android_frameworks_base/libs/hwui/OpenGLRenderer.cpp
Romain Guy eb07af6873 Optimize layer clears.
Don't clear the entire texture when we use textures that are bigger
than the layer itself. This will save time during the glClear() calls.

Change-Id: I06f3259ba62affb3708ba69ea41418832c7e1a65
2010-10-12 18:40:36 -07:00

1354 lines
46 KiB
C++

/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#define LOG_TAG "OpenGLRenderer"
#include <stdlib.h>
#include <stdint.h>
#include <sys/types.h>
#include <SkCanvas.h>
#include <SkTypeface.h>
#include <utils/Log.h>
#include <utils/StopWatch.h>
#include "OpenGLRenderer.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////
#define REQUIRED_TEXTURE_UNITS_COUNT 3
// Generates simple and textured vertices
#define FV(x, y, u, v) { { x, y }, { u, v } }
#define RAD_TO_DEG (180.0f / 3.14159265f)
#define MIN_ANGLE 0.001f
// TODO: This should be set in properties
#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH)
///////////////////////////////////////////////////////////////////////////////
// Globals
///////////////////////////////////////////////////////////////////////////////
// This array is never used directly but used as a memcpy source in the
// OpenGLRenderer constructor
static const TextureVertex gMeshVertices[] = {
FV(0.0f, 0.0f, 0.0f, 0.0f),
FV(1.0f, 0.0f, 1.0f, 0.0f),
FV(0.0f, 1.0f, 0.0f, 1.0f),
FV(1.0f, 1.0f, 1.0f, 1.0f)
};
static const GLsizei gMeshStride = sizeof(TextureVertex);
static const GLsizei gMeshCount = 4;
/**
* Structure mapping Skia xfermodes to OpenGL blending factors.
*/
struct Blender {
SkXfermode::Mode mode;
GLenum src;
GLenum dst;
}; // struct Blender
// In this array, the index of each Blender equals the value of the first
// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
static const Blender gBlends[] = {
{ SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO },
{ SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO },
{ SkXfermode::kDst_Mode, GL_ZERO, GL_ONE },
{ SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA },
{ SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE },
{ SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO },
{ SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA },
{ SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
{ SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA },
{ SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
{ SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
{ SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }
};
// This array contains the swapped version of each SkXfermode. For instance
// this array's SrcOver blending mode is actually DstOver. You can refer to
// createLayer() for more information on the purpose of this array.
static const Blender gBlendsSwap[] = {
{ SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO },
{ SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE },
{ SkXfermode::kDst_Mode, GL_ONE, GL_ZERO },
{ SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE },
{ SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA },
{ SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA },
{ SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO },
{ SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA },
{ SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
{ SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
{ SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
{ SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }
};
static const GLenum gTextureUnits[] = {
GL_TEXTURE0,
GL_TEXTURE1,
GL_TEXTURE2
};
///////////////////////////////////////////////////////////////////////////////
// Constructors/destructor
///////////////////////////////////////////////////////////////////////////////
OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
mShader = NULL;
mColorFilter = NULL;
mHasShadow = false;
memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
mFirstSnapshot = new Snapshot;
GLint maxTextureUnits;
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) {
LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT);
}
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
}
OpenGLRenderer::~OpenGLRenderer() {
// The context has already been destroyed at this point, do not call
// GL APIs. All GL state should be kept in Caches.h
}
///////////////////////////////////////////////////////////////////////////////
// Setup
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::setViewport(int width, int height) {
glViewport(0, 0, width, height);
mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
mWidth = width;
mHeight = height;
mFirstSnapshot->height = height;
mFirstSnapshot->viewport.set(0, 0, width, height);
}
void OpenGLRenderer::prepare(bool opaque) {
mSnapshot = new Snapshot(mFirstSnapshot,
SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
mSaveCount = 1;
glViewport(0, 0, mWidth, mHeight);
glDisable(GL_DITHER);
glDisable(GL_SCISSOR_TEST);
if (!opaque) {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, mWidth, mHeight);
mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight);
}
void OpenGLRenderer::finish() {
#if DEBUG_OPENGL
GLenum status = GL_NO_ERROR;
while ((status = glGetError()) != GL_NO_ERROR) {
LOGD("GL error from OpenGLRenderer: 0x%x", status);
}
#endif
}
void OpenGLRenderer::acquireContext() {
if (mCaches.currentProgram) {
if (mCaches.currentProgram->isInUse()) {
mCaches.currentProgram->remove();
mCaches.currentProgram = NULL;
}
}
}
void OpenGLRenderer::releaseContext() {
glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight());
glEnable(GL_SCISSOR_TEST);
setScissorFromClip();
glDisable(GL_DITHER);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (mCaches.blend) {
glEnable(GL_BLEND);
glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
glBlendEquation(GL_FUNC_ADD);
} else {
glDisable(GL_BLEND);
}
}
///////////////////////////////////////////////////////////////////////////////
// State management
///////////////////////////////////////////////////////////////////////////////
int OpenGLRenderer::getSaveCount() const {
return mSaveCount;
}
int OpenGLRenderer::save(int flags) {
return saveSnapshot(flags);
}
void OpenGLRenderer::restore() {
if (mSaveCount > 1) {
restoreSnapshot();
}
}
void OpenGLRenderer::restoreToCount(int saveCount) {
if (saveCount < 1) saveCount = 1;
while (mSaveCount > saveCount) {
restoreSnapshot();
}
}
int OpenGLRenderer::saveSnapshot(int flags) {
mSnapshot = new Snapshot(mSnapshot, flags);
return mSaveCount++;
}
bool OpenGLRenderer::restoreSnapshot() {
bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
sp<Snapshot> current = mSnapshot;
sp<Snapshot> previous = mSnapshot->previous;
if (restoreOrtho) {
Rect& r = previous->viewport;
glViewport(r.left, r.top, r.right, r.bottom);
mOrthoMatrix.load(current->orthoMatrix);
}
mSaveCount--;
mSnapshot = previous;
if (restoreLayer) {
composeLayer(current, previous);
}
if (restoreClip) {
setScissorFromClip();
}
return restoreClip;
}
///////////////////////////////////////////////////////////////////////////////
// Layers
///////////////////////////////////////////////////////////////////////////////
int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
const SkPaint* p, int flags) {
const GLuint previousFbo = mSnapshot->fbo;
const int count = saveSnapshot(flags);
int alpha = 255;
SkXfermode::Mode mode;
if (p) {
alpha = p->getAlpha();
if (!mExtensions.hasFramebufferFetch()) {
const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
if (!isMode) {
// Assume SRC_OVER
mode = SkXfermode::kSrcOver_Mode;
}
} else {
mode = getXfermode(p->getXfermode());
}
} else {
mode = SkXfermode::kSrcOver_Mode;
}
if (!mSnapshot->previous->invisible) {
createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
}
return count;
}
int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
int alpha, int flags) {
if (alpha == 0xff) {
return saveLayer(left, top, right, bottom, NULL, flags);
} else {
SkPaint paint;
paint.setAlpha(alpha);
return saveLayer(left, top, right, bottom, &paint, flags);
}
}
/**
* Layers are viewed by Skia are slightly different than layers in image editing
* programs (for instance.) When a layer is created, previously created layers
* and the frame buffer still receive every drawing command. For instance, if a
* layer is created and a shape intersecting the bounds of the layers and the
* framebuffer is draw, the shape will be drawn on both (unless the layer was
* created with the SkCanvas::kClipToLayer_SaveFlag flag.)
*
* A way to implement layers is to create an FBO for each layer, backed by an RGBA
* texture. Unfortunately, this is inefficient as it requires every primitive to
* be drawn n + 1 times, where n is the number of active layers. In practice this
* means, for every primitive:
* - Switch active frame buffer
* - Change viewport, clip and projection matrix
* - Issue the drawing
*
* Switching rendering target n + 1 times per drawn primitive is extremely costly.
* To avoid this, layers are implemented in a different way here, at least in the
* general case. FBOs are used, as an optimization, when the "clip to layer" flag
* is set. When this flag is set we can redirect all drawing operations into a
* single FBO.
*
* This implementation relies on the frame buffer being at least RGBA 8888. When
* a layer is created, only a texture is created, not an FBO. The content of the
* frame buffer contained within the layer's bounds is copied into this texture
* using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
* buffer and drawing continues as normal. This technique therefore treats the
* frame buffer as a scratch buffer for the layers.
*
* To compose the layers back onto the frame buffer, each layer texture
* (containing the original frame buffer data) is drawn as a simple quad over
* the frame buffer. The trick is that the quad is set as the composition
* destination in the blending equation, and the frame buffer becomes the source
* of the composition.
*
* Drawing layers with an alpha value requires an extra step before composition.
* An empty quad is drawn over the layer's region in the frame buffer. This quad
* is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
* quad is used to multiply the colors in the frame buffer. This is achieved by
* changing the GL blend functions for the GL_FUNC_ADD blend equation to
* GL_ZERO, GL_SRC_ALPHA.
*
* Because glCopyTexImage2D() can be slow, an alternative implementation might
* be use to draw a single clipped layer. The implementation described above
* is correct in every case.
*
* (1) The frame buffer is actually not cleared right away. To allow the GPU
* to potentially optimize series of calls to glCopyTexImage2D, the frame
* buffer is left untouched until the first drawing operation. Only when
* something actually gets drawn are the layers regions cleared.
*/
bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
float right, float bottom, int alpha, SkXfermode::Mode mode,
int flags, GLuint previousFbo) {
LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
// Window coordinates of the layer
Rect bounds(left, top, right, bottom);
if (!fboLayer) {
mSnapshot->transform->mapRect(bounds);
// Layers only make sense if they are in the framebuffer's bounds
bounds.intersect(*mSnapshot->clipRect);
bounds.snapToPixelBoundaries();
}
if (bounds.isEmpty() || bounds.getWidth() > mMaxTextureSize ||
bounds.getHeight() > mMaxTextureSize) {
snapshot->invisible = true;
} else {
// TODO: Should take the mode into account
snapshot->invisible = snapshot->previous->invisible || alpha <= ALPHA_THRESHOLD;
}
// Bail out if we won't draw in this snapshot
if (snapshot->invisible) {
return false;
}
glActiveTexture(GL_TEXTURE0);
Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
if (!layer) {
return false;
}
layer->mode = mode;
layer->alpha = alpha;
layer->layer.set(bounds);
layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height),
bounds.getWidth() / float(layer->width), 0.0f);
// Save the layer in the snapshot
snapshot->flags |= Snapshot::kFlagIsLayer;
snapshot->layer = layer;
if (fboLayer) {
layer->fbo = mCaches.fboCache.get();
snapshot->flags |= Snapshot::kFlagIsFboLayer;
snapshot->fbo = layer->fbo;
snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
snapshot->height = bounds.getHeight();
snapshot->flags |= Snapshot::kFlagDirtyOrtho;
snapshot->orthoMatrix.load(mOrthoMatrix);
// Bind texture to FBO
glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
glBindTexture(GL_TEXTURE_2D, layer->texture);
// Initialize the texture if needed
if (layer->empty) {
layer->empty = false;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
}
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
layer->texture, 0);
#if DEBUG_LAYERS
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
LOGE("Framebuffer incomplete (GL error code 0x%x)", status);
glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
glDeleteTextures(1, &layer->texture);
mCaches.fboCache.put(layer->fbo);
delete layer;
return false;
}
#endif
// Clear the FBO
glScissor(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
setScissorFromClip();
// Change the ortho projection
glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
} else {
// Copy the framebuffer into the layer
glBindTexture(GL_TEXTURE_2D, layer->texture);
if (layer->empty) {
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, mHeight - bounds.bottom,
layer->width, layer->height, 0);
layer->empty = false;
} else {
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, mHeight - bounds.bottom,
bounds.getWidth(), bounds.getHeight());
}
// Enqueue the buffer coordinates to clear the corresponding region later
mLayers.push(new Rect(bounds));
}
return true;
}
/**
* Read the documentation of createLayer() before doing anything in this method.
*/
void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
if (!current->layer) {
LOGE("Attempting to compose a layer that does not exist");
return;
}
const bool fboLayer = current->flags & SkCanvas::kClipToLayer_SaveFlag;
if (fboLayer) {
// Unbind current FBO and restore previous one
glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
}
// Restore the clip from the previous snapshot
const Rect& clip = *previous->clipRect;
glScissor(clip.left, previous->height - clip.bottom, clip.getWidth(), clip.getHeight());
Layer* layer = current->layer;
const Rect& rect = layer->layer;
if (!fboLayer && layer->alpha < 255) {
drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
layer->alpha << 24, SkXfermode::kDstIn_Mode, true);
}
const Rect& texCoords = layer->texCoords;
resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom);
if (fboLayer) {
drawTextureRect(rect.left, rect.top, rect.right, rect.bottom,
layer->texture, layer->alpha / 255.0f, layer->mode, layer->blend);
} else {
drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture,
1.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0],
&mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, true, true);
}
resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
if (fboLayer) {
// Detach the texture from the FBO
glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
// Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
mCaches.fboCache.put(current->fbo);
}
// Failing to add the layer to the cache should happen only if the layer is too large
if (!mCaches.layerCache.put(layer)) {
LAYER_LOGD("Deleting layer");
glDeleteTextures(1, &layer->texture);
delete layer;
}
}
void OpenGLRenderer::clearLayerRegions() {
if (mLayers.size() == 0 || mSnapshot->invisible) return;
for (uint32_t i = 0; i < mLayers.size(); i++) {
Rect* bounds = mLayers.itemAt(i);
// Clear the framebuffer where the layer will draw
glScissor(bounds->left, mHeight - bounds->bottom,
bounds->getWidth(), bounds->getHeight());
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
delete bounds;
}
mLayers.clear();
// Restore the clip
setScissorFromClip();
}
///////////////////////////////////////////////////////////////////////////////
// Transforms
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::translate(float dx, float dy) {
mSnapshot->transform->translate(dx, dy, 0.0f);
}
void OpenGLRenderer::rotate(float degrees) {
mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
}
void OpenGLRenderer::scale(float sx, float sy) {
mSnapshot->transform->scale(sx, sy, 1.0f);
}
void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
mSnapshot->transform->load(*matrix);
}
void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
mSnapshot->transform->copyTo(*matrix);
}
void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
mat4 m(*matrix);
mSnapshot->transform->multiply(m);
}
///////////////////////////////////////////////////////////////////////////////
// Clipping
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::setScissorFromClip() {
const Rect& clip = *mSnapshot->clipRect;
glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
}
const Rect& OpenGLRenderer::getClipBounds() {
return mSnapshot->getLocalClip();
}
bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
if (mSnapshot->invisible) {
return true;
}
Rect r(left, top, right, bottom);
mSnapshot->transform->mapRect(r);
return !mSnapshot->clipRect->intersects(r);
}
bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
bool clipped = mSnapshot->clip(left, top, right, bottom, op);
if (clipped) {
setScissorFromClip();
}
return !mSnapshot->clipRect->isEmpty();
}
///////////////////////////////////////////////////////////////////////////////
// Drawing
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) {
const float right = left + bitmap->width();
const float bottom = top + bitmap->height();
if (quickReject(left, top, right, bottom)) {
return;
}
glActiveTexture(GL_TEXTURE0);
const Texture* texture = mCaches.textureCache.get(bitmap);
if (!texture) return;
const AutoTexture autoCleanup(texture);
drawTextureRect(left, top, right, bottom, texture, paint);
}
void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) {
Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
const mat4 transform(*matrix);
transform.mapRect(r);
if (quickReject(r.left, r.top, r.right, r.bottom)) {
return;
}
glActiveTexture(GL_TEXTURE0);
const Texture* texture = mCaches.textureCache.get(bitmap);
if (!texture) return;
const AutoTexture autoCleanup(texture);
drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint);
}
void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
float srcLeft, float srcTop, float srcRight, float srcBottom,
float dstLeft, float dstTop, float dstRight, float dstBottom,
const SkPaint* paint) {
if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
return;
}
glActiveTexture(GL_TEXTURE0);
const Texture* texture = mCaches.textureCache.get(bitmap);
if (!texture) return;
const AutoTexture autoCleanup(texture);
const float width = texture->width;
const float height = texture->height;
const float u1 = srcLeft / width;
const float v1 = srcTop / height;
const float u2 = srcRight / width;
const float v2 = srcBottom / height;
resetDrawTextureTexCoords(u1, v1, u2, v2);
drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint);
resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
}
void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
float left, float top, float right, float bottom, const SkPaint* paint) {
if (quickReject(left, top, right, bottom)) {
return;
}
glActiveTexture(GL_TEXTURE0);
const Texture* texture = mCaches.textureCache.get(bitmap);
if (!texture) return;
const AutoTexture autoCleanup(texture);
int alpha;
SkXfermode::Mode mode;
getAlphaAndMode(paint, &alpha, &mode);
const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
// Specify right and bottom as +1.0f from left/top to prevent scaling since the
// patch mesh already defines the final size
drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f,
mode, texture->blend, &mesh->vertices[0].position[0],
&mesh->vertices[0].texture[0], GL_TRIANGLES, mesh->verticesCount);
}
void OpenGLRenderer::drawLines(float* points, int count, const SkPaint* paint) {
if (mSnapshot->invisible) return;
int alpha;
SkXfermode::Mode mode;
getAlphaAndMode(paint, &alpha, &mode);
uint32_t color = paint->getColor();
const GLfloat a = alpha / 255.0f;
const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f;
const GLfloat b = a * ((color ) & 0xFF) / 255.0f;
const bool isAA = paint->isAntiAlias();
if (isAA) {
GLuint textureUnit = 0;
setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a,
mode, false, true, mCaches.line.getVertices(), mCaches.line.getTexCoords());
} else {
setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false);
}
const float strokeWidth = paint->getStrokeWidth();
const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount;
const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP;
for (int i = 0; i < count; i += 4) {
float tx = 0.0f;
float ty = 0.0f;
if (isAA) {
mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3],
strokeWidth, tx, ty);
} else {
ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f;
}
const float dx = points[i + 2] - points[i];
const float dy = points[i + 3] - points[i + 1];
const float mag = sqrtf(dx * dx + dy * dy);
const float angle = acos(dx / mag);
mModelView.loadTranslate(points[i], points[i + 1], 0.0f);
if (angle > MIN_ANGLE || angle < -MIN_ANGLE) {
mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f);
}
mModelView.translate(tx, ty, 0.0f);
if (!isAA) {
float length = mCaches.line.getLength(points[i], points[i + 1],
points[i + 2], points[i + 3]);
mModelView.scale(length, strokeWidth, 1.0f);
}
mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
if (mShader) {
mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot);
}
glDrawArrays(drawMode, 0, elementsCount);
}
if (isAA) {
glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
}
}
void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
const Rect& clip = *mSnapshot->clipRect;
drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
}
void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) {
if (quickReject(left, top, right, bottom)) {
return;
}
SkXfermode::Mode mode;
if (!mExtensions.hasFramebufferFetch()) {
const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
if (!isMode) {
// Assume SRC_OVER
mode = SkXfermode::kSrcOver_Mode;
}
} else {
mode = getXfermode(p->getXfermode());
}
// Skia draws using the color's alpha channel if < 255
// Otherwise, it uses the paint's alpha
int color = p->getColor();
if (((color >> 24) & 0xff) == 255) {
color |= p->getAlpha() << 24;
}
drawColorRect(left, top, right, bottom, color, mode);
}
void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
float x, float y, SkPaint* paint) {
if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
return;
}
if (mSnapshot->invisible) return;
paint->setAntiAlias(true);
float length = -1.0f;
switch (paint->getTextAlign()) {
case SkPaint::kCenter_Align:
length = paint->measureText(text, bytesCount);
x -= length / 2.0f;
break;
case SkPaint::kRight_Align:
length = paint->measureText(text, bytesCount);
x -= length;
break;
default:
break;
}
int alpha;
SkXfermode::Mode mode;
getAlphaAndMode(paint, &alpha, &mode);
uint32_t color = paint->getColor();
const GLfloat a = alpha / 255.0f;
const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f;
const GLfloat b = a * ((color ) & 0xFF) / 255.0f;
FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
paint->getTextSize());
if (mHasShadow) {
glActiveTexture(gTextureUnits[0]);
mCaches.dropShadowCache.setFontRenderer(fontRenderer);
const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount,
count, mShadowRadius);
const AutoTexture autoCleanup(shadow);
setupShadow(shadow, x, y, mode, a);
// Draw the mesh
glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
}
GLuint textureUnit = 0;
glActiveTexture(gTextureUnits[textureUnit]);
// Assume that the modelView matrix does not force scales, rotates, etc.
const bool linearFilter = mSnapshot->transform->changesBounds();
setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit,
x, y, r, g, b, a, mode, false, true);
const Rect& clip = mSnapshot->getLocalClip();
clearLayerRegions();
fontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
drawTextDecorations(text, bytesCount, length, x, y, paint);
}
void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
if (mSnapshot->invisible) return;
GLuint textureUnit = 0;
glActiveTexture(gTextureUnits[textureUnit]);
const PathTexture* texture = mCaches.pathCache.get(path, paint);
if (!texture) return;
const AutoTexture autoCleanup(texture);
const float x = texture->left - texture->offset;
const float y = texture->top - texture->offset;
if (quickReject(x, y, x + texture->width, y + texture->height)) {
return;
}
int alpha;
SkXfermode::Mode mode;
getAlphaAndMode(paint, &alpha, &mode);
uint32_t color = paint->getColor();
const GLfloat a = alpha / 255.0f;
const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f;
const GLfloat b = a * ((color ) & 0xFF) / 255.0f;
setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true);
clearLayerRegions();
// Draw the mesh
glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
}
///////////////////////////////////////////////////////////////////////////////
// Shaders
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::resetShader() {
mShader = NULL;
}
void OpenGLRenderer::setupShader(SkiaShader* shader) {
mShader = shader;
if (mShader) {
mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
}
}
///////////////////////////////////////////////////////////////////////////////
// Color filters
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::resetColorFilter() {
mColorFilter = NULL;
}
void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
mColorFilter = filter;
}
///////////////////////////////////////////////////////////////////////////////
// Drop shadow
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::resetShadow() {
mHasShadow = false;
}
void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
mHasShadow = true;
mShadowRadius = radius;
mShadowDx = dx;
mShadowDy = dy;
mShadowColor = color;
}
///////////////////////////////////////////////////////////////////////////////
// Drawing implementation
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y,
SkXfermode::Mode mode, float alpha) {
const float sx = x - texture->left + mShadowDx;
const float sy = y - texture->top + mShadowDy;
const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha;
const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f;
const GLfloat g = a * ((mShadowColor >> 8) & 0xFF) / 255.0f;
const GLfloat b = a * ((mShadowColor ) & 0xFF) / 255.0f;
GLuint textureUnit = 0;
setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false);
}
void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit,
float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode,
bool transforms, bool applyFilters) {
setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit,
x, y, r, g, b, a, mode, transforms, applyFilters,
&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
}
void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
SkXfermode::Mode mode, bool transforms, bool applyFilters) {
setupTextureAlpha8(texture, width, height, textureUnit,
x, y, r, g, b, a, mode, transforms, applyFilters,
&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
}
void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
SkXfermode::Mode mode, bool transforms, bool applyFilters,
GLvoid* vertices, GLvoid* texCoords) {
// Describe the required shaders
ProgramDescription description;
description.hasTexture = true;
description.hasAlpha8Texture = true;
const bool setColor = description.setAlpha8Color(r, g, b, a);
if (applyFilters) {
if (mShader) {
mShader->describe(description, mExtensions);
}
if (mColorFilter) {
mColorFilter->describe(description, mExtensions);
}
}
// Setup the blending mode
chooseBlending(true, mode, description);
// Build and use the appropriate shader
useProgram(mCaches.programCache.get(description));
bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit);
glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit);
int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
glEnableVertexAttribArray(texCoordsSlot);
// Setup attributes
glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
gMeshStride, vertices);
glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE,
gMeshStride, texCoords);
// Setup uniforms
if (transforms) {
mModelView.loadTranslate(x, y, 0.0f);
mModelView.scale(width, height, 1.0f);
} else {
mModelView.loadIdentity();
}
mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
if (setColor) {
mCaches.currentProgram->setColor(r, g, b, a);
}
textureUnit++;
if (applyFilters) {
// Setup attributes and uniforms required by the shaders
if (mShader) {
mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
}
if (mColorFilter) {
mColorFilter->setupProgram(mCaches.currentProgram);
}
}
}
// Same values used by Skia
#define kStdStrikeThru_Offset (-6.0f / 21.0f)
#define kStdUnderline_Offset (1.0f / 9.0f)
#define kStdUnderline_Thickness (1.0f / 18.0f)
void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
float x, float y, SkPaint* paint) {
// Handle underline and strike-through
uint32_t flags = paint->getFlags();
if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
float underlineWidth = length;
// If length is > 0.0f, we already measured the text for the text alignment
if (length <= 0.0f) {
underlineWidth = paint->measureText(text, bytesCount);
}
float offsetX = 0;
switch (paint->getTextAlign()) {
case SkPaint::kCenter_Align:
offsetX = underlineWidth * 0.5f;
break;
case SkPaint::kRight_Align:
offsetX = underlineWidth;
break;
default:
break;
}
if (underlineWidth > 0.0f) {
const float textSize = paint->getTextSize();
const float strokeWidth = textSize * kStdUnderline_Thickness;
const float left = x - offsetX;
float top = 0.0f;
const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1);
float points[pointsCount];
int currentPoint = 0;
if (flags & SkPaint::kUnderlineText_Flag) {
top = y + textSize * kStdUnderline_Offset;
points[currentPoint++] = left;
points[currentPoint++] = top;
points[currentPoint++] = left + underlineWidth;
points[currentPoint++] = top;
}
if (flags & SkPaint::kStrikeThruText_Flag) {
top = y + textSize * kStdStrikeThru_Offset;
points[currentPoint++] = left;
points[currentPoint++] = top;
points[currentPoint++] = left + underlineWidth;
points[currentPoint++] = top;
}
SkPaint linesPaint(*paint);
linesPaint.setStrokeWidth(strokeWidth);
drawLines(&points[0], pointsCount, &linesPaint);
}
}
}
void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
int color, SkXfermode::Mode mode, bool ignoreTransform) {
clearLayerRegions();
// If a shader is set, preserve only the alpha
if (mShader) {
color |= 0x00ffffff;
}
// Render using pre-multiplied alpha
const int alpha = (color >> 24) & 0xFF;
const GLfloat a = alpha / 255.0f;
const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f;
const GLfloat b = a * ((color ) & 0xFF) / 255.0f;
setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform);
// Draw the mesh
glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
}
void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom,
float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform) {
GLuint textureUnit = 0;
// Describe the required shaders
ProgramDescription description;
const bool setColor = description.setColor(r, g, b, a);
if (mShader) {
mShader->describe(description, mExtensions);
}
if (mColorFilter) {
mColorFilter->describe(description, mExtensions);
}
// Setup the blending mode
chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description);
// Build and use the appropriate shader
useProgram(mCaches.programCache.get(description));
// Setup attributes
glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
gMeshStride, &mMeshVertices[0].position[0]);
// Setup uniforms
mModelView.loadTranslate(left, top, 0.0f);
mModelView.scale(right - left, bottom - top, 1.0f);
if (!ignoreTransform) {
mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
} else {
mat4 identity;
mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity);
}
mCaches.currentProgram->setColor(r, g, b, a);
// Setup attributes and uniforms required by the shaders
if (mShader) {
mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
}
if (mColorFilter) {
mColorFilter->setupProgram(mCaches.currentProgram);
}
}
void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
const Texture* texture, const SkPaint* paint) {
int alpha;
SkXfermode::Mode mode;
getAlphaAndMode(paint, &alpha, &mode);
drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
GL_TRIANGLE_STRIP, gMeshCount);
}
void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
GL_TRIANGLE_STRIP, gMeshCount);
}
void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
bool swapSrcDst, bool ignoreTransform) {
clearLayerRegions();
ProgramDescription description;
description.hasTexture = true;
const bool setColor = description.setColor(alpha, alpha, alpha, alpha);
if (mColorFilter) {
mColorFilter->describe(description, mExtensions);
}
mModelView.loadTranslate(left, top, 0.0f);
mModelView.scale(right - left, bottom - top, 1.0f);
chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst);
useProgram(mCaches.programCache.get(description));
if (!ignoreTransform) {
mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
} else {
mat4 m;
mCaches.currentProgram->set(mOrthoMatrix, mModelView, m);
}
// Texture
bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0);
glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0);
// Always premultiplied
if (setColor) {
mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha);
}
// Mesh
int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
glEnableVertexAttribArray(texCoordsSlot);
glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
gMeshStride, vertices);
glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
// Color filter
if (mColorFilter) {
mColorFilter->setupProgram(mCaches.currentProgram);
}
glDrawArrays(drawMode, 0, elementsCount);
glDisableVertexAttribArray(texCoordsSlot);
}
void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
ProgramDescription& description, bool swapSrcDst) {
blend = blend || mode != SkXfermode::kSrcOver_Mode;
if (blend) {
if (mode < SkXfermode::kPlus_Mode) {
if (!mCaches.blend) {
glEnable(GL_BLEND);
}
GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
glBlendFunc(sourceMode, destMode);
mCaches.lastSrcMode = sourceMode;
mCaches.lastDstMode = destMode;
}
} else {
// These blend modes are not supported by OpenGL directly and have
// to be implemented using shaders. Since the shader will perform
// the blending, turn blending off here
if (mExtensions.hasFramebufferFetch()) {
description.framebufferMode = mode;
description.swapSrcDst = swapSrcDst;
}
if (mCaches.blend) {
glDisable(GL_BLEND);
}
blend = false;
}
} else if (mCaches.blend) {
glDisable(GL_BLEND);
}
mCaches.blend = blend;
}
bool OpenGLRenderer::useProgram(Program* program) {
if (!program->isInUse()) {
if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
program->use();
mCaches.currentProgram = program;
return false;
}
return true;
}
void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
TextureVertex* v = &mMeshVertices[0];
TextureVertex::setUV(v++, u1, v1);
TextureVertex::setUV(v++, u2, v1);
TextureVertex::setUV(v++, u1, v2);
TextureVertex::setUV(v++, u2, v2);
}
void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
if (paint) {
if (!mExtensions.hasFramebufferFetch()) {
const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode);
if (!isMode) {
// Assume SRC_OVER
*mode = SkXfermode::kSrcOver_Mode;
}
} else {
*mode = getXfermode(paint->getXfermode());
}
// Skia draws using the color's alpha channel if < 255
// Otherwise, it uses the paint's alpha
int color = paint->getColor();
*alpha = (color >> 24) & 0xFF;
if (*alpha == 255) {
*alpha = paint->getAlpha();
}
} else {
*mode = SkXfermode::kSrcOver_Mode;
*alpha = 255;
}
}
SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
if (mode == NULL) {
return SkXfermode::kSrcOver_Mode;
}
return mode->fMode;
}
void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) {
glActiveTexture(gTextureUnits[textureUnit]);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
}
}; // namespace uirenderer
}; // namespace android