OpenGLRenderer.cpp revision 1c740bce8a762f02b5283045a0e2de7c8fb41277
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
28#include "OpenGLRenderer.h"
29
30namespace android {
31namespace uirenderer {
32
33///////////////////////////////////////////////////////////////////////////////
34// Defines
35///////////////////////////////////////////////////////////////////////////////
36
37#define REQUIRED_TEXTURE_UNITS_COUNT 3
38
39// Generates simple and textured vertices
40#define FV(x, y, u, v) { { x, y }, { u, v } }
41
42///////////////////////////////////////////////////////////////////////////////
43// Globals
44///////////////////////////////////////////////////////////////////////////////
45
46// This array is never used directly but used as a memcpy source in the
47// OpenGLRenderer constructor
48static const TextureVertex gMeshVertices[] = {
49        FV(0.0f, 0.0f, 0.0f, 0.0f),
50        FV(1.0f, 0.0f, 1.0f, 0.0f),
51        FV(0.0f, 1.0f, 0.0f, 1.0f),
52        FV(1.0f, 1.0f, 1.0f, 1.0f)
53};
54static const GLsizei gMeshStride = sizeof(TextureVertex);
55static const GLsizei gMeshCount = 4;
56
57/**
58 * Structure mapping Skia xfermodes to OpenGL blending factors.
59 */
60struct Blender {
61    SkXfermode::Mode mode;
62    GLenum src;
63    GLenum dst;
64}; // struct Blender
65
66// In this array, the index of each Blender equals the value of the first
67// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
68static const Blender gBlends[] = {
69        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
70        { SkXfermode::kSrc_Mode,     GL_ONE,                  GL_ZERO },
71        { SkXfermode::kDst_Mode,     GL_ZERO,                 GL_ONE },
72        { SkXfermode::kSrcOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
73        { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
74        { SkXfermode::kSrcIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
75        { SkXfermode::kDstIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
76        { SkXfermode::kSrcOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
77        { SkXfermode::kDstOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
78        { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
79        { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
80        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
81};
82
83static const Blender gBlendsSwap[] = {
84        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
85        { SkXfermode::kSrc_Mode,     GL_ZERO,                 GL_ONE },
86        { SkXfermode::kDst_Mode,     GL_ONE,                  GL_ZERO },
87        { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
88        { SkXfermode::kDstOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
89        { SkXfermode::kSrcIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
90        { SkXfermode::kDstIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
91        { SkXfermode::kSrcOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
92        { SkXfermode::kDstOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
93        { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
94        { SkXfermode::kDstATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
95        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
96};
97
98static const GLenum gTextureUnits[] = {
99        GL_TEXTURE0,
100        GL_TEXTURE1,
101        GL_TEXTURE2
102};
103
104///////////////////////////////////////////////////////////////////////////////
105// Constructors/destructor
106///////////////////////////////////////////////////////////////////////////////
107
108OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
109    LOGD("Create OpenGLRenderer");
110
111    mShader = NULL;
112    mColorFilter = NULL;
113    mHasShadow = false;
114
115    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
116
117    mFirstSnapshot = new Snapshot;
118
119    GLint maxTextureUnits;
120    glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
121    if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) {
122        LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT);
123    }
124}
125
126OpenGLRenderer::~OpenGLRenderer() {
127    LOGD("Destroy OpenGLRenderer");
128}
129
130///////////////////////////////////////////////////////////////////////////////
131// Setup
132///////////////////////////////////////////////////////////////////////////////
133
134void OpenGLRenderer::setViewport(int width, int height) {
135    glViewport(0, 0, width, height);
136    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
137
138    mWidth = width;
139    mHeight = height;
140}
141
142void OpenGLRenderer::prepare() {
143    mSnapshot = new Snapshot(mFirstSnapshot,
144            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
145    mSaveCount = 1;
146
147    glViewport(0, 0, mWidth, mHeight);
148
149    glDisable(GL_DITHER);
150    glDisable(GL_SCISSOR_TEST);
151
152    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
153    glClear(GL_COLOR_BUFFER_BIT);
154
155    glEnable(GL_SCISSOR_TEST);
156    glScissor(0, 0, mWidth, mHeight);
157
158    mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight);
159}
160
161void OpenGLRenderer::acquireContext() {
162    if (mCaches.currentProgram) {
163        if (mCaches.currentProgram->isInUse()) {
164            mCaches.currentProgram->remove();
165            mCaches.currentProgram = NULL;
166        }
167    }
168}
169
170void OpenGLRenderer::releaseContext() {
171    glViewport(0, 0, mWidth, mHeight);
172
173    glEnable(GL_SCISSOR_TEST);
174    setScissorFromClip();
175
176    glDisable(GL_DITHER);
177
178    glBindFramebuffer(GL_FRAMEBUFFER, 0);
179
180    if (mCaches.blend) {
181        glEnable(GL_BLEND);
182        glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
183        glBlendEquation(GL_FUNC_ADD);
184    } else {
185        glDisable(GL_BLEND);
186    }
187}
188
189///////////////////////////////////////////////////////////////////////////////
190// State management
191///////////////////////////////////////////////////////////////////////////////
192
193int OpenGLRenderer::getSaveCount() const {
194    return mSaveCount;
195}
196
197int OpenGLRenderer::save(int flags) {
198    return saveSnapshot(flags);
199}
200
201void OpenGLRenderer::restore() {
202    if (mSaveCount > 1) {
203        restoreSnapshot();
204    }
205}
206
207void OpenGLRenderer::restoreToCount(int saveCount) {
208    if (saveCount < 1) saveCount = 1;
209
210    while (mSaveCount > saveCount) {
211        restoreSnapshot();
212    }
213}
214
215int OpenGLRenderer::saveSnapshot(int flags) {
216    mSnapshot = new Snapshot(mSnapshot, flags);
217    return mSaveCount++;
218}
219
220bool OpenGLRenderer::restoreSnapshot() {
221    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
222    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
223
224    sp<Snapshot> current = mSnapshot;
225    sp<Snapshot> previous = mSnapshot->previous;
226
227    mSaveCount--;
228    mSnapshot = previous;
229
230    if (restoreLayer) {
231        composeLayer(current, previous);
232    }
233
234    if (restoreClip) {
235        setScissorFromClip();
236    }
237
238    return restoreClip;
239}
240
241///////////////////////////////////////////////////////////////////////////////
242// Layers
243///////////////////////////////////////////////////////////////////////////////
244
245int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
246        const SkPaint* p, int flags) {
247    int count = saveSnapshot(flags);
248
249    int alpha = 255;
250    SkXfermode::Mode mode;
251
252    if (p) {
253        alpha = p->getAlpha();
254        if (!mExtensions.hasFramebufferFetch()) {
255            const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
256            if (!isMode) {
257                // Assume SRC_OVER
258                mode = SkXfermode::kSrcOver_Mode;
259            }
260        } else {
261            mode = getXfermode(p->getXfermode());
262        }
263    } else {
264        mode = SkXfermode::kSrcOver_Mode;
265    }
266
267    createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags);
268
269    return count;
270}
271
272int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
273        int alpha, int flags) {
274    if (alpha == 0xff) {
275        return saveLayer(left, top, right, bottom, NULL, flags);
276    } else {
277        SkPaint paint;
278        paint.setAlpha(alpha);
279        return saveLayer(left, top, right, bottom, &paint, flags);
280    }
281}
282
283/**
284 * Layers are viewed by Skia are slightly different than layers in image editing
285 * programs (for instance.) When a layer is created, previously created layers
286 * and the frame buffer still receive every drawing command. For instance, if a
287 * layer is created and a shape intersecting the bounds of the layers and the
288 * framebuffer is draw, the shape will be drawn on both (unless the layer was
289 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
290 *
291 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
292 * texture. Unfortunately, this is inefficient as it requires every primitive to
293 * be drawn n + 1 times, where n is the number of active layers. In practice this
294 * means, for every primitive:
295 *   - Switch active frame buffer
296 *   - Change viewport, clip and projection matrix
297 *   - Issue the drawing
298 *
299 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
300 * To avoid this, layers are implemented in a different way here.
301 *
302 * This implementation relies on the frame buffer being at least RGBA 8888. When
303 * a layer is created, only a texture is created, not an FBO. The content of the
304 * frame buffer contained within the layer's bounds is copied into this texture
305 * using glCopyTexImage2D(). The layer's region is then cleared in the frame
306 * buffer and drawing continues as normal. This technique therefore treats the
307 * frame buffer as a scratch buffer for the layers.
308 *
309 * To compose the layers back onto the frame buffer, each layer texture
310 * (containing the original frame buffer data) is drawn as a simple quad over
311 * the frame buffer. The trick is that the quad is set as the composition
312 * destination in the blending equation, and the frame buffer becomes the source
313 * of the composition.
314 *
315 * Drawing layers with an alpha value requires an extra step before composition.
316 * An empty quad is drawn over the layer's region in the frame buffer. This quad
317 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
318 * quad is used to multiply the colors in the frame buffer. This is achieved by
319 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
320 * GL_ZERO, GL_SRC_ALPHA.
321 *
322 * Because glCopyTexImage2D() can be slow, an alternative implementation might
323 * be use to draw a single clipped layer. The implementation described above
324 * is correct in every case.
325 */
326bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
327        float right, float bottom, int alpha, SkXfermode::Mode mode,int flags) {
328    LAYER_LOGD("Requesting layer %fx%f", right - left, bottom - top);
329    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
330
331    // Window coordinates of the layer
332    Rect bounds(left, top, right, bottom);
333    mSnapshot->transform->mapRect(bounds);
334
335    // Layers only make sense if they are in the framebuffer's bounds
336    bounds.intersect(*mSnapshot->clipRect);
337    if (bounds.isEmpty()) return false;
338
339    LayerSize size(bounds.getWidth(), bounds.getHeight());
340    Layer* layer = mCaches.layerCache.get(size);
341    if (!layer) {
342        return false;
343    }
344
345    layer->mode = mode;
346    layer->alpha = alpha;
347    layer->layer.set(bounds);
348
349    // Save the layer in the snapshot
350    snapshot->flags |= Snapshot::kFlagIsLayer;
351    snapshot->layer = layer;
352
353    // Copy the framebuffer into the layer
354    glBindTexture(GL_TEXTURE_2D, layer->texture);
355    glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom,
356            bounds.getWidth(), bounds.getHeight(), 0);
357
358    if (flags & SkCanvas::kClipToLayer_SaveFlag) {
359        if (mSnapshot->clipTransformed(bounds)) setScissorFromClip();
360    }
361
362    // Enqueue the buffer coordinates to clear the corresponding region later
363    mLayers.push(new Rect(bounds));
364
365    return true;
366}
367
368/**
369 * Read the documentation of createLayer() before doing anything in this method.
370 */
371void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
372    if (!current->layer) {
373        LOGE("Attempting to compose a layer that does not exist");
374        return;
375    }
376
377    // Restore the clip from the previous snapshot
378    const Rect& clip = *previous->clipRect;
379    glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight());
380
381    Layer* layer = current->layer;
382    const Rect& rect = layer->layer;
383
384    if (layer->alpha < 255) {
385        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
386                layer->alpha << 24, SkXfermode::kDstIn_Mode, true);
387    }
388
389    // Layers are already drawn with a top-left origin, don't flip the texture
390    resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
391
392    drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture,
393            1.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0],
394            &mMeshVertices[0].texture[0], NULL, 0, true, true);
395
396    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
397
398    LayerSize size(rect.getWidth(), rect.getHeight());
399    // Failing to add the layer to the cache should happen only if the
400    // layer is too large
401    if (!mCaches.layerCache.put(size, layer)) {
402        LAYER_LOGD("Deleting layer");
403
404        glDeleteTextures(1, &layer->texture);
405
406        delete layer;
407    }
408}
409
410void OpenGLRenderer::clearLayerRegions() {
411    if (mLayers.size() == 0) return;
412
413    for (uint32_t i = 0; i < mLayers.size(); i++) {
414        Rect* bounds = mLayers.itemAt(i);
415
416        // Clear the framebuffer where the layer will draw
417        glScissor(bounds->left, mHeight - bounds->bottom,
418                bounds->getWidth(), bounds->getHeight());
419        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
420        glClear(GL_COLOR_BUFFER_BIT);
421
422        delete bounds;
423    }
424    mLayers.clear();
425
426    // Restore the clip
427    setScissorFromClip();
428}
429
430///////////////////////////////////////////////////////////////////////////////
431// Transforms
432///////////////////////////////////////////////////////////////////////////////
433
434void OpenGLRenderer::translate(float dx, float dy) {
435    mSnapshot->transform->translate(dx, dy, 0.0f);
436}
437
438void OpenGLRenderer::rotate(float degrees) {
439    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
440}
441
442void OpenGLRenderer::scale(float sx, float sy) {
443    mSnapshot->transform->scale(sx, sy, 1.0f);
444}
445
446void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
447    mSnapshot->transform->load(*matrix);
448}
449
450void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
451    mSnapshot->transform->copyTo(*matrix);
452}
453
454void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
455    mat4 m(*matrix);
456    mSnapshot->transform->multiply(m);
457}
458
459///////////////////////////////////////////////////////////////////////////////
460// Clipping
461///////////////////////////////////////////////////////////////////////////////
462
463void OpenGLRenderer::setScissorFromClip() {
464    const Rect& clip = *mSnapshot->clipRect;
465    glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight());
466}
467
468const Rect& OpenGLRenderer::getClipBounds() {
469    return mSnapshot->getLocalClip();
470}
471
472bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
473    Rect r(left, top, right, bottom);
474    mSnapshot->transform->mapRect(r);
475    return !mSnapshot->clipRect->intersects(r);
476}
477
478bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
479    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
480    if (clipped) {
481        setScissorFromClip();
482    }
483    return !mSnapshot->clipRect->isEmpty();
484}
485
486///////////////////////////////////////////////////////////////////////////////
487// Drawing
488///////////////////////////////////////////////////////////////////////////////
489
490void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) {
491    const float right = left + bitmap->width();
492    const float bottom = top + bitmap->height();
493
494    if (quickReject(left, top, right, bottom)) {
495        return;
496    }
497
498    glActiveTexture(GL_TEXTURE0);
499    const Texture* texture = mCaches.textureCache.get(bitmap);
500    if (!texture) return;
501    const AutoTexture autoCleanup(texture);
502
503    drawTextureRect(left, top, right, bottom, texture, paint);
504}
505
506void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) {
507    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
508    const mat4 transform(*matrix);
509    transform.mapRect(r);
510
511    if (quickReject(r.left, r.top, r.right, r.bottom)) {
512        return;
513    }
514
515    glActiveTexture(GL_TEXTURE0);
516    const Texture* texture = mCaches.textureCache.get(bitmap);
517    if (!texture) return;
518    const AutoTexture autoCleanup(texture);
519
520    drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint);
521}
522
523void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
524         float srcLeft, float srcTop, float srcRight, float srcBottom,
525         float dstLeft, float dstTop, float dstRight, float dstBottom,
526         const SkPaint* paint) {
527    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
528        return;
529    }
530
531    glActiveTexture(GL_TEXTURE0);
532    const Texture* texture = mCaches.textureCache.get(bitmap);
533    if (!texture) return;
534    const AutoTexture autoCleanup(texture);
535
536    const float width = texture->width;
537    const float height = texture->height;
538
539    const float u1 = srcLeft / width;
540    const float v1 = srcTop / height;
541    const float u2 = srcRight / width;
542    const float v2 = srcBottom / height;
543
544    resetDrawTextureTexCoords(u1, v1, u2, v2);
545
546    drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint);
547
548    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
549}
550
551void OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
552        float left, float top, float right, float bottom, const SkPaint* paint) {
553    if (quickReject(left, top, right, bottom)) {
554        return;
555    }
556
557    glActiveTexture(GL_TEXTURE0);
558    const Texture* texture = mCaches.textureCache.get(bitmap);
559    if (!texture) return;
560    const AutoTexture autoCleanup(texture);
561
562    int alpha;
563    SkXfermode::Mode mode;
564    getAlphaAndMode(paint, &alpha, &mode);
565
566    Patch* mesh = mCaches.patchCache.get(patch);
567    mesh->updateVertices(bitmap, left, top, right, bottom,
568            &patch->xDivs[0], &patch->yDivs[0], patch->numXDivs, patch->numYDivs);
569    mesh->dump();
570
571    // Specify right and bottom as +1.0f from left/top to prevent scaling since the
572    // patch mesh already defines the final size
573    drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f,
574            mode, texture->blend, &mesh->vertices[0].position[0],
575            &mesh->vertices[0].texture[0], mesh->indices, mesh->indicesCount);
576}
577
578void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
579    const Rect& clip = *mSnapshot->clipRect;
580    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
581}
582
583void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) {
584    if (quickReject(left, top, right, bottom)) {
585        return;
586    }
587
588    SkXfermode::Mode mode;
589    if (!mExtensions.hasFramebufferFetch()) {
590        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
591        if (!isMode) {
592            // Assume SRC_OVER
593            mode = SkXfermode::kSrcOver_Mode;
594        }
595    } else {
596        mode = getXfermode(p->getXfermode());
597    }
598
599    // Skia draws using the color's alpha channel if < 255
600    // Otherwise, it uses the paint's alpha
601    int color = p->getColor();
602    if (((color >> 24) & 0xff) == 255) {
603        color |= p->getAlpha() << 24;
604    }
605
606    drawColorRect(left, top, right, bottom, color, mode);
607}
608
609void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
610        float x, float y, SkPaint* paint) {
611    if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
612        return;
613    }
614    paint->setAntiAlias(true);
615
616    float length = -1.0f;
617    switch (paint->getTextAlign()) {
618        case SkPaint::kCenter_Align:
619            length = paint->measureText(text, bytesCount);
620            x -= length / 2.0f;
621            break;
622        case SkPaint::kRight_Align:
623            length = paint->measureText(text, bytesCount);
624            x -= length;
625            break;
626        default:
627            break;
628    }
629
630    int alpha;
631    SkXfermode::Mode mode;
632    getAlphaAndMode(paint, &alpha, &mode);
633
634    uint32_t color = paint->getColor();
635    const GLfloat a = alpha / 255.0f;
636    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
637    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
638    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
639
640    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
641    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
642            paint->getTextSize());
643    if (mHasShadow) {
644        glActiveTexture(gTextureUnits[0]);
645        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
646        const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount,
647                count, mShadowRadius);
648        const AutoTexture autoCleanup(shadow);
649
650        setupShadow(shadow, x, y, mode, a);
651
652        // Draw the mesh
653        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
654        glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
655    }
656
657    GLuint textureUnit = 0;
658    glActiveTexture(gTextureUnits[textureUnit]);
659
660    setupTextureAlpha8(fontRenderer.getTexture(), 0, 0, textureUnit, x, y, r, g, b, a,
661            mode, false, true);
662
663    const Rect& clip = mSnapshot->getLocalClip();
664    clearLayerRegions();
665    fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y);
666
667    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
668    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
669
670    drawTextDecorations(text, bytesCount, length, x, y, paint);
671}
672
673void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
674    GLuint textureUnit = 0;
675    glActiveTexture(gTextureUnits[textureUnit]);
676
677    const PathTexture* texture = mCaches.pathCache.get(path, paint);
678    if (!texture) return;
679    const AutoTexture autoCleanup(texture);
680
681    const float x = texture->left - texture->offset;
682    const float y = texture->top - texture->offset;
683
684    if (quickReject(x, y, x + texture->width, y + texture->height)) {
685        return;
686    }
687
688    int alpha;
689    SkXfermode::Mode mode;
690    getAlphaAndMode(paint, &alpha, &mode);
691
692    uint32_t color = paint->getColor();
693    const GLfloat a = alpha / 255.0f;
694    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
695    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
696    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
697
698    setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true);
699
700    clearLayerRegions();
701
702    // Draw the mesh
703    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
704    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
705}
706
707///////////////////////////////////////////////////////////////////////////////
708// Shaders
709///////////////////////////////////////////////////////////////////////////////
710
711void OpenGLRenderer::resetShader() {
712    mShader = NULL;
713}
714
715void OpenGLRenderer::setupShader(SkiaShader* shader) {
716    mShader = shader;
717    if (mShader) {
718        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
719    }
720}
721
722///////////////////////////////////////////////////////////////////////////////
723// Color filters
724///////////////////////////////////////////////////////////////////////////////
725
726void OpenGLRenderer::resetColorFilter() {
727    mColorFilter = NULL;
728}
729
730void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
731    mColorFilter = filter;
732}
733
734///////////////////////////////////////////////////////////////////////////////
735// Drop shadow
736///////////////////////////////////////////////////////////////////////////////
737
738void OpenGLRenderer::resetShadow() {
739    mHasShadow = false;
740}
741
742void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
743    mHasShadow = true;
744    mShadowRadius = radius;
745    mShadowDx = dx;
746    mShadowDy = dy;
747    mShadowColor = color;
748}
749
750///////////////////////////////////////////////////////////////////////////////
751// Drawing implementation
752///////////////////////////////////////////////////////////////////////////////
753
754void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y,
755        SkXfermode::Mode mode, float alpha) {
756    const float sx = x - texture->left + mShadowDx;
757    const float sy = y - texture->top + mShadowDy;
758
759    const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
760    const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha;
761    const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f;
762    const GLfloat g = a * ((mShadowColor >>  8) & 0xFF) / 255.0f;
763    const GLfloat b = a * ((mShadowColor      ) & 0xFF) / 255.0f;
764
765    GLuint textureUnit = 0;
766    setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false);
767}
768
769void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit,
770        float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode,
771        bool transforms, bool applyFilters) {
772    setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit,
773            x, y, r, g, b, a, mode, transforms, applyFilters);
774}
775
776void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
777        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
778        SkXfermode::Mode mode, bool transforms, bool applyFilters) {
779     // Describe the required shaders
780     ProgramDescription description;
781     description.hasTexture = true;
782     description.hasAlpha8Texture = true;
783
784     if (applyFilters) {
785         if (mShader) {
786             mShader->describe(description, mExtensions);
787         }
788         if (mColorFilter) {
789             mColorFilter->describe(description, mExtensions);
790         }
791     }
792
793     // Setup the blending mode
794     chooseBlending(true, mode, description);
795
796     // Build and use the appropriate shader
797     useProgram(mCaches.programCache.get(description));
798
799     bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit);
800     glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit);
801
802     int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
803     glEnableVertexAttribArray(texCoordsSlot);
804
805     // Setup attributes
806     glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
807             gMeshStride, &mMeshVertices[0].position[0]);
808     glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE,
809             gMeshStride, &mMeshVertices[0].texture[0]);
810
811     // Setup uniforms
812     if (transforms) {
813         mModelView.loadTranslate(x, y, 0.0f);
814         mModelView.scale(width, height, 1.0f);
815     } else {
816         mModelView.loadIdentity();
817     }
818     mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
819     glUniform4f(mCaches.currentProgram->color, r, g, b, a);
820
821     textureUnit++;
822     if (applyFilters) {
823         // Setup attributes and uniforms required by the shaders
824         if (mShader) {
825             mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
826         }
827         if (mColorFilter) {
828             mColorFilter->setupProgram(mCaches.currentProgram);
829         }
830     }
831}
832
833// Same values used by Skia
834#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
835#define kStdUnderline_Offset    (1.0f / 9.0f)
836#define kStdUnderline_Thickness (1.0f / 18.0f)
837
838void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
839        float x, float y, SkPaint* paint) {
840    // Handle underline and strike-through
841    uint32_t flags = paint->getFlags();
842    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
843        float underlineWidth = length;
844        // If length is > 0.0f, we already measured the text for the text alignment
845        if (length <= 0.0f) {
846            underlineWidth = paint->measureText(text, bytesCount);
847        }
848
849        float offsetX = 0;
850        switch (paint->getTextAlign()) {
851            case SkPaint::kCenter_Align:
852                offsetX = underlineWidth * 0.5f;
853                break;
854            case SkPaint::kRight_Align:
855                offsetX = underlineWidth;
856                break;
857            default:
858                break;
859        }
860
861        if (underlineWidth > 0.0f) {
862            float textSize = paint->getTextSize();
863            float height = textSize * kStdUnderline_Thickness;
864
865            float left = x - offsetX;
866            float top = 0.0f;
867            float right = left + underlineWidth;
868            float bottom = 0.0f;
869
870            if (flags & SkPaint::kUnderlineText_Flag) {
871                top = y + textSize * kStdUnderline_Offset;
872                bottom = top + height;
873                drawRect(left, top, right, bottom, paint);
874            }
875
876            if (flags & SkPaint::kStrikeThruText_Flag) {
877                top = y + textSize * kStdStrikeThru_Offset;
878                bottom = top + height;
879                drawRect(left, top, right, bottom, paint);
880            }
881        }
882    }
883}
884
885void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
886        int color, SkXfermode::Mode mode, bool ignoreTransform) {
887    clearLayerRegions();
888
889    // If a shader is set, preserve only the alpha
890    if (mShader) {
891        color |= 0x00ffffff;
892    }
893
894    // Render using pre-multiplied alpha
895    const int alpha = (color >> 24) & 0xFF;
896    const GLfloat a = alpha / 255.0f;
897    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
898    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
899    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
900
901    GLuint textureUnit = 0;
902
903    // Describe the required shaders
904    ProgramDescription description;
905    if (mShader) {
906        mShader->describe(description, mExtensions);
907    }
908    if (mColorFilter) {
909        mColorFilter->describe(description, mExtensions);
910    }
911
912    // Setup the blending mode
913    chooseBlending(alpha < 255 || (mShader && mShader->blend()), mode, description);
914
915    // Build and use the appropriate shader
916    useProgram(mCaches.programCache.get(description));
917
918    // Setup attributes
919    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
920            gMeshStride, &mMeshVertices[0].position[0]);
921
922    // Setup uniforms
923    mModelView.loadTranslate(left, top, 0.0f);
924    mModelView.scale(right - left, bottom - top, 1.0f);
925    if (!ignoreTransform) {
926        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
927    } else {
928        mat4 identity;
929        mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity);
930    }
931    glUniform4f(mCaches.currentProgram->color, r, g, b, a);
932
933    // Setup attributes and uniforms required by the shaders
934    if (mShader) {
935        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
936    }
937    if (mColorFilter) {
938        mColorFilter->setupProgram(mCaches.currentProgram);
939    }
940
941    // Draw the mesh
942    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
943}
944
945void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
946        const Texture* texture, const SkPaint* paint) {
947    int alpha;
948    SkXfermode::Mode mode;
949    getAlphaAndMode(paint, &alpha, &mode);
950
951    drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, texture->blend,
952            &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], NULL);
953}
954
955void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
956        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
957    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
958            &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], NULL);
959}
960
961void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
962        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
963        GLvoid* vertices, GLvoid* texCoords, GLvoid* indices, GLsizei elementsCount,
964        bool swapSrcDst, bool ignoreTransform) {
965    clearLayerRegions();
966
967    ProgramDescription description;
968    description.hasTexture = true;
969    if (mColorFilter) {
970        mColorFilter->describe(description, mExtensions);
971    }
972
973    mModelView.loadTranslate(left, top, 0.0f);
974    mModelView.scale(right - left, bottom - top, 1.0f);
975
976    chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst);
977
978    useProgram(mCaches.programCache.get(description));
979    if (!ignoreTransform) {
980        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
981    } else {
982        mat4 m;
983        mCaches.currentProgram->set(mOrthoMatrix, mModelView, m);
984    }
985
986    // Texture
987    bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0);
988    glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0);
989
990    // Always premultiplied
991    glUniform4f(mCaches.currentProgram->color, alpha, alpha, alpha, alpha);
992
993    // Mesh
994    int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
995    glEnableVertexAttribArray(texCoordsSlot);
996    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
997            gMeshStride, vertices);
998    glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
999
1000    // Color filter
1001    if (mColorFilter) {
1002        mColorFilter->setupProgram(mCaches.currentProgram);
1003    }
1004
1005    if (!indices) {
1006        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1007    } else {
1008        glDrawElements(GL_TRIANGLES, elementsCount, GL_UNSIGNED_SHORT, indices);
1009    }
1010    glDisableVertexAttribArray(texCoordsSlot);
1011}
1012
1013void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
1014        ProgramDescription& description, bool swapSrcDst) {
1015    blend = blend || mode != SkXfermode::kSrcOver_Mode;
1016    if (blend) {
1017        if (mode < SkXfermode::kPlus_Mode) {
1018            if (!mCaches.blend) {
1019                glEnable(GL_BLEND);
1020            }
1021
1022            GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
1023            GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
1024
1025            if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
1026                glBlendFunc(sourceMode, destMode);
1027                mCaches.lastSrcMode = sourceMode;
1028                mCaches.lastDstMode = destMode;
1029            }
1030        } else {
1031            // These blend modes are not supported by OpenGL directly and have
1032            // to be implemented using shaders. Since the shader will perform
1033            // the blending, turn blending off here
1034            if (mExtensions.hasFramebufferFetch()) {
1035                description.framebufferMode = mode;
1036                description.swapSrcDst = swapSrcDst;
1037            }
1038
1039            if (mCaches.blend) {
1040                glDisable(GL_BLEND);
1041            }
1042            blend = false;
1043        }
1044    } else if (mCaches.blend) {
1045        glDisable(GL_BLEND);
1046    }
1047    mCaches.blend = blend;
1048}
1049
1050bool OpenGLRenderer::useProgram(Program* program) {
1051    if (!program->isInUse()) {
1052        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
1053        program->use();
1054        mCaches.currentProgram = program;
1055        return false;
1056    }
1057    return true;
1058}
1059
1060void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
1061    TextureVertex* v = &mMeshVertices[0];
1062    TextureVertex::setUV(v++, u1, v1);
1063    TextureVertex::setUV(v++, u2, v1);
1064    TextureVertex::setUV(v++, u1, v2);
1065    TextureVertex::setUV(v++, u2, v2);
1066}
1067
1068void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
1069    if (paint) {
1070        if (!mExtensions.hasFramebufferFetch()) {
1071            const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode);
1072            if (!isMode) {
1073                // Assume SRC_OVER
1074                *mode = SkXfermode::kSrcOver_Mode;
1075            }
1076        } else {
1077            *mode = getXfermode(paint->getXfermode());
1078        }
1079
1080        // Skia draws using the color's alpha channel if < 255
1081        // Otherwise, it uses the paint's alpha
1082        int color = paint->getColor();
1083        *alpha = (color >> 24) & 0xFF;
1084        if (*alpha == 255) {
1085            *alpha = paint->getAlpha();
1086        }
1087    } else {
1088        *mode = SkXfermode::kSrcOver_Mode;
1089        *alpha = 255;
1090    }
1091}
1092
1093SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
1094    if (mode == NULL) {
1095        return SkXfermode::kSrcOver_Mode;
1096    }
1097    return mode->fMode;
1098}
1099
1100void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) {
1101    glActiveTexture(gTextureUnits[textureUnit]);
1102    glBindTexture(GL_TEXTURE_2D, texture);
1103    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
1104    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
1105}
1106
1107}; // namespace uirenderer
1108}; // namespace android
1109