OpenGLRenderer.cpp revision bdb801ca993bcccbf2a4c2401d1720c3fa523777
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkTypeface.h>
25
26#include <utils/Log.h>
27#include <utils/StopWatch.h>
28
29#include "OpenGLRenderer.h"
30
31namespace android {
32namespace uirenderer {
33
34///////////////////////////////////////////////////////////////////////////////
35// Defines
36///////////////////////////////////////////////////////////////////////////////
37
38#define REQUIRED_TEXTURE_UNITS_COUNT 3
39
40// Generates simple and textured vertices
41#define FV(x, y, u, v) { { x, y }, { u, v } }
42
43#define RAD_TO_DEG (180.0f / 3.14159265f)
44#define MIN_ANGLE 0.001f
45
46///////////////////////////////////////////////////////////////////////////////
47// Globals
48///////////////////////////////////////////////////////////////////////////////
49
50// This array is never used directly but used as a memcpy source in the
51// OpenGLRenderer constructor
52static const TextureVertex gMeshVertices[] = {
53        FV(0.0f, 0.0f, 0.0f, 0.0f),
54        FV(1.0f, 0.0f, 1.0f, 0.0f),
55        FV(0.0f, 1.0f, 0.0f, 1.0f),
56        FV(1.0f, 1.0f, 1.0f, 1.0f)
57};
58static const GLsizei gMeshStride = sizeof(TextureVertex);
59static const GLsizei gMeshCount = 4;
60
61/**
62 * Structure mapping Skia xfermodes to OpenGL blending factors.
63 */
64struct Blender {
65    SkXfermode::Mode mode;
66    GLenum src;
67    GLenum dst;
68}; // struct Blender
69
70// In this array, the index of each Blender equals the value of the first
71// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
72static const Blender gBlends[] = {
73        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
74        { SkXfermode::kSrc_Mode,     GL_ONE,                  GL_ZERO },
75        { SkXfermode::kDst_Mode,     GL_ZERO,                 GL_ONE },
76        { SkXfermode::kSrcOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
77        { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
78        { SkXfermode::kSrcIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
79        { SkXfermode::kDstIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
80        { SkXfermode::kSrcOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
81        { SkXfermode::kDstOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
82        { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
83        { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
84        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
85};
86
87// This array contains the swapped version of each SkXfermode. For instance
88// this array's SrcOver blending mode is actually DstOver. You can refer to
89// createLayer() for more information on the purpose of this array.
90static const Blender gBlendsSwap[] = {
91        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
92        { SkXfermode::kSrc_Mode,     GL_ZERO,                 GL_ONE },
93        { SkXfermode::kDst_Mode,     GL_ONE,                  GL_ZERO },
94        { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
95        { SkXfermode::kDstOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
96        { SkXfermode::kSrcIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
97        { SkXfermode::kDstIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
98        { SkXfermode::kSrcOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
99        { SkXfermode::kDstOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
100        { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
101        { SkXfermode::kDstATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
102        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
103};
104
105static const GLenum gTextureUnits[] = {
106        GL_TEXTURE0,
107        GL_TEXTURE1,
108        GL_TEXTURE2
109};
110
111///////////////////////////////////////////////////////////////////////////////
112// Constructors/destructor
113///////////////////////////////////////////////////////////////////////////////
114
115OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
116    mShader = NULL;
117    mColorFilter = NULL;
118    mHasShadow = false;
119
120    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
121
122    mFirstSnapshot = new Snapshot;
123
124    GLint maxTextureUnits;
125    glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
126    if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) {
127        LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT);
128    }
129
130    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
131}
132
133OpenGLRenderer::~OpenGLRenderer() {
134    // The context has already been destroyed at this point, do not call
135    // GL APIs. All GL state should be kept in Caches.h
136}
137
138///////////////////////////////////////////////////////////////////////////////
139// Setup
140///////////////////////////////////////////////////////////////////////////////
141
142void OpenGLRenderer::setViewport(int width, int height) {
143    glViewport(0, 0, width, height);
144    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
145
146    mWidth = width;
147    mHeight = height;
148}
149
150void OpenGLRenderer::prepare() {
151    mSnapshot = new Snapshot(mFirstSnapshot,
152            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
153    mSaveCount = 1;
154
155    glViewport(0, 0, mWidth, mHeight);
156
157    glDisable(GL_DITHER);
158    glDisable(GL_SCISSOR_TEST);
159
160    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
161    glClear(GL_COLOR_BUFFER_BIT);
162
163    glEnable(GL_SCISSOR_TEST);
164    glScissor(0, 0, mWidth, mHeight);
165
166    mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight);
167}
168
169void OpenGLRenderer::finish() {
170#if DEBUG_OPENGL
171    GLenum status = GL_NO_ERROR;
172    while ((status = glGetError()) != GL_NO_ERROR) {
173        LOGD("GL error from OpenGLRenderer: 0x%x", status);
174    }
175#endif
176}
177
178void OpenGLRenderer::acquireContext() {
179    if (mCaches.currentProgram) {
180        if (mCaches.currentProgram->isInUse()) {
181            mCaches.currentProgram->remove();
182            mCaches.currentProgram = NULL;
183        }
184    }
185}
186
187void OpenGLRenderer::releaseContext() {
188    glViewport(0, 0, mWidth, mHeight);
189
190    glEnable(GL_SCISSOR_TEST);
191    setScissorFromClip();
192
193    glDisable(GL_DITHER);
194
195    glBindFramebuffer(GL_FRAMEBUFFER, 0);
196
197    if (mCaches.blend) {
198        glEnable(GL_BLEND);
199        glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
200        glBlendEquation(GL_FUNC_ADD);
201    } else {
202        glDisable(GL_BLEND);
203    }
204}
205
206///////////////////////////////////////////////////////////////////////////////
207// State management
208///////////////////////////////////////////////////////////////////////////////
209
210int OpenGLRenderer::getSaveCount() const {
211    return mSaveCount;
212}
213
214int OpenGLRenderer::save(int flags) {
215    return saveSnapshot(flags);
216}
217
218void OpenGLRenderer::restore() {
219    if (mSaveCount > 1) {
220        restoreSnapshot();
221    }
222}
223
224void OpenGLRenderer::restoreToCount(int saveCount) {
225    if (saveCount < 1) saveCount = 1;
226
227    while (mSaveCount > saveCount) {
228        restoreSnapshot();
229    }
230}
231
232int OpenGLRenderer::saveSnapshot(int flags) {
233    mSnapshot = new Snapshot(mSnapshot, flags);
234    return mSaveCount++;
235}
236
237bool OpenGLRenderer::restoreSnapshot() {
238    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
239    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
240
241    sp<Snapshot> current = mSnapshot;
242    sp<Snapshot> previous = mSnapshot->previous;
243
244    mSaveCount--;
245    mSnapshot = previous;
246
247    if (restoreLayer) {
248        composeLayer(current, previous);
249    }
250
251    if (restoreClip) {
252        setScissorFromClip();
253    }
254
255    return restoreClip;
256}
257
258///////////////////////////////////////////////////////////////////////////////
259// Layers
260///////////////////////////////////////////////////////////////////////////////
261
262int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
263        const SkPaint* p, int flags) {
264    int count = saveSnapshot(flags);
265
266    int alpha = 255;
267    SkXfermode::Mode mode;
268
269    if (p) {
270        alpha = p->getAlpha();
271        if (!mExtensions.hasFramebufferFetch()) {
272            const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
273            if (!isMode) {
274                // Assume SRC_OVER
275                mode = SkXfermode::kSrcOver_Mode;
276            }
277        } else {
278            mode = getXfermode(p->getXfermode());
279        }
280    } else {
281        mode = SkXfermode::kSrcOver_Mode;
282    }
283
284    createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags);
285
286    return count;
287}
288
289int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
290        int alpha, int flags) {
291    if (alpha == 0xff) {
292        return saveLayer(left, top, right, bottom, NULL, flags);
293    } else {
294        SkPaint paint;
295        paint.setAlpha(alpha);
296        return saveLayer(left, top, right, bottom, &paint, flags);
297    }
298}
299
300/**
301 * Layers are viewed by Skia are slightly different than layers in image editing
302 * programs (for instance.) When a layer is created, previously created layers
303 * and the frame buffer still receive every drawing command. For instance, if a
304 * layer is created and a shape intersecting the bounds of the layers and the
305 * framebuffer is draw, the shape will be drawn on both (unless the layer was
306 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
307 *
308 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
309 * texture. Unfortunately, this is inefficient as it requires every primitive to
310 * be drawn n + 1 times, where n is the number of active layers. In practice this
311 * means, for every primitive:
312 *   - Switch active frame buffer
313 *   - Change viewport, clip and projection matrix
314 *   - Issue the drawing
315 *
316 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
317 * To avoid this, layers are implemented in a different way here.
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,int flags) {
350    LAYER_LOGD("Requesting layer %fx%f", right - left, bottom - top);
351    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
352
353    // Window coordinates of the layer
354    Rect bounds(left, top, right, bottom);
355    mSnapshot->transform->mapRect(bounds);
356
357    // Layers only make sense if they are in the framebuffer's bounds
358    bounds.intersect(*mSnapshot->clipRect);
359    bounds.snapToPixelBoundaries();
360
361    if (bounds.isEmpty() || bounds.getWidth() > mMaxTextureSize ||
362            bounds.getHeight() > mMaxTextureSize) {
363        return false;
364    }
365
366    glActiveTexture(GL_TEXTURE0);
367
368    LayerSize size(bounds.getWidth(), bounds.getHeight());
369    Layer* layer = mCaches.layerCache.get(size);
370    if (!layer) {
371        return false;
372    }
373
374    layer->mode = mode;
375    layer->alpha = alpha;
376    layer->layer.set(bounds);
377
378    // Save the layer in the snapshot
379    snapshot->flags |= Snapshot::kFlagIsLayer;
380    snapshot->layer = layer;
381
382    // Copy the framebuffer into the layer
383    glBindTexture(GL_TEXTURE_2D, layer->texture);
384
385    // TODO: Workaround for b/3054204
386    glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom,
387            bounds.getWidth(), bounds.getHeight(), 0);
388
389    // TODO: Waiting for b/3054204 to be fixed
390//    if (layer->empty) {
391//        glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom,
392//                bounds.getWidth(), bounds.getHeight(), 0);
393//        layer->empty = false;
394//    } else {
395//        glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, mHeight - bounds.bottom,
396//                bounds.getWidth(), bounds.getHeight());
397//    }
398
399    if (flags & SkCanvas::kClipToLayer_SaveFlag && mSnapshot->clipTransformed(bounds)) {
400        setScissorFromClip();
401    }
402
403    // Enqueue the buffer coordinates to clear the corresponding region later
404    mLayers.push(new Rect(bounds));
405
406    return true;
407}
408
409/**
410 * Read the documentation of createLayer() before doing anything in this method.
411 */
412void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
413    if (!current->layer) {
414        LOGE("Attempting to compose a layer that does not exist");
415        return;
416    }
417
418    // Restore the clip from the previous snapshot
419    const Rect& clip = *previous->clipRect;
420    glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight());
421
422    Layer* layer = current->layer;
423    const Rect& rect = layer->layer;
424
425    if (layer->alpha < 255) {
426        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
427                layer->alpha << 24, SkXfermode::kDstIn_Mode, true);
428    }
429
430    // Layers are already drawn with a top-left origin, don't flip the texture
431    resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
432
433    drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture,
434            1.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0],
435            &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, true, true);
436
437    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
438
439    LayerSize size(rect.getWidth(), rect.getHeight());
440    // Failing to add the layer to the cache should happen only if the
441    // layer is too large
442    if (!mCaches.layerCache.put(size, layer)) {
443        LAYER_LOGD("Deleting layer");
444
445        glDeleteTextures(1, &layer->texture);
446
447        delete layer;
448    }
449}
450
451void OpenGLRenderer::clearLayerRegions() {
452    if (mLayers.size() == 0) return;
453
454    for (uint32_t i = 0; i < mLayers.size(); i++) {
455        Rect* bounds = mLayers.itemAt(i);
456
457        // Clear the framebuffer where the layer will draw
458        glScissor(bounds->left, mHeight - bounds->bottom,
459                bounds->getWidth(), bounds->getHeight());
460        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
461        glClear(GL_COLOR_BUFFER_BIT);
462
463        delete bounds;
464    }
465    mLayers.clear();
466
467    // Restore the clip
468    setScissorFromClip();
469}
470
471///////////////////////////////////////////////////////////////////////////////
472// Transforms
473///////////////////////////////////////////////////////////////////////////////
474
475void OpenGLRenderer::translate(float dx, float dy) {
476    mSnapshot->transform->translate(dx, dy, 0.0f);
477}
478
479void OpenGLRenderer::rotate(float degrees) {
480    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
481}
482
483void OpenGLRenderer::scale(float sx, float sy) {
484    mSnapshot->transform->scale(sx, sy, 1.0f);
485}
486
487void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
488    mSnapshot->transform->load(*matrix);
489}
490
491void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
492    mSnapshot->transform->copyTo(*matrix);
493}
494
495void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
496    mat4 m(*matrix);
497    mSnapshot->transform->multiply(m);
498}
499
500///////////////////////////////////////////////////////////////////////////////
501// Clipping
502///////////////////////////////////////////////////////////////////////////////
503
504void OpenGLRenderer::setScissorFromClip() {
505    const Rect& clip = *mSnapshot->clipRect;
506    glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight());
507}
508
509const Rect& OpenGLRenderer::getClipBounds() {
510    return mSnapshot->getLocalClip();
511}
512
513bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
514    Rect r(left, top, right, bottom);
515    mSnapshot->transform->mapRect(r);
516    return !mSnapshot->clipRect->intersects(r);
517}
518
519bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
520    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
521    if (clipped) {
522        setScissorFromClip();
523    }
524    return !mSnapshot->clipRect->isEmpty();
525}
526
527///////////////////////////////////////////////////////////////////////////////
528// Drawing
529///////////////////////////////////////////////////////////////////////////////
530
531void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) {
532    const float right = left + bitmap->width();
533    const float bottom = top + bitmap->height();
534
535    if (quickReject(left, top, right, bottom)) {
536        return;
537    }
538
539    glActiveTexture(GL_TEXTURE0);
540    const Texture* texture = mCaches.textureCache.get(bitmap);
541    if (!texture) return;
542    const AutoTexture autoCleanup(texture);
543
544    drawTextureRect(left, top, right, bottom, texture, paint);
545}
546
547void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) {
548    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
549    const mat4 transform(*matrix);
550    transform.mapRect(r);
551
552    if (quickReject(r.left, r.top, r.right, r.bottom)) {
553        return;
554    }
555
556    glActiveTexture(GL_TEXTURE0);
557    const Texture* texture = mCaches.textureCache.get(bitmap);
558    if (!texture) return;
559    const AutoTexture autoCleanup(texture);
560
561    drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint);
562}
563
564void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
565         float srcLeft, float srcTop, float srcRight, float srcBottom,
566         float dstLeft, float dstTop, float dstRight, float dstBottom,
567         const SkPaint* paint) {
568    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
569        return;
570    }
571
572    glActiveTexture(GL_TEXTURE0);
573    const Texture* texture = mCaches.textureCache.get(bitmap);
574    if (!texture) return;
575    const AutoTexture autoCleanup(texture);
576
577    const float width = texture->width;
578    const float height = texture->height;
579
580    const float u1 = srcLeft / width;
581    const float v1 = srcTop / height;
582    const float u2 = srcRight / width;
583    const float v2 = srcBottom / height;
584
585    resetDrawTextureTexCoords(u1, v1, u2, v2);
586
587    drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint);
588
589    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
590}
591
592void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
593        uint32_t width, uint32_t height, float left, float top, float right, float bottom,
594        const SkPaint* paint) {
595    if (quickReject(left, top, right, bottom)) {
596        return;
597    }
598
599    glActiveTexture(GL_TEXTURE0);
600    const Texture* texture = mCaches.textureCache.get(bitmap);
601    if (!texture) return;
602    const AutoTexture autoCleanup(texture);
603
604    int alpha;
605    SkXfermode::Mode mode;
606    getAlphaAndMode(paint, &alpha, &mode);
607
608    Patch* mesh = mCaches.patchCache.get(width, height);
609    mesh->updateVertices(bitmap->width(), bitmap->height(),left, top, right, bottom,
610            xDivs, yDivs, width, height);
611
612    // Specify right and bottom as +1.0f from left/top to prevent scaling since the
613    // patch mesh already defines the final size
614    drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f,
615            mode, texture->blend, &mesh->vertices[0].position[0],
616            &mesh->vertices[0].texture[0], GL_TRIANGLES, mesh->verticesCount);
617}
618
619void OpenGLRenderer::drawLines(float* points, int count, const SkPaint* paint) {
620    int alpha;
621    SkXfermode::Mode mode;
622    getAlphaAndMode(paint, &alpha, &mode);
623
624    uint32_t color = paint->getColor();
625    const GLfloat a = alpha / 255.0f;
626    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
627    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
628    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
629
630    const bool isAA = paint->isAntiAlias();
631    if (isAA) {
632        GLuint textureUnit = 0;
633        setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a,
634                mode, false, true, mCaches.line.getVertices(), mCaches.line.getTexCoords());
635    } else {
636        setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false);
637    }
638
639    const float strokeWidth = paint->getStrokeWidth();
640    const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount;
641    const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP;
642
643    for (int i = 0; i < count; i += 4) {
644        float tx = 0.0f;
645        float ty = 0.0f;
646
647        if (isAA) {
648            mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3],
649                    strokeWidth, tx, ty);
650        } else {
651            ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f;
652        }
653
654        const float dx = points[i + 2] - points[i];
655        const float dy = points[i + 3] - points[i + 1];
656        const float mag = sqrtf(dx * dx + dy * dy);
657        const float angle = acos(dx / mag);
658
659        mModelView.loadTranslate(points[i], points[i + 1], 0.0f);
660        if (angle > MIN_ANGLE || angle < -MIN_ANGLE) {
661            mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f);
662        }
663        mModelView.translate(tx, ty, 0.0f);
664        if (!isAA) {
665            float length = mCaches.line.getLength(points[i], points[i + 1],
666                    points[i + 2], points[i + 3]);
667            mModelView.scale(length, strokeWidth, 1.0f);
668        }
669        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
670
671        if (mShader) {
672            mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot);
673        }
674
675        glDrawArrays(drawMode, 0, elementsCount);
676    }
677
678    if (isAA) {
679        glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
680    }
681}
682
683void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
684    const Rect& clip = *mSnapshot->clipRect;
685    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
686}
687
688void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) {
689    if (quickReject(left, top, right, bottom)) {
690        return;
691    }
692
693    SkXfermode::Mode mode;
694    if (!mExtensions.hasFramebufferFetch()) {
695        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
696        if (!isMode) {
697            // Assume SRC_OVER
698            mode = SkXfermode::kSrcOver_Mode;
699        }
700    } else {
701        mode = getXfermode(p->getXfermode());
702    }
703
704    // Skia draws using the color's alpha channel if < 255
705    // Otherwise, it uses the paint's alpha
706    int color = p->getColor();
707    if (((color >> 24) & 0xff) == 255) {
708        color |= p->getAlpha() << 24;
709    }
710
711    drawColorRect(left, top, right, bottom, color, mode);
712}
713
714void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
715        float x, float y, SkPaint* paint) {
716    if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
717        return;
718    }
719
720    paint->setAntiAlias(true);
721
722    float length = -1.0f;
723    switch (paint->getTextAlign()) {
724        case SkPaint::kCenter_Align:
725            length = paint->measureText(text, bytesCount);
726            x -= length / 2.0f;
727            break;
728        case SkPaint::kRight_Align:
729            length = paint->measureText(text, bytesCount);
730            x -= length;
731            break;
732        default:
733            break;
734    }
735
736    int alpha;
737    SkXfermode::Mode mode;
738    getAlphaAndMode(paint, &alpha, &mode);
739
740    uint32_t color = paint->getColor();
741    const GLfloat a = alpha / 255.0f;
742    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
743    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
744    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
745
746    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
747    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
748            paint->getTextSize());
749
750    if (mHasShadow) {
751        glActiveTexture(gTextureUnits[0]);
752        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
753        const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount,
754                count, mShadowRadius);
755        const AutoTexture autoCleanup(shadow);
756
757        setupShadow(shadow, x, y, mode, a);
758
759        // Draw the mesh
760        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
761        glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
762    }
763
764    GLuint textureUnit = 0;
765    glActiveTexture(gTextureUnits[textureUnit]);
766
767    // Assume that the modelView matrix does not force scales, rotates, etc.
768    const bool linearFilter = mSnapshot->transform->changesBounds();
769    setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit,
770            x, y, r, g, b, a, mode, false, true);
771
772    const Rect& clip = mSnapshot->getLocalClip();
773    clearLayerRegions();
774    fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y);
775
776    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
777    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
778
779    drawTextDecorations(text, bytesCount, length, x, y, paint);
780}
781
782void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
783    GLuint textureUnit = 0;
784    glActiveTexture(gTextureUnits[textureUnit]);
785
786    const PathTexture* texture = mCaches.pathCache.get(path, paint);
787    if (!texture) return;
788    const AutoTexture autoCleanup(texture);
789
790    const float x = texture->left - texture->offset;
791    const float y = texture->top - texture->offset;
792
793    if (quickReject(x, y, x + texture->width, y + texture->height)) {
794        return;
795    }
796
797    int alpha;
798    SkXfermode::Mode mode;
799    getAlphaAndMode(paint, &alpha, &mode);
800
801    uint32_t color = paint->getColor();
802    const GLfloat a = alpha / 255.0f;
803    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
804    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
805    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
806
807    setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true);
808
809    clearLayerRegions();
810
811    // Draw the mesh
812    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
813    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
814}
815
816///////////////////////////////////////////////////////////////////////////////
817// Shaders
818///////////////////////////////////////////////////////////////////////////////
819
820void OpenGLRenderer::resetShader() {
821    mShader = NULL;
822}
823
824void OpenGLRenderer::setupShader(SkiaShader* shader) {
825    mShader = shader;
826    if (mShader) {
827        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
828    }
829}
830
831///////////////////////////////////////////////////////////////////////////////
832// Color filters
833///////////////////////////////////////////////////////////////////////////////
834
835void OpenGLRenderer::resetColorFilter() {
836    mColorFilter = NULL;
837}
838
839void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
840    mColorFilter = filter;
841}
842
843///////////////////////////////////////////////////////////////////////////////
844// Drop shadow
845///////////////////////////////////////////////////////////////////////////////
846
847void OpenGLRenderer::resetShadow() {
848    mHasShadow = false;
849}
850
851void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
852    mHasShadow = true;
853    mShadowRadius = radius;
854    mShadowDx = dx;
855    mShadowDy = dy;
856    mShadowColor = color;
857}
858
859///////////////////////////////////////////////////////////////////////////////
860// Drawing implementation
861///////////////////////////////////////////////////////////////////////////////
862
863void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y,
864        SkXfermode::Mode mode, float alpha) {
865    const float sx = x - texture->left + mShadowDx;
866    const float sy = y - texture->top + mShadowDy;
867
868    const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
869    const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha;
870    const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f;
871    const GLfloat g = a * ((mShadowColor >>  8) & 0xFF) / 255.0f;
872    const GLfloat b = a * ((mShadowColor      ) & 0xFF) / 255.0f;
873
874    GLuint textureUnit = 0;
875    setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false);
876}
877
878void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit,
879        float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode,
880        bool transforms, bool applyFilters) {
881    setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit,
882            x, y, r, g, b, a, mode, transforms, applyFilters,
883            &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
884}
885
886void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
887        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
888        SkXfermode::Mode mode, bool transforms, bool applyFilters) {
889    setupTextureAlpha8(texture, width, height, textureUnit,
890            x, y, r, g, b, a, mode, transforms, applyFilters,
891            &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
892}
893
894void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
895        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
896        SkXfermode::Mode mode, bool transforms, bool applyFilters,
897        GLvoid* vertices, GLvoid* texCoords) {
898     // Describe the required shaders
899     ProgramDescription description;
900     description.hasTexture = true;
901     description.hasAlpha8Texture = true;
902
903     if (applyFilters) {
904         if (mShader) {
905             mShader->describe(description, mExtensions);
906         }
907         if (mColorFilter) {
908             mColorFilter->describe(description, mExtensions);
909         }
910     }
911
912     // Setup the blending mode
913     chooseBlending(true, mode, description);
914
915     // Build and use the appropriate shader
916     useProgram(mCaches.programCache.get(description));
917
918     bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit);
919     glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit);
920
921     int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
922     glEnableVertexAttribArray(texCoordsSlot);
923
924     // Setup attributes
925     glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
926             gMeshStride, vertices);
927     glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE,
928             gMeshStride, texCoords);
929
930     // Setup uniforms
931     if (transforms) {
932         mModelView.loadTranslate(x, y, 0.0f);
933         mModelView.scale(width, height, 1.0f);
934     } else {
935         mModelView.loadIdentity();
936     }
937     mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
938     glUniform4f(mCaches.currentProgram->color, r, g, b, a);
939
940     textureUnit++;
941     if (applyFilters) {
942         // Setup attributes and uniforms required by the shaders
943         if (mShader) {
944             mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
945         }
946         if (mColorFilter) {
947             mColorFilter->setupProgram(mCaches.currentProgram);
948         }
949     }
950}
951
952// Same values used by Skia
953#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
954#define kStdUnderline_Offset    (1.0f / 9.0f)
955#define kStdUnderline_Thickness (1.0f / 18.0f)
956
957void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
958        float x, float y, SkPaint* paint) {
959    // Handle underline and strike-through
960    uint32_t flags = paint->getFlags();
961    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
962        float underlineWidth = length;
963        // If length is > 0.0f, we already measured the text for the text alignment
964        if (length <= 0.0f) {
965            underlineWidth = paint->measureText(text, bytesCount);
966        }
967
968        float offsetX = 0;
969        switch (paint->getTextAlign()) {
970            case SkPaint::kCenter_Align:
971                offsetX = underlineWidth * 0.5f;
972                break;
973            case SkPaint::kRight_Align:
974                offsetX = underlineWidth;
975                break;
976            default:
977                break;
978        }
979
980        if (underlineWidth > 0.0f) {
981            const float textSize = paint->getTextSize();
982            const float strokeWidth = textSize * kStdUnderline_Thickness;
983
984            const float left = x - offsetX;
985            float top = 0.0f;
986
987            const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1);
988            float points[pointsCount];
989            int currentPoint = 0;
990
991            if (flags & SkPaint::kUnderlineText_Flag) {
992                top = y + textSize * kStdUnderline_Offset;
993                points[currentPoint++] = left;
994                points[currentPoint++] = top;
995                points[currentPoint++] = left + underlineWidth;
996                points[currentPoint++] = top;
997            }
998
999            if (flags & SkPaint::kStrikeThruText_Flag) {
1000                top = y + textSize * kStdStrikeThru_Offset;
1001                points[currentPoint++] = left;
1002                points[currentPoint++] = top;
1003                points[currentPoint++] = left + underlineWidth;
1004                points[currentPoint++] = top;
1005            }
1006
1007            SkPaint linesPaint(*paint);
1008            linesPaint.setStrokeWidth(strokeWidth);
1009
1010            drawLines(&points[0], pointsCount, &linesPaint);
1011        }
1012    }
1013}
1014
1015void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
1016        int color, SkXfermode::Mode mode, bool ignoreTransform) {
1017    clearLayerRegions();
1018
1019    // If a shader is set, preserve only the alpha
1020    if (mShader) {
1021        color |= 0x00ffffff;
1022    }
1023
1024    // Render using pre-multiplied alpha
1025    const int alpha = (color >> 24) & 0xFF;
1026    const GLfloat a = alpha / 255.0f;
1027    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
1028    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
1029    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
1030
1031    setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform);
1032
1033    // Draw the mesh
1034    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1035}
1036
1037void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom,
1038        float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform) {
1039    GLuint textureUnit = 0;
1040
1041    // Describe the required shaders
1042    ProgramDescription description;
1043    if (mShader) {
1044        mShader->describe(description, mExtensions);
1045    }
1046    if (mColorFilter) {
1047        mColorFilter->describe(description, mExtensions);
1048    }
1049
1050    // Setup the blending mode
1051    chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description);
1052
1053    // Build and use the appropriate shader
1054    useProgram(mCaches.programCache.get(description));
1055
1056    // Setup attributes
1057    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1058            gMeshStride, &mMeshVertices[0].position[0]);
1059
1060    // Setup uniforms
1061    mModelView.loadTranslate(left, top, 0.0f);
1062    mModelView.scale(right - left, bottom - top, 1.0f);
1063    if (!ignoreTransform) {
1064        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1065    } else {
1066        mat4 identity;
1067        mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity);
1068    }
1069    glUniform4f(mCaches.currentProgram->color, r, g, b, a);
1070
1071    // Setup attributes and uniforms required by the shaders
1072    if (mShader) {
1073        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
1074    }
1075    if (mColorFilter) {
1076        mColorFilter->setupProgram(mCaches.currentProgram);
1077    }
1078}
1079
1080void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1081        const Texture* texture, const SkPaint* paint) {
1082    int alpha;
1083    SkXfermode::Mode mode;
1084    getAlphaAndMode(paint, &alpha, &mode);
1085
1086    drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
1087            texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1088            GL_TRIANGLE_STRIP, gMeshCount);
1089}
1090
1091void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1092        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
1093    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
1094            &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1095            GL_TRIANGLE_STRIP, gMeshCount);
1096}
1097
1098void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
1099        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
1100        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
1101        bool swapSrcDst, bool ignoreTransform) {
1102    clearLayerRegions();
1103
1104    ProgramDescription description;
1105    description.hasTexture = true;
1106    if (mColorFilter) {
1107        mColorFilter->describe(description, mExtensions);
1108    }
1109
1110    mModelView.loadTranslate(left, top, 0.0f);
1111    mModelView.scale(right - left, bottom - top, 1.0f);
1112
1113    chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst);
1114
1115    useProgram(mCaches.programCache.get(description));
1116    if (!ignoreTransform) {
1117        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1118    } else {
1119        mat4 m;
1120        mCaches.currentProgram->set(mOrthoMatrix, mModelView, m);
1121    }
1122
1123    // Texture
1124    bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0);
1125    glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0);
1126
1127    // Always premultiplied
1128    glUniform4f(mCaches.currentProgram->color, alpha, alpha, alpha, alpha);
1129
1130    // Mesh
1131    int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1132    glEnableVertexAttribArray(texCoordsSlot);
1133    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1134            gMeshStride, vertices);
1135    glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1136
1137    // Color filter
1138    if (mColorFilter) {
1139        mColorFilter->setupProgram(mCaches.currentProgram);
1140    }
1141
1142    glDrawArrays(drawMode, 0, elementsCount);
1143    glDisableVertexAttribArray(texCoordsSlot);
1144}
1145
1146void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
1147        ProgramDescription& description, bool swapSrcDst) {
1148    blend = blend || mode != SkXfermode::kSrcOver_Mode;
1149    if (blend) {
1150        if (mode < SkXfermode::kPlus_Mode) {
1151            if (!mCaches.blend) {
1152                glEnable(GL_BLEND);
1153            }
1154
1155            GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
1156            GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
1157
1158            if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
1159                glBlendFunc(sourceMode, destMode);
1160                mCaches.lastSrcMode = sourceMode;
1161                mCaches.lastDstMode = destMode;
1162            }
1163        } else {
1164            // These blend modes are not supported by OpenGL directly and have
1165            // to be implemented using shaders. Since the shader will perform
1166            // the blending, turn blending off here
1167            if (mExtensions.hasFramebufferFetch()) {
1168                description.framebufferMode = mode;
1169                description.swapSrcDst = swapSrcDst;
1170            }
1171
1172            if (mCaches.blend) {
1173                glDisable(GL_BLEND);
1174            }
1175            blend = false;
1176        }
1177    } else if (mCaches.blend) {
1178        glDisable(GL_BLEND);
1179    }
1180    mCaches.blend = blend;
1181}
1182
1183bool OpenGLRenderer::useProgram(Program* program) {
1184    if (!program->isInUse()) {
1185        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
1186        program->use();
1187        mCaches.currentProgram = program;
1188        return false;
1189    }
1190    return true;
1191}
1192
1193void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
1194    TextureVertex* v = &mMeshVertices[0];
1195    TextureVertex::setUV(v++, u1, v1);
1196    TextureVertex::setUV(v++, u2, v1);
1197    TextureVertex::setUV(v++, u1, v2);
1198    TextureVertex::setUV(v++, u2, v2);
1199}
1200
1201void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
1202    if (paint) {
1203        if (!mExtensions.hasFramebufferFetch()) {
1204            const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode);
1205            if (!isMode) {
1206                // Assume SRC_OVER
1207                *mode = SkXfermode::kSrcOver_Mode;
1208            }
1209        } else {
1210            *mode = getXfermode(paint->getXfermode());
1211        }
1212
1213        // Skia draws using the color's alpha channel if < 255
1214        // Otherwise, it uses the paint's alpha
1215        int color = paint->getColor();
1216        *alpha = (color >> 24) & 0xFF;
1217        if (*alpha == 255) {
1218            *alpha = paint->getAlpha();
1219        }
1220    } else {
1221        *mode = SkXfermode::kSrcOver_Mode;
1222        *alpha = 255;
1223    }
1224}
1225
1226SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
1227    if (mode == NULL) {
1228        return SkXfermode::kSrcOver_Mode;
1229    }
1230    return mode->fMode;
1231}
1232
1233void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) {
1234    glActiveTexture(gTextureUnits[textureUnit]);
1235    glBindTexture(GL_TEXTURE_2D, texture);
1236    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
1237    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
1238}
1239
1240}; // namespace uirenderer
1241}; // namespace android
1242