OpenGLRenderer.cpp revision 0d200833fdc53f9796698f97c18cefc4a1b82df2
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}
165
166void OpenGLRenderer::acquireContext() {
167    if (mCaches.currentProgram) {
168        if (mCaches.currentProgram->isInUse()) {
169            mCaches.currentProgram->remove();
170            mCaches.currentProgram = NULL;
171        }
172    }
173    mCaches.unbindMeshBuffer();
174}
175
176void OpenGLRenderer::releaseContext() {
177    glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight());
178
179    glEnable(GL_SCISSOR_TEST);
180    dirtyClip();
181
182    glDisable(GL_DITHER);
183
184    glBindFramebuffer(GL_FRAMEBUFFER, 0);
185    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
186
187    mCaches.blend = true;
188    glEnable(GL_BLEND);
189    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
190    glBlendEquation(GL_FUNC_ADD);
191}
192
193///////////////////////////////////////////////////////////////////////////////
194// State management
195///////////////////////////////////////////////////////////////////////////////
196
197int OpenGLRenderer::getSaveCount() const {
198    return mSaveCount;
199}
200
201int OpenGLRenderer::save(int flags) {
202    return saveSnapshot(flags);
203}
204
205void OpenGLRenderer::restore() {
206    if (mSaveCount > 1) {
207        restoreSnapshot();
208    }
209}
210
211void OpenGLRenderer::restoreToCount(int saveCount) {
212    if (saveCount < 1) saveCount = 1;
213
214    while (mSaveCount > saveCount) {
215        restoreSnapshot();
216    }
217}
218
219int OpenGLRenderer::saveSnapshot(int flags) {
220    mSnapshot = new Snapshot(mSnapshot, flags);
221    return mSaveCount++;
222}
223
224bool OpenGLRenderer::restoreSnapshot() {
225    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
226    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
227    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
228
229    sp<Snapshot> current = mSnapshot;
230    sp<Snapshot> previous = mSnapshot->previous;
231
232    if (restoreOrtho) {
233        Rect& r = previous->viewport;
234        glViewport(r.left, r.top, r.right, r.bottom);
235        mOrthoMatrix.load(current->orthoMatrix);
236    }
237
238    mSaveCount--;
239    mSnapshot = previous;
240
241    if (restoreClip) {
242        dirtyClip();
243    }
244
245    if (restoreLayer) {
246        composeLayer(current, previous);
247    }
248
249    return restoreClip;
250}
251
252///////////////////////////////////////////////////////////////////////////////
253// Layers
254///////////////////////////////////////////////////////////////////////////////
255
256int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
257        SkPaint* p, int flags) {
258    const GLuint previousFbo = mSnapshot->fbo;
259    const int count = saveSnapshot(flags);
260
261    if (!mSnapshot->invisible) {
262        int alpha = 255;
263        SkXfermode::Mode mode;
264
265        if (p) {
266            alpha = p->getAlpha();
267            if (!mCaches.extensions.hasFramebufferFetch()) {
268                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
269                if (!isMode) {
270                    // Assume SRC_OVER
271                    mode = SkXfermode::kSrcOver_Mode;
272                }
273            } else {
274                mode = getXfermode(p->getXfermode());
275            }
276        } else {
277            mode = SkXfermode::kSrcOver_Mode;
278        }
279
280        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
281    }
282
283    return count;
284}
285
286int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
287        int alpha, int flags) {
288    if (alpha >= 255 - ALPHA_THRESHOLD) {
289        return saveLayer(left, top, right, bottom, NULL, flags);
290    } else {
291        SkPaint paint;
292        paint.setAlpha(alpha);
293        return saveLayer(left, top, right, bottom, &paint, flags);
294    }
295}
296
297/**
298 * Layers are viewed by Skia are slightly different than layers in image editing
299 * programs (for instance.) When a layer is created, previously created layers
300 * and the frame buffer still receive every drawing command. For instance, if a
301 * layer is created and a shape intersecting the bounds of the layers and the
302 * framebuffer is draw, the shape will be drawn on both (unless the layer was
303 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
304 *
305 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
306 * texture. Unfortunately, this is inefficient as it requires every primitive to
307 * be drawn n + 1 times, where n is the number of active layers. In practice this
308 * means, for every primitive:
309 *   - Switch active frame buffer
310 *   - Change viewport, clip and projection matrix
311 *   - Issue the drawing
312 *
313 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
314 * To avoid this, layers are implemented in a different way here, at least in the
315 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
316 * is set. When this flag is set we can redirect all drawing operations into a
317 * single FBO.
318 *
319 * This implementation relies on the frame buffer being at least RGBA 8888. When
320 * a layer is created, only a texture is created, not an FBO. The content of the
321 * frame buffer contained within the layer's bounds is copied into this texture
322 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
323 * buffer and drawing continues as normal. This technique therefore treats the
324 * frame buffer as a scratch buffer for the layers.
325 *
326 * To compose the layers back onto the frame buffer, each layer texture
327 * (containing the original frame buffer data) is drawn as a simple quad over
328 * the frame buffer. The trick is that the quad is set as the composition
329 * destination in the blending equation, and the frame buffer becomes the source
330 * of the composition.
331 *
332 * Drawing layers with an alpha value requires an extra step before composition.
333 * An empty quad is drawn over the layer's region in the frame buffer. This quad
334 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
335 * quad is used to multiply the colors in the frame buffer. This is achieved by
336 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
337 * GL_ZERO, GL_SRC_ALPHA.
338 *
339 * Because glCopyTexImage2D() can be slow, an alternative implementation might
340 * be use to draw a single clipped layer. The implementation described above
341 * is correct in every case.
342 *
343 * (1) The frame buffer is actually not cleared right away. To allow the GPU
344 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
345 *     buffer is left untouched until the first drawing operation. Only when
346 *     something actually gets drawn are the layers regions cleared.
347 */
348bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
349        float right, float bottom, int alpha, SkXfermode::Mode mode,
350        int flags, GLuint previousFbo) {
351    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
352    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
353
354    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
355
356    // Window coordinates of the layer
357    Rect bounds(left, top, right, bottom);
358    if (fboLayer) {
359        // Clear the previous layer regions before we change the viewport
360        clearLayerRegions();
361    } else {
362        mSnapshot->transform->mapRect(bounds);
363
364        // Layers only make sense if they are in the framebuffer's bounds
365        bounds.intersect(*snapshot->clipRect);
366
367        // We cannot work with sub-pixels in this case
368        bounds.snapToPixelBoundaries();
369
370        // When the layer is not an FBO, we may use glCopyTexImage so we
371        // need to make sure the layer does not extend outside the bounds
372        // of the framebuffer
373        bounds.intersect(snapshot->previous->viewport);
374    }
375
376    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
377            bounds.getHeight() > mCaches.maxTextureSize) {
378        snapshot->invisible = true;
379    } else {
380        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
381    }
382
383    // Bail out if we won't draw in this snapshot
384    if (snapshot->invisible) {
385        return false;
386    }
387
388    glActiveTexture(gTextureUnits[0]);
389    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
390    if (!layer) {
391        return false;
392    }
393
394    layer->mode = mode;
395    layer->alpha = alpha;
396    layer->layer.set(bounds);
397    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height),
398            bounds.getWidth() / float(layer->width), 0.0f);
399
400    // Save the layer in the snapshot
401    snapshot->flags |= Snapshot::kFlagIsLayer;
402    snapshot->layer = layer;
403
404    if (fboLayer) {
405        return createFboLayer(layer, bounds, snapshot, previousFbo);
406    } else {
407        // Copy the framebuffer into the layer
408        glBindTexture(GL_TEXTURE_2D, layer->texture);
409
410        if (layer->empty) {
411            glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left,
412                    snapshot->height - bounds.bottom, layer->width, layer->height, 0);
413            layer->empty = false;
414        } else {
415            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
416                    snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
417        }
418
419        // Enqueue the buffer coordinates to clear the corresponding region later
420        mLayers.push(new Rect(bounds));
421    }
422
423    return true;
424}
425
426bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
427        GLuint previousFbo) {
428    layer->fbo = mCaches.fboCache.get();
429
430#if RENDER_LAYERS_AS_REGIONS
431    snapshot->region = &snapshot->layer->region;
432    snapshot->flags |= Snapshot::kFlagFboTarget;
433#endif
434
435    Rect clip(bounds);
436    snapshot->transform->mapRect(clip);
437    clip.intersect(*snapshot->clipRect);
438    clip.snapToPixelBoundaries();
439    clip.intersect(snapshot->previous->viewport);
440
441    mat4 inverse;
442    inverse.loadInverse(*mSnapshot->transform);
443
444    inverse.mapRect(clip);
445    clip.snapToPixelBoundaries();
446    clip.intersect(bounds);
447    clip.translate(-bounds.left, -bounds.top);
448
449    snapshot->flags |= Snapshot::kFlagIsFboLayer;
450    snapshot->fbo = layer->fbo;
451    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
452    //snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
453    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
454    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
455    snapshot->height = bounds.getHeight();
456    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
457    snapshot->orthoMatrix.load(mOrthoMatrix);
458
459    // Bind texture to FBO
460    glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
461    glBindTexture(GL_TEXTURE_2D, layer->texture);
462
463    // Initialize the texture if needed
464    if (layer->empty) {
465        layer->empty = false;
466        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0,
467                GL_RGBA, GL_UNSIGNED_BYTE, NULL);
468    }
469
470    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
471            layer->texture, 0);
472
473#if DEBUG_LAYERS_AS_REGIONS
474    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
475    if (status != GL_FRAMEBUFFER_COMPLETE) {
476        LOGE("Framebuffer incomplete (GL error code 0x%x)", status);
477
478        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
479        glDeleteTextures(1, &layer->texture);
480        mCaches.fboCache.put(layer->fbo);
481
482        delete layer;
483
484        return false;
485    }
486#endif
487
488    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
489    glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
490            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
491    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
492    glClear(GL_COLOR_BUFFER_BIT);
493
494    dirtyClip();
495
496    // Change the ortho projection
497    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
498    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
499
500    return true;
501}
502
503/**
504 * Read the documentation of createLayer() before doing anything in this method.
505 */
506void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
507    if (!current->layer) {
508        LOGE("Attempting to compose a layer that does not exist");
509        return;
510    }
511
512    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
513
514    if (fboLayer) {
515        // Unbind current FBO and restore previous one
516        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
517    }
518
519    Layer* layer = current->layer;
520    const Rect& rect = layer->layer;
521
522    if (!fboLayer && layer->alpha < 255) {
523        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
524                layer->alpha << 24, SkXfermode::kDstIn_Mode, true);
525        // Required below, composeLayerRect() will divide by 255
526        layer->alpha = 255;
527    }
528
529    mCaches.unbindMeshBuffer();
530
531    glActiveTexture(gTextureUnits[0]);
532
533    // When the layer is stored in an FBO, we can save a bit of fillrate by
534    // drawing only the dirty region
535    if (fboLayer) {
536        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
537        composeLayerRegion(layer, rect);
538    } else {
539        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
540        composeLayerRect(layer, rect, true);
541    }
542
543    if (fboLayer) {
544        // Detach the texture from the FBO
545        glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
546        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
547        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
548
549        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
550        mCaches.fboCache.put(current->fbo);
551    }
552
553    dirtyClip();
554
555    // Failing to add the layer to the cache should happen only if the layer is too large
556    if (!mCaches.layerCache.put(layer)) {
557        LAYER_LOGD("Deleting layer");
558        glDeleteTextures(1, &layer->texture);
559        delete layer;
560    }
561}
562
563void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
564    const Rect& texCoords = layer->texCoords;
565    resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom);
566
567    drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture,
568            layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0],
569            &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap);
570
571    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
572}
573
574void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
575#if RENDER_LAYERS_AS_REGIONS
576    if (layer->region.isRect()) {
577        composeLayerRect(layer, rect);
578        layer->region.clear();
579        return;
580    }
581
582    if (!layer->region.isEmpty()) {
583        size_t count;
584        const android::Rect* rects = layer->region.getArray(&count);
585
586        setupDraw();
587
588        ProgramDescription description;
589        description.hasTexture = true;
590
591        const float alpha = layer->alpha / 255.0f;
592        const bool setColor = description.setColor(alpha, alpha, alpha, alpha);
593        chooseBlending(layer->blend || layer->alpha < 255, layer->mode, description, false);
594
595        useProgram(mCaches.programCache.get(description));
596
597        // Texture
598        bindTexture(layer->texture);
599        glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0);
600
601        // Always premultiplied
602        if (setColor) {
603            mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha);
604        }
605
606        // Mesh
607        int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
608        glEnableVertexAttribArray(texCoordsSlot);
609
610        mModelView.loadIdentity();
611        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
612
613        const float texX = 1.0f / float(layer->width);
614        const float texY = 1.0f / float(layer->height);
615
616        TextureVertex* mesh = mCaches.getRegionMesh();
617        GLsizei numQuads = 0;
618
619        glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
620                gMeshStride, &mesh[0].position[0]);
621        glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE,
622                gMeshStride, &mesh[0].texture[0]);
623
624        for (size_t i = 0; i < count; i++) {
625            const android::Rect* r = &rects[i];
626
627            const float u1 = r->left * texX;
628            const float v1 = (rect.getHeight() - r->top) * texY;
629            const float u2 = r->right * texX;
630            const float v2 = (rect.getHeight() - r->bottom) * texY;
631
632            // TODO: Reject quads outside of the clip
633            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
634            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
635            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
636            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
637
638            numQuads++;
639
640            if (numQuads >= REGION_MESH_QUAD_COUNT) {
641                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
642                numQuads = 0;
643                mesh = mCaches.getRegionMesh();
644            }
645        }
646
647        if (numQuads > 0) {
648            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
649        }
650
651        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
652        glDisableVertexAttribArray(texCoordsSlot);
653
654#if DEBUG_LAYERS_AS_REGIONS
655        uint32_t colors[] = {
656                0x7fff0000, 0x7f00ff00,
657                0x7f0000ff, 0x7fff00ff,
658        };
659
660        int offset = 0;
661        int32_t top = rects[0].top;
662        int i = 0;
663
664        for (size_t i = 0; i < count; i++) {
665            if (top != rects[i].top) {
666                offset ^= 0x2;
667                top = rects[i].top;
668            }
669
670            Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
671            drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
672                    SkXfermode::kSrcOver_Mode);
673        }
674#endif
675
676        layer->region.clear();
677    }
678#else
679    composeLayerRect(layer, rect);
680#endif
681}
682
683void OpenGLRenderer::dirtyLayer(const float left, const float top,
684        const float right, const float bottom, const mat4 transform) {
685#if RENDER_LAYERS_AS_REGIONS
686    if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) {
687        Rect bounds(left, top, right, bottom);
688        transform.mapRect(bounds);
689        bounds.intersect(*mSnapshot->clipRect);
690        bounds.snapToPixelBoundaries();
691
692        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
693        if (!dirty.isEmpty()) {
694            mSnapshot->region->orSelf(dirty);
695        }
696    }
697#endif
698}
699
700void OpenGLRenderer::dirtyLayer(const float left, const float top,
701        const float right, const float bottom) {
702#if RENDER_LAYERS_AS_REGIONS
703    if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) {
704        Rect bounds(left, top, right, bottom);
705        bounds.intersect(*mSnapshot->clipRect);
706        bounds.snapToPixelBoundaries();
707
708        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
709        if (!dirty.isEmpty()) {
710            mSnapshot->region->orSelf(dirty);
711        }
712    }
713#endif
714}
715
716void OpenGLRenderer::setupDraw() {
717    clearLayerRegions();
718    if (mDirtyClip) {
719        setScissorFromClip();
720    }
721}
722
723void OpenGLRenderer::clearLayerRegions() {
724    if (mLayers.size() == 0 || mSnapshot->invisible) return;
725
726    Rect clipRect(*mSnapshot->clipRect);
727    clipRect.snapToPixelBoundaries();
728
729    for (uint32_t i = 0; i < mLayers.size(); i++) {
730        Rect* bounds = mLayers.itemAt(i);
731        if (clipRect.intersects(*bounds)) {
732            // Clear the framebuffer where the layer will draw
733            glScissor(bounds->left, mSnapshot->height - bounds->bottom,
734                    bounds->getWidth(), bounds->getHeight());
735            glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
736            glClear(GL_COLOR_BUFFER_BIT);
737
738            // Restore the clip
739            dirtyClip();
740        }
741
742        delete bounds;
743    }
744
745    mLayers.clear();
746}
747
748///////////////////////////////////////////////////////////////////////////////
749// Transforms
750///////////////////////////////////////////////////////////////////////////////
751
752void OpenGLRenderer::translate(float dx, float dy) {
753    mSnapshot->transform->translate(dx, dy, 0.0f);
754}
755
756void OpenGLRenderer::rotate(float degrees) {
757    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
758}
759
760void OpenGLRenderer::scale(float sx, float sy) {
761    mSnapshot->transform->scale(sx, sy, 1.0f);
762}
763
764void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
765    mSnapshot->transform->load(*matrix);
766}
767
768const float* OpenGLRenderer::getMatrix() const {
769    if (mSnapshot->fbo != 0) {
770        return &mSnapshot->transform->data[0];
771    }
772    return &mIdentity.data[0];
773}
774
775void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
776    mSnapshot->transform->copyTo(*matrix);
777}
778
779void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
780    SkMatrix transform;
781    mSnapshot->transform->copyTo(transform);
782    transform.preConcat(*matrix);
783    mSnapshot->transform->load(transform);
784}
785
786///////////////////////////////////////////////////////////////////////////////
787// Clipping
788///////////////////////////////////////////////////////////////////////////////
789
790void OpenGLRenderer::setScissorFromClip() {
791    Rect clip(*mSnapshot->clipRect);
792    clip.snapToPixelBoundaries();
793    glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
794    mDirtyClip = false;
795}
796
797const Rect& OpenGLRenderer::getClipBounds() {
798    return mSnapshot->getLocalClip();
799}
800
801bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
802    if (mSnapshot->invisible) {
803        return true;
804    }
805
806    Rect r(left, top, right, bottom);
807    mSnapshot->transform->mapRect(r);
808    r.snapToPixelBoundaries();
809
810    Rect clipRect(*mSnapshot->clipRect);
811    clipRect.snapToPixelBoundaries();
812
813    return !clipRect.intersects(r);
814}
815
816bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
817    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
818    if (clipped) {
819        dirtyClip();
820    }
821    return !mSnapshot->clipRect->isEmpty();
822}
823
824///////////////////////////////////////////////////////////////////////////////
825// Drawing
826///////////////////////////////////////////////////////////////////////////////
827
828void OpenGLRenderer::drawDisplayList(DisplayList* displayList) {
829    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
830    // will be performed by the display list itself
831    if (displayList) {
832        displayList->replay(*this);
833    }
834}
835
836void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
837    const float right = left + bitmap->width();
838    const float bottom = top + bitmap->height();
839
840    if (quickReject(left, top, right, bottom)) {
841        return;
842    }
843
844    glActiveTexture(GL_TEXTURE0);
845    Texture* texture = mCaches.textureCache.get(bitmap);
846    if (!texture) return;
847    const AutoTexture autoCleanup(texture);
848
849    drawTextureRect(left, top, right, bottom, texture, paint);
850}
851
852void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
853    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
854    const mat4 transform(*matrix);
855    transform.mapRect(r);
856
857    if (quickReject(r.left, r.top, r.right, r.bottom)) {
858        return;
859    }
860
861    glActiveTexture(GL_TEXTURE0);
862    Texture* texture = mCaches.textureCache.get(bitmap);
863    if (!texture) return;
864    const AutoTexture autoCleanup(texture);
865
866    // This could be done in a cheaper way, all we need is pass the matrix
867    // to the vertex shader. The save/restore is a bit overkill.
868    save(SkCanvas::kMatrix_SaveFlag);
869    concatMatrix(matrix);
870    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
871    restore();
872}
873
874void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
875         float srcLeft, float srcTop, float srcRight, float srcBottom,
876         float dstLeft, float dstTop, float dstRight, float dstBottom,
877         SkPaint* paint) {
878    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
879        return;
880    }
881
882    glActiveTexture(gTextureUnits[0]);
883    Texture* texture = mCaches.textureCache.get(bitmap);
884    if (!texture) return;
885    const AutoTexture autoCleanup(texture);
886    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
887
888    const float width = texture->width;
889    const float height = texture->height;
890
891    const float u1 = srcLeft / width;
892    const float v1 = srcTop / height;
893    const float u2 = srcRight / width;
894    const float v2 = srcBottom / height;
895
896    mCaches.unbindMeshBuffer();
897    resetDrawTextureTexCoords(u1, v1, u2, v2);
898
899    int alpha;
900    SkXfermode::Mode mode;
901    getAlphaAndMode(paint, &alpha, &mode);
902
903    drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
904            mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
905            GL_TRIANGLE_STRIP, gMeshCount);
906
907    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
908}
909
910void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
911        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
912        float left, float top, float right, float bottom, SkPaint* paint) {
913    if (quickReject(left, top, right, bottom)) {
914        return;
915    }
916
917    glActiveTexture(gTextureUnits[0]);
918    Texture* texture = mCaches.textureCache.get(bitmap);
919    if (!texture) return;
920    const AutoTexture autoCleanup(texture);
921    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
922
923    int alpha;
924    SkXfermode::Mode mode;
925    getAlphaAndMode(paint, &alpha, &mode);
926
927    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
928            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
929
930    if (mesh) {
931        // Mark the current layer dirty where we are going to draw the patch
932        if ((mSnapshot->flags & Snapshot::kFlagFboTarget) &&
933                mSnapshot->region && mesh->hasEmptyQuads) {
934            const size_t count = mesh->quads.size();
935            for (size_t i = 0; i < count; i++) {
936                Rect bounds = mesh->quads.itemAt(i);
937                dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom,
938                        *mSnapshot->transform);
939            }
940        }
941
942        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
943                mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
944                GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
945                true, !mesh->hasEmptyQuads);
946    }
947}
948
949void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
950    // TODO: Should do quickReject for each line
951    if (mSnapshot->invisible) return;
952
953    setupDraw();
954
955    int alpha;
956    SkXfermode::Mode mode;
957    getAlphaAndMode(paint, &alpha, &mode);
958
959    uint32_t color = paint->getColor();
960    const GLfloat a = alpha / 255.0f;
961    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
962    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
963    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
964
965    const bool isAA = paint->isAntiAlias();
966    if (isAA) {
967        GLuint textureUnit = 0;
968        glActiveTexture(gTextureUnits[textureUnit]);
969        setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a,
970                mode, false, true, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
971                mCaches.line.getMeshBuffer());
972    } else {
973        setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false, true);
974    }
975
976    const float strokeWidth = paint->getStrokeWidth();
977    const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount;
978    const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP;
979
980    for (int i = 0; i < count; i += 4) {
981        float tx = 0.0f;
982        float ty = 0.0f;
983
984        if (isAA) {
985            mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3],
986                    strokeWidth, tx, ty);
987        } else {
988            ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f;
989        }
990
991        const float dx = points[i + 2] - points[i];
992        const float dy = points[i + 3] - points[i + 1];
993        const float mag = sqrtf(dx * dx + dy * dy);
994        const float angle = acos(dx / mag);
995
996        mModelView.loadTranslate(points[i], points[i + 1], 0.0f);
997        if (angle > MIN_ANGLE || angle < -MIN_ANGLE) {
998            mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f);
999        }
1000        mModelView.translate(tx, ty, 0.0f);
1001        if (!isAA) {
1002            float length = mCaches.line.getLength(points[i], points[i + 1],
1003                    points[i + 2], points[i + 3]);
1004            mModelView.scale(length, strokeWidth, 1.0f);
1005        }
1006        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1007        // TODO: Add bounds to the layer's region
1008
1009        if (mShader) {
1010            mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot);
1011        }
1012
1013        glDrawArrays(drawMode, 0, elementsCount);
1014    }
1015
1016    if (isAA) {
1017        glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
1018    }
1019}
1020
1021void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
1022    // No need to check against the clip, we fill the clip region
1023    if (mSnapshot->invisible) return;
1024
1025    Rect& clip(*mSnapshot->clipRect);
1026    clip.snapToPixelBoundaries();
1027    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
1028}
1029
1030void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
1031    if (quickReject(left, top, right, bottom)) {
1032        return;
1033    }
1034
1035    SkXfermode::Mode mode;
1036    if (!mCaches.extensions.hasFramebufferFetch()) {
1037        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
1038        if (!isMode) {
1039            // Assume SRC_OVER
1040            mode = SkXfermode::kSrcOver_Mode;
1041        }
1042    } else {
1043        mode = getXfermode(p->getXfermode());
1044    }
1045
1046    // Skia draws using the color's alpha channel if < 255
1047    // Otherwise, it uses the paint's alpha
1048    int color = p->getColor();
1049    if (((color >> 24) & 0xff) == 255) {
1050        color |= p->getAlpha() << 24;
1051    }
1052
1053    drawColorRect(left, top, right, bottom, color, mode);
1054}
1055
1056void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
1057        float x, float y, SkPaint* paint) {
1058    if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
1059        return;
1060    }
1061    if (mSnapshot->invisible) return;
1062
1063    paint->setAntiAlias(true);
1064
1065    float length = -1.0f;
1066    switch (paint->getTextAlign()) {
1067        case SkPaint::kCenter_Align:
1068            length = paint->measureText(text, bytesCount);
1069            x -= length / 2.0f;
1070            break;
1071        case SkPaint::kRight_Align:
1072            length = paint->measureText(text, bytesCount);
1073            x -= length;
1074            break;
1075        default:
1076            break;
1077    }
1078
1079    int alpha;
1080    SkXfermode::Mode mode;
1081    getAlphaAndMode(paint, &alpha, &mode);
1082
1083    uint32_t color = paint->getColor();
1084    const GLfloat a = alpha / 255.0f;
1085    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
1086    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
1087    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
1088
1089    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
1090    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
1091            paint->getTextSize());
1092
1093    setupDraw();
1094
1095    if (mHasShadow) {
1096        glActiveTexture(gTextureUnits[0]);
1097        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
1098        const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount,
1099                count, mShadowRadius);
1100        const AutoTexture autoCleanup(shadow);
1101
1102        setupShadow(shadow, x, y, mode, a);
1103
1104        // Draw the mesh
1105        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1106        glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
1107    }
1108
1109    GLuint textureUnit = 0;
1110    glActiveTexture(gTextureUnits[textureUnit]);
1111
1112    // Assume that the modelView matrix does not force scales, rotates, etc.
1113    const bool linearFilter = mSnapshot->transform->changesBounds();
1114
1115    // Dimensions are set to (0,0), the layer (if any) won't be dirtied
1116    setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit,
1117            x, y, r, g, b, a, mode, false, true, NULL, NULL);
1118
1119    const Rect& clip = mSnapshot->getLocalClip();
1120    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
1121
1122#if RENDER_LAYERS_AS_REGIONS
1123    bool hasLayer = (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region;
1124#else
1125    bool hasLayer = false;
1126#endif
1127
1128    mCaches.unbindMeshBuffer();
1129    if (fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y,
1130            hasLayer ? &bounds : NULL)) {
1131#if RENDER_LAYERS_AS_REGIONS
1132        if (hasLayer) {
1133            mSnapshot->transform->mapRect(bounds);
1134            bounds.intersect(*mSnapshot->clipRect);
1135            bounds.snapToPixelBoundaries();
1136
1137            android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1138            mSnapshot->region->orSelf(dirty);
1139        }
1140#endif
1141    }
1142
1143    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1144    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
1145
1146    drawTextDecorations(text, bytesCount, length, x, y, paint);
1147}
1148
1149void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
1150    if (mSnapshot->invisible) return;
1151
1152    GLuint textureUnit = 0;
1153    glActiveTexture(gTextureUnits[textureUnit]);
1154
1155    const PathTexture* texture = mCaches.pathCache.get(path, paint);
1156    if (!texture) return;
1157    const AutoTexture autoCleanup(texture);
1158
1159    const float x = texture->left - texture->offset;
1160    const float y = texture->top - texture->offset;
1161
1162    if (quickReject(x, y, x + texture->width, y + texture->height)) {
1163        return;
1164    }
1165
1166    int alpha;
1167    SkXfermode::Mode mode;
1168    getAlphaAndMode(paint, &alpha, &mode);
1169
1170    uint32_t color = paint->getColor();
1171    const GLfloat a = alpha / 255.0f;
1172    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
1173    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
1174    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
1175
1176    setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true);
1177
1178    setupDraw();
1179
1180    // Draw the mesh
1181    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1182    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
1183}
1184
1185///////////////////////////////////////////////////////////////////////////////
1186// Shaders
1187///////////////////////////////////////////////////////////////////////////////
1188
1189void OpenGLRenderer::resetShader() {
1190    mShader = NULL;
1191}
1192
1193void OpenGLRenderer::setupShader(SkiaShader* shader) {
1194    mShader = shader;
1195    if (mShader) {
1196        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
1197    }
1198}
1199
1200///////////////////////////////////////////////////////////////////////////////
1201// Color filters
1202///////////////////////////////////////////////////////////////////////////////
1203
1204void OpenGLRenderer::resetColorFilter() {
1205    mColorFilter = NULL;
1206}
1207
1208void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
1209    mColorFilter = filter;
1210}
1211
1212///////////////////////////////////////////////////////////////////////////////
1213// Drop shadow
1214///////////////////////////////////////////////////////////////////////////////
1215
1216void OpenGLRenderer::resetShadow() {
1217    mHasShadow = false;
1218}
1219
1220void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
1221    mHasShadow = true;
1222    mShadowRadius = radius;
1223    mShadowDx = dx;
1224    mShadowDy = dy;
1225    mShadowColor = color;
1226}
1227
1228///////////////////////////////////////////////////////////////////////////////
1229// Drawing implementation
1230///////////////////////////////////////////////////////////////////////////////
1231
1232void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y,
1233        SkXfermode::Mode mode, float alpha) {
1234    const float sx = x - texture->left + mShadowDx;
1235    const float sy = y - texture->top + mShadowDy;
1236
1237    const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
1238    const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha;
1239    const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f;
1240    const GLfloat g = a * ((mShadowColor >>  8) & 0xFF) / 255.0f;
1241    const GLfloat b = a * ((mShadowColor      ) & 0xFF) / 255.0f;
1242
1243    GLuint textureUnit = 0;
1244    setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false);
1245}
1246
1247void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit,
1248        float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode,
1249        bool transforms, bool applyFilters) {
1250    setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit,
1251            x, y, r, g, b, a, mode, transforms, applyFilters,
1252            (GLvoid*) 0, (GLvoid*) gMeshTextureOffset);
1253}
1254
1255void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
1256        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
1257        SkXfermode::Mode mode, bool transforms, bool applyFilters) {
1258    setupTextureAlpha8(texture, width, height, textureUnit, x, y, r, g, b, a, mode,
1259            transforms, applyFilters, (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        GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1266     // Describe the required shaders
1267     ProgramDescription description;
1268     description.hasTexture = true;
1269     description.hasAlpha8Texture = true;
1270     const bool setColor = description.setAlpha8Color(r, g, b, a);
1271
1272     if (applyFilters) {
1273         if (mShader) {
1274             mShader->describe(description, mCaches.extensions);
1275         }
1276         if (mColorFilter) {
1277             mColorFilter->describe(description, mCaches.extensions);
1278         }
1279     }
1280
1281     // Setup the blending mode
1282     chooseBlending(true, mode, description);
1283
1284     // Build and use the appropriate shader
1285     useProgram(mCaches.programCache.get(description));
1286
1287     bindTexture(texture);
1288     glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit);
1289
1290     int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1291     glEnableVertexAttribArray(texCoordsSlot);
1292
1293     if (texCoords) {
1294         // Setup attributes
1295         if (!vertices) {
1296             mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1297         } else {
1298             mCaches.unbindMeshBuffer();
1299         }
1300         glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1301                 gMeshStride, vertices);
1302         glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1303     }
1304
1305     // Setup uniforms
1306     if (transforms) {
1307         mModelView.loadTranslate(x, y, 0.0f);
1308         mModelView.scale(width, height, 1.0f);
1309     } else {
1310         mModelView.loadIdentity();
1311     }
1312
1313     mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1314     if (width > 0 && height > 0) {
1315         dirtyLayer(x, y, x + width, y + height, *mSnapshot->transform);
1316     }
1317
1318     if (setColor) {
1319         mCaches.currentProgram->setColor(r, g, b, a);
1320     }
1321
1322     textureUnit++;
1323     if (applyFilters) {
1324         // Setup attributes and uniforms required by the shaders
1325         if (mShader) {
1326             mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
1327         }
1328         if (mColorFilter) {
1329             mColorFilter->setupProgram(mCaches.currentProgram);
1330         }
1331     }
1332}
1333
1334// Same values used by Skia
1335#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
1336#define kStdUnderline_Offset    (1.0f / 9.0f)
1337#define kStdUnderline_Thickness (1.0f / 18.0f)
1338
1339void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
1340        float x, float y, SkPaint* paint) {
1341    // Handle underline and strike-through
1342    uint32_t flags = paint->getFlags();
1343    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
1344        float underlineWidth = length;
1345        // If length is > 0.0f, we already measured the text for the text alignment
1346        if (length <= 0.0f) {
1347            underlineWidth = paint->measureText(text, bytesCount);
1348        }
1349
1350        float offsetX = 0;
1351        switch (paint->getTextAlign()) {
1352            case SkPaint::kCenter_Align:
1353                offsetX = underlineWidth * 0.5f;
1354                break;
1355            case SkPaint::kRight_Align:
1356                offsetX = underlineWidth;
1357                break;
1358            default:
1359                break;
1360        }
1361
1362        if (underlineWidth > 0.0f) {
1363            const float textSize = paint->getTextSize();
1364            const float strokeWidth = textSize * kStdUnderline_Thickness;
1365
1366            const float left = x - offsetX;
1367            float top = 0.0f;
1368
1369            const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1);
1370            float points[pointsCount];
1371            int currentPoint = 0;
1372
1373            if (flags & SkPaint::kUnderlineText_Flag) {
1374                top = y + textSize * kStdUnderline_Offset;
1375                points[currentPoint++] = left;
1376                points[currentPoint++] = top;
1377                points[currentPoint++] = left + underlineWidth;
1378                points[currentPoint++] = top;
1379            }
1380
1381            if (flags & SkPaint::kStrikeThruText_Flag) {
1382                top = y + textSize * kStdStrikeThru_Offset;
1383                points[currentPoint++] = left;
1384                points[currentPoint++] = top;
1385                points[currentPoint++] = left + underlineWidth;
1386                points[currentPoint++] = top;
1387            }
1388
1389            SkPaint linesPaint(*paint);
1390            linesPaint.setStrokeWidth(strokeWidth);
1391
1392            drawLines(&points[0], pointsCount, &linesPaint);
1393        }
1394    }
1395}
1396
1397void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
1398        int color, SkXfermode::Mode mode, bool ignoreTransform) {
1399    setupDraw();
1400
1401    // If a shader is set, preserve only the alpha
1402    if (mShader) {
1403        color |= 0x00ffffff;
1404    }
1405
1406    // Render using pre-multiplied alpha
1407    const int alpha = (color >> 24) & 0xFF;
1408    const GLfloat a = alpha / 255.0f;
1409    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
1410    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
1411    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
1412
1413    setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform);
1414
1415    // Draw the mesh
1416    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1417}
1418
1419void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom,
1420        float r, float g, float b, float a, SkXfermode::Mode mode,
1421        bool ignoreTransform, bool ignoreMatrix) {
1422    GLuint textureUnit = 0;
1423
1424    // Describe the required shaders
1425    ProgramDescription description;
1426    const bool setColor = description.setColor(r, g, b, a);
1427
1428    if (mShader) {
1429        mShader->describe(description, mCaches.extensions);
1430    }
1431    if (mColorFilter) {
1432        mColorFilter->describe(description, mCaches.extensions);
1433    }
1434
1435    // Setup the blending mode
1436    chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description);
1437
1438    // Build and use the appropriate shader
1439    useProgram(mCaches.programCache.get(description));
1440
1441    // Setup attributes
1442    mCaches.bindMeshBuffer();
1443    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1444            gMeshStride, 0);
1445
1446    if (!ignoreMatrix) {
1447        // Setup uniforms
1448        mModelView.loadTranslate(left, top, 0.0f);
1449        mModelView.scale(right - left, bottom - top, 1.0f);
1450        if (!ignoreTransform) {
1451            mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1452            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1453        } else {
1454            mat4 identity;
1455            mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity);
1456            dirtyLayer(left, top, right, bottom);
1457        }
1458    }
1459    mCaches.currentProgram->setColor(r, g, b, a);
1460
1461    // Setup attributes and uniforms required by the shaders
1462    if (mShader) {
1463        if (ignoreMatrix) mModelView.loadIdentity();
1464        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
1465    }
1466    if (mColorFilter) {
1467        mColorFilter->setupProgram(mCaches.currentProgram);
1468    }
1469}
1470
1471void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1472        Texture* texture, SkPaint* paint) {
1473    int alpha;
1474    SkXfermode::Mode mode;
1475    getAlphaAndMode(paint, &alpha, &mode);
1476
1477    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
1478
1479    drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
1480            texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
1481            GL_TRIANGLE_STRIP, gMeshCount);
1482}
1483
1484void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1485        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
1486    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
1487            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
1488}
1489
1490void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
1491        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
1492        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
1493        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
1494    setupDraw();
1495
1496    ProgramDescription description;
1497    description.hasTexture = true;
1498    const bool setColor = description.setColor(alpha, alpha, alpha, alpha);
1499    if (mColorFilter) {
1500        mColorFilter->describe(description, mCaches.extensions);
1501    }
1502
1503    mModelView.loadTranslate(left, top, 0.0f);
1504    if (!ignoreScale) {
1505        mModelView.scale(right - left, bottom - top, 1.0f);
1506    }
1507
1508    chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst);
1509
1510    useProgram(mCaches.programCache.get(description));
1511    if (!ignoreTransform) {
1512        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1513        if (dirty) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1514    } else {
1515        mat4 identity;
1516        mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity);
1517        if (dirty) dirtyLayer(left, top, right, bottom);
1518    }
1519
1520    // Texture
1521    bindTexture(texture);
1522    glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0);
1523
1524    // Always premultiplied
1525    if (setColor) {
1526        mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha);
1527    }
1528
1529    // Mesh
1530    int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1531    glEnableVertexAttribArray(texCoordsSlot);
1532
1533    if (!vertices) {
1534        mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1535    } else {
1536        mCaches.unbindMeshBuffer();
1537    }
1538    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1539            gMeshStride, vertices);
1540    glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1541
1542    // Color filter
1543    if (mColorFilter) {
1544        mColorFilter->setupProgram(mCaches.currentProgram);
1545    }
1546
1547    glDrawArrays(drawMode, 0, elementsCount);
1548    glDisableVertexAttribArray(texCoordsSlot);
1549}
1550
1551void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
1552        ProgramDescription& description, bool swapSrcDst) {
1553    blend = blend || mode != SkXfermode::kSrcOver_Mode;
1554    if (blend) {
1555        if (mode < SkXfermode::kPlus_Mode) {
1556            if (!mCaches.blend) {
1557                glEnable(GL_BLEND);
1558            }
1559
1560            GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
1561            GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
1562
1563            if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
1564                glBlendFunc(sourceMode, destMode);
1565                mCaches.lastSrcMode = sourceMode;
1566                mCaches.lastDstMode = destMode;
1567            }
1568        } else {
1569            // These blend modes are not supported by OpenGL directly and have
1570            // to be implemented using shaders. Since the shader will perform
1571            // the blending, turn blending off here
1572            if (mCaches.extensions.hasFramebufferFetch()) {
1573                description.framebufferMode = mode;
1574                description.swapSrcDst = swapSrcDst;
1575            }
1576
1577            if (mCaches.blend) {
1578                glDisable(GL_BLEND);
1579            }
1580            blend = false;
1581        }
1582    } else if (mCaches.blend) {
1583        glDisable(GL_BLEND);
1584    }
1585    mCaches.blend = blend;
1586}
1587
1588bool OpenGLRenderer::useProgram(Program* program) {
1589    if (!program->isInUse()) {
1590        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
1591        program->use();
1592        mCaches.currentProgram = program;
1593        return false;
1594    }
1595    return true;
1596}
1597
1598void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
1599    TextureVertex* v = &mMeshVertices[0];
1600    TextureVertex::setUV(v++, u1, v1);
1601    TextureVertex::setUV(v++, u2, v1);
1602    TextureVertex::setUV(v++, u1, v2);
1603    TextureVertex::setUV(v++, u2, v2);
1604}
1605
1606void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
1607    if (paint) {
1608        if (!mCaches.extensions.hasFramebufferFetch()) {
1609            const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode);
1610            if (!isMode) {
1611                // Assume SRC_OVER
1612                *mode = SkXfermode::kSrcOver_Mode;
1613            }
1614        } else {
1615            *mode = getXfermode(paint->getXfermode());
1616        }
1617
1618        // Skia draws using the color's alpha channel if < 255
1619        // Otherwise, it uses the paint's alpha
1620        int color = paint->getColor();
1621        *alpha = (color >> 24) & 0xFF;
1622        if (*alpha == 255) {
1623            *alpha = paint->getAlpha();
1624        }
1625    } else {
1626        *mode = SkXfermode::kSrcOver_Mode;
1627        *alpha = 255;
1628    }
1629}
1630
1631SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
1632    if (mode == NULL) {
1633        return SkXfermode::kSrcOver_Mode;
1634    }
1635    return mode->fMode;
1636}
1637
1638void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) {
1639    bool bound = false;
1640    if (wrapS != texture->wrapS) {
1641        glBindTexture(GL_TEXTURE_2D, texture->id);
1642        bound = true;
1643        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
1644        texture->wrapS = wrapS;
1645    }
1646    if (wrapT != texture->wrapT) {
1647        if (!bound) {
1648            glBindTexture(GL_TEXTURE_2D, texture->id);
1649        }
1650        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
1651        texture->wrapT = wrapT;
1652    }
1653}
1654
1655}; // namespace uirenderer
1656}; // namespace android
1657