OpenGLRenderer.cpp revision e91080581f467d55913a8c5ab53dedc2dab2e5b6
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        setScissorFromClip();
429
430        // Bind texture to FBO
431        glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
432        glBindTexture(GL_TEXTURE_2D, layer->texture);
433
434        // Initialize the texture if needed
435        if (layer->empty) {
436            layer->empty = false;
437            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0,
438                    GL_RGBA, GL_UNSIGNED_BYTE, NULL);
439        }
440
441        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
442                layer->texture, 0);
443
444#if DEBUG_LAYERS
445        GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
446        if (status != GL_FRAMEBUFFER_COMPLETE) {
447            LOGE("Framebuffer incomplete (GL error code 0x%x)", status);
448
449            glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
450            glDeleteTextures(1, &layer->texture);
451            mCaches.fboCache.put(layer->fbo);
452
453            delete layer;
454
455            return false;
456        }
457#endif
458
459        // Clear the FBO
460        glDisable(GL_SCISSOR_TEST);
461        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
462        glClear(GL_COLOR_BUFFER_BIT);
463        glEnable(GL_SCISSOR_TEST);
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
588void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
589    mSnapshot->transform->copyTo(*matrix);
590}
591
592void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
593    mat4 m(*matrix);
594    mSnapshot->transform->multiply(m);
595}
596
597///////////////////////////////////////////////////////////////////////////////
598// Clipping
599///////////////////////////////////////////////////////////////////////////////
600
601void OpenGLRenderer::setScissorFromClip() {
602    const Rect& clip = *mSnapshot->clipRect;
603    glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
604}
605
606const Rect& OpenGLRenderer::getClipBounds() {
607    return mSnapshot->getLocalClip();
608}
609
610bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
611    if (mSnapshot->invisible) {
612        return true;
613    }
614
615    Rect r(left, top, right, bottom);
616    mSnapshot->transform->mapRect(r);
617    return !mSnapshot->clipRect->intersects(r);
618}
619
620bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
621    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
622    if (clipped) {
623        setScissorFromClip();
624    }
625    return !mSnapshot->clipRect->isEmpty();
626}
627
628///////////////////////////////////////////////////////////////////////////////
629// Drawing
630///////////////////////////////////////////////////////////////////////////////
631
632void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) {
633    const float right = left + bitmap->width();
634    const float bottom = top + bitmap->height();
635
636    if (quickReject(left, top, right, bottom)) {
637        return;
638    }
639
640    glActiveTexture(GL_TEXTURE0);
641    const Texture* texture = mCaches.textureCache.get(bitmap);
642    if (!texture) return;
643    const AutoTexture autoCleanup(texture);
644
645    drawTextureRect(left, top, right, bottom, texture, paint);
646}
647
648void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) {
649    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
650    const mat4 transform(*matrix);
651    transform.mapRect(r);
652
653    if (quickReject(r.left, r.top, r.right, r.bottom)) {
654        return;
655    }
656
657    glActiveTexture(GL_TEXTURE0);
658    const Texture* texture = mCaches.textureCache.get(bitmap);
659    if (!texture) return;
660    const AutoTexture autoCleanup(texture);
661
662    drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint);
663}
664
665void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
666         float srcLeft, float srcTop, float srcRight, float srcBottom,
667         float dstLeft, float dstTop, float dstRight, float dstBottom,
668         const SkPaint* paint) {
669    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
670        return;
671    }
672
673    glActiveTexture(GL_TEXTURE0);
674    const Texture* texture = mCaches.textureCache.get(bitmap);
675    if (!texture) return;
676    const AutoTexture autoCleanup(texture);
677
678    const float width = texture->width;
679    const float height = texture->height;
680
681    const float u1 = srcLeft / width;
682    const float v1 = srcTop / height;
683    const float u2 = srcRight / width;
684    const float v2 = srcBottom / height;
685
686    resetDrawTextureTexCoords(u1, v1, u2, v2);
687
688    drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint);
689
690    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
691}
692
693void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
694        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
695        float left, float top, float right, float bottom, const SkPaint* paint) {
696    if (quickReject(left, top, right, bottom)) {
697        return;
698    }
699
700    glActiveTexture(GL_TEXTURE0);
701    const Texture* texture = mCaches.textureCache.get(bitmap);
702    if (!texture) return;
703    const AutoTexture autoCleanup(texture);
704
705    int alpha;
706    SkXfermode::Mode mode;
707    getAlphaAndMode(paint, &alpha, &mode);
708
709    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
710            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
711
712    // Specify right and bottom as +1.0f from left/top to prevent scaling since the
713    // patch mesh already defines the final size
714    drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f,
715            mode, texture->blend, &mesh->vertices[0].position[0],
716            &mesh->vertices[0].texture[0], GL_TRIANGLES, mesh->verticesCount);
717}
718
719void OpenGLRenderer::drawLines(float* points, int count, const SkPaint* paint) {
720    if (mSnapshot->invisible) return;
721
722    int alpha;
723    SkXfermode::Mode mode;
724    getAlphaAndMode(paint, &alpha, &mode);
725
726    uint32_t color = paint->getColor();
727    const GLfloat a = alpha / 255.0f;
728    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
729    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
730    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
731
732    const bool isAA = paint->isAntiAlias();
733    if (isAA) {
734        GLuint textureUnit = 0;
735        setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a,
736                mode, false, true, mCaches.line.getVertices(), mCaches.line.getTexCoords());
737    } else {
738        setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false);
739    }
740
741    const float strokeWidth = paint->getStrokeWidth();
742    const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount;
743    const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP;
744
745    for (int i = 0; i < count; i += 4) {
746        float tx = 0.0f;
747        float ty = 0.0f;
748
749        if (isAA) {
750            mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3],
751                    strokeWidth, tx, ty);
752        } else {
753            ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f;
754        }
755
756        const float dx = points[i + 2] - points[i];
757        const float dy = points[i + 3] - points[i + 1];
758        const float mag = sqrtf(dx * dx + dy * dy);
759        const float angle = acos(dx / mag);
760
761        mModelView.loadTranslate(points[i], points[i + 1], 0.0f);
762        if (angle > MIN_ANGLE || angle < -MIN_ANGLE) {
763            mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f);
764        }
765        mModelView.translate(tx, ty, 0.0f);
766        if (!isAA) {
767            float length = mCaches.line.getLength(points[i], points[i + 1],
768                    points[i + 2], points[i + 3]);
769            mModelView.scale(length, strokeWidth, 1.0f);
770        }
771        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
772
773        if (mShader) {
774            mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot);
775        }
776
777        glDrawArrays(drawMode, 0, elementsCount);
778    }
779
780    if (isAA) {
781        glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
782    }
783}
784
785void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
786    const Rect& clip = *mSnapshot->clipRect;
787    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
788}
789
790void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) {
791    if (quickReject(left, top, right, bottom)) {
792        return;
793    }
794
795    SkXfermode::Mode mode;
796    if (!mExtensions.hasFramebufferFetch()) {
797        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
798        if (!isMode) {
799            // Assume SRC_OVER
800            mode = SkXfermode::kSrcOver_Mode;
801        }
802    } else {
803        mode = getXfermode(p->getXfermode());
804    }
805
806    // Skia draws using the color's alpha channel if < 255
807    // Otherwise, it uses the paint's alpha
808    int color = p->getColor();
809    if (((color >> 24) & 0xff) == 255) {
810        color |= p->getAlpha() << 24;
811    }
812
813    drawColorRect(left, top, right, bottom, color, mode);
814}
815
816void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
817        float x, float y, SkPaint* paint) {
818    if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
819        return;
820    }
821    if (mSnapshot->invisible) return;
822
823    paint->setAntiAlias(true);
824
825    float length = -1.0f;
826    switch (paint->getTextAlign()) {
827        case SkPaint::kCenter_Align:
828            length = paint->measureText(text, bytesCount);
829            x -= length / 2.0f;
830            break;
831        case SkPaint::kRight_Align:
832            length = paint->measureText(text, bytesCount);
833            x -= length;
834            break;
835        default:
836            break;
837    }
838
839    int alpha;
840    SkXfermode::Mode mode;
841    getAlphaAndMode(paint, &alpha, &mode);
842
843    uint32_t color = paint->getColor();
844    const GLfloat a = alpha / 255.0f;
845    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
846    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
847    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
848
849    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
850    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
851            paint->getTextSize());
852
853    if (mHasShadow) {
854        glActiveTexture(gTextureUnits[0]);
855        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
856        const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount,
857                count, mShadowRadius);
858        const AutoTexture autoCleanup(shadow);
859
860        setupShadow(shadow, x, y, mode, a);
861
862        // Draw the mesh
863        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
864        glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
865    }
866
867    GLuint textureUnit = 0;
868    glActiveTexture(gTextureUnits[textureUnit]);
869
870    // Assume that the modelView matrix does not force scales, rotates, etc.
871    const bool linearFilter = mSnapshot->transform->changesBounds();
872    setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit,
873            x, y, r, g, b, a, mode, false, true);
874
875    const Rect& clip = mSnapshot->getLocalClip();
876    clearLayerRegions();
877    fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y);
878
879    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
880    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
881
882    drawTextDecorations(text, bytesCount, length, x, y, paint);
883}
884
885void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
886    if (mSnapshot->invisible) return;
887
888    GLuint textureUnit = 0;
889    glActiveTexture(gTextureUnits[textureUnit]);
890
891    const PathTexture* texture = mCaches.pathCache.get(path, paint);
892    if (!texture) return;
893    const AutoTexture autoCleanup(texture);
894
895    const float x = texture->left - texture->offset;
896    const float y = texture->top - texture->offset;
897
898    if (quickReject(x, y, x + texture->width, y + texture->height)) {
899        return;
900    }
901
902    int alpha;
903    SkXfermode::Mode mode;
904    getAlphaAndMode(paint, &alpha, &mode);
905
906    uint32_t color = paint->getColor();
907    const GLfloat a = alpha / 255.0f;
908    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
909    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
910    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
911
912    setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true);
913
914    clearLayerRegions();
915
916    // Draw the mesh
917    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
918    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
919}
920
921///////////////////////////////////////////////////////////////////////////////
922// Shaders
923///////////////////////////////////////////////////////////////////////////////
924
925void OpenGLRenderer::resetShader() {
926    mShader = NULL;
927}
928
929void OpenGLRenderer::setupShader(SkiaShader* shader) {
930    mShader = shader;
931    if (mShader) {
932        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
933    }
934}
935
936///////////////////////////////////////////////////////////////////////////////
937// Color filters
938///////////////////////////////////////////////////////////////////////////////
939
940void OpenGLRenderer::resetColorFilter() {
941    mColorFilter = NULL;
942}
943
944void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
945    mColorFilter = filter;
946}
947
948///////////////////////////////////////////////////////////////////////////////
949// Drop shadow
950///////////////////////////////////////////////////////////////////////////////
951
952void OpenGLRenderer::resetShadow() {
953    mHasShadow = false;
954}
955
956void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
957    mHasShadow = true;
958    mShadowRadius = radius;
959    mShadowDx = dx;
960    mShadowDy = dy;
961    mShadowColor = color;
962}
963
964///////////////////////////////////////////////////////////////////////////////
965// Drawing implementation
966///////////////////////////////////////////////////////////////////////////////
967
968void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y,
969        SkXfermode::Mode mode, float alpha) {
970    const float sx = x - texture->left + mShadowDx;
971    const float sy = y - texture->top + mShadowDy;
972
973    const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
974    const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha;
975    const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f;
976    const GLfloat g = a * ((mShadowColor >>  8) & 0xFF) / 255.0f;
977    const GLfloat b = a * ((mShadowColor      ) & 0xFF) / 255.0f;
978
979    GLuint textureUnit = 0;
980    setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false);
981}
982
983void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit,
984        float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode,
985        bool transforms, bool applyFilters) {
986    setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit,
987            x, y, r, g, b, a, mode, transforms, applyFilters,
988            &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
989}
990
991void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
992        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
993        SkXfermode::Mode mode, bool transforms, bool applyFilters) {
994    setupTextureAlpha8(texture, width, height, textureUnit,
995            x, y, r, g, b, a, mode, transforms, applyFilters,
996            &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
997}
998
999void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
1000        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
1001        SkXfermode::Mode mode, bool transforms, bool applyFilters,
1002        GLvoid* vertices, GLvoid* texCoords) {
1003     // Describe the required shaders
1004     ProgramDescription description;
1005     description.hasTexture = true;
1006     description.hasAlpha8Texture = true;
1007     const bool setColor = description.setAlpha8Color(r, g, b, a);
1008
1009     if (applyFilters) {
1010         if (mShader) {
1011             mShader->describe(description, mExtensions);
1012         }
1013         if (mColorFilter) {
1014             mColorFilter->describe(description, mExtensions);
1015         }
1016     }
1017
1018     // Setup the blending mode
1019     chooseBlending(true, mode, description);
1020
1021     // Build and use the appropriate shader
1022     useProgram(mCaches.programCache.get(description));
1023
1024     bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit);
1025     glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit);
1026
1027     int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1028     glEnableVertexAttribArray(texCoordsSlot);
1029
1030     // Setup attributes
1031     glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1032             gMeshStride, vertices);
1033     glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE,
1034             gMeshStride, texCoords);
1035
1036     // Setup uniforms
1037     if (transforms) {
1038         mModelView.loadTranslate(x, y, 0.0f);
1039         mModelView.scale(width, height, 1.0f);
1040     } else {
1041         mModelView.loadIdentity();
1042     }
1043     mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1044     if (setColor) {
1045         mCaches.currentProgram->setColor(r, g, b, a);
1046     }
1047
1048     textureUnit++;
1049     if (applyFilters) {
1050         // Setup attributes and uniforms required by the shaders
1051         if (mShader) {
1052             mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
1053         }
1054         if (mColorFilter) {
1055             mColorFilter->setupProgram(mCaches.currentProgram);
1056         }
1057     }
1058}
1059
1060// Same values used by Skia
1061#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
1062#define kStdUnderline_Offset    (1.0f / 9.0f)
1063#define kStdUnderline_Thickness (1.0f / 18.0f)
1064
1065void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
1066        float x, float y, SkPaint* paint) {
1067    // Handle underline and strike-through
1068    uint32_t flags = paint->getFlags();
1069    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
1070        float underlineWidth = length;
1071        // If length is > 0.0f, we already measured the text for the text alignment
1072        if (length <= 0.0f) {
1073            underlineWidth = paint->measureText(text, bytesCount);
1074        }
1075
1076        float offsetX = 0;
1077        switch (paint->getTextAlign()) {
1078            case SkPaint::kCenter_Align:
1079                offsetX = underlineWidth * 0.5f;
1080                break;
1081            case SkPaint::kRight_Align:
1082                offsetX = underlineWidth;
1083                break;
1084            default:
1085                break;
1086        }
1087
1088        if (underlineWidth > 0.0f) {
1089            const float textSize = paint->getTextSize();
1090            const float strokeWidth = textSize * kStdUnderline_Thickness;
1091
1092            const float left = x - offsetX;
1093            float top = 0.0f;
1094
1095            const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1);
1096            float points[pointsCount];
1097            int currentPoint = 0;
1098
1099            if (flags & SkPaint::kUnderlineText_Flag) {
1100                top = y + textSize * kStdUnderline_Offset;
1101                points[currentPoint++] = left;
1102                points[currentPoint++] = top;
1103                points[currentPoint++] = left + underlineWidth;
1104                points[currentPoint++] = top;
1105            }
1106
1107            if (flags & SkPaint::kStrikeThruText_Flag) {
1108                top = y + textSize * kStdStrikeThru_Offset;
1109                points[currentPoint++] = left;
1110                points[currentPoint++] = top;
1111                points[currentPoint++] = left + underlineWidth;
1112                points[currentPoint++] = top;
1113            }
1114
1115            SkPaint linesPaint(*paint);
1116            linesPaint.setStrokeWidth(strokeWidth);
1117
1118            drawLines(&points[0], pointsCount, &linesPaint);
1119        }
1120    }
1121}
1122
1123void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
1124        int color, SkXfermode::Mode mode, bool ignoreTransform) {
1125    clearLayerRegions();
1126
1127    // If a shader is set, preserve only the alpha
1128    if (mShader) {
1129        color |= 0x00ffffff;
1130    }
1131
1132    // Render using pre-multiplied alpha
1133    const int alpha = (color >> 24) & 0xFF;
1134    const GLfloat a = alpha / 255.0f;
1135    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
1136    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
1137    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
1138
1139    setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform);
1140
1141    // Draw the mesh
1142    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1143}
1144
1145void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom,
1146        float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform) {
1147    GLuint textureUnit = 0;
1148
1149    // Describe the required shaders
1150    ProgramDescription description;
1151    const bool setColor = description.setColor(r, g, b, a);
1152
1153    if (mShader) {
1154        mShader->describe(description, mExtensions);
1155    }
1156    if (mColorFilter) {
1157        mColorFilter->describe(description, mExtensions);
1158    }
1159
1160    // Setup the blending mode
1161    chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description);
1162
1163    // Build and use the appropriate shader
1164    useProgram(mCaches.programCache.get(description));
1165
1166    // Setup attributes
1167    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1168            gMeshStride, &mMeshVertices[0].position[0]);
1169
1170    // Setup uniforms
1171    mModelView.loadTranslate(left, top, 0.0f);
1172    mModelView.scale(right - left, bottom - top, 1.0f);
1173    if (!ignoreTransform) {
1174        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1175    } else {
1176        mat4 identity;
1177        mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity);
1178    }
1179    mCaches.currentProgram->setColor(r, g, b, a);
1180
1181    // Setup attributes and uniforms required by the shaders
1182    if (mShader) {
1183        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
1184    }
1185    if (mColorFilter) {
1186        mColorFilter->setupProgram(mCaches.currentProgram);
1187    }
1188}
1189
1190void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1191        const Texture* texture, const SkPaint* paint) {
1192    int alpha;
1193    SkXfermode::Mode mode;
1194    getAlphaAndMode(paint, &alpha, &mode);
1195
1196    drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
1197            texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1198            GL_TRIANGLE_STRIP, gMeshCount);
1199}
1200
1201void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1202        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
1203    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
1204            &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1205            GL_TRIANGLE_STRIP, gMeshCount);
1206}
1207
1208void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
1209        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
1210        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
1211        bool swapSrcDst, bool ignoreTransform) {
1212    clearLayerRegions();
1213
1214    ProgramDescription description;
1215    description.hasTexture = true;
1216    const bool setColor = description.setColor(alpha, alpha, alpha, alpha);
1217    if (mColorFilter) {
1218        mColorFilter->describe(description, mExtensions);
1219    }
1220
1221    mModelView.loadTranslate(left, top, 0.0f);
1222    mModelView.scale(right - left, bottom - top, 1.0f);
1223
1224    chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst);
1225
1226    useProgram(mCaches.programCache.get(description));
1227    if (!ignoreTransform) {
1228        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1229    } else {
1230        mat4 m;
1231        mCaches.currentProgram->set(mOrthoMatrix, mModelView, m);
1232    }
1233
1234    // Texture
1235    bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0);
1236    glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0);
1237
1238    // Always premultiplied
1239    if (setColor) {
1240        mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha);
1241    }
1242
1243    // Mesh
1244    int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1245    glEnableVertexAttribArray(texCoordsSlot);
1246    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1247            gMeshStride, vertices);
1248    glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1249
1250    // Color filter
1251    if (mColorFilter) {
1252        mColorFilter->setupProgram(mCaches.currentProgram);
1253    }
1254
1255    glDrawArrays(drawMode, 0, elementsCount);
1256    glDisableVertexAttribArray(texCoordsSlot);
1257}
1258
1259void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
1260        ProgramDescription& description, bool swapSrcDst) {
1261    blend = blend || mode != SkXfermode::kSrcOver_Mode;
1262    if (blend) {
1263        if (mode < SkXfermode::kPlus_Mode) {
1264            if (!mCaches.blend) {
1265                glEnable(GL_BLEND);
1266            }
1267
1268            GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
1269            GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
1270
1271            if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
1272                glBlendFunc(sourceMode, destMode);
1273                mCaches.lastSrcMode = sourceMode;
1274                mCaches.lastDstMode = destMode;
1275            }
1276        } else {
1277            // These blend modes are not supported by OpenGL directly and have
1278            // to be implemented using shaders. Since the shader will perform
1279            // the blending, turn blending off here
1280            if (mExtensions.hasFramebufferFetch()) {
1281                description.framebufferMode = mode;
1282                description.swapSrcDst = swapSrcDst;
1283            }
1284
1285            if (mCaches.blend) {
1286                glDisable(GL_BLEND);
1287            }
1288            blend = false;
1289        }
1290    } else if (mCaches.blend) {
1291        glDisable(GL_BLEND);
1292    }
1293    mCaches.blend = blend;
1294}
1295
1296bool OpenGLRenderer::useProgram(Program* program) {
1297    if (!program->isInUse()) {
1298        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
1299        program->use();
1300        mCaches.currentProgram = program;
1301        return false;
1302    }
1303    return true;
1304}
1305
1306void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
1307    TextureVertex* v = &mMeshVertices[0];
1308    TextureVertex::setUV(v++, u1, v1);
1309    TextureVertex::setUV(v++, u2, v1);
1310    TextureVertex::setUV(v++, u1, v2);
1311    TextureVertex::setUV(v++, u2, v2);
1312}
1313
1314void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
1315    if (paint) {
1316        if (!mExtensions.hasFramebufferFetch()) {
1317            const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode);
1318            if (!isMode) {
1319                // Assume SRC_OVER
1320                *mode = SkXfermode::kSrcOver_Mode;
1321            }
1322        } else {
1323            *mode = getXfermode(paint->getXfermode());
1324        }
1325
1326        // Skia draws using the color's alpha channel if < 255
1327        // Otherwise, it uses the paint's alpha
1328        int color = paint->getColor();
1329        *alpha = (color >> 24) & 0xFF;
1330        if (*alpha == 255) {
1331            *alpha = paint->getAlpha();
1332        }
1333    } else {
1334        *mode = SkXfermode::kSrcOver_Mode;
1335        *alpha = 255;
1336    }
1337}
1338
1339SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
1340    if (mode == NULL) {
1341        return SkXfermode::kSrcOver_Mode;
1342    }
1343    return mode->fMode;
1344}
1345
1346void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) {
1347    glActiveTexture(gTextureUnits[textureUnit]);
1348    glBindTexture(GL_TEXTURE_2D, texture);
1349    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
1350    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
1351}
1352
1353}; // namespace uirenderer
1354}; // namespace android
1355