OpenGLRenderer.cpp revision f219da5e32e85deb442468ee9a63bb28eb198557
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 <ui/Rect.h>
30
31#include "OpenGLRenderer.h"
32#include "DisplayListRenderer.h"
33#include "Vector.h"
34
35namespace android {
36namespace uirenderer {
37
38///////////////////////////////////////////////////////////////////////////////
39// Defines
40///////////////////////////////////////////////////////////////////////////////
41
42#define RAD_TO_DEG (180.0f / 3.14159265f)
43#define MIN_ANGLE 0.001f
44
45// TODO: This should be set in properties
46#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH)
47
48///////////////////////////////////////////////////////////////////////////////
49// Globals
50///////////////////////////////////////////////////////////////////////////////
51
52/**
53 * Structure mapping Skia xfermodes to OpenGL blending factors.
54 */
55struct Blender {
56    SkXfermode::Mode mode;
57    GLenum src;
58    GLenum dst;
59}; // struct Blender
60
61// In this array, the index of each Blender equals the value of the first
62// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
63static const Blender gBlends[] = {
64    { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
65    { SkXfermode::kSrc_Mode,     GL_ONE,                  GL_ZERO },
66    { SkXfermode::kDst_Mode,     GL_ZERO,                 GL_ONE },
67    { SkXfermode::kSrcOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
68    { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
69    { SkXfermode::kSrcIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
70    { SkXfermode::kDstIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
71    { SkXfermode::kSrcOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
72    { SkXfermode::kDstOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
73    { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
74    { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
75    { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
76};
77
78// This array contains the swapped version of each SkXfermode. For instance
79// this array's SrcOver blending mode is actually DstOver. You can refer to
80// createLayer() for more information on the purpose of this array.
81static const Blender gBlendsSwap[] = {
82    { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
83    { SkXfermode::kSrc_Mode,     GL_ZERO,                 GL_ONE },
84    { SkXfermode::kDst_Mode,     GL_ONE,                  GL_ZERO },
85    { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
86    { SkXfermode::kDstOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
87    { SkXfermode::kSrcIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
88    { SkXfermode::kDstIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
89    { SkXfermode::kSrcOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
90    { SkXfermode::kDstOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
91    { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
92    { SkXfermode::kDstATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
93    { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
94};
95
96static const GLenum gTextureUnits[] = {
97    GL_TEXTURE0,
98    GL_TEXTURE1,
99    GL_TEXTURE2
100};
101
102///////////////////////////////////////////////////////////////////////////////
103// Constructors/destructor
104///////////////////////////////////////////////////////////////////////////////
105
106OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
107    mShader = NULL;
108    mColorFilter = NULL;
109    mHasShadow = false;
110
111    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
112
113    mFirstSnapshot = new Snapshot;
114}
115
116OpenGLRenderer::~OpenGLRenderer() {
117    // The context has already been destroyed at this point, do not call
118    // GL APIs. All GL state should be kept in Caches.h
119}
120
121///////////////////////////////////////////////////////////////////////////////
122// Setup
123///////////////////////////////////////////////////////////////////////////////
124
125void OpenGLRenderer::setViewport(int width, int height) {
126    glViewport(0, 0, width, height);
127    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
128
129    mWidth = width;
130    mHeight = height;
131
132    mFirstSnapshot->height = height;
133    mFirstSnapshot->viewport.set(0, 0, width, height);
134
135    mDirtyClip = false;
136}
137
138void OpenGLRenderer::prepare(bool opaque) {
139    mCaches.clearGarbage();
140
141    mSnapshot = new Snapshot(mFirstSnapshot,
142            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
143    mSaveCount = 1;
144
145    glViewport(0, 0, mWidth, mHeight);
146
147    glDisable(GL_DITHER);
148
149    if (!opaque) {
150        glDisable(GL_SCISSOR_TEST);
151        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
152        glClear(GL_COLOR_BUFFER_BIT);
153    }
154
155    glEnable(GL_SCISSOR_TEST);
156    glScissor(0, 0, mWidth, mHeight);
157    mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight);
158}
159
160void OpenGLRenderer::finish() {
161#if DEBUG_OPENGL
162    GLenum status = GL_NO_ERROR;
163    while ((status = glGetError()) != GL_NO_ERROR) {
164        LOGD("GL error from OpenGLRenderer: 0x%x", status);
165        switch (status) {
166            case GL_OUT_OF_MEMORY:
167                LOGE("  OpenGLRenderer is out of memory!");
168                break;
169        }
170    }
171#endif
172#if DEBUG_MEMORY_USAGE
173    mCaches.dumpMemoryUsage();
174#else
175    if (mCaches.getDebugLevel() & kDebugMemory) {
176        mCaches.dumpMemoryUsage();
177    }
178#endif
179}
180
181void OpenGLRenderer::interrupt() {
182    if (mCaches.currentProgram) {
183        if (mCaches.currentProgram->isInUse()) {
184            mCaches.currentProgram->remove();
185            mCaches.currentProgram = NULL;
186        }
187    }
188    mCaches.unbindMeshBuffer();
189}
190
191void OpenGLRenderer::acquireContext() {
192    interrupt();
193}
194
195void OpenGLRenderer::resume() {
196    glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight());
197
198    glEnable(GL_SCISSOR_TEST);
199    dirtyClip();
200
201    glDisable(GL_DITHER);
202
203    glBindFramebuffer(GL_FRAMEBUFFER, 0);
204    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
205
206    mCaches.blend = true;
207    glEnable(GL_BLEND);
208    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
209    glBlendEquation(GL_FUNC_ADD);
210}
211
212void OpenGLRenderer::releaseContext() {
213    resume();
214}
215
216///////////////////////////////////////////////////////////////////////////////
217// State management
218///////////////////////////////////////////////////////////////////////////////
219
220int OpenGLRenderer::getSaveCount() const {
221    return mSaveCount;
222}
223
224int OpenGLRenderer::save(int flags) {
225    return saveSnapshot(flags);
226}
227
228void OpenGLRenderer::restore() {
229    if (mSaveCount > 1) {
230        restoreSnapshot();
231    }
232}
233
234void OpenGLRenderer::restoreToCount(int saveCount) {
235    if (saveCount < 1) saveCount = 1;
236
237    while (mSaveCount > saveCount) {
238        restoreSnapshot();
239    }
240}
241
242int OpenGLRenderer::saveSnapshot(int flags) {
243    mSnapshot = new Snapshot(mSnapshot, flags);
244    return mSaveCount++;
245}
246
247bool OpenGLRenderer::restoreSnapshot() {
248    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
249    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
250    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
251
252    sp<Snapshot> current = mSnapshot;
253    sp<Snapshot> previous = mSnapshot->previous;
254
255    if (restoreOrtho) {
256        Rect& r = previous->viewport;
257        glViewport(r.left, r.top, r.right, r.bottom);
258        mOrthoMatrix.load(current->orthoMatrix);
259    }
260
261    mSaveCount--;
262    mSnapshot = previous;
263
264    if (restoreClip) {
265        dirtyClip();
266    }
267
268    if (restoreLayer) {
269        composeLayer(current, previous);
270    }
271
272    return restoreClip;
273}
274
275///////////////////////////////////////////////////////////////////////////////
276// Layers
277///////////////////////////////////////////////////////////////////////////////
278
279int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
280        SkPaint* p, int flags) {
281    const GLuint previousFbo = mSnapshot->fbo;
282    const int count = saveSnapshot(flags);
283
284    if (!mSnapshot->isIgnored()) {
285        int alpha = 255;
286        SkXfermode::Mode mode;
287
288        if (p) {
289            alpha = p->getAlpha();
290            if (!mCaches.extensions.hasFramebufferFetch()) {
291                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
292                if (!isMode) {
293                    // Assume SRC_OVER
294                    mode = SkXfermode::kSrcOver_Mode;
295                }
296            } else {
297                mode = getXfermode(p->getXfermode());
298            }
299        } else {
300            mode = SkXfermode::kSrcOver_Mode;
301        }
302
303        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
304    }
305
306    return count;
307}
308
309int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
310        int alpha, int flags) {
311    if (alpha >= 255 - ALPHA_THRESHOLD) {
312        return saveLayer(left, top, right, bottom, NULL, flags);
313    } else {
314        SkPaint paint;
315        paint.setAlpha(alpha);
316        return saveLayer(left, top, right, bottom, &paint, flags);
317    }
318}
319
320/**
321 * Layers are viewed by Skia are slightly different than layers in image editing
322 * programs (for instance.) When a layer is created, previously created layers
323 * and the frame buffer still receive every drawing command. For instance, if a
324 * layer is created and a shape intersecting the bounds of the layers and the
325 * framebuffer is draw, the shape will be drawn on both (unless the layer was
326 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
327 *
328 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
329 * texture. Unfortunately, this is inefficient as it requires every primitive to
330 * be drawn n + 1 times, where n is the number of active layers. In practice this
331 * means, for every primitive:
332 *   - Switch active frame buffer
333 *   - Change viewport, clip and projection matrix
334 *   - Issue the drawing
335 *
336 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
337 * To avoid this, layers are implemented in a different way here, at least in the
338 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
339 * is set. When this flag is set we can redirect all drawing operations into a
340 * single FBO.
341 *
342 * This implementation relies on the frame buffer being at least RGBA 8888. When
343 * a layer is created, only a texture is created, not an FBO. The content of the
344 * frame buffer contained within the layer's bounds is copied into this texture
345 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
346 * buffer and drawing continues as normal. This technique therefore treats the
347 * frame buffer as a scratch buffer for the layers.
348 *
349 * To compose the layers back onto the frame buffer, each layer texture
350 * (containing the original frame buffer data) is drawn as a simple quad over
351 * the frame buffer. The trick is that the quad is set as the composition
352 * destination in the blending equation, and the frame buffer becomes the source
353 * of the composition.
354 *
355 * Drawing layers with an alpha value requires an extra step before composition.
356 * An empty quad is drawn over the layer's region in the frame buffer. This quad
357 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
358 * quad is used to multiply the colors in the frame buffer. This is achieved by
359 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
360 * GL_ZERO, GL_SRC_ALPHA.
361 *
362 * Because glCopyTexImage2D() can be slow, an alternative implementation might
363 * be use to draw a single clipped layer. The implementation described above
364 * is correct in every case.
365 *
366 * (1) The frame buffer is actually not cleared right away. To allow the GPU
367 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
368 *     buffer is left untouched until the first drawing operation. Only when
369 *     something actually gets drawn are the layers regions cleared.
370 */
371bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
372        float right, float bottom, int alpha, SkXfermode::Mode mode,
373        int flags, GLuint previousFbo) {
374    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
375    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
376
377    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
378
379    // Window coordinates of the layer
380    Rect bounds(left, top, right, bottom);
381    if (fboLayer) {
382        // Clear the previous layer regions before we change the viewport
383        clearLayerRegions();
384    } else {
385        mSnapshot->transform->mapRect(bounds);
386
387        // Layers only make sense if they are in the framebuffer's bounds
388        bounds.intersect(*snapshot->clipRect);
389
390        // We cannot work with sub-pixels in this case
391        bounds.snapToPixelBoundaries();
392
393        // When the layer is not an FBO, we may use glCopyTexImage so we
394        // need to make sure the layer does not extend outside the bounds
395        // of the framebuffer
396        bounds.intersect(snapshot->previous->viewport);
397    }
398
399    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
400            bounds.getHeight() > mCaches.maxTextureSize) {
401        snapshot->empty = fboLayer;
402    } else {
403        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
404    }
405
406    // Bail out if we won't draw in this snapshot
407    if (snapshot->invisible || snapshot->empty) {
408        return false;
409    }
410
411    glActiveTexture(gTextureUnits[0]);
412    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
413    if (!layer) {
414        return false;
415    }
416
417    layer->mode = mode;
418    layer->alpha = alpha;
419    layer->layer.set(bounds);
420    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height),
421            bounds.getWidth() / float(layer->width), 0.0f);
422    layer->colorFilter = mColorFilter;
423
424    // Save the layer in the snapshot
425    snapshot->flags |= Snapshot::kFlagIsLayer;
426    snapshot->layer = layer;
427
428    if (fboLayer) {
429        return createFboLayer(layer, bounds, snapshot, previousFbo);
430    } else {
431        // Copy the framebuffer into the layer
432        glBindTexture(GL_TEXTURE_2D, layer->texture);
433
434        if (layer->empty) {
435            glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left,
436                    snapshot->height - bounds.bottom, layer->width, layer->height, 0);
437            layer->empty = false;
438        } else {
439            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
440                    snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
441        }
442
443        // Enqueue the buffer coordinates to clear the corresponding region later
444        mLayers.push(new Rect(bounds));
445    }
446
447    return true;
448}
449
450bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
451        GLuint previousFbo) {
452    layer->fbo = mCaches.fboCache.get();
453
454#if RENDER_LAYERS_AS_REGIONS
455    snapshot->region = &snapshot->layer->region;
456    snapshot->flags |= Snapshot::kFlagFboTarget;
457#endif
458
459    Rect clip(bounds);
460    snapshot->transform->mapRect(clip);
461    clip.intersect(*snapshot->clipRect);
462    clip.snapToPixelBoundaries();
463    clip.intersect(snapshot->previous->viewport);
464
465    mat4 inverse;
466    inverse.loadInverse(*mSnapshot->transform);
467
468    inverse.mapRect(clip);
469    clip.snapToPixelBoundaries();
470    clip.intersect(bounds);
471    clip.translate(-bounds.left, -bounds.top);
472
473    snapshot->flags |= Snapshot::kFlagIsFboLayer;
474    snapshot->fbo = layer->fbo;
475    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
476    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
477    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
478    snapshot->height = bounds.getHeight();
479    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
480    snapshot->orthoMatrix.load(mOrthoMatrix);
481
482    // Bind texture to FBO
483    glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
484    glBindTexture(GL_TEXTURE_2D, layer->texture);
485
486    // Initialize the texture if needed
487    if (layer->empty) {
488        layer->empty = false;
489        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0,
490                GL_RGBA, GL_UNSIGNED_BYTE, NULL);
491    }
492
493    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
494            layer->texture, 0);
495
496#if DEBUG_LAYERS_AS_REGIONS
497    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
498    if (status != GL_FRAMEBUFFER_COMPLETE) {
499        LOGE("Framebuffer incomplete (GL error code 0x%x)", status);
500
501        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
502        glDeleteTextures(1, &layer->texture);
503        mCaches.fboCache.put(layer->fbo);
504
505        delete layer;
506
507        return false;
508    }
509#endif
510
511    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
512    glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
513            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
514    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
515    glClear(GL_COLOR_BUFFER_BIT);
516
517    dirtyClip();
518
519    // Change the ortho projection
520    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
521    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
522
523    return true;
524}
525
526/**
527 * Read the documentation of createLayer() before doing anything in this method.
528 */
529void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
530    if (!current->layer) {
531        LOGE("Attempting to compose a layer that does not exist");
532        return;
533    }
534
535    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
536
537    if (fboLayer) {
538        // Unbind current FBO and restore previous one
539        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
540    }
541
542    Layer* layer = current->layer;
543    const Rect& rect = layer->layer;
544
545    if (!fboLayer && layer->alpha < 255) {
546        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
547                layer->alpha << 24, SkXfermode::kDstIn_Mode, true);
548        // Required below, composeLayerRect() will divide by 255
549        layer->alpha = 255;
550    }
551
552    mCaches.unbindMeshBuffer();
553
554    glActiveTexture(gTextureUnits[0]);
555
556    // When the layer is stored in an FBO, we can save a bit of fillrate by
557    // drawing only the dirty region
558    if (fboLayer) {
559        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
560        if (layer->colorFilter) {
561            setupColorFilter(layer->colorFilter);
562        }
563        composeLayerRegion(layer, rect);
564        if (layer->colorFilter) {
565            resetColorFilter();
566        }
567    } else {
568        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
569        composeLayerRect(layer, rect, true);
570    }
571
572    if (fboLayer) {
573        // Detach the texture from the FBO
574        glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
575        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
576        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
577
578        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
579        mCaches.fboCache.put(current->fbo);
580    }
581
582    dirtyClip();
583
584    // Failing to add the layer to the cache should happen only if the layer is too large
585    if (!mCaches.layerCache.put(layer)) {
586        LAYER_LOGD("Deleting layer");
587        glDeleteTextures(1, &layer->texture);
588        delete layer;
589    }
590}
591
592void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
593    const Rect& texCoords = layer->texCoords;
594    resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom);
595
596    drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture,
597            layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0],
598            &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap);
599
600    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
601}
602
603void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
604#if RENDER_LAYERS_AS_REGIONS
605    if (layer->region.isRect()) {
606        composeLayerRect(layer, rect);
607        layer->region.clear();
608        return;
609    }
610
611    if (!layer->region.isEmpty()) {
612        size_t count;
613        const android::Rect* rects = layer->region.getArray(&count);
614
615        const float alpha = layer->alpha / 255.0f;
616        const float texX = 1.0f / float(layer->width);
617        const float texY = 1.0f / float(layer->height);
618        const float height = rect.getHeight();
619
620        TextureVertex* mesh = mCaches.getRegionMesh();
621        GLsizei numQuads = 0;
622
623        setupDraw();
624        setupDrawWithTexture();
625        setupDrawColor(alpha, alpha, alpha, alpha);
626        setupDrawColorFilter();
627        setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false);
628        setupDrawProgram();
629        setupDrawDirtyRegionsDisabled();
630        setupDrawPureColorUniforms();
631        setupDrawColorFilterUniforms();
632        setupDrawTexture(layer->texture);
633        setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
634        setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]);
635
636        for (size_t i = 0; i < count; i++) {
637            const android::Rect* r = &rects[i];
638
639            const float u1 = r->left * texX;
640            const float v1 = (height - r->top) * texY;
641            const float u2 = r->right * texX;
642            const float v2 = (height - r->bottom) * texY;
643
644            // TODO: Reject quads outside of the clip
645            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
646            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
647            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
648            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
649
650            numQuads++;
651
652            if (numQuads >= REGION_MESH_QUAD_COUNT) {
653                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
654                numQuads = 0;
655                mesh = mCaches.getRegionMesh();
656            }
657        }
658
659        if (numQuads > 0) {
660            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
661        }
662
663        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
664        finishDrawTexture();
665
666#if DEBUG_LAYERS_AS_REGIONS
667        uint32_t colors[] = {
668                0x7fff0000, 0x7f00ff00,
669                0x7f0000ff, 0x7fff00ff,
670        };
671
672        int offset = 0;
673        int32_t top = rects[0].top;
674        int i = 0;
675
676        for (size_t i = 0; i < count; i++) {
677            if (top != rects[i].top) {
678                offset ^= 0x2;
679                top = rects[i].top;
680            }
681
682            Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
683            drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
684                    SkXfermode::kSrcOver_Mode);
685        }
686#endif
687
688        layer->region.clear();
689    }
690#else
691    composeLayerRect(layer, rect);
692#endif
693}
694
695void OpenGLRenderer::dirtyLayer(const float left, const float top,
696        const float right, const float bottom, const mat4 transform) {
697#if RENDER_LAYERS_AS_REGIONS
698    if (hasLayer()) {
699        Rect bounds(left, top, right, bottom);
700        transform.mapRect(bounds);
701        dirtyLayerUnchecked(bounds, getRegion());
702    }
703#endif
704}
705
706void OpenGLRenderer::dirtyLayer(const float left, const float top,
707        const float right, const float bottom) {
708#if RENDER_LAYERS_AS_REGIONS
709    if (hasLayer()) {
710        Rect bounds(left, top, right, bottom);
711        dirtyLayerUnchecked(bounds, getRegion());
712    }
713#endif
714}
715
716void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
717#if RENDER_LAYERS_AS_REGIONS
718    if (bounds.intersect(*mSnapshot->clipRect)) {
719        bounds.snapToPixelBoundaries();
720        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
721        if (!dirty.isEmpty()) {
722            region->orSelf(dirty);
723        }
724    }
725#endif
726}
727
728void OpenGLRenderer::clearLayerRegions() {
729    if (mLayers.size() == 0 || mSnapshot->isIgnored()) return;
730
731    Rect clipRect(*mSnapshot->clipRect);
732    clipRect.snapToPixelBoundaries();
733
734    for (uint32_t i = 0; i < mLayers.size(); i++) {
735        Rect* bounds = mLayers.itemAt(i);
736        if (clipRect.intersects(*bounds)) {
737            // Clear the framebuffer where the layer will draw
738            glScissor(bounds->left, mSnapshot->height - bounds->bottom,
739                    bounds->getWidth(), bounds->getHeight());
740            glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
741            glClear(GL_COLOR_BUFFER_BIT);
742
743            // Restore the clip
744            dirtyClip();
745        }
746
747        delete bounds;
748    }
749
750    mLayers.clear();
751}
752
753///////////////////////////////////////////////////////////////////////////////
754// Transforms
755///////////////////////////////////////////////////////////////////////////////
756
757void OpenGLRenderer::translate(float dx, float dy) {
758    mSnapshot->transform->translate(dx, dy, 0.0f);
759}
760
761void OpenGLRenderer::rotate(float degrees) {
762    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
763}
764
765void OpenGLRenderer::scale(float sx, float sy) {
766    mSnapshot->transform->scale(sx, sy, 1.0f);
767}
768
769void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
770    mSnapshot->transform->load(*matrix);
771}
772
773const float* OpenGLRenderer::getMatrix() const {
774    if (mSnapshot->fbo != 0) {
775        return &mSnapshot->transform->data[0];
776    }
777    return &mIdentity.data[0];
778}
779
780void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
781    mSnapshot->transform->copyTo(*matrix);
782}
783
784void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
785    SkMatrix transform;
786    mSnapshot->transform->copyTo(transform);
787    transform.preConcat(*matrix);
788    mSnapshot->transform->load(transform);
789}
790
791///////////////////////////////////////////////////////////////////////////////
792// Clipping
793///////////////////////////////////////////////////////////////////////////////
794
795void OpenGLRenderer::setScissorFromClip() {
796    Rect clip(*mSnapshot->clipRect);
797    clip.snapToPixelBoundaries();
798    glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
799    mDirtyClip = false;
800}
801
802const Rect& OpenGLRenderer::getClipBounds() {
803    return mSnapshot->getLocalClip();
804}
805
806bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
807    if (mSnapshot->isIgnored()) {
808        return true;
809    }
810
811    Rect r(left, top, right, bottom);
812    mSnapshot->transform->mapRect(r);
813    r.snapToPixelBoundaries();
814
815    Rect clipRect(*mSnapshot->clipRect);
816    clipRect.snapToPixelBoundaries();
817
818    return !clipRect.intersects(r);
819}
820
821bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
822    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
823    if (clipped) {
824        dirtyClip();
825    }
826    return !mSnapshot->clipRect->isEmpty();
827}
828
829///////////////////////////////////////////////////////////////////////////////
830// Drawing commands
831///////////////////////////////////////////////////////////////////////////////
832
833void OpenGLRenderer::setupDraw() {
834    clearLayerRegions();
835    if (mDirtyClip) {
836        setScissorFromClip();
837    }
838    mDescription.reset();
839    mSetShaderColor = false;
840    mColorSet = false;
841    mColorA = mColorR = mColorG = mColorB = 0.0f;
842    mTextureUnit = 0;
843    mTrackDirtyRegions = true;
844    mTexCoordsSlot = -1;
845}
846
847void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
848    mDescription.hasTexture = true;
849    mDescription.hasAlpha8Texture = isAlpha8;
850}
851
852void OpenGLRenderer::setupDrawColor(int color) {
853    setupDrawColor(color, (color >> 24) & 0xFF);
854}
855
856void OpenGLRenderer::setupDrawColor(int color, int alpha) {
857    mColorA = alpha / 255.0f;
858    const float a = mColorA / 255.0f;
859    mColorR = a * ((color >> 16) & 0xFF);
860    mColorG = a * ((color >>  8) & 0xFF);
861    mColorB = a * ((color      ) & 0xFF);
862    mColorSet = true;
863    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
864}
865
866void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
867    mColorA = alpha / 255.0f;
868    const float a = mColorA / 255.0f;
869    mColorR = a * ((color >> 16) & 0xFF);
870    mColorG = a * ((color >>  8) & 0xFF);
871    mColorB = a * ((color      ) & 0xFF);
872    mColorSet = true;
873    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
874}
875
876void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
877    mColorA = a;
878    mColorR = r;
879    mColorG = g;
880    mColorB = b;
881    mColorSet = true;
882    mSetShaderColor = mDescription.setColor(r, g, b, a);
883}
884
885void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) {
886    mColorA = a;
887    mColorR = r;
888    mColorG = g;
889    mColorB = b;
890    mColorSet = true;
891    mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a);
892}
893
894void OpenGLRenderer::setupDrawShader() {
895    if (mShader) {
896        mShader->describe(mDescription, mCaches.extensions);
897    }
898}
899
900void OpenGLRenderer::setupDrawColorFilter() {
901    if (mColorFilter) {
902        mColorFilter->describe(mDescription, mCaches.extensions);
903    }
904}
905
906void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
907    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
908            mDescription, swapSrcDst);
909}
910
911void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
912    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
913            mDescription, swapSrcDst);
914}
915
916void OpenGLRenderer::setupDrawProgram() {
917    useProgram(mCaches.programCache.get(mDescription));
918}
919
920void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
921    mTrackDirtyRegions = false;
922}
923
924void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
925        bool ignoreTransform) {
926    mModelView.loadTranslate(left, top, 0.0f);
927    if (!ignoreTransform) {
928        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
929        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
930    } else {
931        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
932        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
933    }
934}
935
936void OpenGLRenderer::setupDrawModelViewIdentity() {
937    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform);
938}
939
940void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
941        bool ignoreTransform, bool ignoreModelView) {
942    if (!ignoreModelView) {
943        mModelView.loadTranslate(left, top, 0.0f);
944        mModelView.scale(right - left, bottom - top, 1.0f);
945    } else {
946        mModelView.loadIdentity();
947    }
948    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
949    if (!ignoreTransform) {
950        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
951        if (mTrackDirtyRegions && dirty) {
952            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
953        }
954    } else {
955        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
956        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
957    }
958}
959
960void OpenGLRenderer::setupDrawColorUniforms() {
961    if (mColorSet || (mShader && mSetShaderColor)) {
962        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
963    }
964}
965
966void OpenGLRenderer::setupDrawPureColorUniforms() {
967    if (mSetShaderColor) {
968        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
969    }
970}
971
972void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
973    if (mShader) {
974        if (ignoreTransform) {
975            mModelView.loadInverse(*mSnapshot->transform);
976        }
977        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
978    }
979}
980
981void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
982    if (mShader) {
983        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
984    }
985}
986
987void OpenGLRenderer::setupDrawColorFilterUniforms() {
988    if (mColorFilter) {
989        mColorFilter->setupProgram(mCaches.currentProgram);
990    }
991}
992
993void OpenGLRenderer::setupDrawSimpleMesh() {
994    mCaches.bindMeshBuffer();
995    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
996            gMeshStride, 0);
997}
998
999void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1000    bindTexture(texture);
1001    glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++);
1002
1003    mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1004    glEnableVertexAttribArray(mTexCoordsSlot);
1005}
1006
1007void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1008    if (!vertices) {
1009        mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1010    } else {
1011        mCaches.unbindMeshBuffer();
1012    }
1013    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1014            gMeshStride, vertices);
1015    if (mTexCoordsSlot > 0) {
1016        glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1017    }
1018}
1019
1020void OpenGLRenderer::finishDrawTexture() {
1021    glDisableVertexAttribArray(mTexCoordsSlot);
1022}
1023
1024///////////////////////////////////////////////////////////////////////////////
1025// Drawing
1026///////////////////////////////////////////////////////////////////////////////
1027
1028void OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t level) {
1029    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1030    // will be performed by the display list itself
1031    if (displayList) {
1032        displayList->replay(*this, level);
1033    }
1034}
1035
1036void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1037    const float right = left + bitmap->width();
1038    const float bottom = top + bitmap->height();
1039
1040    if (quickReject(left, top, right, bottom)) {
1041        return;
1042    }
1043
1044    glActiveTexture(gTextureUnits[0]);
1045    Texture* texture = mCaches.textureCache.get(bitmap);
1046    if (!texture) return;
1047    const AutoTexture autoCleanup(texture);
1048
1049    drawTextureRect(left, top, right, bottom, texture, paint);
1050}
1051
1052void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1053    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1054    const mat4 transform(*matrix);
1055    transform.mapRect(r);
1056
1057    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1058        return;
1059    }
1060
1061    glActiveTexture(gTextureUnits[0]);
1062    Texture* texture = mCaches.textureCache.get(bitmap);
1063    if (!texture) return;
1064    const AutoTexture autoCleanup(texture);
1065
1066    // This could be done in a cheaper way, all we need is pass the matrix
1067    // to the vertex shader. The save/restore is a bit overkill.
1068    save(SkCanvas::kMatrix_SaveFlag);
1069    concatMatrix(matrix);
1070    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1071    restore();
1072}
1073
1074void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1075         float srcLeft, float srcTop, float srcRight, float srcBottom,
1076         float dstLeft, float dstTop, float dstRight, float dstBottom,
1077         SkPaint* paint) {
1078    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1079        return;
1080    }
1081
1082    glActiveTexture(gTextureUnits[0]);
1083    Texture* texture = mCaches.textureCache.get(bitmap);
1084    if (!texture) return;
1085    const AutoTexture autoCleanup(texture);
1086    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
1087
1088    const float width = texture->width;
1089    const float height = texture->height;
1090
1091    const float u1 = srcLeft / width;
1092    const float v1 = srcTop / height;
1093    const float u2 = srcRight / width;
1094    const float v2 = srcBottom / height;
1095
1096    mCaches.unbindMeshBuffer();
1097    resetDrawTextureTexCoords(u1, v1, u2, v2);
1098
1099    int alpha;
1100    SkXfermode::Mode mode;
1101    getAlphaAndMode(paint, &alpha, &mode);
1102
1103    if (mSnapshot->transform->isPureTranslate()) {
1104        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1105        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1106
1107        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1108                texture->id, alpha / 255.0f, mode, texture->blend,
1109                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1110                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1111    } else {
1112        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1113                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1114                GL_TRIANGLE_STRIP, gMeshCount);
1115    }
1116
1117    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1118}
1119
1120void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1121        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1122        float left, float top, float right, float bottom, SkPaint* paint) {
1123    if (quickReject(left, top, right, bottom)) {
1124        return;
1125    }
1126
1127    glActiveTexture(gTextureUnits[0]);
1128    Texture* texture = mCaches.textureCache.get(bitmap);
1129    if (!texture) return;
1130    const AutoTexture autoCleanup(texture);
1131    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
1132
1133    int alpha;
1134    SkXfermode::Mode mode;
1135    getAlphaAndMode(paint, &alpha, &mode);
1136
1137    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1138            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1139
1140    if (mesh && mesh->verticesCount > 0) {
1141        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1142#if RENDER_LAYERS_AS_REGIONS
1143        // Mark the current layer dirty where we are going to draw the patch
1144        if ((mSnapshot->flags & Snapshot::kFlagFboTarget) &&
1145                mSnapshot->region && mesh->hasEmptyQuads) {
1146            const size_t count = mesh->quads.size();
1147            for (size_t i = 0; i < count; i++) {
1148                const Rect& bounds = mesh->quads.itemAt(i);
1149                if (pureTranslate) {
1150                    const float x = (int) floorf(bounds.left + 0.5f);
1151                    const float y = (int) floorf(bounds.top + 0.5f);
1152                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1153                            *mSnapshot->transform);
1154                } else {
1155                    dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom,
1156                            *mSnapshot->transform);
1157                }
1158            }
1159        }
1160#endif
1161
1162        if (pureTranslate) {
1163            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1164            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1165
1166            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1167                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1168                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1169                    true, !mesh->hasEmptyQuads);
1170        } else {
1171            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1172                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1173                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1174                    true, !mesh->hasEmptyQuads);
1175        }
1176    }
1177}
1178
1179void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1180    if (mSnapshot->isIgnored()) return;
1181
1182    const bool isAA = paint->isAntiAlias();
1183    const float strokeWidth = paint->getStrokeWidth() * 0.5f;
1184    // A stroke width of 0 has a special meaningin Skia:
1185    // it draws an unscaled 1px wide line
1186    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
1187
1188    int alpha;
1189    SkXfermode::Mode mode;
1190    getAlphaAndMode(paint, &alpha, &mode);
1191
1192    int verticesCount = count >> 2;
1193    int generatedVerticesCount = 0;
1194    if (!isHairLine) {
1195        // TODO: AA needs more vertices
1196        verticesCount *= 6;
1197    } else {
1198        // TODO: AA will be different
1199        verticesCount *= 2;
1200    }
1201
1202    TextureVertex lines[verticesCount];
1203    TextureVertex* vertex = &lines[0];
1204
1205    setupDraw();
1206    setupDrawColor(paint->getColor(), alpha);
1207    setupDrawColorFilter();
1208    setupDrawShader();
1209    setupDrawBlending(mode);
1210    setupDrawProgram();
1211    setupDrawModelViewIdentity();
1212    setupDrawColorUniforms();
1213    setupDrawColorFilterUniforms();
1214    setupDrawShaderIdentityUniforms();
1215    setupDrawMesh(vertex);
1216
1217    if (!isHairLine) {
1218        // TODO: Handle the AA case
1219        for (int i = 0; i < count; i += 4) {
1220            // a = start point, b = end point
1221            vec2 a(points[i], points[i + 1]);
1222            vec2 b(points[i + 2], points[i + 3]);
1223
1224            // Bias to snap to the same pixels as Skia
1225            a += 0.375;
1226            b += 0.375;
1227
1228            // Find the normal to the line
1229            vec2 n = (b - a).copyNormalized() * strokeWidth;
1230            float x = n.x;
1231            n.x = -n.y;
1232            n.y = x;
1233
1234            // Four corners of the rectangle defining a thick line
1235            vec2 p1 = a - n;
1236            vec2 p2 = a + n;
1237            vec2 p3 = b + n;
1238            vec2 p4 = b - n;
1239
1240            const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
1241            const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
1242            const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
1243            const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
1244
1245            if (!quickReject(left, top, right, bottom)) {
1246                // Draw the line as 2 triangles, could be optimized
1247                // by using only 4 vertices and the correct indices
1248                // Also we should probably used non textured vertices
1249                // when line AA is disabled to save on bandwidth
1250                TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f);
1251                TextureVertex::set(vertex++, p2.x, p2.y, 0.0f, 0.0f);
1252                TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f);
1253                TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f);
1254                TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f);
1255                TextureVertex::set(vertex++, p4.x, p4.y, 0.0f, 0.0f);
1256
1257                generatedVerticesCount += 6;
1258
1259                dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1260            }
1261        }
1262
1263        if (generatedVerticesCount > 0) {
1264            // GL_LINE does not give the result we want to match Skia
1265            glDrawArrays(GL_TRIANGLES, 0, generatedVerticesCount);
1266        }
1267    } else {
1268        // TODO: Handle the AA case
1269        for (int i = 0; i < count; i += 4) {
1270            const float left = fmin(points[i], points[i + 1]);
1271            const float right = fmax(points[i], points[i + 1]);
1272            const float top = fmin(points[i + 2], points[i + 3]);
1273            const float bottom = fmax(points[i + 2], points[i + 3]);
1274
1275            if (!quickReject(left, top, right, bottom)) {
1276                TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
1277                TextureVertex::set(vertex++, points[i + 2], points[i + 3], 0.0f, 0.0f);
1278
1279                generatedVerticesCount += 2;
1280
1281                dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1282            }
1283        }
1284
1285        if (generatedVerticesCount > 0) {
1286            glLineWidth(1.0f);
1287            glDrawArrays(GL_LINES, 0, generatedVerticesCount);
1288        }
1289    }
1290}
1291
1292void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
1293    // No need to check against the clip, we fill the clip region
1294    if (mSnapshot->isIgnored()) return;
1295
1296    Rect& clip(*mSnapshot->clipRect);
1297    clip.snapToPixelBoundaries();
1298
1299    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
1300}
1301
1302void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
1303    if (quickReject(left, top, right, bottom)) {
1304        return;
1305    }
1306
1307    SkXfermode::Mode mode;
1308    if (!mCaches.extensions.hasFramebufferFetch()) {
1309        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
1310        if (!isMode) {
1311            // Assume SRC_OVER
1312            mode = SkXfermode::kSrcOver_Mode;
1313        }
1314    } else {
1315        mode = getXfermode(p->getXfermode());
1316    }
1317
1318    // Skia draws using the color's alpha channel if < 255
1319    // Otherwise, it uses the paint's alpha
1320    int color = p->getColor();
1321    if (((color >> 24) & 0xff) == 255) {
1322        color |= p->getAlpha() << 24;
1323    }
1324
1325    drawColorRect(left, top, right, bottom, color, mode);
1326}
1327
1328void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
1329        float x, float y, SkPaint* paint) {
1330    if (text == NULL || count == 0) {
1331        return;
1332    }
1333    if (mSnapshot->isIgnored()) return;
1334
1335    paint->setAntiAlias(true);
1336
1337    float length = -1.0f;
1338    switch (paint->getTextAlign()) {
1339        case SkPaint::kCenter_Align:
1340            length = paint->measureText(text, bytesCount);
1341            x -= length / 2.0f;
1342            break;
1343        case SkPaint::kRight_Align:
1344            length = paint->measureText(text, bytesCount);
1345            x -= length;
1346            break;
1347        default:
1348            break;
1349    }
1350
1351    // TODO: Handle paint->getTextScaleX()
1352    const float oldX = x;
1353    const float oldY = y;
1354    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1355    if (pureTranslate) {
1356        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
1357        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
1358    }
1359
1360    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
1361    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
1362            paint->getTextSize());
1363
1364    int alpha;
1365    SkXfermode::Mode mode;
1366    getAlphaAndMode(paint, &alpha, &mode);
1367
1368    if (mHasShadow) {
1369        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
1370        const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount,
1371                count, mShadowRadius);
1372        const AutoTexture autoCleanup(shadow);
1373
1374        const float sx = x - shadow->left + mShadowDx;
1375        const float sy = y - shadow->top + mShadowDy;
1376
1377        const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
1378
1379        glActiveTexture(gTextureUnits[0]);
1380        setupDraw();
1381        setupDrawWithTexture(true);
1382        setupDrawAlpha8Color(mShadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
1383        setupDrawBlending(true, mode);
1384        setupDrawProgram();
1385        setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height, pureTranslate);
1386        setupDrawTexture(shadow->id);
1387        setupDrawPureColorUniforms();
1388        setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1389
1390        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1391        finishDrawTexture();
1392    }
1393
1394    if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) {
1395        return;
1396    }
1397
1398    // Pick the appropriate texture filtering
1399    bool linearFilter = mSnapshot->transform->changesBounds();
1400    if (pureTranslate && !linearFilter) {
1401        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
1402    }
1403
1404    glActiveTexture(gTextureUnits[0]);
1405    setupDraw();
1406    setupDrawDirtyRegionsDisabled();
1407    setupDrawWithTexture(true);
1408    setupDrawAlpha8Color(paint->getColor(), alpha);
1409    setupDrawColorFilter();
1410    setupDrawShader();
1411    setupDrawBlending(true, mode);
1412    setupDrawProgram();
1413    setupDrawModelView(x, y, x, y, pureTranslate, true);
1414    setupDrawTexture(fontRenderer.getTexture(linearFilter));
1415    setupDrawPureColorUniforms();
1416    setupDrawColorFilterUniforms();
1417    setupDrawShaderUniforms(pureTranslate);
1418
1419    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
1420    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
1421
1422#if RENDER_LAYERS_AS_REGIONS
1423    bool hasActiveLayer = hasLayer();
1424#else
1425    bool hasActiveLayer = false;
1426#endif
1427
1428    mCaches.unbindMeshBuffer();
1429    if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
1430            hasActiveLayer ? &bounds : NULL)) {
1431#if RENDER_LAYERS_AS_REGIONS
1432        if (hasActiveLayer) {
1433            if (!pureTranslate) {
1434                mSnapshot->transform->mapRect(bounds);
1435            }
1436            dirtyLayerUnchecked(bounds, getRegion());
1437        }
1438#endif
1439    }
1440
1441    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1442    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
1443
1444    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
1445}
1446
1447void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
1448    if (mSnapshot->isIgnored()) return;
1449
1450    GLuint textureUnit = 0;
1451    glActiveTexture(gTextureUnits[textureUnit]);
1452
1453    const PathTexture* texture = mCaches.pathCache.get(path, paint);
1454    if (!texture) return;
1455    const AutoTexture autoCleanup(texture);
1456
1457    const float x = texture->left - texture->offset;
1458    const float y = texture->top - texture->offset;
1459
1460    if (quickReject(x, y, x + texture->width, y + texture->height)) {
1461        return;
1462    }
1463
1464    int alpha;
1465    SkXfermode::Mode mode;
1466    getAlphaAndMode(paint, &alpha, &mode);
1467
1468    setupDraw();
1469    setupDrawWithTexture(true);
1470    setupDrawAlpha8Color(paint->getColor(), alpha);
1471    setupDrawColorFilter();
1472    setupDrawShader();
1473    setupDrawBlending(true, mode);
1474    setupDrawProgram();
1475    setupDrawModelView(x, y, x + texture->width, y + texture->height);
1476    setupDrawTexture(texture->id);
1477    setupDrawPureColorUniforms();
1478    setupDrawColorFilterUniforms();
1479    setupDrawShaderUniforms();
1480    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1481
1482    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1483
1484    finishDrawTexture();
1485}
1486
1487void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
1488    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
1489        return;
1490    }
1491
1492    glActiveTexture(gTextureUnits[0]);
1493
1494    int alpha;
1495    SkXfermode::Mode mode;
1496    getAlphaAndMode(paint, &alpha, &mode);
1497
1498    layer->alpha = alpha;
1499    layer->mode = mode;
1500
1501
1502#if RENDER_LAYERS_AS_REGIONS
1503    if (layer->region.isRect()) {
1504        const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
1505        composeLayerRect(layer, r);
1506    } else if (!layer->region.isEmpty() && layer->mesh) {
1507        const Rect& rect = layer->layer;
1508
1509        setupDraw();
1510        setupDrawWithTexture();
1511        setupDrawColor(alpha, alpha, alpha, alpha);
1512        setupDrawColorFilter();
1513        setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false);
1514        setupDrawProgram();
1515        setupDrawDirtyRegionsDisabled();
1516        setupDrawPureColorUniforms();
1517        setupDrawColorFilterUniforms();
1518        setupDrawTexture(layer->texture);
1519        setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1520        setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
1521
1522        glDrawElements(GL_TRIANGLES, layer->meshElementCount,
1523                GL_UNSIGNED_SHORT, layer->meshIndices);
1524
1525        finishDrawTexture();
1526    }
1527#else
1528    const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
1529    composeLayerRect(layer, r);
1530#endif
1531}
1532
1533///////////////////////////////////////////////////////////////////////////////
1534// Shaders
1535///////////////////////////////////////////////////////////////////////////////
1536
1537void OpenGLRenderer::resetShader() {
1538    mShader = NULL;
1539}
1540
1541void OpenGLRenderer::setupShader(SkiaShader* shader) {
1542    mShader = shader;
1543    if (mShader) {
1544        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
1545    }
1546}
1547
1548///////////////////////////////////////////////////////////////////////////////
1549// Color filters
1550///////////////////////////////////////////////////////////////////////////////
1551
1552void OpenGLRenderer::resetColorFilter() {
1553    mColorFilter = NULL;
1554}
1555
1556void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
1557    mColorFilter = filter;
1558}
1559
1560///////////////////////////////////////////////////////////////////////////////
1561// Drop shadow
1562///////////////////////////////////////////////////////////////////////////////
1563
1564void OpenGLRenderer::resetShadow() {
1565    mHasShadow = false;
1566}
1567
1568void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
1569    mHasShadow = true;
1570    mShadowRadius = radius;
1571    mShadowDx = dx;
1572    mShadowDy = dy;
1573    mShadowColor = color;
1574}
1575
1576///////////////////////////////////////////////////////////////////////////////
1577// Drawing implementation
1578///////////////////////////////////////////////////////////////////////////////
1579
1580// Same values used by Skia
1581#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
1582#define kStdUnderline_Offset    (1.0f / 9.0f)
1583#define kStdUnderline_Thickness (1.0f / 18.0f)
1584
1585void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
1586        float x, float y, SkPaint* paint) {
1587    // Handle underline and strike-through
1588    uint32_t flags = paint->getFlags();
1589    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
1590        float underlineWidth = length;
1591        // If length is > 0.0f, we already measured the text for the text alignment
1592        if (length <= 0.0f) {
1593            underlineWidth = paint->measureText(text, bytesCount);
1594        }
1595
1596        float offsetX = 0;
1597        switch (paint->getTextAlign()) {
1598            case SkPaint::kCenter_Align:
1599                offsetX = underlineWidth * 0.5f;
1600                break;
1601            case SkPaint::kRight_Align:
1602                offsetX = underlineWidth;
1603                break;
1604            default:
1605                break;
1606        }
1607
1608        if (underlineWidth > 0.0f) {
1609            const float textSize = paint->getTextSize();
1610            const float strokeWidth = textSize * kStdUnderline_Thickness;
1611
1612            const float left = x - offsetX;
1613            float top = 0.0f;
1614
1615            const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1);
1616            float points[pointsCount];
1617            int currentPoint = 0;
1618
1619            if (flags & SkPaint::kUnderlineText_Flag) {
1620                top = y + textSize * kStdUnderline_Offset;
1621                points[currentPoint++] = left;
1622                points[currentPoint++] = top;
1623                points[currentPoint++] = left + underlineWidth;
1624                points[currentPoint++] = top;
1625            }
1626
1627            if (flags & SkPaint::kStrikeThruText_Flag) {
1628                top = y + textSize * kStdStrikeThru_Offset;
1629                points[currentPoint++] = left;
1630                points[currentPoint++] = top;
1631                points[currentPoint++] = left + underlineWidth;
1632                points[currentPoint++] = top;
1633            }
1634
1635            SkPaint linesPaint(*paint);
1636            linesPaint.setStrokeWidth(strokeWidth);
1637
1638            drawLines(&points[0], pointsCount, &linesPaint);
1639        }
1640    }
1641}
1642
1643void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
1644        int color, SkXfermode::Mode mode, bool ignoreTransform) {
1645    // If a shader is set, preserve only the alpha
1646    if (mShader) {
1647        color |= 0x00ffffff;
1648    }
1649
1650    setupDraw();
1651    setupDrawColor(color);
1652    setupDrawShader();
1653    setupDrawColorFilter();
1654    setupDrawBlending(mode);
1655    setupDrawProgram();
1656    setupDrawModelView(left, top, right, bottom, ignoreTransform);
1657    setupDrawColorUniforms();
1658    setupDrawShaderUniforms(ignoreTransform);
1659    setupDrawColorFilterUniforms();
1660    setupDrawSimpleMesh();
1661
1662    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1663}
1664
1665void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1666        Texture* texture, SkPaint* paint) {
1667    int alpha;
1668    SkXfermode::Mode mode;
1669    getAlphaAndMode(paint, &alpha, &mode);
1670
1671    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
1672
1673    if (mSnapshot->transform->isPureTranslate()) {
1674        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1675        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1676
1677        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1678                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
1679                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
1680    } else {
1681        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
1682                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
1683                GL_TRIANGLE_STRIP, gMeshCount);
1684    }
1685}
1686
1687void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1688        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
1689    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
1690            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
1691}
1692
1693void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
1694        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
1695        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
1696        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
1697
1698    setupDraw();
1699    setupDrawWithTexture();
1700    setupDrawColor(alpha, alpha, alpha, alpha);
1701    setupDrawColorFilter();
1702    setupDrawBlending(blend, mode, swapSrcDst);
1703    setupDrawProgram();
1704    if (!dirty) {
1705        setupDrawDirtyRegionsDisabled();
1706    }
1707    if (!ignoreScale) {
1708        setupDrawModelView(left, top, right, bottom, ignoreTransform);
1709    } else {
1710        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
1711    }
1712    setupDrawPureColorUniforms();
1713    setupDrawColorFilterUniforms();
1714    setupDrawTexture(texture);
1715    setupDrawMesh(vertices, texCoords, vbo);
1716
1717    glDrawArrays(drawMode, 0, elementsCount);
1718
1719    finishDrawTexture();
1720}
1721
1722void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
1723        ProgramDescription& description, bool swapSrcDst) {
1724    blend = blend || mode != SkXfermode::kSrcOver_Mode;
1725    if (blend) {
1726        if (mode < SkXfermode::kPlus_Mode) {
1727            if (!mCaches.blend) {
1728                glEnable(GL_BLEND);
1729            }
1730
1731            GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
1732            GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
1733
1734            if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
1735                glBlendFunc(sourceMode, destMode);
1736                mCaches.lastSrcMode = sourceMode;
1737                mCaches.lastDstMode = destMode;
1738            }
1739        } else {
1740            // These blend modes are not supported by OpenGL directly and have
1741            // to be implemented using shaders. Since the shader will perform
1742            // the blending, turn blending off here
1743            if (mCaches.extensions.hasFramebufferFetch()) {
1744                description.framebufferMode = mode;
1745                description.swapSrcDst = swapSrcDst;
1746            }
1747
1748            if (mCaches.blend) {
1749                glDisable(GL_BLEND);
1750            }
1751            blend = false;
1752        }
1753    } else if (mCaches.blend) {
1754        glDisable(GL_BLEND);
1755    }
1756    mCaches.blend = blend;
1757}
1758
1759bool OpenGLRenderer::useProgram(Program* program) {
1760    if (!program->isInUse()) {
1761        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
1762        program->use();
1763        mCaches.currentProgram = program;
1764        return false;
1765    }
1766    return true;
1767}
1768
1769void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
1770    TextureVertex* v = &mMeshVertices[0];
1771    TextureVertex::setUV(v++, u1, v1);
1772    TextureVertex::setUV(v++, u2, v1);
1773    TextureVertex::setUV(v++, u1, v2);
1774    TextureVertex::setUV(v++, u2, v2);
1775}
1776
1777void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
1778    if (paint) {
1779        if (!mCaches.extensions.hasFramebufferFetch()) {
1780            const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode);
1781            if (!isMode) {
1782                // Assume SRC_OVER
1783                *mode = SkXfermode::kSrcOver_Mode;
1784            }
1785        } else {
1786            *mode = getXfermode(paint->getXfermode());
1787        }
1788
1789        // Skia draws using the color's alpha channel if < 255
1790        // Otherwise, it uses the paint's alpha
1791        int color = paint->getColor();
1792        *alpha = (color >> 24) & 0xFF;
1793        if (*alpha == 255) {
1794            *alpha = paint->getAlpha();
1795        }
1796    } else {
1797        *mode = SkXfermode::kSrcOver_Mode;
1798        *alpha = 255;
1799    }
1800}
1801
1802SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
1803    if (mode == NULL) {
1804        return SkXfermode::kSrcOver_Mode;
1805    }
1806    return mode->fMode;
1807}
1808
1809void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) {
1810    bool bound = false;
1811    if (wrapS != texture->wrapS) {
1812        glBindTexture(GL_TEXTURE_2D, texture->id);
1813        bound = true;
1814        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
1815        texture->wrapS = wrapS;
1816    }
1817    if (wrapT != texture->wrapT) {
1818        if (!bound) {
1819            glBindTexture(GL_TEXTURE_2D, texture->id);
1820        }
1821        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
1822        texture->wrapT = wrapT;
1823    }
1824}
1825
1826}; // namespace uirenderer
1827}; // namespace android
1828