OpenGLRenderer.cpp revision 1bd1bad0b4a75e633c5edbe802bf6fb4dd765161
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkTypeface.h>
25
26#include <utils/Log.h>
27#include <utils/StopWatch.h>
28
29#include <ui/Rect.h>
30
31#include "OpenGLRenderer.h"
32#include "DisplayListRenderer.h"
33#include "Vector.h"
34
35namespace android {
36namespace uirenderer {
37
38///////////////////////////////////////////////////////////////////////////////
39// Defines
40///////////////////////////////////////////////////////////////////////////////
41
42#define RAD_TO_DEG (180.0f / 3.14159265f)
43#define MIN_ANGLE 0.001f
44
45// TODO: This should be set in properties
46#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH)
47
48///////////////////////////////////////////////////////////////////////////////
49// Globals
50///////////////////////////////////////////////////////////////////////////////
51
52/**
53 * Structure mapping Skia xfermodes to OpenGL blending factors.
54 */
55struct Blender {
56    SkXfermode::Mode mode;
57    GLenum src;
58    GLenum dst;
59}; // struct Blender
60
61// In this array, the index of each Blender equals the value of the first
62// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
63static const Blender gBlends[] = {
64    { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
65    { SkXfermode::kSrc_Mode,     GL_ONE,                  GL_ZERO },
66    { SkXfermode::kDst_Mode,     GL_ZERO,                 GL_ONE },
67    { SkXfermode::kSrcOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
68    { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
69    { SkXfermode::kSrcIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
70    { SkXfermode::kDstIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
71    { SkXfermode::kSrcOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
72    { SkXfermode::kDstOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
73    { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
74    { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
75    { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
76};
77
78// This array contains the swapped version of each SkXfermode. For instance
79// this array's SrcOver blending mode is actually DstOver. You can refer to
80// createLayer() for more information on the purpose of this array.
81static const Blender gBlendsSwap[] = {
82    { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
83    { SkXfermode::kSrc_Mode,     GL_ZERO,                 GL_ONE },
84    { SkXfermode::kDst_Mode,     GL_ONE,                  GL_ZERO },
85    { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
86    { SkXfermode::kDstOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
87    { SkXfermode::kSrcIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
88    { SkXfermode::kDstIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
89    { SkXfermode::kSrcOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
90    { SkXfermode::kDstOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
91    { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
92    { SkXfermode::kDstATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
93    { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
94};
95
96static const GLenum gTextureUnits[] = {
97    GL_TEXTURE0,
98    GL_TEXTURE1,
99    GL_TEXTURE2
100};
101
102///////////////////////////////////////////////////////////////////////////////
103// Constructors/destructor
104///////////////////////////////////////////////////////////////////////////////
105
106OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
107    mShader = NULL;
108    mColorFilter = NULL;
109    mHasShadow = false;
110
111    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
112
113    mFirstSnapshot = new Snapshot;
114}
115
116OpenGLRenderer::~OpenGLRenderer() {
117    // The context has already been destroyed at this point, do not call
118    // GL APIs. All GL state should be kept in Caches.h
119}
120
121///////////////////////////////////////////////////////////////////////////////
122// Setup
123///////////////////////////////////////////////////////////////////////////////
124
125void OpenGLRenderer::setViewport(int width, int height) {
126    glViewport(0, 0, width, height);
127    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
128
129    mWidth = width;
130    mHeight = height;
131
132    mFirstSnapshot->height = height;
133    mFirstSnapshot->viewport.set(0, 0, width, height);
134
135    mDirtyClip = false;
136}
137
138void OpenGLRenderer::prepare(bool opaque) {
139    mCaches.clearGarbage();
140
141    mSnapshot = new Snapshot(mFirstSnapshot,
142            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
143    mSaveCount = 1;
144
145    glViewport(0, 0, mWidth, mHeight);
146
147    glDisable(GL_DITHER);
148
149    if (!opaque) {
150        glDisable(GL_SCISSOR_TEST);
151        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
152        glClear(GL_COLOR_BUFFER_BIT);
153    }
154
155    glEnable(GL_SCISSOR_TEST);
156    glScissor(0, 0, mWidth, mHeight);
157    mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight);
158}
159
160void OpenGLRenderer::finish() {
161#if DEBUG_OPENGL
162    GLenum status = GL_NO_ERROR;
163    while ((status = glGetError()) != GL_NO_ERROR) {
164        LOGD("GL error from OpenGLRenderer: 0x%x", status);
165        switch (status) {
166            case GL_OUT_OF_MEMORY:
167                LOGE("  OpenGLRenderer is out of memory!");
168                break;
169        }
170    }
171#endif
172#if DEBUG_MEMORY_USAGE
173    mCaches.dumpMemoryUsage();
174#else
175    if (mCaches.getDebugLevel() & kDebugMemory) {
176        mCaches.dumpMemoryUsage();
177    }
178#endif
179}
180
181void OpenGLRenderer::interrupt() {
182    if (mCaches.currentProgram) {
183        if (mCaches.currentProgram->isInUse()) {
184            mCaches.currentProgram->remove();
185            mCaches.currentProgram = NULL;
186        }
187    }
188    mCaches.unbindMeshBuffer();
189}
190
191void OpenGLRenderer::acquireContext() {
192    interrupt();
193}
194
195void OpenGLRenderer::resume() {
196    glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight());
197
198    glEnable(GL_SCISSOR_TEST);
199    dirtyClip();
200
201    glDisable(GL_DITHER);
202
203    glBindFramebuffer(GL_FRAMEBUFFER, 0);
204    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
205
206    mCaches.blend = true;
207    glEnable(GL_BLEND);
208    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
209    glBlendEquation(GL_FUNC_ADD);
210}
211
212void OpenGLRenderer::releaseContext() {
213    resume();
214}
215
216///////////////////////////////////////////////////////////////////////////////
217// State management
218///////////////////////////////////////////////////////////////////////////////
219
220int OpenGLRenderer::getSaveCount() const {
221    return mSaveCount;
222}
223
224int OpenGLRenderer::save(int flags) {
225    return saveSnapshot(flags);
226}
227
228void OpenGLRenderer::restore() {
229    if (mSaveCount > 1) {
230        restoreSnapshot();
231    }
232}
233
234void OpenGLRenderer::restoreToCount(int saveCount) {
235    if (saveCount < 1) saveCount = 1;
236
237    while (mSaveCount > saveCount) {
238        restoreSnapshot();
239    }
240}
241
242int OpenGLRenderer::saveSnapshot(int flags) {
243    mSnapshot = new Snapshot(mSnapshot, flags);
244    return mSaveCount++;
245}
246
247bool OpenGLRenderer::restoreSnapshot() {
248    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
249    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
250    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
251
252    sp<Snapshot> current = mSnapshot;
253    sp<Snapshot> previous = mSnapshot->previous;
254
255    if (restoreOrtho) {
256        Rect& r = previous->viewport;
257        glViewport(r.left, r.top, r.right, r.bottom);
258        mOrthoMatrix.load(current->orthoMatrix);
259    }
260
261    mSaveCount--;
262    mSnapshot = previous;
263
264    if (restoreClip) {
265        dirtyClip();
266    }
267
268    if (restoreLayer) {
269        composeLayer(current, previous);
270    }
271
272    return restoreClip;
273}
274
275///////////////////////////////////////////////////////////////////////////////
276// Layers
277///////////////////////////////////////////////////////////////////////////////
278
279int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
280        SkPaint* p, int flags) {
281    const GLuint previousFbo = mSnapshot->fbo;
282    const int count = saveSnapshot(flags);
283
284    if (!mSnapshot->isIgnored()) {
285        int alpha = 255;
286        SkXfermode::Mode mode;
287
288        if (p) {
289            alpha = p->getAlpha();
290            if (!mCaches.extensions.hasFramebufferFetch()) {
291                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
292                if (!isMode) {
293                    // Assume SRC_OVER
294                    mode = SkXfermode::kSrcOver_Mode;
295                }
296            } else {
297                mode = getXfermode(p->getXfermode());
298            }
299        } else {
300            mode = SkXfermode::kSrcOver_Mode;
301        }
302
303        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
304    }
305
306    return count;
307}
308
309int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
310        int alpha, int flags) {
311    if (alpha >= 255 - ALPHA_THRESHOLD) {
312        return saveLayer(left, top, right, bottom, NULL, flags);
313    } else {
314        SkPaint paint;
315        paint.setAlpha(alpha);
316        return saveLayer(left, top, right, bottom, &paint, flags);
317    }
318}
319
320/**
321 * Layers are viewed by Skia are slightly different than layers in image editing
322 * programs (for instance.) When a layer is created, previously created layers
323 * and the frame buffer still receive every drawing command. For instance, if a
324 * layer is created and a shape intersecting the bounds of the layers and the
325 * framebuffer is draw, the shape will be drawn on both (unless the layer was
326 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
327 *
328 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
329 * texture. Unfortunately, this is inefficient as it requires every primitive to
330 * be drawn n + 1 times, where n is the number of active layers. In practice this
331 * means, for every primitive:
332 *   - Switch active frame buffer
333 *   - Change viewport, clip and projection matrix
334 *   - Issue the drawing
335 *
336 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
337 * To avoid this, layers are implemented in a different way here, at least in the
338 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
339 * is set. When this flag is set we can redirect all drawing operations into a
340 * single FBO.
341 *
342 * This implementation relies on the frame buffer being at least RGBA 8888. When
343 * a layer is created, only a texture is created, not an FBO. The content of the
344 * frame buffer contained within the layer's bounds is copied into this texture
345 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
346 * buffer and drawing continues as normal. This technique therefore treats the
347 * frame buffer as a scratch buffer for the layers.
348 *
349 * To compose the layers back onto the frame buffer, each layer texture
350 * (containing the original frame buffer data) is drawn as a simple quad over
351 * the frame buffer. The trick is that the quad is set as the composition
352 * destination in the blending equation, and the frame buffer becomes the source
353 * of the composition.
354 *
355 * Drawing layers with an alpha value requires an extra step before composition.
356 * An empty quad is drawn over the layer's region in the frame buffer. This quad
357 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
358 * quad is used to multiply the colors in the frame buffer. This is achieved by
359 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
360 * GL_ZERO, GL_SRC_ALPHA.
361 *
362 * Because glCopyTexImage2D() can be slow, an alternative implementation might
363 * be use to draw a single clipped layer. The implementation described above
364 * is correct in every case.
365 *
366 * (1) The frame buffer is actually not cleared right away. To allow the GPU
367 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
368 *     buffer is left untouched until the first drawing operation. Only when
369 *     something actually gets drawn are the layers regions cleared.
370 */
371bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
372        float right, float bottom, int alpha, SkXfermode::Mode mode,
373        int flags, GLuint previousFbo) {
374    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
375    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
376
377    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
378
379    // Window coordinates of the layer
380    Rect bounds(left, top, right, bottom);
381    if (fboLayer) {
382        // Clear the previous layer regions before we change the viewport
383        clearLayerRegions();
384    } else {
385        mSnapshot->transform->mapRect(bounds);
386
387        // Layers only make sense if they are in the framebuffer's bounds
388        bounds.intersect(*snapshot->clipRect);
389
390        // We cannot work with sub-pixels in this case
391        bounds.snapToPixelBoundaries();
392
393        // When the layer is not an FBO, we may use glCopyTexImage so we
394        // need to make sure the layer does not extend outside the bounds
395        // of the framebuffer
396        bounds.intersect(snapshot->previous->viewport);
397    }
398
399    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
400            bounds.getHeight() > mCaches.maxTextureSize) {
401        snapshot->empty = fboLayer;
402    } else {
403        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
404    }
405
406    // Bail out if we won't draw in this snapshot
407    if (snapshot->invisible || snapshot->empty) {
408        return false;
409    }
410
411    glActiveTexture(gTextureUnits[0]);
412    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
413    if (!layer) {
414        return false;
415    }
416
417    layer->mode = mode;
418    layer->alpha = alpha;
419    layer->layer.set(bounds);
420    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height),
421            bounds.getWidth() / float(layer->width), 0.0f);
422    layer->colorFilter = mColorFilter;
423
424    // Save the layer in the snapshot
425    snapshot->flags |= Snapshot::kFlagIsLayer;
426    snapshot->layer = layer;
427
428    if (fboLayer) {
429        return createFboLayer(layer, bounds, snapshot, previousFbo);
430    } else {
431        // Copy the framebuffer into the layer
432        glBindTexture(GL_TEXTURE_2D, layer->texture);
433
434        if (layer->empty) {
435            glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left,
436                    snapshot->height - bounds.bottom, layer->width, layer->height, 0);
437            layer->empty = false;
438        } else {
439            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
440                    snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
441        }
442
443        // Enqueue the buffer coordinates to clear the corresponding region later
444        mLayers.push(new Rect(bounds));
445    }
446
447    return true;
448}
449
450bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
451        GLuint previousFbo) {
452    layer->fbo = mCaches.fboCache.get();
453
454#if RENDER_LAYERS_AS_REGIONS
455    snapshot->region = &snapshot->layer->region;
456    snapshot->flags |= Snapshot::kFlagFboTarget;
457#endif
458
459    Rect clip(bounds);
460    snapshot->transform->mapRect(clip);
461    clip.intersect(*snapshot->clipRect);
462    clip.snapToPixelBoundaries();
463    clip.intersect(snapshot->previous->viewport);
464
465    mat4 inverse;
466    inverse.loadInverse(*mSnapshot->transform);
467
468    inverse.mapRect(clip);
469    clip.snapToPixelBoundaries();
470    clip.intersect(bounds);
471    clip.translate(-bounds.left, -bounds.top);
472
473    snapshot->flags |= Snapshot::kFlagIsFboLayer;
474    snapshot->fbo = layer->fbo;
475    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
476    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
477    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
478    snapshot->height = bounds.getHeight();
479    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
480    snapshot->orthoMatrix.load(mOrthoMatrix);
481
482    // Bind texture to FBO
483    glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
484    glBindTexture(GL_TEXTURE_2D, layer->texture);
485
486    // Initialize the texture if needed
487    if (layer->empty) {
488        layer->empty = false;
489        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0,
490                GL_RGBA, GL_UNSIGNED_BYTE, NULL);
491    }
492
493    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
494            layer->texture, 0);
495
496#if DEBUG_LAYERS_AS_REGIONS
497    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
498    if (status != GL_FRAMEBUFFER_COMPLETE) {
499        LOGE("Framebuffer incomplete (GL error code 0x%x)", status);
500
501        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
502        glDeleteTextures(1, &layer->texture);
503        mCaches.fboCache.put(layer->fbo);
504
505        delete layer;
506
507        return false;
508    }
509#endif
510
511    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
512    glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
513            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
514    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
515    glClear(GL_COLOR_BUFFER_BIT);
516
517    dirtyClip();
518
519    // Change the ortho projection
520    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
521    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
522
523    return true;
524}
525
526/**
527 * Read the documentation of createLayer() before doing anything in this method.
528 */
529void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
530    if (!current->layer) {
531        LOGE("Attempting to compose a layer that does not exist");
532        return;
533    }
534
535    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
536
537    if (fboLayer) {
538        // Unbind current FBO and restore previous one
539        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
540    }
541
542    Layer* layer = current->layer;
543    const Rect& rect = layer->layer;
544
545    if (!fboLayer && layer->alpha < 255) {
546        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
547                layer->alpha << 24, SkXfermode::kDstIn_Mode, true);
548        // Required below, composeLayerRect() will divide by 255
549        layer->alpha = 255;
550    }
551
552    mCaches.unbindMeshBuffer();
553
554    glActiveTexture(gTextureUnits[0]);
555
556    // When the layer is stored in an FBO, we can save a bit of fillrate by
557    // drawing only the dirty region
558    if (fboLayer) {
559        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
560        if (layer->colorFilter) {
561            setupColorFilter(layer->colorFilter);
562        }
563        composeLayerRegion(layer, rect);
564        if (layer->colorFilter) {
565            resetColorFilter();
566        }
567    } else {
568        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
569        composeLayerRect(layer, rect, true);
570    }
571
572    if (fboLayer) {
573        // Detach the texture from the FBO
574        glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
575        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
576        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
577
578        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
579        mCaches.fboCache.put(current->fbo);
580    }
581
582    dirtyClip();
583
584    // Failing to add the layer to the cache should happen only if the layer is too large
585    if (!mCaches.layerCache.put(layer)) {
586        LAYER_LOGD("Deleting layer");
587        glDeleteTextures(1, &layer->texture);
588        delete layer;
589    }
590}
591
592void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
593    const Rect& texCoords = layer->texCoords;
594    resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom);
595
596    drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture,
597            layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0],
598            &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap);
599
600    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
601}
602
603void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
604#if RENDER_LAYERS_AS_REGIONS
605    if (layer->region.isRect()) {
606        composeLayerRect(layer, rect);
607        layer->region.clear();
608        return;
609    }
610
611    if (!layer->region.isEmpty()) {
612        size_t count;
613        const android::Rect* rects = layer->region.getArray(&count);
614
615        const float alpha = layer->alpha / 255.0f;
616        const float texX = 1.0f / float(layer->width);
617        const float texY = 1.0f / float(layer->height);
618
619        TextureVertex* mesh = mCaches.getRegionMesh();
620        GLsizei numQuads = 0;
621
622        setupDraw();
623        setupDrawWithTexture();
624        setupDrawColor(alpha, alpha, alpha, alpha);
625        setupDrawColorFilter();
626        setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false);
627        setupDrawProgram();
628        setupDrawDirtyRegionsDisabled();
629        setupDrawPureColorUniforms();
630        setupDrawColorFilterUniforms();
631        setupDrawTexture(layer->texture);
632        setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
633        setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]);
634
635        for (size_t i = 0; i < count; i++) {
636            const android::Rect* r = &rects[i];
637
638            const float u1 = r->left * texX;
639            const float v1 = (rect.getHeight() - r->top) * texY;
640            const float u2 = r->right * texX;
641            const float v2 = (rect.getHeight() - r->bottom) * texY;
642
643            // TODO: Reject quads outside of the clip
644            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
645            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
646            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
647            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
648
649            numQuads++;
650
651            if (numQuads >= REGION_MESH_QUAD_COUNT) {
652                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
653                numQuads = 0;
654                mesh = mCaches.getRegionMesh();
655            }
656        }
657
658        if (numQuads > 0) {
659            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
660        }
661
662        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
663        finishDrawTexture();
664
665#if DEBUG_LAYERS_AS_REGIONS
666        uint32_t colors[] = {
667                0x7fff0000, 0x7f00ff00,
668                0x7f0000ff, 0x7fff00ff,
669        };
670
671        int offset = 0;
672        int32_t top = rects[0].top;
673        int i = 0;
674
675        for (size_t i = 0; i < count; i++) {
676            if (top != rects[i].top) {
677                offset ^= 0x2;
678                top = rects[i].top;
679            }
680
681            Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
682            drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
683                    SkXfermode::kSrcOver_Mode);
684        }
685#endif
686
687        layer->region.clear();
688    }
689#else
690    composeLayerRect(layer, rect);
691#endif
692}
693
694void OpenGLRenderer::dirtyLayer(const float left, const float top,
695        const float right, const float bottom, const mat4 transform) {
696#if RENDER_LAYERS_AS_REGIONS
697    if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) {
698        Rect bounds(left, top, right, bottom);
699        transform.mapRect(bounds);
700        dirtyLayerUnchecked(bounds, mSnapshot->region);
701    }
702#endif
703}
704
705void OpenGLRenderer::dirtyLayer(const float left, const float top,
706        const float right, const float bottom) {
707#if RENDER_LAYERS_AS_REGIONS
708    if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) {
709        Rect bounds(left, top, right, bottom);
710        dirtyLayerUnchecked(bounds, mSnapshot->region);
711    }
712#endif
713}
714
715void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
716#if RENDER_LAYERS_AS_REGIONS
717    if (bounds.intersect(*mSnapshot->clipRect)) {
718        bounds.snapToPixelBoundaries();
719        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
720        if (!dirty.isEmpty()) {
721            region->orSelf(dirty);
722        }
723    }
724#endif
725}
726
727void OpenGLRenderer::clearLayerRegions() {
728    if (mLayers.size() == 0 || mSnapshot->isIgnored()) return;
729
730    Rect clipRect(*mSnapshot->clipRect);
731    clipRect.snapToPixelBoundaries();
732
733    for (uint32_t i = 0; i < mLayers.size(); i++) {
734        Rect* bounds = mLayers.itemAt(i);
735        if (clipRect.intersects(*bounds)) {
736            // Clear the framebuffer where the layer will draw
737            glScissor(bounds->left, mSnapshot->height - bounds->bottom,
738                    bounds->getWidth(), bounds->getHeight());
739            glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
740            glClear(GL_COLOR_BUFFER_BIT);
741
742            // Restore the clip
743            dirtyClip();
744        }
745
746        delete bounds;
747    }
748
749    mLayers.clear();
750}
751
752///////////////////////////////////////////////////////////////////////////////
753// Transforms
754///////////////////////////////////////////////////////////////////////////////
755
756void OpenGLRenderer::translate(float dx, float dy) {
757    mSnapshot->transform->translate(dx, dy, 0.0f);
758}
759
760void OpenGLRenderer::rotate(float degrees) {
761    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
762}
763
764void OpenGLRenderer::scale(float sx, float sy) {
765    mSnapshot->transform->scale(sx, sy, 1.0f);
766}
767
768void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
769    mSnapshot->transform->load(*matrix);
770}
771
772const float* OpenGLRenderer::getMatrix() const {
773    if (mSnapshot->fbo != 0) {
774        return &mSnapshot->transform->data[0];
775    }
776    return &mIdentity.data[0];
777}
778
779void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
780    mSnapshot->transform->copyTo(*matrix);
781}
782
783void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
784    SkMatrix transform;
785    mSnapshot->transform->copyTo(transform);
786    transform.preConcat(*matrix);
787    mSnapshot->transform->load(transform);
788}
789
790///////////////////////////////////////////////////////////////////////////////
791// Clipping
792///////////////////////////////////////////////////////////////////////////////
793
794void OpenGLRenderer::setScissorFromClip() {
795    Rect clip(*mSnapshot->clipRect);
796    clip.snapToPixelBoundaries();
797    glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
798    mDirtyClip = false;
799}
800
801const Rect& OpenGLRenderer::getClipBounds() {
802    return mSnapshot->getLocalClip();
803}
804
805bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
806    if (mSnapshot->isIgnored()) {
807        return true;
808    }
809
810    Rect r(left, top, right, bottom);
811    mSnapshot->transform->mapRect(r);
812    r.snapToPixelBoundaries();
813
814    Rect clipRect(*mSnapshot->clipRect);
815    clipRect.snapToPixelBoundaries();
816
817    return !clipRect.intersects(r);
818}
819
820bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
821    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
822    if (clipped) {
823        dirtyClip();
824    }
825    return !mSnapshot->clipRect->isEmpty();
826}
827
828///////////////////////////////////////////////////////////////////////////////
829// Drawing commands
830///////////////////////////////////////////////////////////////////////////////
831
832void OpenGLRenderer::setupDraw() {
833    clearLayerRegions();
834    if (mDirtyClip) {
835        setScissorFromClip();
836    }
837    mDescription.reset();
838    mSetShaderColor = false;
839    mColorSet = false;
840    mColorA = mColorR = mColorG = mColorB = 0.0f;
841    mTextureUnit = 0;
842    mTrackDirtyRegions = true;
843    mTexCoordsSlot = -1;
844}
845
846void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
847    mDescription.hasTexture = true;
848    mDescription.hasAlpha8Texture = isAlpha8;
849}
850
851void OpenGLRenderer::setupDrawColor(int color) {
852    setupDrawColor(color, (color >> 24) & 0xFF);
853}
854
855void OpenGLRenderer::setupDrawColor(int color, int alpha) {
856    mColorA = alpha / 255.0f;
857    const float a = mColorA / 255.0f;
858    mColorR = a * ((color >> 16) & 0xFF);
859    mColorG = a * ((color >>  8) & 0xFF);
860    mColorB = a * ((color      ) & 0xFF);
861    mColorSet = true;
862    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
863}
864
865void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
866    mColorA = alpha / 255.0f;
867    const float a = mColorA / 255.0f;
868    mColorR = a * ((color >> 16) & 0xFF);
869    mColorG = a * ((color >>  8) & 0xFF);
870    mColorB = a * ((color      ) & 0xFF);
871    mColorSet = true;
872    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
873}
874
875void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
876    mColorA = a;
877    mColorR = r;
878    mColorG = g;
879    mColorB = b;
880    mColorSet = true;
881    mSetShaderColor = mDescription.setColor(r, g, b, a);
882}
883
884void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) {
885    mColorA = a;
886    mColorR = r;
887    mColorG = g;
888    mColorB = b;
889    mColorSet = true;
890    mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a);
891}
892
893void OpenGLRenderer::setupDrawShader() {
894    if (mShader) {
895        mShader->describe(mDescription, mCaches.extensions);
896    }
897}
898
899void OpenGLRenderer::setupDrawColorFilter() {
900    if (mColorFilter) {
901        mColorFilter->describe(mDescription, mCaches.extensions);
902    }
903}
904
905void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
906    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
907            mDescription, swapSrcDst);
908}
909
910void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
911    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
912            mDescription, swapSrcDst);
913}
914
915void OpenGLRenderer::setupDrawProgram() {
916    useProgram(mCaches.programCache.get(mDescription));
917}
918
919void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
920    mTrackDirtyRegions = false;
921}
922
923void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
924        bool ignoreTransform) {
925    mModelView.loadTranslate(left, top, 0.0f);
926    if (!ignoreTransform) {
927        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
928        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
929    } else {
930        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
931        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
932    }
933}
934
935void OpenGLRenderer::setupDrawModelViewIdentity() {
936    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform);
937}
938
939void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
940        bool ignoreTransform, bool ignoreModelView) {
941    if (!ignoreModelView) {
942        mModelView.loadTranslate(left, top, 0.0f);
943        mModelView.scale(right - left, bottom - top, 1.0f);
944    } else {
945        mModelView.loadIdentity();
946    }
947    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
948    if (!ignoreTransform) {
949        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
950        if (mTrackDirtyRegions && dirty) {
951            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
952        }
953    } else {
954        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
955        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
956    }
957}
958
959void OpenGLRenderer::setupDrawColorUniforms() {
960    if (mColorSet || (mShader && mSetShaderColor)) {
961        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
962    }
963}
964
965void OpenGLRenderer::setupDrawPureColorUniforms() {
966    if (mSetShaderColor) {
967        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
968    }
969}
970
971void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
972    if (mShader) {
973        if (ignoreTransform) {
974            mModelView.loadInverse(*mSnapshot->transform);
975        }
976        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
977    }
978}
979
980void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
981    if (mShader) {
982        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
983    }
984}
985
986void OpenGLRenderer::setupDrawColorFilterUniforms() {
987    if (mColorFilter) {
988        mColorFilter->setupProgram(mCaches.currentProgram);
989    }
990}
991
992void OpenGLRenderer::setupDrawSimpleMesh() {
993    mCaches.bindMeshBuffer();
994    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
995            gMeshStride, 0);
996}
997
998void OpenGLRenderer::setupDrawTexture(GLuint texture) {
999    bindTexture(texture);
1000    glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++);
1001
1002    mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1003    glEnableVertexAttribArray(mTexCoordsSlot);
1004}
1005
1006void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1007    if (!vertices) {
1008        mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1009    } else {
1010        mCaches.unbindMeshBuffer();
1011    }
1012    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1013            gMeshStride, vertices);
1014    if (mTexCoordsSlot > 0) {
1015        glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1016    }
1017}
1018
1019void OpenGLRenderer::finishDrawTexture() {
1020    glDisableVertexAttribArray(mTexCoordsSlot);
1021}
1022
1023///////////////////////////////////////////////////////////////////////////////
1024// Drawing
1025///////////////////////////////////////////////////////////////////////////////
1026
1027void OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t level) {
1028    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1029    // will be performed by the display list itself
1030    if (displayList) {
1031        displayList->replay(*this, level);
1032    }
1033}
1034
1035void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1036    const float right = left + bitmap->width();
1037    const float bottom = top + bitmap->height();
1038
1039    if (quickReject(left, top, right, bottom)) {
1040        return;
1041    }
1042
1043    glActiveTexture(gTextureUnits[0]);
1044    Texture* texture = mCaches.textureCache.get(bitmap);
1045    if (!texture) return;
1046    const AutoTexture autoCleanup(texture);
1047
1048    drawTextureRect(left, top, right, bottom, texture, paint);
1049}
1050
1051void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1052    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1053    const mat4 transform(*matrix);
1054    transform.mapRect(r);
1055
1056    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1057        return;
1058    }
1059
1060    glActiveTexture(gTextureUnits[0]);
1061    Texture* texture = mCaches.textureCache.get(bitmap);
1062    if (!texture) return;
1063    const AutoTexture autoCleanup(texture);
1064
1065    // This could be done in a cheaper way, all we need is pass the matrix
1066    // to the vertex shader. The save/restore is a bit overkill.
1067    save(SkCanvas::kMatrix_SaveFlag);
1068    concatMatrix(matrix);
1069    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1070    restore();
1071}
1072
1073void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1074         float srcLeft, float srcTop, float srcRight, float srcBottom,
1075         float dstLeft, float dstTop, float dstRight, float dstBottom,
1076         SkPaint* paint) {
1077    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1078        return;
1079    }
1080
1081    glActiveTexture(gTextureUnits[0]);
1082    Texture* texture = mCaches.textureCache.get(bitmap);
1083    if (!texture) return;
1084    const AutoTexture autoCleanup(texture);
1085    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
1086
1087    const float width = texture->width;
1088    const float height = texture->height;
1089
1090    const float u1 = srcLeft / width;
1091    const float v1 = srcTop / height;
1092    const float u2 = srcRight / width;
1093    const float v2 = srcBottom / height;
1094
1095    mCaches.unbindMeshBuffer();
1096    resetDrawTextureTexCoords(u1, v1, u2, v2);
1097
1098    int alpha;
1099    SkXfermode::Mode mode;
1100    getAlphaAndMode(paint, &alpha, &mode);
1101
1102    if (mSnapshot->transform->isPureTranslate()) {
1103        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1104        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1105
1106        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1107                texture->id, alpha / 255.0f, mode, texture->blend,
1108                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1109                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1110    } else {
1111        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1112                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1113                GL_TRIANGLE_STRIP, gMeshCount);
1114    }
1115
1116    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1117}
1118
1119void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1120        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1121        float left, float top, float right, float bottom, SkPaint* paint) {
1122    if (quickReject(left, top, right, bottom)) {
1123        return;
1124    }
1125
1126    glActiveTexture(gTextureUnits[0]);
1127    Texture* texture = mCaches.textureCache.get(bitmap);
1128    if (!texture) return;
1129    const AutoTexture autoCleanup(texture);
1130    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
1131
1132    int alpha;
1133    SkXfermode::Mode mode;
1134    getAlphaAndMode(paint, &alpha, &mode);
1135
1136    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1137            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1138
1139    if (mesh && mesh->verticesCount > 0) {
1140        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1141#if RENDER_LAYERS_AS_REGIONS
1142        // Mark the current layer dirty where we are going to draw the patch
1143        if ((mSnapshot->flags & Snapshot::kFlagFboTarget) &&
1144                mSnapshot->region && mesh->hasEmptyQuads) {
1145            const size_t count = mesh->quads.size();
1146            for (size_t i = 0; i < count; i++) {
1147                const Rect& bounds = mesh->quads.itemAt(i);
1148                if (pureTranslate) {
1149                    const float x = (int) floorf(bounds.left + 0.5f);
1150                    const float y = (int) floorf(bounds.top + 0.5f);
1151                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1152                            *mSnapshot->transform);
1153                } else {
1154                    dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom,
1155                            *mSnapshot->transform);
1156                }
1157            }
1158        }
1159#endif
1160
1161        if (pureTranslate) {
1162            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1163            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1164
1165            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1166                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1167                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1168                    true, !mesh->hasEmptyQuads);
1169        } else {
1170            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1171                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1172                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1173                    true, !mesh->hasEmptyQuads);
1174        }
1175    }
1176}
1177
1178void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1179    if (mSnapshot->isIgnored()) return;
1180
1181    const bool isAA = paint->isAntiAlias();
1182    const float strokeWidth = paint->getStrokeWidth() * 0.5f;
1183    // A stroke width of 0 has a special meaningin Skia:
1184    // it draws an unscaled 1px wide line
1185    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
1186
1187    int alpha;
1188    SkXfermode::Mode mode;
1189    getAlphaAndMode(paint, &alpha, &mode);
1190
1191    int verticesCount = count >> 2;
1192    int generatedVerticesCount = 0;
1193    if (!isHairLine) {
1194        // TODO: AA needs more vertices
1195        verticesCount *= 6;
1196    } else {
1197        // TODO: AA will be different
1198        verticesCount *= 2;
1199    }
1200
1201    TextureVertex lines[verticesCount];
1202    TextureVertex* vertex = &lines[0];
1203
1204    setupDraw();
1205    setupDrawColor(paint->getColor(), alpha);
1206    setupDrawColorFilter();
1207    setupDrawShader();
1208    setupDrawBlending(mode);
1209    setupDrawProgram();
1210    setupDrawModelViewIdentity();
1211    setupDrawColorUniforms();
1212    setupDrawColorFilterUniforms();
1213    setupDrawShaderIdentityUniforms();
1214    setupDrawMesh(vertex);
1215
1216    if (!isHairLine) {
1217        // TODO: Handle the AA case
1218        for (int i = 0; i < count; i += 4) {
1219            // a = start point, b = end point
1220            vec2 a(points[i], points[i + 1]);
1221            vec2 b(points[i + 2], points[i + 3]);
1222
1223            // Bias to snap to the same pixels as Skia
1224            a += 0.375;
1225            b += 0.375;
1226
1227            // Find the normal to the line
1228            vec2 n = (b - a).copyNormalized() * strokeWidth;
1229            float x = n.x;
1230            n.x = -n.y;
1231            n.y = x;
1232
1233            // Four corners of the rectangle defining a thick line
1234            vec2 p1 = a - n;
1235            vec2 p2 = a + n;
1236            vec2 p3 = b + n;
1237            vec2 p4 = b - n;
1238
1239            const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
1240            const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
1241            const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
1242            const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
1243
1244            if (!quickReject(left, top, right, bottom)) {
1245                // Draw the line as 2 triangles, could be optimized
1246                // by using only 4 vertices and the correct indices
1247                // Also we should probably used non textured vertices
1248                // when line AA is disabled to save on bandwidth
1249                TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f);
1250                TextureVertex::set(vertex++, p2.x, p2.y, 0.0f, 0.0f);
1251                TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f);
1252                TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f);
1253                TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f);
1254                TextureVertex::set(vertex++, p4.x, p4.y, 0.0f, 0.0f);
1255
1256                generatedVerticesCount += 6;
1257
1258                dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1259            }
1260        }
1261
1262        if (generatedVerticesCount > 0) {
1263            // GL_LINE does not give the result we want to match Skia
1264            glDrawArrays(GL_TRIANGLES, 0, generatedVerticesCount);
1265        }
1266    } else {
1267        // TODO: Handle the AA case
1268        for (int i = 0; i < count; i += 4) {
1269            const float left = fmin(points[i], points[i + 1]);
1270            const float right = fmax(points[i], points[i + 1]);
1271            const float top = fmin(points[i + 2], points[i + 3]);
1272            const float bottom = fmax(points[i + 2], points[i + 3]);
1273
1274            if (!quickReject(left, top, right, bottom)) {
1275                TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
1276                TextureVertex::set(vertex++, points[i + 2], points[i + 3], 0.0f, 0.0f);
1277
1278                generatedVerticesCount += 2;
1279
1280                dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1281            }
1282        }
1283
1284        if (generatedVerticesCount > 0) {
1285            glLineWidth(1.0f);
1286            glDrawArrays(GL_LINES, 0, generatedVerticesCount);
1287        }
1288    }
1289}
1290
1291void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
1292    // No need to check against the clip, we fill the clip region
1293    if (mSnapshot->isIgnored()) return;
1294
1295    Rect& clip(*mSnapshot->clipRect);
1296    clip.snapToPixelBoundaries();
1297
1298    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
1299}
1300
1301void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
1302    if (quickReject(left, top, right, bottom)) {
1303        return;
1304    }
1305
1306    SkXfermode::Mode mode;
1307    if (!mCaches.extensions.hasFramebufferFetch()) {
1308        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
1309        if (!isMode) {
1310            // Assume SRC_OVER
1311            mode = SkXfermode::kSrcOver_Mode;
1312        }
1313    } else {
1314        mode = getXfermode(p->getXfermode());
1315    }
1316
1317    // Skia draws using the color's alpha channel if < 255
1318    // Otherwise, it uses the paint's alpha
1319    int color = p->getColor();
1320    if (((color >> 24) & 0xff) == 255) {
1321        color |= p->getAlpha() << 24;
1322    }
1323
1324    drawColorRect(left, top, right, bottom, color, mode);
1325}
1326
1327void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
1328        float x, float y, SkPaint* paint) {
1329    if (text == NULL || count == 0) {
1330        return;
1331    }
1332    if (mSnapshot->isIgnored()) return;
1333
1334    paint->setAntiAlias(true);
1335
1336    float length = -1.0f;
1337    switch (paint->getTextAlign()) {
1338        case SkPaint::kCenter_Align:
1339            length = paint->measureText(text, bytesCount);
1340            x -= length / 2.0f;
1341            break;
1342        case SkPaint::kRight_Align:
1343            length = paint->measureText(text, bytesCount);
1344            x -= length;
1345            break;
1346        default:
1347            break;
1348    }
1349
1350    // TODO: Handle paint->getTextScaleX()
1351    const float oldX = x;
1352    const float oldY = y;
1353    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1354    if (pureTranslate) {
1355        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
1356        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
1357    }
1358
1359    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
1360    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
1361            paint->getTextSize());
1362
1363    int alpha;
1364    SkXfermode::Mode mode;
1365    getAlphaAndMode(paint, &alpha, &mode);
1366
1367    if (mHasShadow) {
1368        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
1369        const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount,
1370                count, mShadowRadius);
1371        const AutoTexture autoCleanup(shadow);
1372
1373        const float sx = x - shadow->left + mShadowDx;
1374        const float sy = y - shadow->top + mShadowDy;
1375
1376        const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
1377
1378        glActiveTexture(gTextureUnits[0]);
1379        setupDraw();
1380        setupDrawWithTexture(true);
1381        setupDrawAlpha8Color(mShadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
1382        setupDrawBlending(true, mode);
1383        setupDrawProgram();
1384        setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height, pureTranslate);
1385        setupDrawTexture(shadow->id);
1386        setupDrawPureColorUniforms();
1387        setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1388
1389        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1390        finishDrawTexture();
1391    }
1392
1393    if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) {
1394        return;
1395    }
1396
1397    // Pick the appropriate texture filtering
1398    bool linearFilter = mSnapshot->transform->changesBounds();
1399    if (pureTranslate && !linearFilter) {
1400        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
1401    }
1402
1403    glActiveTexture(gTextureUnits[0]);
1404    setupDraw();
1405    setupDrawDirtyRegionsDisabled();
1406    setupDrawWithTexture(true);
1407    setupDrawAlpha8Color(paint->getColor(), alpha);
1408    setupDrawColorFilter();
1409    setupDrawShader();
1410    setupDrawBlending(true, mode);
1411    setupDrawProgram();
1412    setupDrawModelView(x, y, x, y, pureTranslate, true);
1413    setupDrawTexture(fontRenderer.getTexture(linearFilter));
1414    setupDrawPureColorUniforms();
1415    setupDrawColorFilterUniforms();
1416    setupDrawShaderUniforms(pureTranslate);
1417
1418    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
1419    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
1420
1421#if RENDER_LAYERS_AS_REGIONS
1422    bool hasLayer = (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region;
1423#else
1424    bool hasLayer = false;
1425#endif
1426
1427    mCaches.unbindMeshBuffer();
1428    if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
1429            hasLayer ? &bounds : NULL)) {
1430#if RENDER_LAYERS_AS_REGIONS
1431        if (hasLayer) {
1432            if (!pureTranslate) {
1433                mSnapshot->transform->mapRect(bounds);
1434            }
1435            bounds.intersect(*mSnapshot->clipRect);
1436            bounds.snapToPixelBoundaries();
1437
1438            android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1439            mSnapshot->region->orSelf(dirty);
1440        }
1441#endif
1442    }
1443
1444    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1445    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
1446
1447    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
1448}
1449
1450void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
1451    if (mSnapshot->isIgnored()) return;
1452
1453    GLuint textureUnit = 0;
1454    glActiveTexture(gTextureUnits[textureUnit]);
1455
1456    const PathTexture* texture = mCaches.pathCache.get(path, paint);
1457    if (!texture) return;
1458    const AutoTexture autoCleanup(texture);
1459
1460    const float x = texture->left - texture->offset;
1461    const float y = texture->top - texture->offset;
1462
1463    if (quickReject(x, y, x + texture->width, y + texture->height)) {
1464        return;
1465    }
1466
1467    int alpha;
1468    SkXfermode::Mode mode;
1469    getAlphaAndMode(paint, &alpha, &mode);
1470
1471    setupDraw();
1472    setupDrawWithTexture(true);
1473    setupDrawAlpha8Color(paint->getColor(), alpha);
1474    setupDrawColorFilter();
1475    setupDrawShader();
1476    setupDrawBlending(true, mode);
1477    setupDrawProgram();
1478    setupDrawModelView(x, y, x + texture->width, y + texture->height);
1479    setupDrawTexture(texture->id);
1480    setupDrawPureColorUniforms();
1481    setupDrawColorFilterUniforms();
1482    setupDrawShaderUniforms();
1483    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1484
1485    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1486
1487    finishDrawTexture();
1488}
1489
1490void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
1491    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
1492        return;
1493    }
1494
1495    glActiveTexture(gTextureUnits[0]);
1496
1497    int alpha;
1498    SkXfermode::Mode mode;
1499    getAlphaAndMode(paint, &alpha, &mode);
1500
1501    layer->alpha = alpha;
1502    layer->mode = mode;
1503
1504    const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
1505    composeLayerRect(layer, r);
1506}
1507
1508///////////////////////////////////////////////////////////////////////////////
1509// Shaders
1510///////////////////////////////////////////////////////////////////////////////
1511
1512void OpenGLRenderer::resetShader() {
1513    mShader = NULL;
1514}
1515
1516void OpenGLRenderer::setupShader(SkiaShader* shader) {
1517    mShader = shader;
1518    if (mShader) {
1519        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
1520    }
1521}
1522
1523///////////////////////////////////////////////////////////////////////////////
1524// Color filters
1525///////////////////////////////////////////////////////////////////////////////
1526
1527void OpenGLRenderer::resetColorFilter() {
1528    mColorFilter = NULL;
1529}
1530
1531void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
1532    mColorFilter = filter;
1533}
1534
1535///////////////////////////////////////////////////////////////////////////////
1536// Drop shadow
1537///////////////////////////////////////////////////////////////////////////////
1538
1539void OpenGLRenderer::resetShadow() {
1540    mHasShadow = false;
1541}
1542
1543void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
1544    mHasShadow = true;
1545    mShadowRadius = radius;
1546    mShadowDx = dx;
1547    mShadowDy = dy;
1548    mShadowColor = color;
1549}
1550
1551///////////////////////////////////////////////////////////////////////////////
1552// Drawing implementation
1553///////////////////////////////////////////////////////////////////////////////
1554
1555// Same values used by Skia
1556#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
1557#define kStdUnderline_Offset    (1.0f / 9.0f)
1558#define kStdUnderline_Thickness (1.0f / 18.0f)
1559
1560void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
1561        float x, float y, SkPaint* paint) {
1562    // Handle underline and strike-through
1563    uint32_t flags = paint->getFlags();
1564    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
1565        float underlineWidth = length;
1566        // If length is > 0.0f, we already measured the text for the text alignment
1567        if (length <= 0.0f) {
1568            underlineWidth = paint->measureText(text, bytesCount);
1569        }
1570
1571        float offsetX = 0;
1572        switch (paint->getTextAlign()) {
1573            case SkPaint::kCenter_Align:
1574                offsetX = underlineWidth * 0.5f;
1575                break;
1576            case SkPaint::kRight_Align:
1577                offsetX = underlineWidth;
1578                break;
1579            default:
1580                break;
1581        }
1582
1583        if (underlineWidth > 0.0f) {
1584            const float textSize = paint->getTextSize();
1585            const float strokeWidth = textSize * kStdUnderline_Thickness;
1586
1587            const float left = x - offsetX;
1588            float top = 0.0f;
1589
1590            const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1);
1591            float points[pointsCount];
1592            int currentPoint = 0;
1593
1594            if (flags & SkPaint::kUnderlineText_Flag) {
1595                top = y + textSize * kStdUnderline_Offset;
1596                points[currentPoint++] = left;
1597                points[currentPoint++] = top;
1598                points[currentPoint++] = left + underlineWidth;
1599                points[currentPoint++] = top;
1600            }
1601
1602            if (flags & SkPaint::kStrikeThruText_Flag) {
1603                top = y + textSize * kStdStrikeThru_Offset;
1604                points[currentPoint++] = left;
1605                points[currentPoint++] = top;
1606                points[currentPoint++] = left + underlineWidth;
1607                points[currentPoint++] = top;
1608            }
1609
1610            SkPaint linesPaint(*paint);
1611            linesPaint.setStrokeWidth(strokeWidth);
1612
1613            drawLines(&points[0], pointsCount, &linesPaint);
1614        }
1615    }
1616}
1617
1618void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
1619        int color, SkXfermode::Mode mode, bool ignoreTransform) {
1620    // If a shader is set, preserve only the alpha
1621    if (mShader) {
1622        color |= 0x00ffffff;
1623    }
1624
1625    setupDraw();
1626    setupDrawColor(color);
1627    setupDrawShader();
1628    setupDrawColorFilter();
1629    setupDrawBlending(mode);
1630    setupDrawProgram();
1631    setupDrawModelView(left, top, right, bottom, ignoreTransform);
1632    setupDrawColorUniforms();
1633    setupDrawShaderUniforms(ignoreTransform);
1634    setupDrawColorFilterUniforms();
1635    setupDrawSimpleMesh();
1636
1637    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1638}
1639
1640void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1641        Texture* texture, SkPaint* paint) {
1642    int alpha;
1643    SkXfermode::Mode mode;
1644    getAlphaAndMode(paint, &alpha, &mode);
1645
1646    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
1647
1648    if (mSnapshot->transform->isPureTranslate()) {
1649        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1650        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1651
1652        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1653                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
1654                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
1655    } else {
1656        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
1657                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
1658                GL_TRIANGLE_STRIP, gMeshCount);
1659    }
1660}
1661
1662void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1663        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
1664    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
1665            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
1666}
1667
1668void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
1669        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
1670        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
1671        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
1672
1673    setupDraw();
1674    setupDrawWithTexture();
1675    setupDrawColor(alpha, alpha, alpha, alpha);
1676    setupDrawColorFilter();
1677    setupDrawBlending(blend, mode, swapSrcDst);
1678    setupDrawProgram();
1679    if (!dirty) {
1680        setupDrawDirtyRegionsDisabled();
1681    }
1682    if (!ignoreScale) {
1683        setupDrawModelView(left, top, right, bottom, ignoreTransform);
1684    } else {
1685        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
1686    }
1687    setupDrawPureColorUniforms();
1688    setupDrawColorFilterUniforms();
1689    setupDrawTexture(texture);
1690    setupDrawMesh(vertices, texCoords, vbo);
1691
1692    glDrawArrays(drawMode, 0, elementsCount);
1693
1694    finishDrawTexture();
1695}
1696
1697void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
1698        ProgramDescription& description, bool swapSrcDst) {
1699    blend = blend || mode != SkXfermode::kSrcOver_Mode;
1700    if (blend) {
1701        if (mode < SkXfermode::kPlus_Mode) {
1702            if (!mCaches.blend) {
1703                glEnable(GL_BLEND);
1704            }
1705
1706            GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
1707            GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
1708
1709            if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
1710                glBlendFunc(sourceMode, destMode);
1711                mCaches.lastSrcMode = sourceMode;
1712                mCaches.lastDstMode = destMode;
1713            }
1714        } else {
1715            // These blend modes are not supported by OpenGL directly and have
1716            // to be implemented using shaders. Since the shader will perform
1717            // the blending, turn blending off here
1718            if (mCaches.extensions.hasFramebufferFetch()) {
1719                description.framebufferMode = mode;
1720                description.swapSrcDst = swapSrcDst;
1721            }
1722
1723            if (mCaches.blend) {
1724                glDisable(GL_BLEND);
1725            }
1726            blend = false;
1727        }
1728    } else if (mCaches.blend) {
1729        glDisable(GL_BLEND);
1730    }
1731    mCaches.blend = blend;
1732}
1733
1734bool OpenGLRenderer::useProgram(Program* program) {
1735    if (!program->isInUse()) {
1736        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
1737        program->use();
1738        mCaches.currentProgram = program;
1739        return false;
1740    }
1741    return true;
1742}
1743
1744void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
1745    TextureVertex* v = &mMeshVertices[0];
1746    TextureVertex::setUV(v++, u1, v1);
1747    TextureVertex::setUV(v++, u2, v1);
1748    TextureVertex::setUV(v++, u1, v2);
1749    TextureVertex::setUV(v++, u2, v2);
1750}
1751
1752void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
1753    if (paint) {
1754        if (!mCaches.extensions.hasFramebufferFetch()) {
1755            const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode);
1756            if (!isMode) {
1757                // Assume SRC_OVER
1758                *mode = SkXfermode::kSrcOver_Mode;
1759            }
1760        } else {
1761            *mode = getXfermode(paint->getXfermode());
1762        }
1763
1764        // Skia draws using the color's alpha channel if < 255
1765        // Otherwise, it uses the paint's alpha
1766        int color = paint->getColor();
1767        *alpha = (color >> 24) & 0xFF;
1768        if (*alpha == 255) {
1769            *alpha = paint->getAlpha();
1770        }
1771    } else {
1772        *mode = SkXfermode::kSrcOver_Mode;
1773        *alpha = 255;
1774    }
1775}
1776
1777SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
1778    if (mode == NULL) {
1779        return SkXfermode::kSrcOver_Mode;
1780    }
1781    return mode->fMode;
1782}
1783
1784void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) {
1785    bool bound = false;
1786    if (wrapS != texture->wrapS) {
1787        glBindTexture(GL_TEXTURE_2D, texture->id);
1788        bound = true;
1789        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
1790        texture->wrapS = wrapS;
1791    }
1792    if (wrapT != texture->wrapT) {
1793        if (!bound) {
1794            glBindTexture(GL_TEXTURE_2D, texture->id);
1795        }
1796        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
1797        texture->wrapT = wrapT;
1798    }
1799}
1800
1801}; // namespace uirenderer
1802}; // namespace android
1803