OpenGLRenderer.cpp revision 6820ac8b14b4558f5d8b833dde80895306a3e137
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkTypeface.h>
25
26#include <utils/Log.h>
27
28#include "OpenGLRenderer.h"
29
30namespace android {
31namespace uirenderer {
32
33///////////////////////////////////////////////////////////////////////////////
34// Defines
35///////////////////////////////////////////////////////////////////////////////
36
37#define REQUIRED_TEXTURE_UNITS_COUNT 3
38
39// Generates simple and textured vertices
40#define FV(x, y, u, v) { { x, y }, { u, v } }
41
42///////////////////////////////////////////////////////////////////////////////
43// Globals
44///////////////////////////////////////////////////////////////////////////////
45
46// This array is never used directly but used as a memcpy source in the
47// OpenGLRenderer constructor
48static const TextureVertex gMeshVertices[] = {
49        FV(0.0f, 0.0f, 0.0f, 0.0f),
50        FV(1.0f, 0.0f, 1.0f, 0.0f),
51        FV(0.0f, 1.0f, 0.0f, 1.0f),
52        FV(1.0f, 1.0f, 1.0f, 1.0f)
53};
54static const GLsizei gMeshStride = sizeof(TextureVertex);
55static const GLsizei gMeshCount = 4;
56
57/**
58 * Structure mapping Skia xfermodes to OpenGL blending factors.
59 */
60struct Blender {
61    SkXfermode::Mode mode;
62    GLenum src;
63    GLenum dst;
64}; // struct Blender
65
66// In this array, the index of each Blender equals the value of the first
67// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
68static const Blender gBlends[] = {
69        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
70        { SkXfermode::kSrc_Mode,     GL_ONE,                  GL_ZERO },
71        { SkXfermode::kDst_Mode,     GL_ZERO,                 GL_ONE },
72        { SkXfermode::kSrcOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
73        { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
74        { SkXfermode::kSrcIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
75        { SkXfermode::kDstIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
76        { SkXfermode::kSrcOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
77        { SkXfermode::kDstOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
78        { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
79        { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
80        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
81};
82
83// This array contains the swapped version of each SkXfermode. For instance
84// this array's SrcOver blending mode is actually DstOver. You can refer to
85// createLayer() for more information on the purpose of this array.
86static const Blender gBlendsSwap[] = {
87        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
88        { SkXfermode::kSrc_Mode,     GL_ZERO,                 GL_ONE },
89        { SkXfermode::kDst_Mode,     GL_ONE,                  GL_ZERO },
90        { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
91        { SkXfermode::kDstOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
92        { SkXfermode::kSrcIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
93        { SkXfermode::kDstIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
94        { SkXfermode::kSrcOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
95        { SkXfermode::kDstOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
96        { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
97        { SkXfermode::kDstATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
98        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
99};
100
101static const GLenum gTextureUnits[] = {
102        GL_TEXTURE0,
103        GL_TEXTURE1,
104        GL_TEXTURE2
105};
106
107///////////////////////////////////////////////////////////////////////////////
108// Constructors/destructor
109///////////////////////////////////////////////////////////////////////////////
110
111OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
112    LOGD("Create OpenGLRenderer");
113
114    mShader = NULL;
115    mColorFilter = NULL;
116    mHasShadow = false;
117
118    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
119
120    mFirstSnapshot = new Snapshot;
121
122    GLint maxTextureUnits;
123    glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
124    if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) {
125        LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT);
126    }
127}
128
129OpenGLRenderer::~OpenGLRenderer() {
130    LOGD("Destroy OpenGLRenderer");
131}
132
133///////////////////////////////////////////////////////////////////////////////
134// Setup
135///////////////////////////////////////////////////////////////////////////////
136
137void OpenGLRenderer::setViewport(int width, int height) {
138    glViewport(0, 0, width, height);
139    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
140
141    mWidth = width;
142    mHeight = height;
143}
144
145void OpenGLRenderer::prepare() {
146    mSnapshot = new Snapshot(mFirstSnapshot,
147            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
148    mSaveCount = 1;
149
150    glViewport(0, 0, mWidth, mHeight);
151
152    glDisable(GL_DITHER);
153    glDisable(GL_SCISSOR_TEST);
154
155    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
156    glClear(GL_COLOR_BUFFER_BIT);
157
158    glEnable(GL_SCISSOR_TEST);
159    glScissor(0, 0, mWidth, mHeight);
160
161    mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight);
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}
172
173void OpenGLRenderer::releaseContext() {
174    glViewport(0, 0, mWidth, mHeight);
175
176    glEnable(GL_SCISSOR_TEST);
177    setScissorFromClip();
178
179    glDisable(GL_DITHER);
180
181    glBindFramebuffer(GL_FRAMEBUFFER, 0);
182
183    if (mCaches.blend) {
184        glEnable(GL_BLEND);
185        glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
186        glBlendEquation(GL_FUNC_ADD);
187    } else {
188        glDisable(GL_BLEND);
189    }
190}
191
192///////////////////////////////////////////////////////////////////////////////
193// State management
194///////////////////////////////////////////////////////////////////////////////
195
196int OpenGLRenderer::getSaveCount() const {
197    return mSaveCount;
198}
199
200int OpenGLRenderer::save(int flags) {
201    return saveSnapshot(flags);
202}
203
204void OpenGLRenderer::restore() {
205    if (mSaveCount > 1) {
206        restoreSnapshot();
207    }
208}
209
210void OpenGLRenderer::restoreToCount(int saveCount) {
211    if (saveCount < 1) saveCount = 1;
212
213    while (mSaveCount > saveCount) {
214        restoreSnapshot();
215    }
216}
217
218int OpenGLRenderer::saveSnapshot(int flags) {
219    mSnapshot = new Snapshot(mSnapshot, flags);
220    return mSaveCount++;
221}
222
223bool OpenGLRenderer::restoreSnapshot() {
224    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
225    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
226
227    sp<Snapshot> current = mSnapshot;
228    sp<Snapshot> previous = mSnapshot->previous;
229
230    mSaveCount--;
231    mSnapshot = previous;
232
233    if (restoreLayer) {
234        composeLayer(current, previous);
235    }
236
237    if (restoreClip) {
238        setScissorFromClip();
239    }
240
241    return restoreClip;
242}
243
244///////////////////////////////////////////////////////////////////////////////
245// Layers
246///////////////////////////////////////////////////////////////////////////////
247
248int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
249        const SkPaint* p, int flags) {
250    int count = saveSnapshot(flags);
251
252    int alpha = 255;
253    SkXfermode::Mode mode;
254
255    if (p) {
256        alpha = p->getAlpha();
257        if (!mExtensions.hasFramebufferFetch()) {
258            const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
259            if (!isMode) {
260                // Assume SRC_OVER
261                mode = SkXfermode::kSrcOver_Mode;
262            }
263        } else {
264            mode = getXfermode(p->getXfermode());
265        }
266    } else {
267        mode = SkXfermode::kSrcOver_Mode;
268    }
269
270    createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags);
271
272    return count;
273}
274
275int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
276        int alpha, int flags) {
277    if (alpha == 0xff) {
278        return saveLayer(left, top, right, bottom, NULL, flags);
279    } else {
280        SkPaint paint;
281        paint.setAlpha(alpha);
282        return saveLayer(left, top, right, bottom, &paint, flags);
283    }
284}
285
286/**
287 * Layers are viewed by Skia are slightly different than layers in image editing
288 * programs (for instance.) When a layer is created, previously created layers
289 * and the frame buffer still receive every drawing command. For instance, if a
290 * layer is created and a shape intersecting the bounds of the layers and the
291 * framebuffer is draw, the shape will be drawn on both (unless the layer was
292 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
293 *
294 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
295 * texture. Unfortunately, this is inefficient as it requires every primitive to
296 * be drawn n + 1 times, where n is the number of active layers. In practice this
297 * means, for every primitive:
298 *   - Switch active frame buffer
299 *   - Change viewport, clip and projection matrix
300 *   - Issue the drawing
301 *
302 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
303 * To avoid this, layers are implemented in a different way here.
304 *
305 * This implementation relies on the frame buffer being at least RGBA 8888. When
306 * a layer is created, only a texture is created, not an FBO. The content of the
307 * frame buffer contained within the layer's bounds is copied into this texture
308 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
309 * buffer and drawing continues as normal. This technique therefore treats the
310 * frame buffer as a scratch buffer for the layers.
311 *
312 * To compose the layers back onto the frame buffer, each layer texture
313 * (containing the original frame buffer data) is drawn as a simple quad over
314 * the frame buffer. The trick is that the quad is set as the composition
315 * destination in the blending equation, and the frame buffer becomes the source
316 * of the composition.
317 *
318 * Drawing layers with an alpha value requires an extra step before composition.
319 * An empty quad is drawn over the layer's region in the frame buffer. This quad
320 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
321 * quad is used to multiply the colors in the frame buffer. This is achieved by
322 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
323 * GL_ZERO, GL_SRC_ALPHA.
324 *
325 * Because glCopyTexImage2D() can be slow, an alternative implementation might
326 * be use to draw a single clipped layer. The implementation described above
327 * is correct in every case.
328 *
329 * (1) The frame buffer is actually not cleared right away. To allow the GPU
330 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
331 *     buffer is left untouched until the first drawing operation. Only when
332 *     something actually gets drawn are the layers regions cleared.
333 */
334bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
335        float right, float bottom, int alpha, SkXfermode::Mode mode,int flags) {
336    LAYER_LOGD("Requesting layer %fx%f", right - left, bottom - top);
337    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
338
339    // Window coordinates of the layer
340    Rect bounds(left, top, right, bottom);
341    mSnapshot->transform->mapRect(bounds);
342
343    // Layers only make sense if they are in the framebuffer's bounds
344    bounds.intersect(*mSnapshot->clipRect);
345    if (bounds.isEmpty()) return false;
346
347    LayerSize size(bounds.getWidth(), bounds.getHeight());
348    Layer* layer = mCaches.layerCache.get(size);
349    if (!layer) {
350        return false;
351    }
352
353    layer->mode = mode;
354    layer->alpha = alpha;
355    layer->layer.set(bounds);
356
357    // Save the layer in the snapshot
358    snapshot->flags |= Snapshot::kFlagIsLayer;
359    snapshot->layer = layer;
360
361    // Copy the framebuffer into the layer
362    glBindTexture(GL_TEXTURE_2D, layer->texture);
363    glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom,
364            bounds.getWidth(), bounds.getHeight(), 0);
365
366    if (flags & SkCanvas::kClipToLayer_SaveFlag) {
367        if (mSnapshot->clipTransformed(bounds)) setScissorFromClip();
368    }
369
370    // Enqueue the buffer coordinates to clear the corresponding region later
371    mLayers.push(new Rect(bounds));
372
373    return true;
374}
375
376/**
377 * Read the documentation of createLayer() before doing anything in this method.
378 */
379void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
380    if (!current->layer) {
381        LOGE("Attempting to compose a layer that does not exist");
382        return;
383    }
384
385    // Restore the clip from the previous snapshot
386    const Rect& clip = *previous->clipRect;
387    glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight());
388
389    Layer* layer = current->layer;
390    const Rect& rect = layer->layer;
391
392    if (layer->alpha < 255) {
393        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
394                layer->alpha << 24, SkXfermode::kDstIn_Mode, true);
395    }
396
397    // Layers are already drawn with a top-left origin, don't flip the texture
398    resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
399
400    drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture,
401            1.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0],
402            &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, true, true);
403
404    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
405
406    LayerSize size(rect.getWidth(), rect.getHeight());
407    // Failing to add the layer to the cache should happen only if the
408    // layer is too large
409    if (!mCaches.layerCache.put(size, layer)) {
410        LAYER_LOGD("Deleting layer");
411
412        glDeleteTextures(1, &layer->texture);
413
414        delete layer;
415    }
416}
417
418void OpenGLRenderer::clearLayerRegions() {
419    if (mLayers.size() == 0) return;
420
421    for (uint32_t i = 0; i < mLayers.size(); i++) {
422        Rect* bounds = mLayers.itemAt(i);
423
424        // Clear the framebuffer where the layer will draw
425        glScissor(bounds->left, mHeight - bounds->bottom,
426                bounds->getWidth(), bounds->getHeight());
427        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
428        glClear(GL_COLOR_BUFFER_BIT);
429
430        delete bounds;
431    }
432    mLayers.clear();
433
434    // Restore the clip
435    setScissorFromClip();
436}
437
438///////////////////////////////////////////////////////////////////////////////
439// Transforms
440///////////////////////////////////////////////////////////////////////////////
441
442void OpenGLRenderer::translate(float dx, float dy) {
443    mSnapshot->transform->translate(dx, dy, 0.0f);
444}
445
446void OpenGLRenderer::rotate(float degrees) {
447    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
448}
449
450void OpenGLRenderer::scale(float sx, float sy) {
451    mSnapshot->transform->scale(sx, sy, 1.0f);
452}
453
454void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
455    mSnapshot->transform->load(*matrix);
456}
457
458void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
459    mSnapshot->transform->copyTo(*matrix);
460}
461
462void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
463    mat4 m(*matrix);
464    mSnapshot->transform->multiply(m);
465}
466
467///////////////////////////////////////////////////////////////////////////////
468// Clipping
469///////////////////////////////////////////////////////////////////////////////
470
471void OpenGLRenderer::setScissorFromClip() {
472    const Rect& clip = *mSnapshot->clipRect;
473    glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight());
474}
475
476const Rect& OpenGLRenderer::getClipBounds() {
477    return mSnapshot->getLocalClip();
478}
479
480bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
481    Rect r(left, top, right, bottom);
482    mSnapshot->transform->mapRect(r);
483    return !mSnapshot->clipRect->intersects(r);
484}
485
486bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
487    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
488    if (clipped) {
489        setScissorFromClip();
490    }
491    return !mSnapshot->clipRect->isEmpty();
492}
493
494///////////////////////////////////////////////////////////////////////////////
495// Drawing
496///////////////////////////////////////////////////////////////////////////////
497
498void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) {
499    const float right = left + bitmap->width();
500    const float bottom = top + bitmap->height();
501
502    if (quickReject(left, top, right, bottom)) {
503        return;
504    }
505
506    glActiveTexture(GL_TEXTURE0);
507    const Texture* texture = mCaches.textureCache.get(bitmap);
508    if (!texture) return;
509    const AutoTexture autoCleanup(texture);
510
511    drawTextureRect(left, top, right, bottom, texture, paint);
512}
513
514void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) {
515    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
516    const mat4 transform(*matrix);
517    transform.mapRect(r);
518
519    if (quickReject(r.left, r.top, r.right, r.bottom)) {
520        return;
521    }
522
523    glActiveTexture(GL_TEXTURE0);
524    const Texture* texture = mCaches.textureCache.get(bitmap);
525    if (!texture) return;
526    const AutoTexture autoCleanup(texture);
527
528    drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint);
529}
530
531void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
532         float srcLeft, float srcTop, float srcRight, float srcBottom,
533         float dstLeft, float dstTop, float dstRight, float dstBottom,
534         const SkPaint* paint) {
535    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
536        return;
537    }
538
539    glActiveTexture(GL_TEXTURE0);
540    const Texture* texture = mCaches.textureCache.get(bitmap);
541    if (!texture) return;
542    const AutoTexture autoCleanup(texture);
543
544    const float width = texture->width;
545    const float height = texture->height;
546
547    const float u1 = srcLeft / width;
548    const float v1 = srcTop / height;
549    const float u2 = srcRight / width;
550    const float v2 = srcBottom / height;
551
552    resetDrawTextureTexCoords(u1, v1, u2, v2);
553
554    drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint);
555
556    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
557}
558
559void OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
560        float left, float top, float right, float bottom, const SkPaint* paint) {
561    if (quickReject(left, top, right, bottom)) {
562        return;
563    }
564
565    glActiveTexture(GL_TEXTURE0);
566    const Texture* texture = mCaches.textureCache.get(bitmap);
567    if (!texture) return;
568    const AutoTexture autoCleanup(texture);
569
570    int alpha;
571    SkXfermode::Mode mode;
572    getAlphaAndMode(paint, &alpha, &mode);
573
574    Patch* mesh = mCaches.patchCache.get(patch);
575    mesh->updateVertices(bitmap, left, top, right, bottom,
576            &patch->xDivs[0], &patch->yDivs[0], patch->numXDivs, patch->numYDivs);
577
578    // Specify right and bottom as +1.0f from left/top to prevent scaling since the
579    // patch mesh already defines the final size
580    drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f,
581            mode, texture->blend, &mesh->vertices[0].position[0],
582            &mesh->vertices[0].texture[0], GL_TRIANGLES, mesh->verticesCount);
583}
584
585void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
586    const Rect& clip = *mSnapshot->clipRect;
587    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
588}
589
590void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) {
591    if (quickReject(left, top, right, bottom)) {
592        return;
593    }
594
595    SkXfermode::Mode mode;
596    if (!mExtensions.hasFramebufferFetch()) {
597        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
598        if (!isMode) {
599            // Assume SRC_OVER
600            mode = SkXfermode::kSrcOver_Mode;
601        }
602    } else {
603        mode = getXfermode(p->getXfermode());
604    }
605
606    // Skia draws using the color's alpha channel if < 255
607    // Otherwise, it uses the paint's alpha
608    int color = p->getColor();
609    if (((color >> 24) & 0xff) == 255) {
610        color |= p->getAlpha() << 24;
611    }
612
613    drawColorRect(left, top, right, bottom, color, mode);
614}
615
616void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
617        float x, float y, SkPaint* paint) {
618    if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
619        return;
620    }
621    paint->setAntiAlias(true);
622
623    float length = -1.0f;
624    switch (paint->getTextAlign()) {
625        case SkPaint::kCenter_Align:
626            length = paint->measureText(text, bytesCount);
627            x -= length / 2.0f;
628            break;
629        case SkPaint::kRight_Align:
630            length = paint->measureText(text, bytesCount);
631            x -= length;
632            break;
633        default:
634            break;
635    }
636
637    int alpha;
638    SkXfermode::Mode mode;
639    getAlphaAndMode(paint, &alpha, &mode);
640
641    uint32_t color = paint->getColor();
642    const GLfloat a = alpha / 255.0f;
643    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
644    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
645    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
646
647    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
648    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
649            paint->getTextSize());
650    if (mHasShadow) {
651        glActiveTexture(gTextureUnits[0]);
652        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
653        const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount,
654                count, mShadowRadius);
655        const AutoTexture autoCleanup(shadow);
656
657        setupShadow(shadow, x, y, mode, a);
658
659        // Draw the mesh
660        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
661        glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
662    }
663
664    GLuint textureUnit = 0;
665    glActiveTexture(gTextureUnits[textureUnit]);
666
667    setupTextureAlpha8(fontRenderer.getTexture(), 0, 0, textureUnit, x, y, r, g, b, a,
668            mode, false, true);
669
670    const Rect& clip = mSnapshot->getLocalClip();
671    clearLayerRegions();
672    fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y);
673
674    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
675    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
676
677    drawTextDecorations(text, bytesCount, length, x, y, paint);
678}
679
680void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
681    GLuint textureUnit = 0;
682    glActiveTexture(gTextureUnits[textureUnit]);
683
684    const PathTexture* texture = mCaches.pathCache.get(path, paint);
685    if (!texture) return;
686    const AutoTexture autoCleanup(texture);
687
688    const float x = texture->left - texture->offset;
689    const float y = texture->top - texture->offset;
690
691    if (quickReject(x, y, x + texture->width, y + texture->height)) {
692        return;
693    }
694
695    int alpha;
696    SkXfermode::Mode mode;
697    getAlphaAndMode(paint, &alpha, &mode);
698
699    uint32_t color = paint->getColor();
700    const GLfloat a = alpha / 255.0f;
701    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
702    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
703    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
704
705    setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true);
706
707    clearLayerRegions();
708
709    // Draw the mesh
710    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
711    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
712}
713
714///////////////////////////////////////////////////////////////////////////////
715// Shaders
716///////////////////////////////////////////////////////////////////////////////
717
718void OpenGLRenderer::resetShader() {
719    mShader = NULL;
720}
721
722void OpenGLRenderer::setupShader(SkiaShader* shader) {
723    mShader = shader;
724    if (mShader) {
725        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
726    }
727}
728
729///////////////////////////////////////////////////////////////////////////////
730// Color filters
731///////////////////////////////////////////////////////////////////////////////
732
733void OpenGLRenderer::resetColorFilter() {
734    mColorFilter = NULL;
735}
736
737void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
738    mColorFilter = filter;
739}
740
741///////////////////////////////////////////////////////////////////////////////
742// Drop shadow
743///////////////////////////////////////////////////////////////////////////////
744
745void OpenGLRenderer::resetShadow() {
746    mHasShadow = false;
747}
748
749void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
750    mHasShadow = true;
751    mShadowRadius = radius;
752    mShadowDx = dx;
753    mShadowDy = dy;
754    mShadowColor = color;
755}
756
757///////////////////////////////////////////////////////////////////////////////
758// Drawing implementation
759///////////////////////////////////////////////////////////////////////////////
760
761void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y,
762        SkXfermode::Mode mode, float alpha) {
763    const float sx = x - texture->left + mShadowDx;
764    const float sy = y - texture->top + mShadowDy;
765
766    const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
767    const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha;
768    const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f;
769    const GLfloat g = a * ((mShadowColor >>  8) & 0xFF) / 255.0f;
770    const GLfloat b = a * ((mShadowColor      ) & 0xFF) / 255.0f;
771
772    GLuint textureUnit = 0;
773    setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false);
774}
775
776void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit,
777        float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode,
778        bool transforms, bool applyFilters) {
779    setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit,
780            x, y, r, g, b, a, mode, transforms, applyFilters);
781}
782
783void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
784        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
785        SkXfermode::Mode mode, bool transforms, bool applyFilters) {
786     // Describe the required shaders
787     ProgramDescription description;
788     description.hasTexture = true;
789     description.hasAlpha8Texture = true;
790
791     if (applyFilters) {
792         if (mShader) {
793             mShader->describe(description, mExtensions);
794         }
795         if (mColorFilter) {
796             mColorFilter->describe(description, mExtensions);
797         }
798     }
799
800     // Setup the blending mode
801     chooseBlending(true, mode, description);
802
803     // Build and use the appropriate shader
804     useProgram(mCaches.programCache.get(description));
805
806     bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit);
807     glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit);
808
809     int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
810     glEnableVertexAttribArray(texCoordsSlot);
811
812     // Setup attributes
813     glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
814             gMeshStride, &mMeshVertices[0].position[0]);
815     glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE,
816             gMeshStride, &mMeshVertices[0].texture[0]);
817
818     // Setup uniforms
819     if (transforms) {
820         mModelView.loadTranslate(x, y, 0.0f);
821         mModelView.scale(width, height, 1.0f);
822     } else {
823         mModelView.loadIdentity();
824     }
825     mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
826     glUniform4f(mCaches.currentProgram->color, r, g, b, a);
827
828     textureUnit++;
829     if (applyFilters) {
830         // Setup attributes and uniforms required by the shaders
831         if (mShader) {
832             mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
833         }
834         if (mColorFilter) {
835             mColorFilter->setupProgram(mCaches.currentProgram);
836         }
837     }
838}
839
840// Same values used by Skia
841#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
842#define kStdUnderline_Offset    (1.0f / 9.0f)
843#define kStdUnderline_Thickness (1.0f / 18.0f)
844
845void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
846        float x, float y, SkPaint* paint) {
847    // Handle underline and strike-through
848    uint32_t flags = paint->getFlags();
849    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
850        float underlineWidth = length;
851        // If length is > 0.0f, we already measured the text for the text alignment
852        if (length <= 0.0f) {
853            underlineWidth = paint->measureText(text, bytesCount);
854        }
855
856        float offsetX = 0;
857        switch (paint->getTextAlign()) {
858            case SkPaint::kCenter_Align:
859                offsetX = underlineWidth * 0.5f;
860                break;
861            case SkPaint::kRight_Align:
862                offsetX = underlineWidth;
863                break;
864            default:
865                break;
866        }
867
868        if (underlineWidth > 0.0f) {
869            float textSize = paint->getTextSize();
870            float height = textSize * kStdUnderline_Thickness;
871
872            float left = x - offsetX;
873            float top = 0.0f;
874            float right = left + underlineWidth;
875            float bottom = 0.0f;
876
877            if (flags & SkPaint::kUnderlineText_Flag) {
878                top = y + textSize * kStdUnderline_Offset;
879                bottom = top + height;
880                drawRect(left, top, right, bottom, paint);
881            }
882
883            if (flags & SkPaint::kStrikeThruText_Flag) {
884                top = y + textSize * kStdStrikeThru_Offset;
885                bottom = top + height;
886                drawRect(left, top, right, bottom, paint);
887            }
888        }
889    }
890}
891
892void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
893        int color, SkXfermode::Mode mode, bool ignoreTransform) {
894    clearLayerRegions();
895
896    // If a shader is set, preserve only the alpha
897    if (mShader) {
898        color |= 0x00ffffff;
899    }
900
901    // Render using pre-multiplied alpha
902    const int alpha = (color >> 24) & 0xFF;
903    const GLfloat a = alpha / 255.0f;
904    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
905    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
906    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
907
908    GLuint textureUnit = 0;
909
910    // Describe the required shaders
911    ProgramDescription description;
912    if (mShader) {
913        mShader->describe(description, mExtensions);
914    }
915    if (mColorFilter) {
916        mColorFilter->describe(description, mExtensions);
917    }
918
919    // Setup the blending mode
920    chooseBlending(alpha < 255 || (mShader && mShader->blend()), mode, description);
921
922    // Build and use the appropriate shader
923    useProgram(mCaches.programCache.get(description));
924
925    // Setup attributes
926    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
927            gMeshStride, &mMeshVertices[0].position[0]);
928
929    // Setup uniforms
930    mModelView.loadTranslate(left, top, 0.0f);
931    mModelView.scale(right - left, bottom - top, 1.0f);
932    if (!ignoreTransform) {
933        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
934    } else {
935        mat4 identity;
936        mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity);
937    }
938    glUniform4f(mCaches.currentProgram->color, r, g, b, a);
939
940    // Setup attributes and uniforms required by the shaders
941    if (mShader) {
942        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
943    }
944    if (mColorFilter) {
945        mColorFilter->setupProgram(mCaches.currentProgram);
946    }
947
948    // Draw the mesh
949    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
950}
951
952void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
953        const Texture* texture, const SkPaint* paint) {
954    int alpha;
955    SkXfermode::Mode mode;
956    getAlphaAndMode(paint, &alpha, &mode);
957
958    drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
959            texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
960            GL_TRIANGLE_STRIP, gMeshCount);
961}
962
963void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
964        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
965    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
966            &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
967            GL_TRIANGLE_STRIP, gMeshCount);
968}
969
970void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
971        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
972        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
973        bool swapSrcDst, bool ignoreTransform) {
974    clearLayerRegions();
975
976    ProgramDescription description;
977    description.hasTexture = true;
978    if (mColorFilter) {
979        mColorFilter->describe(description, mExtensions);
980    }
981
982    mModelView.loadTranslate(left, top, 0.0f);
983    mModelView.scale(right - left, bottom - top, 1.0f);
984
985    chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst);
986
987    useProgram(mCaches.programCache.get(description));
988    if (!ignoreTransform) {
989        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
990    } else {
991        mat4 m;
992        mCaches.currentProgram->set(mOrthoMatrix, mModelView, m);
993    }
994
995    // Texture
996    bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0);
997    glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0);
998
999    // Always premultiplied
1000    glUniform4f(mCaches.currentProgram->color, alpha, alpha, alpha, alpha);
1001
1002    // Mesh
1003    int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1004    glEnableVertexAttribArray(texCoordsSlot);
1005    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1006            gMeshStride, vertices);
1007    glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1008
1009    // Color filter
1010    if (mColorFilter) {
1011        mColorFilter->setupProgram(mCaches.currentProgram);
1012    }
1013
1014    glDrawArrays(drawMode, 0, elementsCount);
1015    glDisableVertexAttribArray(texCoordsSlot);
1016}
1017
1018void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
1019        ProgramDescription& description, bool swapSrcDst) {
1020    blend = blend || mode != SkXfermode::kSrcOver_Mode;
1021    if (blend) {
1022        if (mode < SkXfermode::kPlus_Mode) {
1023            if (!mCaches.blend) {
1024                glEnable(GL_BLEND);
1025            }
1026
1027            GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
1028            GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
1029
1030            if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
1031                glBlendFunc(sourceMode, destMode);
1032                mCaches.lastSrcMode = sourceMode;
1033                mCaches.lastDstMode = destMode;
1034            }
1035        } else {
1036            // These blend modes are not supported by OpenGL directly and have
1037            // to be implemented using shaders. Since the shader will perform
1038            // the blending, turn blending off here
1039            if (mExtensions.hasFramebufferFetch()) {
1040                description.framebufferMode = mode;
1041                description.swapSrcDst = swapSrcDst;
1042            }
1043
1044            if (mCaches.blend) {
1045                glDisable(GL_BLEND);
1046            }
1047            blend = false;
1048        }
1049    } else if (mCaches.blend) {
1050        glDisable(GL_BLEND);
1051    }
1052    mCaches.blend = blend;
1053}
1054
1055bool OpenGLRenderer::useProgram(Program* program) {
1056    if (!program->isInUse()) {
1057        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
1058        program->use();
1059        mCaches.currentProgram = program;
1060        return false;
1061    }
1062    return true;
1063}
1064
1065void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
1066    TextureVertex* v = &mMeshVertices[0];
1067    TextureVertex::setUV(v++, u1, v1);
1068    TextureVertex::setUV(v++, u2, v1);
1069    TextureVertex::setUV(v++, u1, v2);
1070    TextureVertex::setUV(v++, u2, v2);
1071}
1072
1073void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
1074    if (paint) {
1075        if (!mExtensions.hasFramebufferFetch()) {
1076            const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode);
1077            if (!isMode) {
1078                // Assume SRC_OVER
1079                *mode = SkXfermode::kSrcOver_Mode;
1080            }
1081        } else {
1082            *mode = getXfermode(paint->getXfermode());
1083        }
1084
1085        // Skia draws using the color's alpha channel if < 255
1086        // Otherwise, it uses the paint's alpha
1087        int color = paint->getColor();
1088        *alpha = (color >> 24) & 0xFF;
1089        if (*alpha == 255) {
1090            *alpha = paint->getAlpha();
1091        }
1092    } else {
1093        *mode = SkXfermode::kSrcOver_Mode;
1094        *alpha = 255;
1095    }
1096}
1097
1098SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
1099    if (mode == NULL) {
1100        return SkXfermode::kSrcOver_Mode;
1101    }
1102    return mode->fMode;
1103}
1104
1105void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) {
1106    glActiveTexture(gTextureUnits[textureUnit]);
1107    glBindTexture(GL_TEXTURE_2D, texture);
1108    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
1109    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
1110}
1111
1112}; // namespace uirenderer
1113}; // namespace android
1114