OpenGLRenderer.cpp revision 29d8997bd43b7c4ad37fc3d6f91eaafa74913c88
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#define RAD_TO_DEG (180.0f / 3.14159265f)
43#define MIN_ANGLE 0.001f
44
45///////////////////////////////////////////////////////////////////////////////
46// Globals
47///////////////////////////////////////////////////////////////////////////////
48
49// This array is never used directly but used as a memcpy source in the
50// OpenGLRenderer constructor
51static const TextureVertex gMeshVertices[] = {
52        FV(0.0f, 0.0f, 0.0f, 0.0f),
53        FV(1.0f, 0.0f, 1.0f, 0.0f),
54        FV(0.0f, 1.0f, 0.0f, 1.0f),
55        FV(1.0f, 1.0f, 1.0f, 1.0f)
56};
57static const GLsizei gMeshStride = sizeof(TextureVertex);
58static const GLsizei gMeshCount = 4;
59
60/**
61 * Structure mapping Skia xfermodes to OpenGL blending factors.
62 */
63struct Blender {
64    SkXfermode::Mode mode;
65    GLenum src;
66    GLenum dst;
67}; // struct Blender
68
69// In this array, the index of each Blender equals the value of the first
70// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
71static const Blender gBlends[] = {
72        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
73        { SkXfermode::kSrc_Mode,     GL_ONE,                  GL_ZERO },
74        { SkXfermode::kDst_Mode,     GL_ZERO,                 GL_ONE },
75        { SkXfermode::kSrcOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
76        { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
77        { SkXfermode::kSrcIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
78        { SkXfermode::kDstIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
79        { SkXfermode::kSrcOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
80        { SkXfermode::kDstOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
81        { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
82        { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
83        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
84};
85
86// This array contains the swapped version of each SkXfermode. For instance
87// this array's SrcOver blending mode is actually DstOver. You can refer to
88// createLayer() for more information on the purpose of this array.
89static const Blender gBlendsSwap[] = {
90        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
91        { SkXfermode::kSrc_Mode,     GL_ZERO,                 GL_ONE },
92        { SkXfermode::kDst_Mode,     GL_ONE,                  GL_ZERO },
93        { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
94        { SkXfermode::kDstOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
95        { SkXfermode::kSrcIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
96        { SkXfermode::kDstIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
97        { SkXfermode::kSrcOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
98        { SkXfermode::kDstOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
99        { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
100        { SkXfermode::kDstATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
101        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
102};
103
104static const GLenum gTextureUnits[] = {
105        GL_TEXTURE0,
106        GL_TEXTURE1,
107        GL_TEXTURE2
108};
109
110///////////////////////////////////////////////////////////////////////////////
111// Constructors/destructor
112///////////////////////////////////////////////////////////////////////////////
113
114OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
115    LOGD("Create OpenGLRenderer");
116
117    mShader = NULL;
118    mColorFilter = NULL;
119    mHasShadow = false;
120
121    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
122
123    mFirstSnapshot = new Snapshot;
124
125    GLint maxTextureUnits;
126    glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
127    if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) {
128        LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT);
129    }
130
131    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
132}
133
134OpenGLRenderer::~OpenGLRenderer() {
135    LOGD("Destroy OpenGLRenderer");
136    // The context has already been destroyed at this point, do not call
137    // GL APIs. All GL state should be kept in Caches.h
138}
139
140///////////////////////////////////////////////////////////////////////////////
141// Setup
142///////////////////////////////////////////////////////////////////////////////
143
144void OpenGLRenderer::setViewport(int width, int height) {
145    glViewport(0, 0, width, height);
146    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
147
148    mWidth = width;
149    mHeight = height;
150}
151
152void OpenGLRenderer::prepare() {
153    mSnapshot = new Snapshot(mFirstSnapshot,
154            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
155    mSaveCount = 1;
156
157    glViewport(0, 0, mWidth, mHeight);
158
159    glDisable(GL_DITHER);
160    glDisable(GL_SCISSOR_TEST);
161
162    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
163    glClear(GL_COLOR_BUFFER_BIT);
164
165    glEnable(GL_SCISSOR_TEST);
166    glScissor(0, 0, mWidth, mHeight);
167
168    mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight);
169}
170
171void OpenGLRenderer::finish() {
172#if DEBUG_OPENGL
173    GLenum status = GL_NO_ERROR;
174    while ((status = glGetError()) != GL_NO_ERROR) {
175        LOGD("GL error from OpenGLRenderer: 0x%x", status);
176    }
177#endif
178}
179
180void OpenGLRenderer::acquireContext() {
181    if (mCaches.currentProgram) {
182        if (mCaches.currentProgram->isInUse()) {
183            mCaches.currentProgram->remove();
184            mCaches.currentProgram = NULL;
185        }
186    }
187}
188
189void OpenGLRenderer::releaseContext() {
190    glViewport(0, 0, mWidth, mHeight);
191
192    glEnable(GL_SCISSOR_TEST);
193    setScissorFromClip();
194
195    glDisable(GL_DITHER);
196
197    glBindFramebuffer(GL_FRAMEBUFFER, 0);
198
199    if (mCaches.blend) {
200        glEnable(GL_BLEND);
201        glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
202        glBlendEquation(GL_FUNC_ADD);
203    } else {
204        glDisable(GL_BLEND);
205    }
206}
207
208///////////////////////////////////////////////////////////////////////////////
209// State management
210///////////////////////////////////////////////////////////////////////////////
211
212int OpenGLRenderer::getSaveCount() const {
213    return mSaveCount;
214}
215
216int OpenGLRenderer::save(int flags) {
217    return saveSnapshot(flags);
218}
219
220void OpenGLRenderer::restore() {
221    if (mSaveCount > 1) {
222        restoreSnapshot();
223    }
224}
225
226void OpenGLRenderer::restoreToCount(int saveCount) {
227    if (saveCount < 1) saveCount = 1;
228
229    while (mSaveCount > saveCount) {
230        restoreSnapshot();
231    }
232}
233
234int OpenGLRenderer::saveSnapshot(int flags) {
235    mSnapshot = new Snapshot(mSnapshot, flags);
236    return mSaveCount++;
237}
238
239bool OpenGLRenderer::restoreSnapshot() {
240    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
241    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
242
243    sp<Snapshot> current = mSnapshot;
244    sp<Snapshot> previous = mSnapshot->previous;
245
246    mSaveCount--;
247    mSnapshot = previous;
248
249    if (restoreLayer) {
250        composeLayer(current, previous);
251    }
252
253    if (restoreClip) {
254        setScissorFromClip();
255    }
256
257    return restoreClip;
258}
259
260///////////////////////////////////////////////////////////////////////////////
261// Layers
262///////////////////////////////////////////////////////////////////////////////
263
264int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
265        const SkPaint* p, int flags) {
266    int count = saveSnapshot(flags);
267
268    int alpha = 255;
269    SkXfermode::Mode mode;
270
271    if (p) {
272        alpha = p->getAlpha();
273        if (!mExtensions.hasFramebufferFetch()) {
274            const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
275            if (!isMode) {
276                // Assume SRC_OVER
277                mode = SkXfermode::kSrcOver_Mode;
278            }
279        } else {
280            mode = getXfermode(p->getXfermode());
281        }
282    } else {
283        mode = SkXfermode::kSrcOver_Mode;
284    }
285
286    createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags);
287
288    return count;
289}
290
291int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
292        int alpha, int flags) {
293    if (alpha == 0xff) {
294        return saveLayer(left, top, right, bottom, NULL, flags);
295    } else {
296        SkPaint paint;
297        paint.setAlpha(alpha);
298        return saveLayer(left, top, right, bottom, &paint, flags);
299    }
300}
301
302/**
303 * Layers are viewed by Skia are slightly different than layers in image editing
304 * programs (for instance.) When a layer is created, previously created layers
305 * and the frame buffer still receive every drawing command. For instance, if a
306 * layer is created and a shape intersecting the bounds of the layers and the
307 * framebuffer is draw, the shape will be drawn on both (unless the layer was
308 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
309 *
310 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
311 * texture. Unfortunately, this is inefficient as it requires every primitive to
312 * be drawn n + 1 times, where n is the number of active layers. In practice this
313 * means, for every primitive:
314 *   - Switch active frame buffer
315 *   - Change viewport, clip and projection matrix
316 *   - Issue the drawing
317 *
318 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
319 * To avoid this, layers are implemented in a different way here.
320 *
321 * This implementation relies on the frame buffer being at least RGBA 8888. When
322 * a layer is created, only a texture is created, not an FBO. The content of the
323 * frame buffer contained within the layer's bounds is copied into this texture
324 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
325 * buffer and drawing continues as normal. This technique therefore treats the
326 * frame buffer as a scratch buffer for the layers.
327 *
328 * To compose the layers back onto the frame buffer, each layer texture
329 * (containing the original frame buffer data) is drawn as a simple quad over
330 * the frame buffer. The trick is that the quad is set as the composition
331 * destination in the blending equation, and the frame buffer becomes the source
332 * of the composition.
333 *
334 * Drawing layers with an alpha value requires an extra step before composition.
335 * An empty quad is drawn over the layer's region in the frame buffer. This quad
336 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
337 * quad is used to multiply the colors in the frame buffer. This is achieved by
338 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
339 * GL_ZERO, GL_SRC_ALPHA.
340 *
341 * Because glCopyTexImage2D() can be slow, an alternative implementation might
342 * be use to draw a single clipped layer. The implementation described above
343 * is correct in every case.
344 *
345 * (1) The frame buffer is actually not cleared right away. To allow the GPU
346 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
347 *     buffer is left untouched until the first drawing operation. Only when
348 *     something actually gets drawn are the layers regions cleared.
349 */
350bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
351        float right, float bottom, int alpha, SkXfermode::Mode mode,int flags) {
352    LAYER_LOGD("Requesting layer %fx%f", right - left, bottom - top);
353    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
354
355    // Window coordinates of the layer
356    Rect bounds(left, top, right, bottom);
357    mSnapshot->transform->mapRect(bounds);
358
359    // Layers only make sense if they are in the framebuffer's bounds
360    bounds.intersect(*mSnapshot->clipRect);
361    bounds.snapToPixelBoundaries();
362
363    if (bounds.isEmpty() || bounds.getWidth() > mMaxTextureSize ||
364            bounds.getHeight() > mMaxTextureSize) {
365        return false;
366    }
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    glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom,
385            bounds.getWidth(), bounds.getHeight(), 0);
386
387    if (flags & SkCanvas::kClipToLayer_SaveFlag) {
388        if (mSnapshot->clipTransformed(bounds)) setScissorFromClip();
389    }
390
391    // Enqueue the buffer coordinates to clear the corresponding region later
392    mLayers.push(new Rect(bounds));
393
394    return true;
395}
396
397/**
398 * Read the documentation of createLayer() before doing anything in this method.
399 */
400void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
401    if (!current->layer) {
402        LOGE("Attempting to compose a layer that does not exist");
403        return;
404    }
405
406    // Restore the clip from the previous snapshot
407    const Rect& clip = *previous->clipRect;
408    glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight());
409
410    Layer* layer = current->layer;
411    const Rect& rect = layer->layer;
412
413    if (layer->alpha < 255) {
414        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
415                layer->alpha << 24, SkXfermode::kDstIn_Mode, true);
416    }
417
418    // Layers are already drawn with a top-left origin, don't flip the texture
419    resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
420
421    drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture,
422            1.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0],
423            &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, true, true);
424
425    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
426
427    LayerSize size(rect.getWidth(), rect.getHeight());
428    // Failing to add the layer to the cache should happen only if the
429    // layer is too large
430    if (!mCaches.layerCache.put(size, layer)) {
431        LAYER_LOGD("Deleting layer");
432
433        glDeleteTextures(1, &layer->texture);
434
435        delete layer;
436    }
437}
438
439void OpenGLRenderer::clearLayerRegions() {
440    if (mLayers.size() == 0) return;
441
442    for (uint32_t i = 0; i < mLayers.size(); i++) {
443        Rect* bounds = mLayers.itemAt(i);
444
445        // Clear the framebuffer where the layer will draw
446        glScissor(bounds->left, mHeight - bounds->bottom,
447                bounds->getWidth(), bounds->getHeight());
448        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
449        glClear(GL_COLOR_BUFFER_BIT);
450
451        delete bounds;
452    }
453    mLayers.clear();
454
455    // Restore the clip
456    setScissorFromClip();
457}
458
459///////////////////////////////////////////////////////////////////////////////
460// Transforms
461///////////////////////////////////////////////////////////////////////////////
462
463void OpenGLRenderer::translate(float dx, float dy) {
464    mSnapshot->transform->translate(dx, dy, 0.0f);
465}
466
467void OpenGLRenderer::rotate(float degrees) {
468    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
469}
470
471void OpenGLRenderer::scale(float sx, float sy) {
472    mSnapshot->transform->scale(sx, sy, 1.0f);
473}
474
475void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
476    mSnapshot->transform->load(*matrix);
477}
478
479void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
480    mSnapshot->transform->copyTo(*matrix);
481}
482
483void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
484    mat4 m(*matrix);
485    mSnapshot->transform->multiply(m);
486}
487
488///////////////////////////////////////////////////////////////////////////////
489// Clipping
490///////////////////////////////////////////////////////////////////////////////
491
492void OpenGLRenderer::setScissorFromClip() {
493    const Rect& clip = *mSnapshot->clipRect;
494    glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight());
495}
496
497const Rect& OpenGLRenderer::getClipBounds() {
498    return mSnapshot->getLocalClip();
499}
500
501bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
502    Rect r(left, top, right, bottom);
503    mSnapshot->transform->mapRect(r);
504    return !mSnapshot->clipRect->intersects(r);
505}
506
507bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
508    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
509    if (clipped) {
510        setScissorFromClip();
511    }
512    return !mSnapshot->clipRect->isEmpty();
513}
514
515///////////////////////////////////////////////////////////////////////////////
516// Drawing
517///////////////////////////////////////////////////////////////////////////////
518
519void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) {
520    const float right = left + bitmap->width();
521    const float bottom = top + bitmap->height();
522
523    if (quickReject(left, top, right, bottom)) {
524        return;
525    }
526
527    glActiveTexture(GL_TEXTURE0);
528    const Texture* texture = mCaches.textureCache.get(bitmap);
529    if (!texture) return;
530    const AutoTexture autoCleanup(texture);
531
532    drawTextureRect(left, top, right, bottom, texture, paint);
533}
534
535void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) {
536    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
537    const mat4 transform(*matrix);
538    transform.mapRect(r);
539
540    if (quickReject(r.left, r.top, r.right, r.bottom)) {
541        return;
542    }
543
544    glActiveTexture(GL_TEXTURE0);
545    const Texture* texture = mCaches.textureCache.get(bitmap);
546    if (!texture) return;
547    const AutoTexture autoCleanup(texture);
548
549    drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint);
550}
551
552void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
553         float srcLeft, float srcTop, float srcRight, float srcBottom,
554         float dstLeft, float dstTop, float dstRight, float dstBottom,
555         const SkPaint* paint) {
556    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
557        return;
558    }
559
560    glActiveTexture(GL_TEXTURE0);
561    const Texture* texture = mCaches.textureCache.get(bitmap);
562    if (!texture) return;
563    const AutoTexture autoCleanup(texture);
564
565    const float width = texture->width;
566    const float height = texture->height;
567
568    const float u1 = srcLeft / width;
569    const float v1 = srcTop / height;
570    const float u2 = srcRight / width;
571    const float v2 = srcBottom / height;
572
573    resetDrawTextureTexCoords(u1, v1, u2, v2);
574
575    drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint);
576
577    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
578}
579
580void OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
581        float left, float top, float right, float bottom, const SkPaint* paint) {
582    if (quickReject(left, top, right, bottom)) {
583        return;
584    }
585
586    glActiveTexture(GL_TEXTURE0);
587    const Texture* texture = mCaches.textureCache.get(bitmap);
588    if (!texture) return;
589    const AutoTexture autoCleanup(texture);
590
591    int alpha;
592    SkXfermode::Mode mode;
593    getAlphaAndMode(paint, &alpha, &mode);
594
595    Patch* mesh = mCaches.patchCache.get(patch);
596    mesh->updateVertices(bitmap->width(), bitmap->height(),left, top, right, bottom,
597            &patch->xDivs[0], &patch->yDivs[0], patch->numXDivs, patch->numYDivs);
598
599    // Specify right and bottom as +1.0f from left/top to prevent scaling since the
600    // patch mesh already defines the final size
601    drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f,
602            mode, texture->blend, &mesh->vertices[0].position[0],
603            &mesh->vertices[0].texture[0], GL_TRIANGLES, mesh->verticesCount);
604}
605
606void OpenGLRenderer::drawLines(float* points, int count, const SkPaint* paint) {
607    int alpha;
608    SkXfermode::Mode mode;
609    getAlphaAndMode(paint, &alpha, &mode);
610
611    uint32_t color = paint->getColor();
612    const GLfloat a = alpha / 255.0f;
613    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
614    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
615    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
616
617    const bool isAA = paint->isAntiAlias();
618    if (isAA) {
619        GLuint textureUnit = 0;
620        setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a,
621                mode, false, true, mCaches.line.getVertices(), mCaches.line.getTexCoords());
622    } else {
623        setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false);
624    }
625
626    const float strokeWidth = paint->getStrokeWidth();
627    const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount;
628    const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP;
629
630    for (int i = 0; i < count; i += 4) {
631        float tx = 0.0f;
632        float ty = 0.0f;
633
634        if (isAA) {
635            mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3],
636                    strokeWidth, tx, ty);
637        } else {
638            ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f;
639        }
640
641        const float dx = points[i + 2] - points[i];
642        const float dy = points[i + 3] - points[i + 1];
643        const float mag = sqrtf(dx * dx + dy * dy);
644        const float angle = acos(dx / mag);
645
646        mModelView.loadTranslate(points[i], points[i + 1], 0.0f);
647        if (angle > MIN_ANGLE || angle < -MIN_ANGLE) {
648            mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f);
649        }
650        mModelView.translate(tx, ty, 0.0f);
651        if (!isAA) {
652            float length = mCaches.line.getLength(points[i], points[i + 1],
653                    points[i + 2], points[i + 3]);
654            mModelView.scale(length, strokeWidth, 1.0f);
655        }
656        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
657
658        if (mShader) {
659            mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot);
660        }
661
662        glDrawArrays(drawMode, 0, elementsCount);
663    }
664
665    if (isAA) {
666        glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
667    }
668}
669
670void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
671    const Rect& clip = *mSnapshot->clipRect;
672    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
673}
674
675void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) {
676    if (quickReject(left, top, right, bottom)) {
677        return;
678    }
679
680    SkXfermode::Mode mode;
681    if (!mExtensions.hasFramebufferFetch()) {
682        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
683        if (!isMode) {
684            // Assume SRC_OVER
685            mode = SkXfermode::kSrcOver_Mode;
686        }
687    } else {
688        mode = getXfermode(p->getXfermode());
689    }
690
691    // Skia draws using the color's alpha channel if < 255
692    // Otherwise, it uses the paint's alpha
693    int color = p->getColor();
694    if (((color >> 24) & 0xff) == 255) {
695        color |= p->getAlpha() << 24;
696    }
697
698    drawColorRect(left, top, right, bottom, color, mode);
699}
700
701void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
702        float x, float y, SkPaint* paint) {
703    if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
704        return;
705    }
706    paint->setAntiAlias(true);
707
708    float length = -1.0f;
709    switch (paint->getTextAlign()) {
710        case SkPaint::kCenter_Align:
711            length = paint->measureText(text, bytesCount);
712            x -= length / 2.0f;
713            break;
714        case SkPaint::kRight_Align:
715            length = paint->measureText(text, bytesCount);
716            x -= length;
717            break;
718        default:
719            break;
720    }
721
722    int alpha;
723    SkXfermode::Mode mode;
724    getAlphaAndMode(paint, &alpha, &mode);
725
726    uint32_t color = paint->getColor();
727    const GLfloat a = alpha / 255.0f;
728    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
729    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
730    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
731
732    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
733    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
734            paint->getTextSize());
735    if (mHasShadow) {
736        glActiveTexture(gTextureUnits[0]);
737        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
738        const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount,
739                count, mShadowRadius);
740        const AutoTexture autoCleanup(shadow);
741
742        setupShadow(shadow, x, y, mode, a);
743
744        // Draw the mesh
745        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
746        glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
747    }
748
749    GLuint textureUnit = 0;
750    glActiveTexture(gTextureUnits[textureUnit]);
751
752    setupTextureAlpha8(fontRenderer.getTexture(), 0, 0, textureUnit, x, y, r, g, b, a,
753            mode, false, true);
754
755    const Rect& clip = mSnapshot->getLocalClip();
756    clearLayerRegions();
757    fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y);
758
759    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
760    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
761
762    drawTextDecorations(text, bytesCount, length, x, y, paint);
763}
764
765void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
766    GLuint textureUnit = 0;
767    glActiveTexture(gTextureUnits[textureUnit]);
768
769    const PathTexture* texture = mCaches.pathCache.get(path, paint);
770    if (!texture) return;
771    const AutoTexture autoCleanup(texture);
772
773    const float x = texture->left - texture->offset;
774    const float y = texture->top - texture->offset;
775
776    if (quickReject(x, y, x + texture->width, y + texture->height)) {
777        return;
778    }
779
780    int alpha;
781    SkXfermode::Mode mode;
782    getAlphaAndMode(paint, &alpha, &mode);
783
784    uint32_t color = paint->getColor();
785    const GLfloat a = alpha / 255.0f;
786    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
787    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
788    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
789
790    setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true);
791
792    clearLayerRegions();
793
794    // Draw the mesh
795    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
796    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
797}
798
799///////////////////////////////////////////////////////////////////////////////
800// Shaders
801///////////////////////////////////////////////////////////////////////////////
802
803void OpenGLRenderer::resetShader() {
804    mShader = NULL;
805}
806
807void OpenGLRenderer::setupShader(SkiaShader* shader) {
808    mShader = shader;
809    if (mShader) {
810        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
811    }
812}
813
814///////////////////////////////////////////////////////////////////////////////
815// Color filters
816///////////////////////////////////////////////////////////////////////////////
817
818void OpenGLRenderer::resetColorFilter() {
819    mColorFilter = NULL;
820}
821
822void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
823    mColorFilter = filter;
824}
825
826///////////////////////////////////////////////////////////////////////////////
827// Drop shadow
828///////////////////////////////////////////////////////////////////////////////
829
830void OpenGLRenderer::resetShadow() {
831    mHasShadow = false;
832}
833
834void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
835    mHasShadow = true;
836    mShadowRadius = radius;
837    mShadowDx = dx;
838    mShadowDy = dy;
839    mShadowColor = color;
840}
841
842///////////////////////////////////////////////////////////////////////////////
843// Drawing implementation
844///////////////////////////////////////////////////////////////////////////////
845
846void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y,
847        SkXfermode::Mode mode, float alpha) {
848    const float sx = x - texture->left + mShadowDx;
849    const float sy = y - texture->top + mShadowDy;
850
851    const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
852    const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha;
853    const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f;
854    const GLfloat g = a * ((mShadowColor >>  8) & 0xFF) / 255.0f;
855    const GLfloat b = a * ((mShadowColor      ) & 0xFF) / 255.0f;
856
857    GLuint textureUnit = 0;
858    setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false);
859}
860
861void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit,
862        float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode,
863        bool transforms, bool applyFilters) {
864    setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit,
865            x, y, r, g, b, a, mode, transforms, applyFilters,
866            &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
867}
868
869void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
870        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
871        SkXfermode::Mode mode, bool transforms, bool applyFilters) {
872    setupTextureAlpha8(texture, width, height, textureUnit,
873            x, y, r, g, b, a, mode, transforms, applyFilters,
874            &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
875}
876
877void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
878        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
879        SkXfermode::Mode mode, bool transforms, bool applyFilters,
880        GLvoid* vertices, GLvoid* texCoords) {
881     // Describe the required shaders
882     ProgramDescription description;
883     description.hasTexture = true;
884     description.hasAlpha8Texture = true;
885
886     if (applyFilters) {
887         if (mShader) {
888             mShader->describe(description, mExtensions);
889         }
890         if (mColorFilter) {
891             mColorFilter->describe(description, mExtensions);
892         }
893     }
894
895     // Setup the blending mode
896     chooseBlending(true, mode, description);
897
898     // Build and use the appropriate shader
899     useProgram(mCaches.programCache.get(description));
900
901     bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit);
902     glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit);
903
904     int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
905     glEnableVertexAttribArray(texCoordsSlot);
906
907     // Setup attributes
908     glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
909             gMeshStride, vertices);
910     glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE,
911             gMeshStride, texCoords);
912
913     // Setup uniforms
914     if (transforms) {
915         mModelView.loadTranslate(x, y, 0.0f);
916         mModelView.scale(width, height, 1.0f);
917     } else {
918         mModelView.loadIdentity();
919     }
920     mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
921     glUniform4f(mCaches.currentProgram->color, r, g, b, a);
922
923     textureUnit++;
924     if (applyFilters) {
925         // Setup attributes and uniforms required by the shaders
926         if (mShader) {
927             mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
928         }
929         if (mColorFilter) {
930             mColorFilter->setupProgram(mCaches.currentProgram);
931         }
932     }
933}
934
935// Same values used by Skia
936#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
937#define kStdUnderline_Offset    (1.0f / 9.0f)
938#define kStdUnderline_Thickness (1.0f / 18.0f)
939
940void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
941        float x, float y, SkPaint* paint) {
942    // Handle underline and strike-through
943    uint32_t flags = paint->getFlags();
944    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
945        float underlineWidth = length;
946        // If length is > 0.0f, we already measured the text for the text alignment
947        if (length <= 0.0f) {
948            underlineWidth = paint->measureText(text, bytesCount);
949        }
950
951        float offsetX = 0;
952        switch (paint->getTextAlign()) {
953            case SkPaint::kCenter_Align:
954                offsetX = underlineWidth * 0.5f;
955                break;
956            case SkPaint::kRight_Align:
957                offsetX = underlineWidth;
958                break;
959            default:
960                break;
961        }
962
963        if (underlineWidth > 0.0f) {
964            float textSize = paint->getTextSize();
965            float height = textSize * kStdUnderline_Thickness;
966
967            float left = x - offsetX;
968            float top = 0.0f;
969            float right = left + underlineWidth;
970            float bottom = 0.0f;
971
972            if (flags & SkPaint::kUnderlineText_Flag) {
973                top = y + textSize * kStdUnderline_Offset;
974                bottom = top + height;
975                drawRect(left, top, right, bottom, paint);
976            }
977
978            if (flags & SkPaint::kStrikeThruText_Flag) {
979                top = y + textSize * kStdStrikeThru_Offset;
980                bottom = top + height;
981                drawRect(left, top, right, bottom, paint);
982            }
983        }
984    }
985}
986
987void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
988        int color, SkXfermode::Mode mode, bool ignoreTransform) {
989    clearLayerRegions();
990
991    // If a shader is set, preserve only the alpha
992    if (mShader) {
993        color |= 0x00ffffff;
994    }
995
996    // Render using pre-multiplied alpha
997    const int alpha = (color >> 24) & 0xFF;
998    const GLfloat a = alpha / 255.0f;
999    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
1000    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
1001    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
1002
1003    setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform);
1004
1005    // Draw the mesh
1006    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1007}
1008
1009void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom,
1010        float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform) {
1011    GLuint textureUnit = 0;
1012
1013    // Describe the required shaders
1014    ProgramDescription description;
1015    if (mShader) {
1016        mShader->describe(description, mExtensions);
1017    }
1018    if (mColorFilter) {
1019        mColorFilter->describe(description, mExtensions);
1020    }
1021
1022    // Setup the blending mode
1023    chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description);
1024
1025    // Build and use the appropriate shader
1026    useProgram(mCaches.programCache.get(description));
1027
1028    // Setup attributes
1029    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1030            gMeshStride, &mMeshVertices[0].position[0]);
1031
1032    // Setup uniforms
1033    mModelView.loadTranslate(left, top, 0.0f);
1034    mModelView.scale(right - left, bottom - top, 1.0f);
1035    if (!ignoreTransform) {
1036        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1037    } else {
1038        mat4 identity;
1039        mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity);
1040    }
1041    glUniform4f(mCaches.currentProgram->color, r, g, b, a);
1042
1043    // Setup attributes and uniforms required by the shaders
1044    if (mShader) {
1045        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
1046    }
1047    if (mColorFilter) {
1048        mColorFilter->setupProgram(mCaches.currentProgram);
1049    }
1050}
1051
1052void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1053        const Texture* texture, const SkPaint* paint) {
1054    int alpha;
1055    SkXfermode::Mode mode;
1056    getAlphaAndMode(paint, &alpha, &mode);
1057
1058    drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
1059            texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1060            GL_TRIANGLE_STRIP, gMeshCount);
1061}
1062
1063void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1064        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
1065    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
1066            &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1067            GL_TRIANGLE_STRIP, gMeshCount);
1068}
1069
1070void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
1071        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
1072        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
1073        bool swapSrcDst, bool ignoreTransform) {
1074    clearLayerRegions();
1075
1076    ProgramDescription description;
1077    description.hasTexture = true;
1078    if (mColorFilter) {
1079        mColorFilter->describe(description, mExtensions);
1080    }
1081
1082    mModelView.loadTranslate(left, top, 0.0f);
1083    mModelView.scale(right - left, bottom - top, 1.0f);
1084
1085    chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst);
1086
1087    useProgram(mCaches.programCache.get(description));
1088    if (!ignoreTransform) {
1089        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1090    } else {
1091        mat4 m;
1092        mCaches.currentProgram->set(mOrthoMatrix, mModelView, m);
1093    }
1094
1095    // Texture
1096    bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0);
1097    glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0);
1098
1099    // Always premultiplied
1100    glUniform4f(mCaches.currentProgram->color, alpha, alpha, alpha, alpha);
1101
1102    // Mesh
1103    int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1104    glEnableVertexAttribArray(texCoordsSlot);
1105    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1106            gMeshStride, vertices);
1107    glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1108
1109    // Color filter
1110    if (mColorFilter) {
1111        mColorFilter->setupProgram(mCaches.currentProgram);
1112    }
1113
1114    glDrawArrays(drawMode, 0, elementsCount);
1115    glDisableVertexAttribArray(texCoordsSlot);
1116}
1117
1118void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
1119        ProgramDescription& description, bool swapSrcDst) {
1120    blend = blend || mode != SkXfermode::kSrcOver_Mode;
1121    if (blend) {
1122        if (mode < SkXfermode::kPlus_Mode) {
1123            if (!mCaches.blend) {
1124                glEnable(GL_BLEND);
1125            }
1126
1127            GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
1128            GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
1129
1130            if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
1131                glBlendFunc(sourceMode, destMode);
1132                mCaches.lastSrcMode = sourceMode;
1133                mCaches.lastDstMode = destMode;
1134            }
1135        } else {
1136            // These blend modes are not supported by OpenGL directly and have
1137            // to be implemented using shaders. Since the shader will perform
1138            // the blending, turn blending off here
1139            if (mExtensions.hasFramebufferFetch()) {
1140                description.framebufferMode = mode;
1141                description.swapSrcDst = swapSrcDst;
1142            }
1143
1144            if (mCaches.blend) {
1145                glDisable(GL_BLEND);
1146            }
1147            blend = false;
1148        }
1149    } else if (mCaches.blend) {
1150        glDisable(GL_BLEND);
1151    }
1152    mCaches.blend = blend;
1153}
1154
1155bool OpenGLRenderer::useProgram(Program* program) {
1156    if (!program->isInUse()) {
1157        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
1158        program->use();
1159        mCaches.currentProgram = program;
1160        return false;
1161    }
1162    return true;
1163}
1164
1165void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
1166    TextureVertex* v = &mMeshVertices[0];
1167    TextureVertex::setUV(v++, u1, v1);
1168    TextureVertex::setUV(v++, u2, v1);
1169    TextureVertex::setUV(v++, u1, v2);
1170    TextureVertex::setUV(v++, u2, v2);
1171}
1172
1173void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
1174    if (paint) {
1175        if (!mExtensions.hasFramebufferFetch()) {
1176            const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode);
1177            if (!isMode) {
1178                // Assume SRC_OVER
1179                *mode = SkXfermode::kSrcOver_Mode;
1180            }
1181        } else {
1182            *mode = getXfermode(paint->getXfermode());
1183        }
1184
1185        // Skia draws using the color's alpha channel if < 255
1186        // Otherwise, it uses the paint's alpha
1187        int color = paint->getColor();
1188        *alpha = (color >> 24) & 0xFF;
1189        if (*alpha == 255) {
1190            *alpha = paint->getAlpha();
1191        }
1192    } else {
1193        *mode = SkXfermode::kSrcOver_Mode;
1194        *alpha = 255;
1195    }
1196}
1197
1198SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
1199    if (mode == NULL) {
1200        return SkXfermode::kSrcOver_Mode;
1201    }
1202    return mode->fMode;
1203}
1204
1205void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) {
1206    glActiveTexture(gTextureUnits[textureUnit]);
1207    glBindTexture(GL_TEXTURE_2D, texture);
1208    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
1209    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
1210}
1211
1212}; // namespace uirenderer
1213}; // namespace android
1214