom,
550         const SkPaint* paint) {
551    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
552        return;
553    }
554
555    glActiveTexture(GL_TEXTURE0);
556    const Texture* texture = mCaches.textureCache.get(bitmap);
557    if (!texture) return;
558    const AutoTexture autoCleanup(texture);
559
560    const float width = texture->width;
561    const float height = texture->height;
562
563    const float u1 = srcLeft / width;
564    const float v1 = srcTop / height;
565    const float u2 = srcRight / width;
566    const float v2 = srcBottom / height;
567
568    resetDrawTextureTexCoords(u1, v1, u2, v2);
569
570    drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint);
571
572    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
573}
574
575void OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
576        float left, float top, float right, float bottom, const SkPaint* paint) {
577    if (quickReject(left, top, right, bottom)) {
578        return;
579    }
580
581    glActiveTexture(GL_TEXTURE0);
582    const Texture* texture = mCaches.textureCache.get(bitmap);
583    if (!texture) return;
584    const AutoTexture autoCleanup(texture);
585
586    int alpha;
587    SkXfermode::Mode mode;
588    getAlphaAndMode(paint, &alpha, &mode);
589
590    Patch* mesh = mCaches.patchCache.get(patch);
591    mesh->updateVertices(bitmap, left, top, right, bottom,
592            &patch->xDivs[0], &patch->yDivs[0], patch->numXDivs, patch->numYDivs);
593
594    // Specify right and bottom as +1.0f from left/top to prevent scaling since the
595    // patch mesh already defines the final size
596    drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f,
597            mode, texture->blend, &mesh->vertices[0].position[0],
598            &mesh->vertices[0].texture[0], GL_TRIANGLES, mesh->verticesCount);
599}
600
601void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
602    const Rect& clip = *mSnapshot->clipRect;
603    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
604}
605
606void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) {
607    if (quickReject(left, top, right, bottom)) {
608        return;
609    }
610
611    SkXfermode::Mode mode;
612    if (!mExtensions.hasFramebufferFetch()) {
613        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
614        if (!isMode) {
615            // Assume SRC_OVER
616            mode = SkXfermode::kSrcOver_Mode;
617        }
618    } else {
619        mode = getXfermode(p->getXfermode());
620    }
621
622    // Skia draws using the color's alpha channel if < 255
623    // Otherwise, it uses the paint's alpha
624    int color = p->getColor();
625    if (((color >> 24) & 0xff) == 255) {
626        color |= p->getAlpha() << 24;
627    }
628
629    drawColorRect(left, top, right, bottom, color, mode);
630}
631
632void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
633        float x, float y, SkPaint* paint) {
634    if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
635        return;
636    }
637    paint->setAntiAlias(true);
638
639    float length = -1.0f;
640    switch (paint->getTextAlign()) {
641        case SkPaint::kCenter_Align:
642            length = paint->measureText(text, bytesCount);
643            x -= length / 2.0f;
644            break;
645        case SkPaint::kRight_Align:
646            length = paint->measureText(text, bytesCount);
647            x -= length;
648            break;
649        default:
650            break;
651    }
652
653    int alpha;
654    SkXfermode::Mode mode;
655    getAlphaAndMode(paint, &alpha, &mode);
656
657    uint32_t color = paint->getColor();
658    const GLfloat a = alpha / 255.0f;
659    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
660    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
661    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
662
663    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
664    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
665            paint->getTextSize());
666    if (mHasShadow) {
667        glActiveTexture(gTextureUnits[0]);
668        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
669        const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount,
670                count, mShadowRadius);
671        const AutoTexture autoCleanup(shadow);
672
673        setupShadow(shadow, x, y, mode, a);
674
675        // Draw the mesh
676        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
677        glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
678    }
679
680    GLuint textureUnit = 0;
681    glActiveTexture(gTextureUnits[textureUnit]);
682
683    setupTextureAlpha8(fontRenderer.getTexture(), 0, 0, textureUnit, x, y, r, g, b, a,
684            mode, false, true);
685
686    const Rect& clip = mSnapshot->getLocalClip();
687    clearLayerRegions();
688    fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y);
689
690    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
691    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
692
693    drawTextDecorations(text, bytesCount, length, x, y, paint);
694}
695
696void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
697    GLuint textureUnit = 0;
698    glActiveTexture(gTextureUnits[textureUnit]);
699
700    const PathTexture* texture = mCaches.pathCache.get(path, paint);
701    if (!texture) return;
702    const AutoTexture autoCleanup(texture);
703
704    const float x = texture->left - texture->offset;
705    const float y = texture->top - texture->offset;
706
707    if (quickReject(x, y, x + texture->width, y + texture->height)) {
708        return;
709    }
710
711    int alpha;
712    SkXfermode::Mode mode;
713    getAlphaAndMode(paint, &alpha, &mode);
714
715    uint32_t color = paint->getColor();
716    const GLfloat a = alpha / 255.0f;
717    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
718    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
719    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
720
721    setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true);
722
723    clearLayerRegions();
724
725    // Draw the mesh
726    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
727    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
728}
729
730///////////////////////////////////////////////////////////////////////////////
731// Shaders
732///////////////////////////////////////////////////////////////////////////////
733
734void OpenGLRenderer::resetShader() {
735    mShader = NULL;
736}
737
738void OpenGLRenderer::setupShader(SkiaShader* shader) {
739    mShader = shader;
740    if (mShader) {
741        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
742    }
743}
744
745///////////////////////////////////////////////////////////////////////////////
746// Color filters
747///////////////////////////////////////////////////////////////////////////////
748
749void OpenGLRenderer::resetColorFilter() {
750    mColorFilter = NULL;
751}
752
753void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
754    mColorFilter = filter;
755}
756
757///////////////////////////////////////////////////////////////////////////////
758// Drop shadow
759///////////////////////////////////////////////////////////////////////////////
760
761void OpenGLRenderer::resetShadow() {
762    mHasShadow = false;
763}
764
765void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
766    mHasShadow = true;
767    mShadowRadius = radius;
768    mShadowDx = dx;
769    mShadowDy = dy;
770    mShadowColor = color;
771}
772
773///////////////////////////////////////////////////////////////////////////////
774// Drawing implementation
775///////////////////////////////////////////////////////////////////////////////
776
777void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y,
778        SkXfermode::Mode mode, float alpha) {
779    const float sx = x - texture->left + mShadowDx;
780    const float sy = y - texture->top + mShadowDy;
781
782    const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
783    const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha;
784    const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f;
785    const GLfloat g = a * ((mShadowColor >>  8) & 0xFF) / 255.0f;
786    const GLfloat b = a * ((mShadowColor      ) & 0xFF) / 255.0f;
787
788    GLuint textureUnit = 0;
789    setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false);
790}
791
792void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit,
793        float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode,
794        bool transforms, bool applyFilters) {
795    setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit,
796            x, y, r, g, b, a, mode, transforms, applyFilters);
797}
798
799void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
800        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
801        SkXfermode::Mode mode, bool transforms, bool applyFilters) {
802     // Describe the required shaders
803     ProgramDescription description;
804     description.hasTexture = true;
805     description.hasAlpha8Texture = true;
806
807     if (applyFilters) {
808         if (mShader) {
809             mShader->describe(description, mExtensions);
810         }
811         if (mColorFilter) {
812             mColorFilter->describe(description, mExtensions);
813         }
814     }
815
816     // Setup the blending mode
817     chooseBlending(true, mode, description);
818
819     // Build and use the appropriate shader
820     useProgram(mCaches.programCache.get(description));
821
822     bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit);
823     glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit);
824
825     int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
826     glEnableVertexAttribArray(texCoordsSlot);
827
828     // Setup attributes
829     glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
830             gMeshStride, &mMeshVertices[0].position[0]);
831     glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE,
832             gMeshStride, &mMeshVertices[0].texture[0]);
833
834     // Setup uniforms
835     if (transforms) {
836         mModelView.loadTranslate(x, y, 0.0f);
837         mModelView.scale(width, height, 1.0f);
838     } else {
839         mModelView.loadIdentity();
840     }
841     mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
842     glUniform4f(mCaches.currentProgram->color, r, g, b, a);
843
844     textureUnit++;
845     if (applyFilters) {
846         // Setup attributes and uniforms required by the shaders
847         if (mShader) {
848             mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
849         }
850         if (mColorFilter) {
851             mColorFilter->setupProgram(mCaches.currentProgram);
852         }
853     }
854}
855
856// Same values used by Skia
857#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
858#define kStdUnderline_Offset    (1.0f / 9.0f)
859#define kStdUnderline_Thickness (1.0f / 18.0f)
860
861void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
862        float x, float y, SkPaint* paint) {
863    // Handle underline and strike-through
864    uint32_t flags = paint->getFlags();
865    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
866        float underlineWidth = length;
867        // If length is > 0.0f, we already measured the text for the text alignment
868        if (length <= 0.0f) {
869            underlineWidth = paint->measureText(text, bytesCount);
870        }
871
872        float offsetX = 0;
873        switch (paint->getTextAlign()) {
874            case SkPaint::kCenter_Align:
875                offsetX = underlineWidth * 0.5f;
876                break;
877            case SkPaint::kRight_Align:
878                offsetX = underlineWidth;
879                break;
880            default:
881                break;
882        }
883
884        if (underlineWidth > 0.0f) {
885            float textSize = paint->getTextSize();
886            float height = textSize * kStdUnderline_Thickness;
887
888            float left = x - offsetX;
889            float top = 0.0f;
890            float right = left + underlineWidth;
891            float bottom = 0.0f;
892
893            if (flags & SkPaint::kUnderlineText_Flag) {
894                top = y + textSize * kStdUnderline_Offset;
895                bottom = top + height;
896                drawRect(left, top, right, bottom, paint);
897            }
898
899            if (flags & SkPaint::kStrikeThruText_Flag) {
900                top = y + textSize * kStdStrikeThru_Offset;
901                bottom = top + height;
902                drawRect(left, top, right, bottom, paint);
903            }
904        }
905    }
906}
907
908void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
909        int color, SkXfermode::Mode mode, bool ignoreTransform) {
910    clearLayerRegions();
911
912    // If a shader is set, preserve only the alpha
913    if (mShader) {
914        color |= 0x00ffffff;
915    }
916
917    // Render using pre-multiplied alpha
918    const int alpha = (color >> 24) & 0xFF;
919    const GLfloat a = alpha / 255.0f;
920    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
921    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
922    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
923
924    GLuint textureUnit = 0;
925
926    // Describe the required shaders
927    ProgramDescription description;
928    if (mShader) {
929        mShader->describe(description, mExtensions);
930    }
931    if (mColorFilter) {
932        mColorFilter->describe(description, mExtensions);
933    }
934
935    // Setup the blending mode
936    chooseBlending(alpha < 255 || (mShader && mShader->blend()), mode, description);
937
938    // Build and use the appropriate shader
939    useProgram(mCaches.programCache.get(description));
940
941    // Setup attributes
942    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
943            gMeshStride, &mMeshVertices[0].position[0]);
944
945    // Setup uniforms
946    mModelView.loadTranslate(left, top, 0.0f);
947    mModelView.scale(right - left, bottom - top, 1.0f);
948    if (!ignoreTransform) {
949        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
950    } else {
951        mat4 identity;
952        mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity);
953    }
954    glUniform4f(mCaches.currentProgram->color, r, g, b, a);
955
956    // Setup attributes and uniforms required by the shaders
957    if (mShader) {
958        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
959    }
960    if (mColorFilter) {
961        mColorFilter->setupProgram(mCaches.currentProgram);
962    }
963
964    // Draw the mesh
965    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
966}
967
968void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
969        const Texture* texture, const SkPaint* paint) {
970    int alpha;
971    SkXfermode::Mode mode;
972    getAlphaAndMode(paint, &alpha, &mode);
973
974    drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
975            texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
976            GL_TRIANGLE_STRIP, gMeshCount);
977}
978
979void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
980        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
981    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
982            &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
983            GL_TRIANGLE_STRIP, gMeshCount);
984}
985
986void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
987        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
988        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
989        bool swapSrcDst, bool ignoreTransform) {
990    clearLayerRegions();
991
992    ProgramDescription description;
993    description.hasTexture = true;
994    if (mColorFilter) {
995        mColorFilter->describe(description, mExtensions);
996    }
997
998    mModelView.loadTranslate(left, top, 0.0f);
999    mModelView.scale(right - left, bottom - top, 1.0f);
1000
1001    chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst);
1002
1003    useProgram(mCaches.programCache.get(description));
1004    if (!ignoreTransform) {
1005        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1006    } else {
1007        mat4 m;
1008        mCaches.currentProgram->set(mOrthoMatrix, mModelView, m);
1009    }
1010
1011    // Texture
1012    bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0);
1013    glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0);
1014
1015    // Always premultiplied
1016    glUniform4f(mCaches.currentProgram->color, alpha, alpha, alpha, alpha);
1017
1018    // Mesh
1019    int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1020    glEnableVertexAttribArray(texCoordsSlot);
1021    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1022            gMeshStride, vertices);
1023    glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1024
1025    // Color filter
1026    if (mColorFilter) {
1027        mColorFilter->setupProgram(mCaches.currentProgram);
1028    }
1029
1030    glDrawArrays(drawMode, 0, elementsCount);
1031    glDisableVertexAttribArray(texCoordsSlot);
1032}
1033
1034void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
1035        ProgramDescription& description, bool swapSrcDst) {
1036    blend = blend || mode != SkXfermode::kSrcOver_Mode;
1037    if (blend) {
1038        if (mode < SkXfermode::kPlus_Mode) {
1039            if (!mCaches.blend) {
1040                glEnable(GL_BLEND);
1041            }
1042
1043            GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
1044            GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
1045
1046            if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
1047                glBlendFunc(sourceMode, destMode);
1048                mCaches.lastSrcMode = sourceMode;
1049                mCaches.lastDstMode = destMode;
1050            }
1051        } else {
1052            // These blend modes are not supported by OpenGL directly and have
1053            // to be implemented using shaders. Since the shader will perform
1054            // the blending, turn blending off here
1055            if (mExtensions.hasFramebufferFetch()) {
1056                description.framebufferMode = mode;
1057                description.swapSrcDst = swapSrcDst;
1058            }
1059
1060            if (mCaches.blend) {
1061                glDisable(GL_BLEND);
1062            }
1063            blend = false;
1064        }
1065    } else if (mCaches.blend) {
1066        glDisable(GL_BLEND);
1067    }
1068    mCaches.blend = blend;
1069}
1070
1071bool OpenGLRenderer::useProgram(Program* program) {
1072    if (!program->isInUse()) {
1073        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
1074        program->use();
1075        mCaches.currentProgram = program;
1076        return false;
1077    }
1078    return true;
1079}
1080
1081void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
1082    TextureVertex* v = &mMeshVertices[0];
1083    TextureVertex::setUV(v++, u1, v1);
1084    TextureVertex::setUV(v++, u2, v1);
1085    TextureVertex::setUV(v++, u1, v2);
1086    TextureVertex::setUV(v++, u2, v2);
1087}
1088
1089void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
1090    if (paint) {
1091        if (!mExtensions.hasFramebufferFetch()) {
1092            const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode);
1093            if (!isMode) {
1094                // Assume SRC_OVER
1095                *mode = SkXfermode::kSrcOver_Mode;
1096            }
1097        } else {
1098            *mode = getXfermode(paint->getXfermode());
1099        }
1100
1101        // Skia draws using the color's alpha channel if < 255
1102        // Otherwise, it uses the paint's alpha
1103        int color = paint->getColor();
1104        *alpha = (color >> 24) & 0xFF;
1105        if (*alpha == 255) {
1106            *alpha = paint->getAlpha();
1107        }
1108    } else {
1109        *mode = SkXfermode::kSrcOver_Mode;
1110        *alpha = 255;
1111    }
1112}
1113
1114SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
1115    if (mode == NULL) {
1116        return SkXfermode::kSrcOver_Mode;
1117    }
1118    return mode->fMode;
1119}
1120
1121void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) {
1122    glActiveTexture(gTextureUnits[textureUnit]);
1123    glBindTexture(GL_TEXTURE_2D, texture);
1124    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
1125    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
1126}
1127
1128}; // namespace uirenderer
1129}; // namespace android
1130