OpenGLRenderer.cpp revision 58ae6db4ff8a9d0910e1183ee8be9a038a2712a6
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 RAD_TO_DEG (180.0f / 3.14159265f)
39#define MIN_ANGLE 0.001f
40
41// TODO: This should be set in properties
42#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH)
43
44///////////////////////////////////////////////////////////////////////////////
45// Globals
46///////////////////////////////////////////////////////////////////////////////
47
48/**
49 * Structure mapping Skia xfermodes to OpenGL blending factors.
50 */
51struct Blender {
52    SkXfermode::Mode mode;
53    GLenum src;
54    GLenum dst;
55}; // struct Blender
56
57// In this array, the index of each Blender equals the value of the first
58// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
59static const Blender gBlends[] = {
60        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
61        { SkXfermode::kSrc_Mode,     GL_ONE,                  GL_ZERO },
62        { SkXfermode::kDst_Mode,     GL_ZERO,                 GL_ONE },
63        { SkXfermode::kSrcOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
64        { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
65        { SkXfermode::kSrcIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
66        { SkXfermode::kDstIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
67        { SkXfermode::kSrcOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
68        { SkXfermode::kDstOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
69        { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
70        { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
71        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
72};
73
74// This array contains the swapped version of each SkXfermode. For instance
75// this array's SrcOver blending mode is actually DstOver. You can refer to
76// createLayer() for more information on the purpose of this array.
77static const Blender gBlendsSwap[] = {
78        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
79        { SkXfermode::kSrc_Mode,     GL_ZERO,                 GL_ONE },
80        { SkXfermode::kDst_Mode,     GL_ONE,                  GL_ZERO },
81        { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
82        { SkXfermode::kDstOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
83        { SkXfermode::kSrcIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
84        { SkXfermode::kDstIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
85        { SkXfermode::kSrcOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
86        { SkXfermode::kDstOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
87        { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
88        { SkXfermode::kDstATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
89        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
90};
91
92static const GLenum gTextureUnits[] = {
93        GL_TEXTURE0,
94        GL_TEXTURE1,
95        GL_TEXTURE2
96};
97
98///////////////////////////////////////////////////////////////////////////////
99// Constructors/destructor
100///////////////////////////////////////////////////////////////////////////////
101
102OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
103    mShader = NULL;
104    mColorFilter = NULL;
105    mHasShadow = false;
106
107    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
108
109    mFirstSnapshot = new Snapshot;
110
111    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
112}
113
114OpenGLRenderer::~OpenGLRenderer() {
115    // The context has already been destroyed at this point, do not call
116    // GL APIs. All GL state should be kept in Caches.h
117}
118
119///////////////////////////////////////////////////////////////////////////////
120// Setup
121///////////////////////////////////////////////////////////////////////////////
122
123void OpenGLRenderer::setViewport(int width, int height) {
124    glViewport(0, 0, width, height);
125    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
126
127    mWidth = width;
128    mHeight = height;
129
130    mFirstSnapshot->height = height;
131    mFirstSnapshot->viewport.set(0, 0, width, height);
132}
133
134void OpenGLRenderer::prepare(bool opaque) {
135    mSnapshot = new Snapshot(mFirstSnapshot,
136            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
137    mSaveCount = 1;
138
139    glViewport(0, 0, mWidth, mHeight);
140
141    glDisable(GL_DITHER);
142    glDisable(GL_SCISSOR_TEST);
143
144    if (!opaque) {
145        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
146        glClear(GL_COLOR_BUFFER_BIT);
147    }
148
149    glEnable(GL_SCISSOR_TEST);
150    glScissor(0, 0, mWidth, mHeight);
151
152    mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight);
153}
154
155void OpenGLRenderer::finish() {
156#if DEBUG_OPENGL
157    GLenum status = GL_NO_ERROR;
158    while ((status = glGetError()) != GL_NO_ERROR) {
159        LOGD("GL error from OpenGLRenderer: 0x%x", status);
160    }
161#endif
162}
163
164void OpenGLRenderer::acquireContext() {
165    if (mCaches.currentProgram) {
166        if (mCaches.currentProgram->isInUse()) {
167            mCaches.currentProgram->remove();
168            mCaches.currentProgram = NULL;
169        }
170    }
171    mCaches.unbindMeshBuffer();
172}
173
174void OpenGLRenderer::releaseContext() {
175    glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight());
176
177    glEnable(GL_SCISSOR_TEST);
178    setScissorFromClip();
179
180    glDisable(GL_DITHER);
181
182    glBindFramebuffer(GL_FRAMEBUFFER, 0);
183    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
184
185    mCaches.blend = true;
186    glEnable(GL_BLEND);
187    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
188    glBlendEquation(GL_FUNC_ADD);
189}
190
191///////////////////////////////////////////////////////////////////////////////
192// State management
193///////////////////////////////////////////////////////////////////////////////
194
195int OpenGLRenderer::getSaveCount() const {
196    return mSaveCount;
197}
198
199int OpenGLRenderer::save(int flags) {
200    return saveSnapshot(flags);
201}
202
203void OpenGLRenderer::restore() {
204    if (mSaveCount > 1) {
205        restoreSnapshot();
206    }
207}
208
209void OpenGLRenderer::restoreToCount(int saveCount) {
210    if (saveCount < 1) saveCount = 1;
211
212    while (mSaveCount > saveCount) {
213        restoreSnapshot();
214    }
215}
216
217int OpenGLRenderer::saveSnapshot(int flags) {
218    mSnapshot = new Snapshot(mSnapshot, flags);
219    return mSaveCount++;
220}
221
222bool OpenGLRenderer::restoreSnapshot() {
223    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
224    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
225    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
226
227    sp<Snapshot> current = mSnapshot;
228    sp<Snapshot> previous = mSnapshot->previous;
229
230    if (restoreOrtho) {
231        Rect& r = previous->viewport;
232        glViewport(r.left, r.top, r.right, r.bottom);
233        mOrthoMatrix.load(current->orthoMatrix);
234    }
235
236    mSaveCount--;
237    mSnapshot = previous;
238
239    if (restoreLayer) {
240        composeLayer(current, previous);
241    }
242
243    if (restoreClip) {
244        setScissorFromClip();
245    }
246
247    return restoreClip;
248}
249
250///////////////////////////////////////////////////////////////////////////////
251// Layers
252///////////////////////////////////////////////////////////////////////////////
253
254int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
255        SkPaint* p, int flags) {
256    const GLuint previousFbo = mSnapshot->fbo;
257    const int count = saveSnapshot(flags);
258
259    int alpha = 255;
260    SkXfermode::Mode mode;
261
262    if (p) {
263        alpha = p->getAlpha();
264        if (!mExtensions.hasFramebufferFetch()) {
265            const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
266            if (!isMode) {
267                // Assume SRC_OVER
268                mode = SkXfermode::kSrcOver_Mode;
269            }
270        } else {
271            mode = getXfermode(p->getXfermode());
272        }
273    } else {
274        mode = SkXfermode::kSrcOver_Mode;
275    }
276
277    if (!mSnapshot->previous->invisible) {
278        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
279    }
280
281    return count;
282}
283
284int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
285        int alpha, int flags) {
286    if (alpha == 0xff) {
287        return saveLayer(left, top, right, bottom, NULL, flags);
288    } else {
289        SkPaint paint;
290        paint.setAlpha(alpha);
291        return saveLayer(left, top, right, bottom, &paint, flags);
292    }
293}
294
295/**
296 * Layers are viewed by Skia are slightly different than layers in image editing
297 * programs (for instance.) When a layer is created, previously created layers
298 * and the frame buffer still receive every drawing command. For instance, if a
299 * layer is created and a shape intersecting the bounds of the layers and the
300 * framebuffer is draw, the shape will be drawn on both (unless the layer was
301 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
302 *
303 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
304 * texture. Unfortunately, this is inefficient as it requires every primitive to
305 * be drawn n + 1 times, where n is the number of active layers. In practice this
306 * means, for every primitive:
307 *   - Switch active frame buffer
308 *   - Change viewport, clip and projection matrix
309 *   - Issue the drawing
310 *
311 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
312 * To avoid this, layers are implemented in a different way here, at least in the
313 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
314 * is set. When this flag is set we can redirect all drawing operations into a
315 * single FBO.
316 *
317 * This implementation relies on the frame buffer being at least RGBA 8888. When
318 * a layer is created, only a texture is created, not an FBO. The content of the
319 * frame buffer contained within the layer's bounds is copied into this texture
320 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
321 * buffer and drawing continues as normal. This technique therefore treats the
322 * frame buffer as a scratch buffer for the layers.
323 *
324 * To compose the layers back onto the frame buffer, each layer texture
325 * (containing the original frame buffer data) is drawn as a simple quad over
326 * the frame buffer. The trick is that the quad is set as the composition
327 * destination in the blending equation, and the frame buffer becomes the source
328 * of the composition.
329 *
330 * Drawing layers with an alpha value requires an extra step before composition.
331 * An empty quad is drawn over the layer's region in the frame buffer. This quad
332 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
333 * quad is used to multiply the colors in the frame buffer. This is achieved by
334 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
335 * GL_ZERO, GL_SRC_ALPHA.
336 *
337 * Because glCopyTexImage2D() can be slow, an alternative implementation might
338 * be use to draw a single clipped layer. The implementation described above
339 * is correct in every case.
340 *
341 * (1) The frame buffer is actually not cleared right away. To allow the GPU
342 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
343 *     buffer is left untouched until the first drawing operation. Only when
344 *     something actually gets drawn are the layers regions cleared.
345 */
346bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
347        float right, float bottom, int alpha, SkXfermode::Mode mode,
348        int flags, GLuint previousFbo) {
349    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
350    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
351
352    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
353
354    // Window coordinates of the layer
355    Rect bounds(left, top, right, bottom);
356    if (!fboLayer) {
357        mSnapshot->transform->mapRect(bounds);
358
359        // Layers only make sense if they are in the framebuffer's bounds
360        bounds.intersect(*snapshot->clipRect);
361
362        // When the layer is not an FBO, we may use glCopyTexImage so we
363        // need to make sure the layer does not extend outside the bounds
364        // of the framebuffer
365        bounds.intersect(snapshot->previous->viewport);
366
367        // We cannot work with sub-pixels in this case
368        bounds.snapToPixelBoundaries();
369    }
370
371    if (bounds.isEmpty() || bounds.getWidth() > mMaxTextureSize ||
372            bounds.getHeight() > mMaxTextureSize) {
373        snapshot->invisible = true;
374    } else {
375        // TODO: Should take the mode into account
376        snapshot->invisible = snapshot->previous->invisible ||
377                (alpha <= ALPHA_THRESHOLD && fboLayer);
378    }
379
380    // Bail out if we won't draw in this snapshot
381    if (snapshot->invisible) {
382        return false;
383    }
384
385    glActiveTexture(GL_TEXTURE0);
386
387    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
388    if (!layer) {
389        return false;
390    }
391
392    layer->mode = mode;
393    layer->alpha = alpha;
394    layer->layer.set(bounds);
395    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height),
396            bounds.getWidth() / float(layer->width), 0.0f);
397
398    // Save the layer in the snapshot
399    snapshot->flags |= Snapshot::kFlagIsLayer;
400    snapshot->layer = layer;
401
402    if (fboLayer) {
403        layer->fbo = mCaches.fboCache.get();
404
405        snapshot->flags |= Snapshot::kFlagIsFboLayer;
406        snapshot->fbo = layer->fbo;
407        snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
408        snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
409        snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
410        snapshot->height = bounds.getHeight();
411        snapshot->flags |= Snapshot::kFlagDirtyOrtho;
412        snapshot->orthoMatrix.load(mOrthoMatrix);
413
414        // Bind texture to FBO
415        glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
416        glBindTexture(GL_TEXTURE_2D, layer->texture);
417
418        // Initialize the texture if needed
419        if (layer->empty) {
420            layer->empty = false;
421            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0,
422                    GL_RGBA, GL_UNSIGNED_BYTE, NULL);
423        }
424
425        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
426                layer->texture, 0);
427
428#if DEBUG_LAYERS
429        GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
430        if (status != GL_FRAMEBUFFER_COMPLETE) {
431            LOGE("Framebuffer incomplete (GL error code 0x%x)", status);
432
433            glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
434            glDeleteTextures(1, &layer->texture);
435            mCaches.fboCache.put(layer->fbo);
436
437            delete layer;
438
439            return false;
440        }
441#endif
442
443        // Clear the FBO
444        glScissor(0.0f, 0.0f, bounds.getWidth() + 1.0f, bounds.getHeight() + 1.0f);
445        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
446        glClear(GL_COLOR_BUFFER_BIT);
447
448        setScissorFromClip();
449
450        // Change the ortho projection
451        glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
452        mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
453    } else {
454        // Copy the framebuffer into the layer
455        glBindTexture(GL_TEXTURE_2D, layer->texture);
456
457         if (layer->empty) {
458             glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom,
459                     layer->width, layer->height, 0);
460             layer->empty = false;
461         } else {
462             glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, mHeight - bounds.bottom,
463                     bounds.getWidth(), bounds.getHeight());
464          }
465
466        // Enqueue the buffer coordinates to clear the corresponding region later
467        mLayers.push(new Rect(bounds));
468    }
469
470    return true;
471}
472
473/**
474 * Read the documentation of createLayer() before doing anything in this method.
475 */
476void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
477    if (!current->layer) {
478        LOGE("Attempting to compose a layer that does not exist");
479        return;
480    }
481
482    const bool fboLayer = current->flags & SkCanvas::kClipToLayer_SaveFlag;
483
484    if (fboLayer) {
485        // Unbind current FBO and restore previous one
486        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
487    }
488
489    // Restore the clip from the previous snapshot
490    const Rect& clip = *previous->clipRect;
491    glScissor(clip.left, previous->height - clip.bottom, clip.getWidth(), clip.getHeight());
492
493    Layer* layer = current->layer;
494    const Rect& rect = layer->layer;
495
496    if (!fboLayer && layer->alpha < 255) {
497        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
498                layer->alpha << 24, SkXfermode::kDstIn_Mode, true);
499    }
500
501    const Rect& texCoords = layer->texCoords;
502    mCaches.unbindMeshBuffer();
503    resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom);
504
505    if (fboLayer) {
506        drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture,
507                layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0],
508                &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount);
509    } else {
510        drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture,
511                1.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0],
512                &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, true, true);
513    }
514
515    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
516
517    if (fboLayer) {
518        // Detach the texture from the FBO
519        glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
520        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
521        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
522
523        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
524        mCaches.fboCache.put(current->fbo);
525    }
526
527    // Failing to add the layer to the cache should happen only if the layer is too large
528    if (!mCaches.layerCache.put(layer)) {
529        LAYER_LOGD("Deleting layer");
530        glDeleteTextures(1, &layer->texture);
531        delete layer;
532    }
533}
534
535void OpenGLRenderer::clearLayerRegions() {
536    if (mLayers.size() == 0 || mSnapshot->invisible) return;
537
538    for (uint32_t i = 0; i < mLayers.size(); i++) {
539        Rect* bounds = mLayers.itemAt(i);
540
541        // Clear the framebuffer where the layer will draw
542        glScissor(bounds->left, mSnapshot->height - bounds->bottom,
543                bounds->getWidth(), bounds->getHeight());
544        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
545        glClear(GL_COLOR_BUFFER_BIT);
546
547        delete bounds;
548    }
549    mLayers.clear();
550
551    // Restore the clip
552    setScissorFromClip();
553}
554
555///////////////////////////////////////////////////////////////////////////////
556// Transforms
557///////////////////////////////////////////////////////////////////////////////
558
559void OpenGLRenderer::translate(float dx, float dy) {
560    mSnapshot->transform->translate(dx, dy, 0.0f);
561}
562
563void OpenGLRenderer::rotate(float degrees) {
564    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
565}
566
567void OpenGLRenderer::scale(float sx, float sy) {
568    mSnapshot->transform->scale(sx, sy, 1.0f);
569}
570
571void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
572    mSnapshot->transform->load(*matrix);
573}
574
575const float* OpenGLRenderer::getMatrix() const {
576    if (mSnapshot->fbo != 0) {
577        return &mSnapshot->transform->data[0];
578    }
579    return &mIdentity.data[0];
580}
581
582void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
583    mSnapshot->transform->copyTo(*matrix);
584}
585
586void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
587    SkMatrix transform;
588    mSnapshot->transform->copyTo(transform);
589    transform.preConcat(*matrix);
590    mSnapshot->transform->load(transform);
591}
592
593///////////////////////////////////////////////////////////////////////////////
594// Clipping
595///////////////////////////////////////////////////////////////////////////////
596
597void OpenGLRenderer::setScissorFromClip() {
598    Rect clip(*mSnapshot->clipRect);
599    clip.snapToPixelBoundaries();
600    glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
601}
602
603const Rect& OpenGLRenderer::getClipBounds() {
604    return mSnapshot->getLocalClip();
605}
606
607bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
608    if (mSnapshot->invisible) {
609        return true;
610    }
611
612    Rect r(left, top, right, bottom);
613    mSnapshot->transform->mapRect(r);
614    r.snapToPixelBoundaries();
615
616    Rect clipRect(*mSnapshot->clipRect);
617    clipRect.snapToPixelBoundaries();
618
619    return !clipRect.intersects(r);
620}
621
622bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
623    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
624    if (clipped) {
625        setScissorFromClip();
626    }
627    return !mSnapshot->clipRect->isEmpty();
628}
629
630///////////////////////////////////////////////////////////////////////////////
631// Drawing
632///////////////////////////////////////////////////////////////////////////////
633
634void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
635    const float right = left + bitmap->width();
636    const float bottom = top + bitmap->height();
637
638    if (quickReject(left, top, right, bottom)) {
639        return;
640    }
641
642    glActiveTexture(GL_TEXTURE0);
643    const Texture* texture = mCaches.textureCache.get(bitmap);
644    if (!texture) return;
645    const AutoTexture autoCleanup(texture);
646
647    drawTextureRect(left, top, right, bottom, texture, paint);
648}
649
650void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
651    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
652    const mat4 transform(*matrix);
653    transform.mapRect(r);
654
655    if (quickReject(r.left, r.top, r.right, r.bottom)) {
656        return;
657    }
658
659    glActiveTexture(GL_TEXTURE0);
660    const Texture* texture = mCaches.textureCache.get(bitmap);
661    if (!texture) return;
662    const AutoTexture autoCleanup(texture);
663
664    drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint);
665}
666
667void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
668         float srcLeft, float srcTop, float srcRight, float srcBottom,
669         float dstLeft, float dstTop, float dstRight, float dstBottom,
670         SkPaint* paint) {
671    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
672        return;
673    }
674
675    glActiveTexture(GL_TEXTURE0);
676    const Texture* texture = mCaches.textureCache.get(bitmap);
677    if (!texture) return;
678    const AutoTexture autoCleanup(texture);
679
680    const float width = texture->width;
681    const float height = texture->height;
682
683    const float u1 = srcLeft / width;
684    const float v1 = srcTop / height;
685    const float u2 = srcRight / width;
686    const float v2 = srcBottom / height;
687
688    mCaches.unbindMeshBuffer();
689    resetDrawTextureTexCoords(u1, v1, u2, v2);
690
691    int alpha;
692    SkXfermode::Mode mode;
693    getAlphaAndMode(paint, &alpha, &mode);
694
695    drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
696            mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
697            GL_TRIANGLE_STRIP, gMeshCount);
698
699    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
700}
701
702void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
703        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
704        float left, float top, float right, float bottom, SkPaint* paint) {
705    if (quickReject(left, top, right, bottom)) {
706        return;
707    }
708
709    glActiveTexture(GL_TEXTURE0);
710    const Texture* texture = mCaches.textureCache.get(bitmap);
711    if (!texture) return;
712    const AutoTexture autoCleanup(texture);
713
714    int alpha;
715    SkXfermode::Mode mode;
716    getAlphaAndMode(paint, &alpha, &mode);
717
718    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
719            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
720
721    if (mesh) {
722        // Specify right and bottom as +1.0f from left/top to prevent scaling since the
723        // patch mesh already defines the final size
724        drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f,
725                mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
726                GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer);
727    }
728}
729
730void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
731    if (mSnapshot->invisible) return;
732
733    int alpha;
734    SkXfermode::Mode mode;
735    getAlphaAndMode(paint, &alpha, &mode);
736
737    uint32_t color = paint->getColor();
738    const GLfloat a = alpha / 255.0f;
739    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
740    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
741    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
742
743    const bool isAA = paint->isAntiAlias();
744    if (isAA) {
745        GLuint textureUnit = 0;
746        setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a,
747                mode, false, true, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
748                mCaches.line.getMeshBuffer());
749    } else {
750        setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false);
751    }
752
753    const float strokeWidth = paint->getStrokeWidth();
754    const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount;
755    const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP;
756
757    for (int i = 0; i < count; i += 4) {
758        float tx = 0.0f;
759        float ty = 0.0f;
760
761        if (isAA) {
762            mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3],
763                    strokeWidth, tx, ty);
764        } else {
765            ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f;
766        }
767
768        const float dx = points[i + 2] - points[i];
769        const float dy = points[i + 3] - points[i + 1];
770        const float mag = sqrtf(dx * dx + dy * dy);
771        const float angle = acos(dx / mag);
772
773        mModelView.loadTranslate(points[i], points[i + 1], 0.0f);
774        if (angle > MIN_ANGLE || angle < -MIN_ANGLE) {
775            mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f);
776        }
777        mModelView.translate(tx, ty, 0.0f);
778        if (!isAA) {
779            float length = mCaches.line.getLength(points[i], points[i + 1],
780                    points[i + 2], points[i + 3]);
781            mModelView.scale(length, strokeWidth, 1.0f);
782        }
783        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
784
785        if (mShader) {
786            mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot);
787        }
788
789        glDrawArrays(drawMode, 0, elementsCount);
790    }
791
792    if (isAA) {
793        glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
794    }
795}
796
797void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
798    const Rect& clip = *mSnapshot->clipRect;
799    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
800}
801
802void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
803    if (quickReject(left, top, right, bottom)) {
804        return;
805    }
806
807    SkXfermode::Mode mode;
808    if (!mExtensions.hasFramebufferFetch()) {
809        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
810        if (!isMode) {
811            // Assume SRC_OVER
812            mode = SkXfermode::kSrcOver_Mode;
813        }
814    } else {
815        mode = getXfermode(p->getXfermode());
816    }
817
818    // Skia draws using the color's alpha channel if < 255
819    // Otherwise, it uses the paint's alpha
820    int color = p->getColor();
821    if (((color >> 24) & 0xff) == 255) {
822        color |= p->getAlpha() << 24;
823    }
824
825    drawColorRect(left, top, right, bottom, color, mode);
826}
827
828void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
829        float x, float y, SkPaint* paint) {
830    if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
831        return;
832    }
833    if (mSnapshot->invisible) return;
834
835    paint->setAntiAlias(true);
836
837    float length = -1.0f;
838    switch (paint->getTextAlign()) {
839        case SkPaint::kCenter_Align:
840            length = paint->measureText(text, bytesCount);
841            x -= length / 2.0f;
842            break;
843        case SkPaint::kRight_Align:
844            length = paint->measureText(text, bytesCount);
845            x -= length;
846            break;
847        default:
848            break;
849    }
850
851    int alpha;
852    SkXfermode::Mode mode;
853    getAlphaAndMode(paint, &alpha, &mode);
854
855    uint32_t color = paint->getColor();
856    const GLfloat a = alpha / 255.0f;
857    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
858    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
859    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
860
861    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
862    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
863            paint->getTextSize());
864
865    Rect clipRect(*mSnapshot->clipRect);
866    glScissor(clipRect.left, mSnapshot->height - clipRect.bottom,
867            clipRect.getWidth(), clipRect.getHeight());
868
869    if (mHasShadow) {
870        glActiveTexture(gTextureUnits[0]);
871        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
872        const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount,
873                count, mShadowRadius);
874        const AutoTexture autoCleanup(shadow);
875
876        setupShadow(shadow, x, y, mode, a);
877
878        // Draw the mesh
879        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
880        glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
881    }
882
883    GLuint textureUnit = 0;
884    glActiveTexture(gTextureUnits[textureUnit]);
885
886    // Assume that the modelView matrix does not force scales, rotates, etc.
887    const bool linearFilter = mSnapshot->transform->changesBounds();
888    setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit,
889            x, y, r, g, b, a, mode, false, true, NULL, NULL);
890
891    const Rect& clip = mSnapshot->getLocalClip();
892    clearLayerRegions();
893
894    mCaches.unbindMeshBuffer();
895    fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y);
896
897    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
898    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
899
900    drawTextDecorations(text, bytesCount, length, x, y, paint);
901
902    setScissorFromClip();
903}
904
905void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
906    if (mSnapshot->invisible) return;
907
908    GLuint textureUnit = 0;
909    glActiveTexture(gTextureUnits[textureUnit]);
910
911    const PathTexture* texture = mCaches.pathCache.get(path, paint);
912    if (!texture) return;
913    const AutoTexture autoCleanup(texture);
914
915    const float x = texture->left - texture->offset;
916    const float y = texture->top - texture->offset;
917
918    if (quickReject(x, y, x + texture->width, y + texture->height)) {
919        return;
920    }
921
922    int alpha;
923    SkXfermode::Mode mode;
924    getAlphaAndMode(paint, &alpha, &mode);
925
926    uint32_t color = paint->getColor();
927    const GLfloat a = alpha / 255.0f;
928    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
929    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
930    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
931
932    setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true);
933
934    clearLayerRegions();
935
936    // Draw the mesh
937    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
938    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
939}
940
941///////////////////////////////////////////////////////////////////////////////
942// Shaders
943///////////////////////////////////////////////////////////////////////////////
944
945void OpenGLRenderer::resetShader() {
946    mShader = NULL;
947}
948
949void OpenGLRenderer::setupShader(SkiaShader* shader) {
950    mShader = shader;
951    if (mShader) {
952        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
953    }
954}
955
956///////////////////////////////////////////////////////////////////////////////
957// Color filters
958///////////////////////////////////////////////////////////////////////////////
959
960void OpenGLRenderer::resetColorFilter() {
961    mColorFilter = NULL;
962}
963
964void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
965    mColorFilter = filter;
966}
967
968///////////////////////////////////////////////////////////////////////////////
969// Drop shadow
970///////////////////////////////////////////////////////////////////////////////
971
972void OpenGLRenderer::resetShadow() {
973    mHasShadow = false;
974}
975
976void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
977    mHasShadow = true;
978    mShadowRadius = radius;
979    mShadowDx = dx;
980    mShadowDy = dy;
981    mShadowColor = color;
982}
983
984///////////////////////////////////////////////////////////////////////////////
985// Drawing implementation
986///////////////////////////////////////////////////////////////////////////////
987
988void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y,
989        SkXfermode::Mode mode, float alpha) {
990    const float sx = x - texture->left + mShadowDx;
991    const float sy = y - texture->top + mShadowDy;
992
993    const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
994    const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha;
995    const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f;
996    const GLfloat g = a * ((mShadowColor >>  8) & 0xFF) / 255.0f;
997    const GLfloat b = a * ((mShadowColor      ) & 0xFF) / 255.0f;
998
999    GLuint textureUnit = 0;
1000    setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false);
1001}
1002
1003void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit,
1004        float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode,
1005        bool transforms, bool applyFilters) {
1006    setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit,
1007            x, y, r, g, b, a, mode, transforms, applyFilters,
1008            (GLvoid*) 0, (GLvoid*) gMeshTextureOffset);
1009}
1010
1011void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
1012        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
1013        SkXfermode::Mode mode, bool transforms, bool applyFilters) {
1014    setupTextureAlpha8(texture, width, height, textureUnit, x, y, r, g, b, a, mode,
1015            transforms, applyFilters, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset);
1016}
1017
1018void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
1019        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
1020        SkXfermode::Mode mode, bool transforms, bool applyFilters,
1021        GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1022     // Describe the required shaders
1023     ProgramDescription description;
1024     description.hasTexture = true;
1025     description.hasAlpha8Texture = true;
1026     const bool setColor = description.setAlpha8Color(r, g, b, a);
1027
1028     if (applyFilters) {
1029         if (mShader) {
1030             mShader->describe(description, mExtensions);
1031         }
1032         if (mColorFilter) {
1033             mColorFilter->describe(description, mExtensions);
1034         }
1035     }
1036
1037     // Setup the blending mode
1038     chooseBlending(true, mode, description);
1039
1040     // Build and use the appropriate shader
1041     useProgram(mCaches.programCache.get(description));
1042
1043     bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit);
1044     glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit);
1045
1046     int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1047     glEnableVertexAttribArray(texCoordsSlot);
1048
1049     if (texCoords) {
1050         // Setup attributes
1051         if (!vertices) {
1052             mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1053         } else {
1054             mCaches.unbindMeshBuffer();
1055         }
1056         glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1057                 gMeshStride, vertices);
1058         glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1059     }
1060
1061     // Setup uniforms
1062     if (transforms) {
1063         mModelView.loadTranslate(x, y, 0.0f);
1064         mModelView.scale(width, height, 1.0f);
1065     } else {
1066         mModelView.loadIdentity();
1067     }
1068     mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1069     if (setColor) {
1070         mCaches.currentProgram->setColor(r, g, b, a);
1071     }
1072
1073     textureUnit++;
1074     if (applyFilters) {
1075         // Setup attributes and uniforms required by the shaders
1076         if (mShader) {
1077             mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
1078         }
1079         if (mColorFilter) {
1080             mColorFilter->setupProgram(mCaches.currentProgram);
1081         }
1082     }
1083}
1084
1085// Same values used by Skia
1086#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
1087#define kStdUnderline_Offset    (1.0f / 9.0f)
1088#define kStdUnderline_Thickness (1.0f / 18.0f)
1089
1090void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
1091        float x, float y, SkPaint* paint) {
1092    // Handle underline and strike-through
1093    uint32_t flags = paint->getFlags();
1094    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
1095        float underlineWidth = length;
1096        // If length is > 0.0f, we already measured the text for the text alignment
1097        if (length <= 0.0f) {
1098            underlineWidth = paint->measureText(text, bytesCount);
1099        }
1100
1101        float offsetX = 0;
1102        switch (paint->getTextAlign()) {
1103            case SkPaint::kCenter_Align:
1104                offsetX = underlineWidth * 0.5f;
1105                break;
1106            case SkPaint::kRight_Align:
1107                offsetX = underlineWidth;
1108                break;
1109            default:
1110                break;
1111        }
1112
1113        if (underlineWidth > 0.0f) {
1114            const float textSize = paint->getTextSize();
1115            const float strokeWidth = textSize * kStdUnderline_Thickness;
1116
1117            const float left = x - offsetX;
1118            float top = 0.0f;
1119
1120            const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1);
1121            float points[pointsCount];
1122            int currentPoint = 0;
1123
1124            if (flags & SkPaint::kUnderlineText_Flag) {
1125                top = y + textSize * kStdUnderline_Offset;
1126                points[currentPoint++] = left;
1127                points[currentPoint++] = top;
1128                points[currentPoint++] = left + underlineWidth;
1129                points[currentPoint++] = top;
1130            }
1131
1132            if (flags & SkPaint::kStrikeThruText_Flag) {
1133                top = y + textSize * kStdStrikeThru_Offset;
1134                points[currentPoint++] = left;
1135                points[currentPoint++] = top;
1136                points[currentPoint++] = left + underlineWidth;
1137                points[currentPoint++] = top;
1138            }
1139
1140            SkPaint linesPaint(*paint);
1141            linesPaint.setStrokeWidth(strokeWidth);
1142
1143            drawLines(&points[0], pointsCount, &linesPaint);
1144        }
1145    }
1146}
1147
1148void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
1149        int color, SkXfermode::Mode mode, bool ignoreTransform) {
1150    clearLayerRegions();
1151
1152    // If a shader is set, preserve only the alpha
1153    if (mShader) {
1154        color |= 0x00ffffff;
1155    }
1156
1157    // Render using pre-multiplied alpha
1158    const int alpha = (color >> 24) & 0xFF;
1159    const GLfloat a = alpha / 255.0f;
1160    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
1161    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
1162    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
1163
1164    setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform);
1165
1166    // Draw the mesh
1167    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1168}
1169
1170void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom,
1171        float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform) {
1172    GLuint textureUnit = 0;
1173
1174    // Describe the required shaders
1175    ProgramDescription description;
1176    const bool setColor = description.setColor(r, g, b, a);
1177
1178    if (mShader) {
1179        mShader->describe(description, mExtensions);
1180    }
1181    if (mColorFilter) {
1182        mColorFilter->describe(description, mExtensions);
1183    }
1184
1185    // Setup the blending mode
1186    chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description);
1187
1188    // Build and use the appropriate shader
1189    useProgram(mCaches.programCache.get(description));
1190
1191    // Setup attributes
1192    mCaches.bindMeshBuffer();
1193    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1194            gMeshStride, 0);
1195
1196    // Setup uniforms
1197    mModelView.loadTranslate(left, top, 0.0f);
1198    mModelView.scale(right - left, bottom - top, 1.0f);
1199    if (!ignoreTransform) {
1200        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1201    } else {
1202        mat4 identity;
1203        mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity);
1204    }
1205    mCaches.currentProgram->setColor(r, g, b, a);
1206
1207    // Setup attributes and uniforms required by the shaders
1208    if (mShader) {
1209        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
1210    }
1211    if (mColorFilter) {
1212        mColorFilter->setupProgram(mCaches.currentProgram);
1213    }
1214}
1215
1216void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1217        const Texture* texture, SkPaint* paint) {
1218    int alpha;
1219    SkXfermode::Mode mode;
1220    getAlphaAndMode(paint, &alpha, &mode);
1221
1222    drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
1223            texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
1224            GL_TRIANGLE_STRIP, gMeshCount);
1225}
1226
1227void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1228        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
1229    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
1230            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
1231}
1232
1233void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
1234        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
1235        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
1236        bool swapSrcDst, bool ignoreTransform, GLuint vbo) {
1237    clearLayerRegions();
1238
1239    ProgramDescription description;
1240    description.hasTexture = true;
1241    const bool setColor = description.setColor(alpha, alpha, alpha, alpha);
1242    if (mColorFilter) {
1243        mColorFilter->describe(description, mExtensions);
1244    }
1245
1246    mModelView.loadTranslate(left, top, 0.0f);
1247    mModelView.scale(right - left, bottom - top, 1.0f);
1248
1249    chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst);
1250
1251    useProgram(mCaches.programCache.get(description));
1252    if (!ignoreTransform) {
1253        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1254    } else {
1255        mat4 m;
1256        mCaches.currentProgram->set(mOrthoMatrix, mModelView, m);
1257    }
1258
1259    // Texture
1260    bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0);
1261    glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0);
1262
1263    // Always premultiplied
1264    if (setColor) {
1265        mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha);
1266    }
1267
1268    // Mesh
1269    int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1270    glEnableVertexAttribArray(texCoordsSlot);
1271
1272    if (!vertices) {
1273        mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1274    } else {
1275        mCaches.unbindMeshBuffer();
1276    }
1277    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1278            gMeshStride, vertices);
1279    glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1280
1281    // Color filter
1282    if (mColorFilter) {
1283        mColorFilter->setupProgram(mCaches.currentProgram);
1284    }
1285
1286    glDrawArrays(drawMode, 0, elementsCount);
1287    glDisableVertexAttribArray(texCoordsSlot);
1288}
1289
1290void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
1291        ProgramDescription& description, bool swapSrcDst) {
1292    blend = blend || mode != SkXfermode::kSrcOver_Mode;
1293    if (blend) {
1294        if (mode < SkXfermode::kPlus_Mode) {
1295            if (!mCaches.blend) {
1296                glEnable(GL_BLEND);
1297            }
1298
1299            GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
1300            GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
1301
1302            if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
1303                glBlendFunc(sourceMode, destMode);
1304                mCaches.lastSrcMode = sourceMode;
1305                mCaches.lastDstMode = destMode;
1306            }
1307        } else {
1308            // These blend modes are not supported by OpenGL directly and have
1309            // to be implemented using shaders. Since the shader will perform
1310            // the blending, turn blending off here
1311            if (mExtensions.hasFramebufferFetch()) {
1312                description.framebufferMode = mode;
1313                description.swapSrcDst = swapSrcDst;
1314            }
1315
1316            if (mCaches.blend) {
1317                glDisable(GL_BLEND);
1318            }
1319            blend = false;
1320        }
1321    } else if (mCaches.blend) {
1322        glDisable(GL_BLEND);
1323    }
1324    mCaches.blend = blend;
1325}
1326
1327bool OpenGLRenderer::useProgram(Program* program) {
1328    if (!program->isInUse()) {
1329        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
1330        program->use();
1331        mCaches.currentProgram = program;
1332        return false;
1333    }
1334    return true;
1335}
1336
1337void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
1338    TextureVertex* v = &mMeshVertices[0];
1339    TextureVertex::setUV(v++, u1, v1);
1340    TextureVertex::setUV(v++, u2, v1);
1341    TextureVertex::setUV(v++, u1, v2);
1342    TextureVertex::setUV(v++, u2, v2);
1343}
1344
1345void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
1346    if (paint) {
1347        if (!mExtensions.hasFramebufferFetch()) {
1348            const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode);
1349            if (!isMode) {
1350                // Assume SRC_OVER
1351                *mode = SkXfermode::kSrcOver_Mode;
1352            }
1353        } else {
1354            *mode = getXfermode(paint->getXfermode());
1355        }
1356
1357        // Skia draws using the color's alpha channel if < 255
1358        // Otherwise, it uses the paint's alpha
1359        int color = paint->getColor();
1360        *alpha = (color >> 24) & 0xFF;
1361        if (*alpha == 255) {
1362            *alpha = paint->getAlpha();
1363        }
1364    } else {
1365        *mode = SkXfermode::kSrcOver_Mode;
1366        *alpha = 255;
1367    }
1368}
1369
1370SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
1371    if (mode == NULL) {
1372        return SkXfermode::kSrcOver_Mode;
1373    }
1374    return mode->fMode;
1375}
1376
1377void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) {
1378    glActiveTexture(gTextureUnits[textureUnit]);
1379    glBindTexture(GL_TEXTURE_2D, texture);
1380    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
1381    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
1382}
1383
1384}; // namespace uirenderer
1385}; // namespace android
1386