OpenGLRenderer.cpp revision 01d065795794fa56be660d6346e4830eb7e90a41
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
34namespace android {
35namespace uirenderer {
36
37///////////////////////////////////////////////////////////////////////////////
38// Defines
39///////////////////////////////////////////////////////////////////////////////
40
41#define RAD_TO_DEG (180.0f / 3.14159265f)
42#define MIN_ANGLE 0.001f
43
44// TODO: This should be set in properties
45#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH)
46
47///////////////////////////////////////////////////////////////////////////////
48// Globals
49///////////////////////////////////////////////////////////////////////////////
50
51/**
52 * Structure mapping Skia xfermodes to OpenGL blending factors.
53 */
54struct Blender {
55    SkXfermode::Mode mode;
56    GLenum src;
57    GLenum dst;
58}; // struct Blender
59
60// In this array, the index of each Blender equals the value of the first
61// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
62static const Blender gBlends[] = {
63        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
64        { SkXfermode::kSrc_Mode,     GL_ONE,                  GL_ZERO },
65        { SkXfermode::kDst_Mode,     GL_ZERO,                 GL_ONE },
66        { SkXfermode::kSrcOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
67        { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
68        { SkXfermode::kSrcIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
69        { SkXfermode::kDstIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
70        { SkXfermode::kSrcOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
71        { SkXfermode::kDstOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
72        { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
73        { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
74        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
75};
76
77// This array contains the swapped version of each SkXfermode. For instance
78// this array's SrcOver blending mode is actually DstOver. You can refer to
79// createLayer() for more information on the purpose of this array.
80static const Blender gBlendsSwap[] = {
81        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
82        { SkXfermode::kSrc_Mode,     GL_ZERO,                 GL_ONE },
83        { SkXfermode::kDst_Mode,     GL_ONE,                  GL_ZERO },
84        { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
85        { SkXfermode::kDstOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
86        { SkXfermode::kSrcIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
87        { SkXfermode::kDstIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
88        { SkXfermode::kSrcOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
89        { SkXfermode::kDstOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
90        { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
91        { SkXfermode::kDstATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
92        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
93};
94
95static const GLenum gTextureUnits[] = {
96        GL_TEXTURE0,
97        GL_TEXTURE1,
98        GL_TEXTURE2
99};
100
101///////////////////////////////////////////////////////////////////////////////
102// Constructors/destructor
103///////////////////////////////////////////////////////////////////////////////
104
105OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
106    mShader = NULL;
107    mColorFilter = NULL;
108    mHasShadow = false;
109
110    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
111
112    mFirstSnapshot = new Snapshot;
113}
114
115OpenGLRenderer::~OpenGLRenderer() {
116    // The context has already been destroyed at this point, do not call
117    // GL APIs. All GL state should be kept in Caches.h
118}
119
120///////////////////////////////////////////////////////////////////////////////
121// Setup
122///////////////////////////////////////////////////////////////////////////////
123
124void OpenGLRenderer::setViewport(int width, int height) {
125    glViewport(0, 0, width, height);
126    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
127
128    mWidth = width;
129    mHeight = height;
130
131    mFirstSnapshot->height = height;
132    mFirstSnapshot->viewport.set(0, 0, width, height);
133
134    mDirtyClip = false;
135}
136
137void OpenGLRenderer::prepare(bool opaque) {
138    mSnapshot = new Snapshot(mFirstSnapshot,
139            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
140    mSaveCount = 1;
141
142    glViewport(0, 0, mWidth, mHeight);
143
144    glDisable(GL_DITHER);
145
146    if (!opaque) {
147        glDisable(GL_SCISSOR_TEST);
148        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
149        glClear(GL_COLOR_BUFFER_BIT);
150    }
151
152    glEnable(GL_SCISSOR_TEST);
153    glScissor(0, 0, mWidth, mHeight);
154    mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight);
155}
156
157void OpenGLRenderer::finish() {
158#if DEBUG_OPENGL
159    GLenum status = GL_NO_ERROR;
160    while ((status = glGetError()) != GL_NO_ERROR) {
161        LOGD("GL error from OpenGLRenderer: 0x%x", status);
162    }
163#endif
164#if DEBUG_MEMORY_USAGE
165    mCaches.dumpMemoryUsage();
166#else
167    if (mCaches.getDebugLevel() & kDebugMemory) {
168        mCaches.dumpMemoryUsage();
169    }
170#endif
171}
172
173void OpenGLRenderer::acquireContext() {
174    if (mCaches.currentProgram) {
175        if (mCaches.currentProgram->isInUse()) {
176            mCaches.currentProgram->remove();
177            mCaches.currentProgram = NULL;
178        }
179    }
180    mCaches.unbindMeshBuffer();
181}
182
183void OpenGLRenderer::releaseContext() {
184    glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight());
185
186    glEnable(GL_SCISSOR_TEST);
187    dirtyClip();
188
189    glDisable(GL_DITHER);
190
191    glBindFramebuffer(GL_FRAMEBUFFER, 0);
192    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
193
194    mCaches.blend = true;
195    glEnable(GL_BLEND);
196    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
197    glBlendEquation(GL_FUNC_ADD);
198}
199
200///////////////////////////////////////////////////////////////////////////////
201// State management
202///////////////////////////////////////////////////////////////////////////////
203
204int OpenGLRenderer::getSaveCount() const {
205    return mSaveCount;
206}
207
208int OpenGLRenderer::save(int flags) {
209    return saveSnapshot(flags);
210}
211
212void OpenGLRenderer::restore() {
213    if (mSaveCount > 1) {
214        restoreSnapshot();
215    }
216}
217
218void OpenGLRenderer::restoreToCount(int saveCount) {
219    if (saveCount < 1) saveCount = 1;
220
221    while (mSaveCount > saveCount) {
222        restoreSnapshot();
223    }
224}
225
226int OpenGLRenderer::saveSnapshot(int flags) {
227    mSnapshot = new Snapshot(mSnapshot, flags);
228    return mSaveCount++;
229}
230
231bool OpenGLRenderer::restoreSnapshot() {
232    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
233    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
234    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
235
236    sp<Snapshot> current = mSnapshot;
237    sp<Snapshot> previous = mSnapshot->previous;
238
239    if (restoreOrtho) {
240        Rect& r = previous->viewport;
241        glViewport(r.left, r.top, r.right, r.bottom);
242        mOrthoMatrix.load(current->orthoMatrix);
243    }
244
245    mSaveCount--;
246    mSnapshot = previous;
247
248    if (restoreClip) {
249        dirtyClip();
250    }
251
252    if (restoreLayer) {
253        composeLayer(current, previous);
254    }
255
256    return restoreClip;
257}
258
259///////////////////////////////////////////////////////////////////////////////
260// Layers
261///////////////////////////////////////////////////////////////////////////////
262
263int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
264        SkPaint* p, int flags) {
265    const GLuint previousFbo = mSnapshot->fbo;
266    const int count = saveSnapshot(flags);
267
268    if (!mSnapshot->invisible) {
269        int alpha = 255;
270        SkXfermode::Mode mode;
271
272        if (p) {
273            alpha = p->getAlpha();
274            if (!mCaches.extensions.hasFramebufferFetch()) {
275                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
276                if (!isMode) {
277                    // Assume SRC_OVER
278                    mode = SkXfermode::kSrcOver_Mode;
279                }
280            } else {
281                mode = getXfermode(p->getXfermode());
282            }
283        } else {
284            mode = SkXfermode::kSrcOver_Mode;
285        }
286
287        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
288    }
289
290    return count;
291}
292
293int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
294        int alpha, int flags) {
295    if (alpha >= 255 - ALPHA_THRESHOLD) {
296        return saveLayer(left, top, right, bottom, NULL, flags);
297    } else {
298        SkPaint paint;
299        paint.setAlpha(alpha);
300        return saveLayer(left, top, right, bottom, &paint, flags);
301    }
302}
303
304/**
305 * Layers are viewed by Skia are slightly different than layers in image editing
306 * programs (for instance.) When a layer is created, previously created layers
307 * and the frame buffer still receive every drawing command. For instance, if a
308 * layer is created and a shape intersecting the bounds of the layers and the
309 * framebuffer is draw, the shape will be drawn on both (unless the layer was
310 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
311 *
312 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
313 * texture. Unfortunately, this is inefficient as it requires every primitive to
314 * be drawn n + 1 times, where n is the number of active layers. In practice this
315 * means, for every primitive:
316 *   - Switch active frame buffer
317 *   - Change viewport, clip and projection matrix
318 *   - Issue the drawing
319 *
320 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
321 * To avoid this, layers are implemented in a different way here, at least in the
322 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
323 * is set. When this flag is set we can redirect all drawing operations into a
324 * single FBO.
325 *
326 * This implementation relies on the frame buffer being at least RGBA 8888. When
327 * a layer is created, only a texture is created, not an FBO. The content of the
328 * frame buffer contained within the layer's bounds is copied into this texture
329 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
330 * buffer and drawing continues as normal. This technique therefore treats the
331 * frame buffer as a scratch buffer for the layers.
332 *
333 * To compose the layers back onto the frame buffer, each layer texture
334 * (containing the original frame buffer data) is drawn as a simple quad over
335 * the frame buffer. The trick is that the quad is set as the composition
336 * destination in the blending equation, and the frame buffer becomes the source
337 * of the composition.
338 *
339 * Drawing layers with an alpha value requires an extra step before composition.
340 * An empty quad is drawn over the layer's region in the frame buffer. This quad
341 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
342 * quad is used to multiply the colors in the frame buffer. This is achieved by
343 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
344 * GL_ZERO, GL_SRC_ALPHA.
345 *
346 * Because glCopyTexImage2D() can be slow, an alternative implementation might
347 * be use to draw a single clipped layer. The implementation described above
348 * is correct in every case.
349 *
350 * (1) The frame buffer is actually not cleared right away. To allow the GPU
351 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
352 *     buffer is left untouched until the first drawing operation. Only when
353 *     something actually gets drawn are the layers regions cleared.
354 */
355bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
356        float right, float bottom, int alpha, SkXfermode::Mode mode,
357        int flags, GLuint previousFbo) {
358    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
359    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
360
361    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
362
363    // Window coordinates of the layer
364    Rect bounds(left, top, right, bottom);
365    if (fboLayer) {
366        // Clear the previous layer regions before we change the viewport
367        clearLayerRegions();
368    } else {
369        mSnapshot->transform->mapRect(bounds);
370
371        // Layers only make sense if they are in the framebuffer's bounds
372        bounds.intersect(*snapshot->clipRect);
373
374        // We cannot work with sub-pixels in this case
375        bounds.snapToPixelBoundaries();
376
377        // When the layer is not an FBO, we may use glCopyTexImage so we
378        // need to make sure the layer does not extend outside the bounds
379        // of the framebuffer
380        bounds.intersect(snapshot->previous->viewport);
381    }
382
383    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
384            bounds.getHeight() > mCaches.maxTextureSize) {
385        snapshot->invisible = true;
386    } else {
387        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
388    }
389
390    // Bail out if we won't draw in this snapshot
391    if (snapshot->invisible) {
392        return false;
393    }
394
395    glActiveTexture(gTextureUnits[0]);
396    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
397    if (!layer) {
398        return false;
399    }
400
401    layer->mode = mode;
402    layer->alpha = alpha;
403    layer->layer.set(bounds);
404    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height),
405            bounds.getWidth() / float(layer->width), 0.0f);
406
407    // Save the layer in the snapshot
408    snapshot->flags |= Snapshot::kFlagIsLayer;
409    snapshot->layer = layer;
410
411    if (fboLayer) {
412        return createFboLayer(layer, bounds, snapshot, previousFbo);
413    } else {
414        // Copy the framebuffer into the layer
415        glBindTexture(GL_TEXTURE_2D, layer->texture);
416
417        if (layer->empty) {
418            glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left,
419                    snapshot->height - bounds.bottom, layer->width, layer->height, 0);
420            layer->empty = false;
421        } else {
422            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
423                    snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
424        }
425
426        // Enqueue the buffer coordinates to clear the corresponding region later
427        mLayers.push(new Rect(bounds));
428    }
429
430    return true;
431}
432
433bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
434        GLuint previousFbo) {
435    layer->fbo = mCaches.fboCache.get();
436
437#if RENDER_LAYERS_AS_REGIONS
438    snapshot->region = &snapshot->layer->region;
439    snapshot->flags |= Snapshot::kFlagFboTarget;
440#endif
441
442    Rect clip(bounds);
443    snapshot->transform->mapRect(clip);
444    clip.intersect(*snapshot->clipRect);
445    clip.snapToPixelBoundaries();
446    clip.intersect(snapshot->previous->viewport);
447
448    mat4 inverse;
449    inverse.loadInverse(*mSnapshot->transform);
450
451    inverse.mapRect(clip);
452    clip.snapToPixelBoundaries();
453    clip.intersect(bounds);
454    clip.translate(-bounds.left, -bounds.top);
455
456    snapshot->flags |= Snapshot::kFlagIsFboLayer;
457    snapshot->fbo = layer->fbo;
458    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
459    //snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
460    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
461    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
462    snapshot->height = bounds.getHeight();
463    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
464    snapshot->orthoMatrix.load(mOrthoMatrix);
465
466    // Bind texture to FBO
467    glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
468    glBindTexture(GL_TEXTURE_2D, layer->texture);
469
470    // Initialize the texture if needed
471    if (layer->empty) {
472        layer->empty = false;
473        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0,
474                GL_RGBA, GL_UNSIGNED_BYTE, NULL);
475    }
476
477    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
478            layer->texture, 0);
479
480#if DEBUG_LAYERS_AS_REGIONS
481    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
482    if (status != GL_FRAMEBUFFER_COMPLETE) {
483        LOGE("Framebuffer incomplete (GL error code 0x%x)", status);
484
485        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
486        glDeleteTextures(1, &layer->texture);
487        mCaches.fboCache.put(layer->fbo);
488
489        delete layer;
490
491        return false;
492    }
493#endif
494
495    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
496    glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
497            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
498    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
499    glClear(GL_COLOR_BUFFER_BIT);
500
501    dirtyClip();
502
503    // Change the ortho projection
504    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
505    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
506
507    return true;
508}
509
510/**
511 * Read the documentation of createLayer() before doing anything in this method.
512 */
513void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
514    if (!current->layer) {
515        LOGE("Attempting to compose a layer that does not exist");
516        return;
517    }
518
519    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
520
521    if (fboLayer) {
522        // Unbind current FBO and restore previous one
523        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
524    }
525
526    Layer* layer = current->layer;
527    const Rect& rect = layer->layer;
528
529    if (!fboLayer && layer->alpha < 255) {
530        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
531                layer->alpha << 24, SkXfermode::kDstIn_Mode, true);
532        // Required below, composeLayerRect() will divide by 255
533        layer->alpha = 255;
534    }
535
536    mCaches.unbindMeshBuffer();
537
538    glActiveTexture(gTextureUnits[0]);
539
540    // When the layer is stored in an FBO, we can save a bit of fillrate by
541    // drawing only the dirty region
542    if (fboLayer) {
543        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
544        composeLayerRegion(layer, rect);
545    } else {
546        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
547        composeLayerRect(layer, rect, true);
548    }
549
550    if (fboLayer) {
551        // Detach the texture from the FBO
552        glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
553        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
554        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
555
556        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
557        mCaches.fboCache.put(current->fbo);
558    }
559
560    dirtyClip();
561
562    // Failing to add the layer to the cache should happen only if the layer is too large
563    if (!mCaches.layerCache.put(layer)) {
564        LAYER_LOGD("Deleting layer");
565        glDeleteTextures(1, &layer->texture);
566        delete layer;
567    }
568}
569
570void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
571    const Rect& texCoords = layer->texCoords;
572    resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom);
573
574    drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture,
575            layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0],
576            &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap);
577
578    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
579}
580
581void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
582#if RENDER_LAYERS_AS_REGIONS
583    if (layer->region.isRect()) {
584        composeLayerRect(layer, rect);
585        layer->region.clear();
586        return;
587    }
588
589    if (!layer->region.isEmpty()) {
590        size_t count;
591        const android::Rect* rects = layer->region.getArray(&count);
592
593        setupDraw();
594
595        ProgramDescription description;
596        description.hasTexture = true;
597
598        const float alpha = layer->alpha / 255.0f;
599        const bool setColor = description.setColor(alpha, alpha, alpha, alpha);
600        chooseBlending(layer->blend || layer->alpha < 255, layer->mode, description, false);
601
602        useProgram(mCaches.programCache.get(description));
603
604        // Texture
605        bindTexture(layer->texture);
606        glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0);
607
608        // Always premultiplied
609        if (setColor) {
610            mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha);
611        }
612
613        // Mesh
614        int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
615        glEnableVertexAttribArray(texCoordsSlot);
616
617        mModelView.loadIdentity();
618        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
619
620        const float texX = 1.0f / float(layer->width);
621        const float texY = 1.0f / float(layer->height);
622
623        TextureVertex* mesh = mCaches.getRegionMesh();
624        GLsizei numQuads = 0;
625
626        glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
627                gMeshStride, &mesh[0].position[0]);
628        glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE,
629                gMeshStride, &mesh[0].texture[0]);
630
631        for (size_t i = 0; i < count; i++) {
632            const android::Rect* r = &rects[i];
633
634            const float u1 = r->left * texX;
635            const float v1 = (rect.getHeight() - r->top) * texY;
636            const float u2 = r->right * texX;
637            const float v2 = (rect.getHeight() - r->bottom) * texY;
638
639            // TODO: Reject quads outside of the clip
640            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
641            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
642            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
643            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
644
645            numQuads++;
646
647            if (numQuads >= REGION_MESH_QUAD_COUNT) {
648                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
649                numQuads = 0;
650                mesh = mCaches.getRegionMesh();
651            }
652        }
653
654        if (numQuads > 0) {
655            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
656        }
657
658        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
659        glDisableVertexAttribArray(texCoordsSlot);
660
661#if DEBUG_LAYERS_AS_REGIONS
662        uint32_t colors[] = {
663                0x7fff0000, 0x7f00ff00,
664                0x7f0000ff, 0x7fff00ff,
665        };
666
667        int offset = 0;
668        int32_t top = rects[0].top;
669        int i = 0;
670
671        for (size_t i = 0; i < count; i++) {
672            if (top != rects[i].top) {
673                offset ^= 0x2;
674                top = rects[i].top;
675            }
676
677            Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
678            drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
679                    SkXfermode::kSrcOver_Mode);
680        }
681#endif
682
683        layer->region.clear();
684    }
685#else
686    composeLayerRect(layer, rect);
687#endif
688}
689
690void OpenGLRenderer::dirtyLayer(const float left, const float top,
691        const float right, const float bottom, const mat4 transform) {
692#if RENDER_LAYERS_AS_REGIONS
693    if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) {
694        Rect bounds(left, top, right, bottom);
695        transform.mapRect(bounds);
696        bounds.intersect(*mSnapshot->clipRect);
697        bounds.snapToPixelBoundaries();
698
699        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
700        if (!dirty.isEmpty()) {
701            mSnapshot->region->orSelf(dirty);
702        }
703    }
704#endif
705}
706
707void OpenGLRenderer::dirtyLayer(const float left, const float top,
708        const float right, const float bottom) {
709#if RENDER_LAYERS_AS_REGIONS
710    if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) {
711        Rect bounds(left, top, right, bottom);
712        bounds.intersect(*mSnapshot->clipRect);
713        bounds.snapToPixelBoundaries();
714
715        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
716        if (!dirty.isEmpty()) {
717            mSnapshot->region->orSelf(dirty);
718        }
719    }
720#endif
721}
722
723void OpenGLRenderer::setupDraw() {
724    clearLayerRegions();
725    if (mDirtyClip) {
726        setScissorFromClip();
727    }
728}
729
730void OpenGLRenderer::clearLayerRegions() {
731    if (mLayers.size() == 0 || mSnapshot->invisible) return;
732
733    Rect clipRect(*mSnapshot->clipRect);
734    clipRect.snapToPixelBoundaries();
735
736    for (uint32_t i = 0; i < mLayers.size(); i++) {
737        Rect* bounds = mLayers.itemAt(i);
738        if (clipRect.intersects(*bounds)) {
739            // Clear the framebuffer where the layer will draw
740            glScissor(bounds->left, mSnapshot->height - bounds->bottom,
741                    bounds->getWidth(), bounds->getHeight());
742            glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
743            glClear(GL_COLOR_BUFFER_BIT);
744
745            // Restore the clip
746            dirtyClip();
747        }
748
749        delete bounds;
750    }
751
752    mLayers.clear();
753}
754
755///////////////////////////////////////////////////////////////////////////////
756// Transforms
757///////////////////////////////////////////////////////////////////////////////
758
759void OpenGLRenderer::translate(float dx, float dy) {
760    mSnapshot->transform->translate(dx, dy, 0.0f);
761}
762
763void OpenGLRenderer::rotate(float degrees) {
764    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
765}
766
767void OpenGLRenderer::scale(float sx, float sy) {
768    mSnapshot->transform->scale(sx, sy, 1.0f);
769}
770
771void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
772    mSnapshot->transform->load(*matrix);
773}
774
775const float* OpenGLRenderer::getMatrix() const {
776    if (mSnapshot->fbo != 0) {
777        return &mSnapshot->transform->data[0];
778    }
779    return &mIdentity.data[0];
780}
781
782void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
783    mSnapshot->transform->copyTo(*matrix);
784}
785
786void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
787    SkMatrix transform;
788    mSnapshot->transform->copyTo(transform);
789    transform.preConcat(*matrix);
790    mSnapshot->transform->load(transform);
791}
792
793///////////////////////////////////////////////////////////////////////////////
794// Clipping
795///////////////////////////////////////////////////////////////////////////////
796
797void OpenGLRenderer::setScissorFromClip() {
798    Rect clip(*mSnapshot->clipRect);
799    clip.snapToPixelBoundaries();
800    glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
801    mDirtyClip = false;
802}
803
804const Rect& OpenGLRenderer::getClipBounds() {
805    return mSnapshot->getLocalClip();
806}
807
808bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
809    if (mSnapshot->invisible) {
810        return true;
811    }
812
813    Rect r(left, top, right, bottom);
814    mSnapshot->transform->mapRect(r);
815    r.snapToPixelBoundaries();
816
817    Rect clipRect(*mSnapshot->clipRect);
818    clipRect.snapToPixelBoundaries();
819
820    return !clipRect.intersects(r);
821}
822
823bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
824    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
825    if (clipped) {
826        dirtyClip();
827    }
828    return !mSnapshot->clipRect->isEmpty();
829}
830
831///////////////////////////////////////////////////////////////////////////////
832// Drawing
833///////////////////////////////////////////////////////////////////////////////
834
835void OpenGLRenderer::drawDisplayList(DisplayList* displayList) {
836    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
837    // will be performed by the display list itself
838    if (displayList) {
839        displayList->replay(*this);
840    }
841}
842
843void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
844    const float right = left + bitmap->width();
845    const float bottom = top + bitmap->height();
846
847    if (quickReject(left, top, right, bottom)) {
848        return;
849    }
850
851    glActiveTexture(GL_TEXTURE0);
852    Texture* texture = mCaches.textureCache.get(bitmap);
853    if (!texture) return;
854    const AutoTexture autoCleanup(texture);
855
856    drawTextureRect(left, top, right, bottom, texture, paint);
857}
858
859void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
860    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
861    const mat4 transform(*matrix);
862    transform.mapRect(r);
863
864    if (quickReject(r.left, r.top, r.right, r.bottom)) {
865        return;
866    }
867
868    glActiveTexture(GL_TEXTURE0);
869    Texture* texture = mCaches.textureCache.get(bitmap);
870    if (!texture) return;
871    const AutoTexture autoCleanup(texture);
872
873    // This could be done in a cheaper way, all we need is pass the matrix
874    // to the vertex shader. The save/restore is a bit overkill.
875    save(SkCanvas::kMatrix_SaveFlag);
876    concatMatrix(matrix);
877    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
878    restore();
879}
880
881void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
882         float srcLeft, float srcTop, float srcRight, float srcBottom,
883         float dstLeft, float dstTop, float dstRight, float dstBottom,
884         SkPaint* paint) {
885    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
886        return;
887    }
888
889    glActiveTexture(gTextureUnits[0]);
890    Texture* texture = mCaches.textureCache.get(bitmap);
891    if (!texture) return;
892    const AutoTexture autoCleanup(texture);
893    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
894
895    const float width = texture->width;
896    const float height = texture->height;
897
898    const float u1 = srcLeft / width;
899    const float v1 = srcTop / height;
900    const float u2 = srcRight / width;
901    const float v2 = srcBottom / height;
902
903    mCaches.unbindMeshBuffer();
904    resetDrawTextureTexCoords(u1, v1, u2, v2);
905
906    int alpha;
907    SkXfermode::Mode mode;
908    getAlphaAndMode(paint, &alpha, &mode);
909
910    drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
911            mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
912            GL_TRIANGLE_STRIP, gMeshCount);
913
914    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
915}
916
917void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
918        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
919        float left, float top, float right, float bottom, SkPaint* paint) {
920    if (quickReject(left, top, right, bottom)) {
921        return;
922    }
923
924    glActiveTexture(gTextureUnits[0]);
925    Texture* texture = mCaches.textureCache.get(bitmap);
926    if (!texture) return;
927    const AutoTexture autoCleanup(texture);
928    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
929
930    int alpha;
931    SkXfermode::Mode mode;
932    getAlphaAndMode(paint, &alpha, &mode);
933
934    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
935            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
936
937    if (mesh) {
938        // Mark the current layer dirty where we are going to draw the patch
939        if ((mSnapshot->flags & Snapshot::kFlagFboTarget) &&
940                mSnapshot->region && mesh->hasEmptyQuads) {
941            const size_t count = mesh->quads.size();
942            for (size_t i = 0; i < count; i++) {
943                Rect bounds = mesh->quads.itemAt(i);
944                dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom,
945                        *mSnapshot->transform);
946            }
947        }
948
949        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
950                mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
951                GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
952                true, !mesh->hasEmptyQuads);
953    }
954}
955
956void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
957    // TODO: Should do quickReject for each line
958    if (mSnapshot->invisible) return;
959
960    setupDraw();
961
962    int alpha;
963    SkXfermode::Mode mode;
964    getAlphaAndMode(paint, &alpha, &mode);
965
966    uint32_t color = paint->getColor();
967    const GLfloat a = alpha / 255.0f;
968    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
969    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
970    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
971
972    const bool isAA = paint->isAntiAlias();
973    if (isAA) {
974        GLuint textureUnit = 0;
975        glActiveTexture(gTextureUnits[textureUnit]);
976        setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a,
977                mode, false, true, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
978                mCaches.line.getMeshBuffer());
979    } else {
980        setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false, true);
981    }
982
983    const float strokeWidth = paint->getStrokeWidth();
984    const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount;
985    const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP;
986
987    for (int i = 0; i < count; i += 4) {
988        float tx = 0.0f;
989        float ty = 0.0f;
990
991        if (isAA) {
992            mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3],
993                    strokeWidth, tx, ty);
994        } else {
995            ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f;
996        }
997
998        const float dx = points[i + 2] - points[i];
999        const float dy = points[i + 3] - points[i + 1];
1000        const float mag = sqrtf(dx * dx + dy * dy);
1001        const float angle = acos(dx / mag);
1002
1003        mModelView.loadTranslate(points[i], points[i + 1], 0.0f);
1004        if (angle > MIN_ANGLE || angle < -MIN_ANGLE) {
1005            mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f);
1006        }
1007        mModelView.translate(tx, ty, 0.0f);
1008        if (!isAA) {
1009            float length = mCaches.line.getLength(points[i], points[i + 1],
1010                    points[i + 2], points[i + 3]);
1011            mModelView.scale(length, strokeWidth, 1.0f);
1012        }
1013        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1014        // TODO: Add bounds to the layer's region
1015
1016        if (mShader) {
1017            mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot);
1018        }
1019
1020        glDrawArrays(drawMode, 0, elementsCount);
1021    }
1022
1023    if (isAA) {
1024        glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
1025    }
1026}
1027
1028void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
1029    // No need to check against the clip, we fill the clip region
1030    if (mSnapshot->invisible) return;
1031
1032    Rect& clip(*mSnapshot->clipRect);
1033    clip.snapToPixelBoundaries();
1034    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
1035}
1036
1037void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
1038    if (quickReject(left, top, right, bottom)) {
1039        return;
1040    }
1041
1042    SkXfermode::Mode mode;
1043    if (!mCaches.extensions.hasFramebufferFetch()) {
1044        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
1045        if (!isMode) {
1046            // Assume SRC_OVER
1047            mode = SkXfermode::kSrcOver_Mode;
1048        }
1049    } else {
1050        mode = getXfermode(p->getXfermode());
1051    }
1052
1053    // Skia draws using the color's alpha channel if < 255
1054    // Otherwise, it uses the paint's alpha
1055    int color = p->getColor();
1056    if (((color >> 24) & 0xff) == 255) {
1057        color |= p->getAlpha() << 24;
1058    }
1059
1060    drawColorRect(left, top, right, bottom, color, mode);
1061}
1062
1063void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
1064        float x, float y, SkPaint* paint) {
1065    if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
1066        return;
1067    }
1068    if (mSnapshot->invisible) return;
1069
1070    paint->setAntiAlias(true);
1071
1072    float length = -1.0f;
1073    switch (paint->getTextAlign()) {
1074        case SkPaint::kCenter_Align:
1075            length = paint->measureText(text, bytesCount);
1076            x -= length / 2.0f;
1077            break;
1078        case SkPaint::kRight_Align:
1079            length = paint->measureText(text, bytesCount);
1080            x -= length;
1081            break;
1082        default:
1083            break;
1084    }
1085
1086    int alpha;
1087    SkXfermode::Mode mode;
1088    getAlphaAndMode(paint, &alpha, &mode);
1089
1090    uint32_t color = paint->getColor();
1091    const GLfloat a = alpha / 255.0f;
1092    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
1093    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
1094    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
1095
1096    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
1097    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
1098            paint->getTextSize());
1099
1100    setupDraw();
1101
1102    if (mHasShadow) {
1103        glActiveTexture(gTextureUnits[0]);
1104        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
1105        const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount,
1106                count, mShadowRadius);
1107        const AutoTexture autoCleanup(shadow);
1108
1109        setupShadow(shadow, x, y, mode, a);
1110
1111        // Draw the mesh
1112        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1113        glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
1114    }
1115
1116    GLuint textureUnit = 0;
1117    glActiveTexture(gTextureUnits[textureUnit]);
1118
1119    // Assume that the modelView matrix does not force scales, rotates, etc.
1120    const bool linearFilter = mSnapshot->transform->changesBounds();
1121
1122    // Dimensions are set to (0,0), the layer (if any) won't be dirtied
1123    setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit,
1124            x, y, r, g, b, a, mode, false, true, NULL, NULL);
1125
1126    const Rect& clip = mSnapshot->getLocalClip();
1127    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
1128
1129#if RENDER_LAYERS_AS_REGIONS
1130    bool hasLayer = (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region;
1131#else
1132    bool hasLayer = false;
1133#endif
1134
1135    mCaches.unbindMeshBuffer();
1136    if (fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y,
1137            hasLayer ? &bounds : NULL)) {
1138#if RENDER_LAYERS_AS_REGIONS
1139        if (hasLayer) {
1140            mSnapshot->transform->mapRect(bounds);
1141            bounds.intersect(*mSnapshot->clipRect);
1142            bounds.snapToPixelBoundaries();
1143
1144            android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1145            mSnapshot->region->orSelf(dirty);
1146        }
1147#endif
1148    }
1149
1150    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1151    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
1152
1153    drawTextDecorations(text, bytesCount, length, x, y, paint);
1154}
1155
1156void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
1157    if (mSnapshot->invisible) return;
1158
1159    GLuint textureUnit = 0;
1160    glActiveTexture(gTextureUnits[textureUnit]);
1161
1162    const PathTexture* texture = mCaches.pathCache.get(path, paint);
1163    if (!texture) return;
1164    const AutoTexture autoCleanup(texture);
1165
1166    const float x = texture->left - texture->offset;
1167    const float y = texture->top - texture->offset;
1168
1169    if (quickReject(x, y, x + texture->width, y + texture->height)) {
1170        return;
1171    }
1172
1173    int alpha;
1174    SkXfermode::Mode mode;
1175    getAlphaAndMode(paint, &alpha, &mode);
1176
1177    uint32_t color = paint->getColor();
1178    const GLfloat a = alpha / 255.0f;
1179    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
1180    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
1181    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
1182
1183    setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true);
1184
1185    setupDraw();
1186
1187    // Draw the mesh
1188    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1189    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
1190}
1191
1192///////////////////////////////////////////////////////////////////////////////
1193// Shaders
1194///////////////////////////////////////////////////////////////////////////////
1195
1196void OpenGLRenderer::resetShader() {
1197    mShader = NULL;
1198}
1199
1200void OpenGLRenderer::setupShader(SkiaShader* shader) {
1201    mShader = shader;
1202    if (mShader) {
1203        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
1204    }
1205}
1206
1207///////////////////////////////////////////////////////////////////////////////
1208// Color filters
1209///////////////////////////////////////////////////////////////////////////////
1210
1211void OpenGLRenderer::resetColorFilter() {
1212    mColorFilter = NULL;
1213}
1214
1215void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
1216    mColorFilter = filter;
1217}
1218
1219///////////////////////////////////////////////////////////////////////////////
1220// Drop shadow
1221///////////////////////////////////////////////////////////////////////////////
1222
1223void OpenGLRenderer::resetShadow() {
1224    mHasShadow = false;
1225}
1226
1227void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
1228    mHasShadow = true;
1229    mShadowRadius = radius;
1230    mShadowDx = dx;
1231    mShadowDy = dy;
1232    mShadowColor = color;
1233}
1234
1235///////////////////////////////////////////////////////////////////////////////
1236// Drawing implementation
1237///////////////////////////////////////////////////////////////////////////////
1238
1239void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y,
1240        SkXfermode::Mode mode, float alpha) {
1241    const float sx = x - texture->left + mShadowDx;
1242    const float sy = y - texture->top + mShadowDy;
1243
1244    const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
1245    const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha;
1246    const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f;
1247    const GLfloat g = a * ((mShadowColor >>  8) & 0xFF) / 255.0f;
1248    const GLfloat b = a * ((mShadowColor      ) & 0xFF) / 255.0f;
1249
1250    GLuint textureUnit = 0;
1251    setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false);
1252}
1253
1254void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit,
1255        float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode,
1256        bool transforms, bool applyFilters) {
1257    setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit,
1258            x, y, r, g, b, a, mode, transforms, applyFilters,
1259            (GLvoid*) 0, (GLvoid*) gMeshTextureOffset);
1260}
1261
1262void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
1263        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
1264        SkXfermode::Mode mode, bool transforms, bool applyFilters) {
1265    setupTextureAlpha8(texture, width, height, textureUnit, x, y, r, g, b, a, mode,
1266            transforms, applyFilters, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset);
1267}
1268
1269void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
1270        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
1271        SkXfermode::Mode mode, bool transforms, bool applyFilters,
1272        GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1273     // Describe the required shaders
1274     ProgramDescription description;
1275     description.hasTexture = true;
1276     description.hasAlpha8Texture = true;
1277     const bool setColor = description.setAlpha8Color(r, g, b, a);
1278
1279     if (applyFilters) {
1280         if (mShader) {
1281             mShader->describe(description, mCaches.extensions);
1282         }
1283         if (mColorFilter) {
1284             mColorFilter->describe(description, mCaches.extensions);
1285         }
1286     }
1287
1288     // Setup the blending mode
1289     chooseBlending(true, mode, description);
1290
1291     // Build and use the appropriate shader
1292     useProgram(mCaches.programCache.get(description));
1293
1294     bindTexture(texture);
1295     glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit);
1296
1297     int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1298     glEnableVertexAttribArray(texCoordsSlot);
1299
1300     if (texCoords) {
1301         // Setup attributes
1302         if (!vertices) {
1303             mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1304         } else {
1305             mCaches.unbindMeshBuffer();
1306         }
1307         glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1308                 gMeshStride, vertices);
1309         glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1310     }
1311
1312     // Setup uniforms
1313     if (transforms) {
1314         mModelView.loadTranslate(x, y, 0.0f);
1315         mModelView.scale(width, height, 1.0f);
1316     } else {
1317         mModelView.loadIdentity();
1318     }
1319
1320     mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1321     if (width > 0 && height > 0) {
1322         dirtyLayer(x, y, x + width, y + height, *mSnapshot->transform);
1323     }
1324
1325     if (setColor) {
1326         mCaches.currentProgram->setColor(r, g, b, a);
1327     }
1328
1329     textureUnit++;
1330     if (applyFilters) {
1331         // Setup attributes and uniforms required by the shaders
1332         if (mShader) {
1333             mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
1334         }
1335         if (mColorFilter) {
1336             mColorFilter->setupProgram(mCaches.currentProgram);
1337         }
1338     }
1339}
1340
1341// Same values used by Skia
1342#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
1343#define kStdUnderline_Offset    (1.0f / 9.0f)
1344#define kStdUnderline_Thickness (1.0f / 18.0f)
1345
1346void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
1347        float x, float y, SkPaint* paint) {
1348    // Handle underline and strike-through
1349    uint32_t flags = paint->getFlags();
1350    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
1351        float underlineWidth = length;
1352        // If length is > 0.0f, we already measured the text for the text alignment
1353        if (length <= 0.0f) {
1354            underlineWidth = paint->measureText(text, bytesCount);
1355        }
1356
1357        float offsetX = 0;
1358        switch (paint->getTextAlign()) {
1359            case SkPaint::kCenter_Align:
1360                offsetX = underlineWidth * 0.5f;
1361                break;
1362            case SkPaint::kRight_Align:
1363                offsetX = underlineWidth;
1364                break;
1365            default:
1366                break;
1367        }
1368
1369        if (underlineWidth > 0.0f) {
1370            const float textSize = paint->getTextSize();
1371            const float strokeWidth = textSize * kStdUnderline_Thickness;
1372
1373            const float left = x - offsetX;
1374            float top = 0.0f;
1375
1376            const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1);
1377            float points[pointsCount];
1378            int currentPoint = 0;
1379
1380            if (flags & SkPaint::kUnderlineText_Flag) {
1381                top = y + textSize * kStdUnderline_Offset;
1382                points[currentPoint++] = left;
1383                points[currentPoint++] = top;
1384                points[currentPoint++] = left + underlineWidth;
1385                points[currentPoint++] = top;
1386            }
1387
1388            if (flags & SkPaint::kStrikeThruText_Flag) {
1389                top = y + textSize * kStdStrikeThru_Offset;
1390                points[currentPoint++] = left;
1391                points[currentPoint++] = top;
1392                points[currentPoint++] = left + underlineWidth;
1393                points[currentPoint++] = top;
1394            }
1395
1396            SkPaint linesPaint(*paint);
1397            linesPaint.setStrokeWidth(strokeWidth);
1398
1399            drawLines(&points[0], pointsCount, &linesPaint);
1400        }
1401    }
1402}
1403
1404void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
1405        int color, SkXfermode::Mode mode, bool ignoreTransform) {
1406    setupDraw();
1407
1408    // If a shader is set, preserve only the alpha
1409    if (mShader) {
1410        color |= 0x00ffffff;
1411    }
1412
1413    // Render using pre-multiplied alpha
1414    const int alpha = (color >> 24) & 0xFF;
1415    const GLfloat a = alpha / 255.0f;
1416    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
1417    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
1418    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
1419
1420    setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform);
1421
1422    // Draw the mesh
1423    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1424}
1425
1426void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom,
1427        float r, float g, float b, float a, SkXfermode::Mode mode,
1428        bool ignoreTransform, bool ignoreMatrix) {
1429    GLuint textureUnit = 0;
1430
1431    // Describe the required shaders
1432    ProgramDescription description;
1433    const bool setColor = description.setColor(r, g, b, a);
1434
1435    if (mShader) {
1436        mShader->describe(description, mCaches.extensions);
1437    }
1438    if (mColorFilter) {
1439        mColorFilter->describe(description, mCaches.extensions);
1440    }
1441
1442    // Setup the blending mode
1443    chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description);
1444
1445    // Build and use the appropriate shader
1446    useProgram(mCaches.programCache.get(description));
1447
1448    // Setup attributes
1449    mCaches.bindMeshBuffer();
1450    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1451            gMeshStride, 0);
1452
1453    if (!ignoreMatrix) {
1454        // Setup uniforms
1455        mModelView.loadTranslate(left, top, 0.0f);
1456        mModelView.scale(right - left, bottom - top, 1.0f);
1457        if (!ignoreTransform) {
1458            mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1459            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1460        } else {
1461            mat4 identity;
1462            mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity);
1463            dirtyLayer(left, top, right, bottom);
1464        }
1465    }
1466    if (!mShader || (mShader && setColor)) {
1467        mCaches.currentProgram->setColor(r, g, b, a);
1468    }
1469
1470    // Setup attributes and uniforms required by the shaders
1471    if (mShader) {
1472        if (ignoreMatrix) mModelView.loadIdentity();
1473        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
1474    }
1475    if (mColorFilter) {
1476        mColorFilter->setupProgram(mCaches.currentProgram);
1477    }
1478}
1479
1480void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1481        Texture* texture, SkPaint* paint) {
1482    int alpha;
1483    SkXfermode::Mode mode;
1484    getAlphaAndMode(paint, &alpha, &mode);
1485
1486    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
1487
1488    drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
1489            texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
1490            GL_TRIANGLE_STRIP, gMeshCount);
1491}
1492
1493void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1494        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
1495    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
1496            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
1497}
1498
1499void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
1500        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
1501        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
1502        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
1503    setupDraw();
1504
1505    ProgramDescription description;
1506    description.hasTexture = true;
1507    const bool setColor = description.setColor(alpha, alpha, alpha, alpha);
1508    if (mColorFilter) {
1509        mColorFilter->describe(description, mCaches.extensions);
1510    }
1511
1512    mModelView.loadTranslate(left, top, 0.0f);
1513    if (!ignoreScale) {
1514        mModelView.scale(right - left, bottom - top, 1.0f);
1515    }
1516
1517    chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst);
1518
1519    useProgram(mCaches.programCache.get(description));
1520    if (!ignoreTransform) {
1521        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1522        if (dirty) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1523    } else {
1524        mat4 identity;
1525        mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity);
1526        if (dirty) dirtyLayer(left, top, right, bottom);
1527    }
1528
1529    // Texture
1530    bindTexture(texture);
1531    glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0);
1532
1533    // Always premultiplied
1534    if (setColor) {
1535        mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha);
1536    }
1537
1538    // Mesh
1539    int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1540    glEnableVertexAttribArray(texCoordsSlot);
1541
1542    if (!vertices) {
1543        mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1544    } else {
1545        mCaches.unbindMeshBuffer();
1546    }
1547    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1548            gMeshStride, vertices);
1549    glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1550
1551    // Color filter
1552    if (mColorFilter) {
1553        mColorFilter->setupProgram(mCaches.currentProgram);
1554    }
1555
1556    glDrawArrays(drawMode, 0, elementsCount);
1557    glDisableVertexAttribArray(texCoordsSlot);
1558}
1559
1560void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
1561        ProgramDescription& description, bool swapSrcDst) {
1562    blend = blend || mode != SkXfermode::kSrcOver_Mode;
1563    if (blend) {
1564        if (mode < SkXfermode::kPlus_Mode) {
1565            if (!mCaches.blend) {
1566                glEnable(GL_BLEND);
1567            }
1568
1569            GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
1570            GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
1571
1572            if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
1573                glBlendFunc(sourceMode, destMode);
1574                mCaches.lastSrcMode = sourceMode;
1575                mCaches.lastDstMode = destMode;
1576            }
1577        } else {
1578            // These blend modes are not supported by OpenGL directly and have
1579            // to be implemented using shaders. Since the shader will perform
1580            // the blending, turn blending off here
1581            if (mCaches.extensions.hasFramebufferFetch()) {
1582                description.framebufferMode = mode;
1583                description.swapSrcDst = swapSrcDst;
1584            }
1585
1586            if (mCaches.blend) {
1587                glDisable(GL_BLEND);
1588            }
1589            blend = false;
1590        }
1591    } else if (mCaches.blend) {
1592        glDisable(GL_BLEND);
1593    }
1594    mCaches.blend = blend;
1595}
1596
1597bool OpenGLRenderer::useProgram(Program* program) {
1598    if (!program->isInUse()) {
1599        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
1600        program->use();
1601        mCaches.currentProgram = program;
1602        return false;
1603    }
1604    return true;
1605}
1606
1607void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
1608    TextureVertex* v = &mMeshVertices[0];
1609    TextureVertex::setUV(v++, u1, v1);
1610    TextureVertex::setUV(v++, u2, v1);
1611    TextureVertex::setUV(v++, u1, v2);
1612    TextureVertex::setUV(v++, u2, v2);
1613}
1614
1615void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
1616    if (paint) {
1617        if (!mCaches.extensions.hasFramebufferFetch()) {
1618            const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode);
1619            if (!isMode) {
1620                // Assume SRC_OVER
1621                *mode = SkXfermode::kSrcOver_Mode;
1622            }
1623        } else {
1624            *mode = getXfermode(paint->getXfermode());
1625        }
1626
1627        // Skia draws using the color's alpha channel if < 255
1628        // Otherwise, it uses the paint's alpha
1629        int color = paint->getColor();
1630        *alpha = (color >> 24) & 0xFF;
1631        if (*alpha == 255) {
1632            *alpha = paint->getAlpha();
1633        }
1634    } else {
1635        *mode = SkXfermode::kSrcOver_Mode;
1636        *alpha = 255;
1637    }
1638}
1639
1640SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
1641    if (mode == NULL) {
1642        return SkXfermode::kSrcOver_Mode;
1643    }
1644    return mode->fMode;
1645}
1646
1647void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) {
1648    bool bound = false;
1649    if (wrapS != texture->wrapS) {
1650        glBindTexture(GL_TEXTURE_2D, texture->id);
1651        bound = true;
1652        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
1653        texture->wrapS = wrapS;
1654    }
1655    if (wrapT != texture->wrapT) {
1656        if (!bound) {
1657            glBindTexture(GL_TEXTURE_2D, texture->id);
1658        }
1659        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
1660        texture->wrapT = wrapT;
1661    }
1662}
1663
1664}; // namespace uirenderer
1665}; // namespace android
1666