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 <SkPathMeasure.h>
25#include <SkTypeface.h>
26
27#include <utils/Log.h>
28#include <utils/StopWatch.h>
29
30#include <private/hwui/DrawGlInfo.h>
31
32#include <ui/Rect.h>
33
34#include "OpenGLRenderer.h"
35#include "DisplayListRenderer.h"
36#include "PathRenderer.h"
37#include "Properties.h"
38#include "Vector.h"
39
40namespace android {
41namespace uirenderer {
42
43///////////////////////////////////////////////////////////////////////////////
44// Defines
45///////////////////////////////////////////////////////////////////////////////
46
47#define RAD_TO_DEG (180.0f / 3.14159265f)
48#define MIN_ANGLE 0.001f
49
50#define ALPHA_THRESHOLD 0
51
52#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
53
54///////////////////////////////////////////////////////////////////////////////
55// Globals
56///////////////////////////////////////////////////////////////////////////////
57
58/**
59 * Structure mapping Skia xfermodes to OpenGL blending factors.
60 */
61struct Blender {
62    SkXfermode::Mode mode;
63    GLenum src;
64    GLenum dst;
65}; // struct Blender
66
67// In this array, the index of each Blender equals the value of the first
68// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
69static const Blender gBlends[] = {
70    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
71    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
72    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
73    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
74    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
75    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
76    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
77    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
78    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
79    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
81    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
82    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
83    { SkXfermode::kMultiply_Mode, GL_ZERO,                GL_SRC_COLOR },
84    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
85};
86
87// This array contains the swapped version of each SkXfermode. For instance
88// this array's SrcOver blending mode is actually DstOver. You can refer to
89// createLayer() for more information on the purpose of this array.
90static const Blender gBlendsSwap[] = {
91    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
92    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
93    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
94    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
95    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
96    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
97    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
98    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
99    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
100    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
101    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
102    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
103    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
104    { SkXfermode::kMultiply_Mode, GL_DST_COLOR,           GL_ZERO },
105    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
106};
107
108///////////////////////////////////////////////////////////////////////////////
109// Constructors/destructor
110///////////////////////////////////////////////////////////////////////////////
111
112OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
113    mShader = NULL;
114    mColorFilter = NULL;
115    mHasShadow = false;
116    mHasDrawFilter = false;
117
118    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
119
120    mFirstSnapshot = new Snapshot;
121
122    mScissorOptimizationDisabled = false;
123}
124
125OpenGLRenderer::~OpenGLRenderer() {
126    // The context has already been destroyed at this point, do not call
127    // GL APIs. All GL state should be kept in Caches.h
128}
129
130void OpenGLRenderer::initProperties() {
131    char property[PROPERTY_VALUE_MAX];
132    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
133        mScissorOptimizationDisabled = !strcasecmp(property, "true");
134        INIT_LOGD("  Scissor optimization %s",
135                mScissorOptimizationDisabled ? "disabled" : "enabled");
136    } else {
137        INIT_LOGD("  Scissor optimization enabled");
138    }
139}
140
141///////////////////////////////////////////////////////////////////////////////
142// Setup
143///////////////////////////////////////////////////////////////////////////////
144
145bool OpenGLRenderer::isDeferred() {
146    return false;
147}
148
149void OpenGLRenderer::setViewport(int width, int height) {
150    initViewport(width, height);
151
152    glDisable(GL_DITHER);
153    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
154
155    glEnableVertexAttribArray(Program::kBindingPosition);
156}
157
158void OpenGLRenderer::initViewport(int width, int height) {
159    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
160
161    mWidth = width;
162    mHeight = height;
163
164    mFirstSnapshot->height = height;
165    mFirstSnapshot->viewport.set(0, 0, width, height);
166}
167
168status_t OpenGLRenderer::prepare(bool opaque) {
169    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
170}
171
172status_t OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom,
173        bool opaque) {
174    mCaches.clearGarbage();
175
176    mSnapshot = new Snapshot(mFirstSnapshot,
177            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
178    mSnapshot->fbo = getTargetFbo();
179    mSaveCount = 1;
180
181    mSnapshot->setClip(left, top, right, bottom);
182    mDirtyClip = true;
183
184    updateLayers();
185
186    // If we know that we are going to redraw the entire framebuffer,
187    // perform a discard to let the driver know we don't need to preserve
188    // the back buffer for this frame.
189    if (mCaches.extensions.hasDiscardFramebuffer() &&
190            left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
191        const GLenum attachments[] = { getTargetFbo() == 0 ? GL_COLOR_EXT : GL_COLOR_ATTACHMENT0 };
192        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
193    }
194
195    syncState();
196
197    // Functors break the tiling extension in pretty spectacular ways
198    // This ensures we don't use tiling when a functor is going to be
199    // invoked during the frame
200    mSuppressTiling = mCaches.hasRegisteredFunctors();
201
202    mTilingSnapshot = mSnapshot;
203    startTiling(mTilingSnapshot, true);
204
205    debugOverdraw(true, true);
206
207    return clear(left, top, right, bottom, opaque);
208}
209
210status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
211    if (!opaque) {
212        mCaches.enableScissor();
213        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
214        glClear(GL_COLOR_BUFFER_BIT);
215        return DrawGlInfo::kStatusDrew;
216    }
217
218    mCaches.resetScissor();
219    return DrawGlInfo::kStatusDone;
220}
221
222void OpenGLRenderer::syncState() {
223    glViewport(0, 0, mWidth, mHeight);
224
225    if (mCaches.blend) {
226        glEnable(GL_BLEND);
227    } else {
228        glDisable(GL_BLEND);
229    }
230}
231
232void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
233    if (!mSuppressTiling) {
234        Rect* clip = mTilingSnapshot->clipRect;
235        if (s->flags & Snapshot::kFlagIsFboLayer) {
236            clip = s->clipRect;
237        }
238
239        mCaches.startTiling(clip->left, s->height - clip->bottom,
240                clip->right - clip->left, clip->bottom - clip->top, opaque);
241    }
242}
243
244void OpenGLRenderer::endTiling() {
245    if (!mSuppressTiling) mCaches.endTiling();
246}
247
248void OpenGLRenderer::finish() {
249    renderOverdraw();
250    endTiling();
251
252    if (!suppressErrorChecks()) {
253#if DEBUG_OPENGL
254        GLenum status = GL_NO_ERROR;
255        while ((status = glGetError()) != GL_NO_ERROR) {
256            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
257            switch (status) {
258                case GL_INVALID_ENUM:
259                    ALOGE("  GL_INVALID_ENUM");
260                    break;
261                case GL_INVALID_VALUE:
262                    ALOGE("  GL_INVALID_VALUE");
263                    break;
264                case GL_INVALID_OPERATION:
265                    ALOGE("  GL_INVALID_OPERATION");
266                    break;
267                case GL_OUT_OF_MEMORY:
268                    ALOGE("  Out of memory!");
269                    break;
270            }
271        }
272#endif
273
274#if DEBUG_MEMORY_USAGE
275        mCaches.dumpMemoryUsage();
276#else
277        if (mCaches.getDebugLevel() & kDebugMemory) {
278            mCaches.dumpMemoryUsage();
279        }
280#endif
281    }
282}
283
284void OpenGLRenderer::interrupt() {
285    if (mCaches.currentProgram) {
286        if (mCaches.currentProgram->isInUse()) {
287            mCaches.currentProgram->remove();
288            mCaches.currentProgram = NULL;
289        }
290    }
291    mCaches.unbindMeshBuffer();
292    mCaches.unbindIndicesBuffer();
293    mCaches.resetVertexPointers();
294    mCaches.disbaleTexCoordsVertexArray();
295    debugOverdraw(false, false);
296}
297
298void OpenGLRenderer::resume() {
299    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
300    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
301    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
302    debugOverdraw(true, false);
303
304    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
305
306    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
307    mCaches.enableScissor();
308    mCaches.resetScissor();
309    dirtyClip();
310
311    mCaches.activeTexture(0);
312
313    mCaches.blend = true;
314    glEnable(GL_BLEND);
315    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
316    glBlendEquation(GL_FUNC_ADD);
317}
318
319void OpenGLRenderer::resumeAfterLayer() {
320    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
321    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
322    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
323    debugOverdraw(true, false);
324
325    mCaches.resetScissor();
326    dirtyClip();
327}
328
329void OpenGLRenderer::detachFunctor(Functor* functor) {
330    mFunctors.remove(functor);
331}
332
333void OpenGLRenderer::attachFunctor(Functor* functor) {
334    mFunctors.add(functor);
335}
336
337status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
338    status_t result = DrawGlInfo::kStatusDone;
339    size_t count = mFunctors.size();
340
341    if (count > 0) {
342        interrupt();
343        SortedVector<Functor*> functors(mFunctors);
344        mFunctors.clear();
345
346        DrawGlInfo info;
347        info.clipLeft = 0;
348        info.clipTop = 0;
349        info.clipRight = 0;
350        info.clipBottom = 0;
351        info.isLayer = false;
352        info.width = 0;
353        info.height = 0;
354        memset(info.transform, 0, sizeof(float) * 16);
355
356        for (size_t i = 0; i < count; i++) {
357            Functor* f = functors.itemAt(i);
358            result |= (*f)(DrawGlInfo::kModeProcess, &info);
359
360            if (result & DrawGlInfo::kStatusDraw) {
361                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
362                dirty.unionWith(localDirty);
363            }
364
365            if (result & DrawGlInfo::kStatusInvoke) {
366                mFunctors.add(f);
367            }
368        }
369        resume();
370    }
371
372    return result;
373}
374
375status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
376    interrupt();
377    detachFunctor(functor);
378
379    mCaches.enableScissor();
380    if (mDirtyClip) {
381        setScissorFromClip();
382    }
383
384    Rect clip(*mSnapshot->clipRect);
385    clip.snapToPixelBoundaries();
386
387    // Since we don't know what the functor will draw, let's dirty
388    // tne entire clip region
389    if (hasLayer()) {
390        dirtyLayerUnchecked(clip, getRegion());
391    }
392
393    DrawGlInfo info;
394    info.clipLeft = clip.left;
395    info.clipTop = clip.top;
396    info.clipRight = clip.right;
397    info.clipBottom = clip.bottom;
398    info.isLayer = hasLayer();
399    info.width = getSnapshot()->viewport.getWidth();
400    info.height = getSnapshot()->height;
401    getSnapshot()->transform->copyTo(&info.transform[0]);
402
403    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew;
404
405    if (result != DrawGlInfo::kStatusDone) {
406        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
407        dirty.unionWith(localDirty);
408
409        if (result & DrawGlInfo::kStatusInvoke) {
410            mFunctors.add(functor);
411        }
412    }
413
414    resume();
415    return result;
416}
417
418///////////////////////////////////////////////////////////////////////////////
419// Debug
420///////////////////////////////////////////////////////////////////////////////
421
422void OpenGLRenderer::startMark(const char* name) const {
423    mCaches.startMark(0, name);
424}
425
426void OpenGLRenderer::endMark() const {
427    mCaches.endMark();
428}
429
430void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
431    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
432        if (clear) {
433            mCaches.disableScissor();
434            mCaches.stencil.clear();
435        }
436        if (enable) {
437            mCaches.stencil.enableDebugWrite();
438        } else {
439            mCaches.stencil.disable();
440        }
441    }
442}
443
444void OpenGLRenderer::renderOverdraw() {
445    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
446        const Rect* clip = mTilingSnapshot->clipRect;
447
448        mCaches.enableScissor();
449        mCaches.setScissor(clip->left, mTilingSnapshot->height - clip->bottom,
450                clip->right - clip->left, clip->bottom - clip->top);
451
452        mCaches.stencil.enableDebugTest(2);
453        drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode);
454        mCaches.stencil.enableDebugTest(3);
455        drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode);
456        mCaches.stencil.enableDebugTest(4);
457        drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode);
458        mCaches.stencil.enableDebugTest(4, true);
459        drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode);
460        mCaches.stencil.disable();
461    }
462}
463
464///////////////////////////////////////////////////////////////////////////////
465// Layers
466///////////////////////////////////////////////////////////////////////////////
467
468bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
469    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
470        OpenGLRenderer* renderer = layer->renderer;
471        Rect& dirty = layer->dirtyRect;
472
473        if (inFrame) {
474            endTiling();
475            debugOverdraw(false, false);
476        }
477
478        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
479        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
480        renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren);
481        renderer->finish();
482
483        if (inFrame) {
484            resumeAfterLayer();
485            startTiling(mSnapshot);
486        }
487
488        dirty.setEmpty();
489        layer->deferredUpdateScheduled = false;
490        layer->renderer = NULL;
491        layer->displayList = NULL;
492
493        return true;
494    }
495
496    return false;
497}
498
499void OpenGLRenderer::updateLayers() {
500    int count = mLayerUpdates.size();
501    if (count > 0) {
502        startMark("Layer Updates");
503
504        // Note: it is very important to update the layers in reverse order
505        for (int i = count - 1; i >= 0; i--) {
506            Layer* layer = mLayerUpdates.itemAt(i);
507            updateLayer(layer, false);
508            mCaches.resourceCache.decrementRefcount(layer);
509        }
510        mLayerUpdates.clear();
511
512        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
513        endMark();
514    }
515}
516
517void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
518    if (layer) {
519        mLayerUpdates.push_back(layer);
520        mCaches.resourceCache.incrementRefcount(layer);
521    }
522}
523
524void OpenGLRenderer::clearLayerUpdates() {
525    size_t count = mLayerUpdates.size();
526    if (count > 0) {
527        mCaches.resourceCache.lock();
528        for (size_t i = 0; i < count; i++) {
529            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
530        }
531        mCaches.resourceCache.unlock();
532        mLayerUpdates.clear();
533    }
534}
535
536///////////////////////////////////////////////////////////////////////////////
537// State management
538///////////////////////////////////////////////////////////////////////////////
539
540int OpenGLRenderer::getSaveCount() const {
541    return mSaveCount;
542}
543
544int OpenGLRenderer::save(int flags) {
545    return saveSnapshot(flags);
546}
547
548void OpenGLRenderer::restore() {
549    if (mSaveCount > 1) {
550        restoreSnapshot();
551    }
552}
553
554void OpenGLRenderer::restoreToCount(int saveCount) {
555    if (saveCount < 1) saveCount = 1;
556
557    while (mSaveCount > saveCount) {
558        restoreSnapshot();
559    }
560}
561
562int OpenGLRenderer::saveSnapshot(int flags) {
563    mSnapshot = new Snapshot(mSnapshot, flags);
564    return mSaveCount++;
565}
566
567bool OpenGLRenderer::restoreSnapshot() {
568    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
569    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
570    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
571
572    sp<Snapshot> current = mSnapshot;
573    sp<Snapshot> previous = mSnapshot->previous;
574
575    if (restoreOrtho) {
576        Rect& r = previous->viewport;
577        glViewport(r.left, r.top, r.right, r.bottom);
578        mOrthoMatrix.load(current->orthoMatrix);
579    }
580
581    mSaveCount--;
582    mSnapshot = previous;
583
584    if (restoreClip) {
585        dirtyClip();
586    }
587
588    if (restoreLayer) {
589        composeLayer(current, previous);
590    }
591
592    return restoreClip;
593}
594
595///////////////////////////////////////////////////////////////////////////////
596// Layers
597///////////////////////////////////////////////////////////////////////////////
598
599int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
600        SkPaint* p, int flags) {
601    const GLuint previousFbo = mSnapshot->fbo;
602    const int count = saveSnapshot(flags);
603
604    if (!mSnapshot->isIgnored()) {
605        int alpha = 255;
606        SkXfermode::Mode mode;
607
608        if (p) {
609            alpha = p->getAlpha();
610            mode = getXfermode(p->getXfermode());
611        } else {
612            mode = SkXfermode::kSrcOver_Mode;
613        }
614
615        createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
616    }
617
618    return count;
619}
620
621int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
622        int alpha, int flags) {
623    if (alpha >= 255) {
624        return saveLayer(left, top, right, bottom, NULL, flags);
625    } else {
626        SkPaint paint;
627        paint.setAlpha(alpha);
628        return saveLayer(left, top, right, bottom, &paint, flags);
629    }
630}
631
632/**
633 * Layers are viewed by Skia are slightly different than layers in image editing
634 * programs (for instance.) When a layer is created, previously created layers
635 * and the frame buffer still receive every drawing command. For instance, if a
636 * layer is created and a shape intersecting the bounds of the layers and the
637 * framebuffer is draw, the shape will be drawn on both (unless the layer was
638 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
639 *
640 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
641 * texture. Unfortunately, this is inefficient as it requires every primitive to
642 * be drawn n + 1 times, where n is the number of active layers. In practice this
643 * means, for every primitive:
644 *   - Switch active frame buffer
645 *   - Change viewport, clip and projection matrix
646 *   - Issue the drawing
647 *
648 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
649 * To avoid this, layers are implemented in a different way here, at least in the
650 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
651 * is set. When this flag is set we can redirect all drawing operations into a
652 * single FBO.
653 *
654 * This implementation relies on the frame buffer being at least RGBA 8888. When
655 * a layer is created, only a texture is created, not an FBO. The content of the
656 * frame buffer contained within the layer's bounds is copied into this texture
657 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
658 * buffer and drawing continues as normal. This technique therefore treats the
659 * frame buffer as a scratch buffer for the layers.
660 *
661 * To compose the layers back onto the frame buffer, each layer texture
662 * (containing the original frame buffer data) is drawn as a simple quad over
663 * the frame buffer. The trick is that the quad is set as the composition
664 * destination in the blending equation, and the frame buffer becomes the source
665 * of the composition.
666 *
667 * Drawing layers with an alpha value requires an extra step before composition.
668 * An empty quad is drawn over the layer's region in the frame buffer. This quad
669 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
670 * quad is used to multiply the colors in the frame buffer. This is achieved by
671 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
672 * GL_ZERO, GL_SRC_ALPHA.
673 *
674 * Because glCopyTexImage2D() can be slow, an alternative implementation might
675 * be use to draw a single clipped layer. The implementation described above
676 * is correct in every case.
677 *
678 * (1) The frame buffer is actually not cleared right away. To allow the GPU
679 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
680 *     buffer is left untouched until the first drawing operation. Only when
681 *     something actually gets drawn are the layers regions cleared.
682 */
683bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
684        int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) {
685    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
686    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
687
688    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
689
690    // Window coordinates of the layer
691    Rect clip;
692    Rect bounds(left, top, right, bottom);
693    Rect untransformedBounds(bounds);
694    mSnapshot->transform->mapRect(bounds);
695
696    // Layers only make sense if they are in the framebuffer's bounds
697    if (bounds.intersect(*mSnapshot->clipRect)) {
698        // We cannot work with sub-pixels in this case
699        bounds.snapToPixelBoundaries();
700
701        // When the layer is not an FBO, we may use glCopyTexImage so we
702        // need to make sure the layer does not extend outside the bounds
703        // of the framebuffer
704        if (!bounds.intersect(mSnapshot->previous->viewport)) {
705            bounds.setEmpty();
706        } else if (fboLayer) {
707            clip.set(bounds);
708            mat4 inverse;
709            inverse.loadInverse(*mSnapshot->transform);
710            inverse.mapRect(clip);
711            clip.snapToPixelBoundaries();
712            if (clip.intersect(untransformedBounds)) {
713                clip.translate(-left, -top);
714                bounds.set(untransformedBounds);
715            } else {
716                clip.setEmpty();
717            }
718        }
719    } else {
720        bounds.setEmpty();
721    }
722
723    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
724            bounds.getHeight() > mCaches.maxTextureSize ||
725            (fboLayer && clip.isEmpty())) {
726        mSnapshot->empty = fboLayer;
727    } else {
728        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
729    }
730
731    // Bail out if we won't draw in this snapshot
732    if (mSnapshot->invisible || mSnapshot->empty) {
733        return false;
734    }
735
736    mCaches.activeTexture(0);
737    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
738    if (!layer) {
739        return false;
740    }
741
742    layer->setAlpha(alpha, mode);
743    layer->layer.set(bounds);
744    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
745            bounds.getWidth() / float(layer->getWidth()), 0.0f);
746    layer->setColorFilter(mColorFilter);
747    layer->setBlend(true);
748    layer->setDirty(false);
749
750    // Save the layer in the snapshot
751    mSnapshot->flags |= Snapshot::kFlagIsLayer;
752    mSnapshot->layer = layer;
753
754    if (fboLayer) {
755        return createFboLayer(layer, bounds, clip, previousFbo);
756    } else {
757        // Copy the framebuffer into the layer
758        layer->bindTexture();
759        if (!bounds.isEmpty()) {
760            if (layer->isEmpty()) {
761                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
762                        bounds.left, mSnapshot->height - bounds.bottom,
763                        layer->getWidth(), layer->getHeight(), 0);
764                layer->setEmpty(false);
765            } else {
766                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
767                        mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
768            }
769
770            // Enqueue the buffer coordinates to clear the corresponding region later
771            mLayers.push(new Rect(bounds));
772        }
773    }
774
775    return true;
776}
777
778bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
779    layer->setFbo(mCaches.fboCache.get());
780
781    mSnapshot->region = &mSnapshot->layer->region;
782    mSnapshot->flags |= Snapshot::kFlagFboTarget;
783
784    mSnapshot->flags |= Snapshot::kFlagIsFboLayer;
785    mSnapshot->fbo = layer->getFbo();
786    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
787    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
788    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
789    mSnapshot->height = bounds.getHeight();
790    mSnapshot->flags |= Snapshot::kFlagDirtyOrtho;
791    mSnapshot->orthoMatrix.load(mOrthoMatrix);
792
793    endTiling();
794    debugOverdraw(false, false);
795    // Bind texture to FBO
796    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
797    layer->bindTexture();
798
799    // Initialize the texture if needed
800    if (layer->isEmpty()) {
801        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
802        layer->setEmpty(false);
803    }
804
805    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
806            layer->getTexture(), 0);
807
808    startTiling(mSnapshot);
809
810    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
811    mCaches.enableScissor();
812    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
813            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
814    glClear(GL_COLOR_BUFFER_BIT);
815
816    dirtyClip();
817
818    // Change the ortho projection
819    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
820    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
821
822    return true;
823}
824
825/**
826 * Read the documentation of createLayer() before doing anything in this method.
827 */
828void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
829    if (!current->layer) {
830        ALOGE("Attempting to compose a layer that does not exist");
831        return;
832    }
833
834    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
835
836    if (fboLayer) {
837        endTiling();
838
839        // Detach the texture from the FBO
840        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
841        // Unbind current FBO and restore previous one
842        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
843        debugOverdraw(true, false);
844
845        startTiling(previous);
846    }
847
848    Layer* layer = current->layer;
849    const Rect& rect = layer->layer;
850
851    if (!fboLayer && layer->getAlpha() < 255) {
852        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
853                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
854        // Required below, composeLayerRect() will divide by 255
855        layer->setAlpha(255);
856    }
857
858    mCaches.unbindMeshBuffer();
859
860    mCaches.activeTexture(0);
861
862    // When the layer is stored in an FBO, we can save a bit of fillrate by
863    // drawing only the dirty region
864    if (fboLayer) {
865        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
866        if (layer->getColorFilter()) {
867            setupColorFilter(layer->getColorFilter());
868        }
869        composeLayerRegion(layer, rect);
870        if (layer->getColorFilter()) {
871            resetColorFilter();
872        }
873    } else if (!rect.isEmpty()) {
874        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
875        composeLayerRect(layer, rect, true);
876    }
877
878    if (fboLayer) {
879        // Note: No need to use glDiscardFramebufferEXT() since we never
880        //       create/compose layers that are not on screen with this
881        //       code path
882        // See LayerRenderer::destroyLayer(Layer*)
883
884        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
885        mCaches.fboCache.put(current->fbo);
886        layer->setFbo(0);
887    }
888
889    dirtyClip();
890
891    // Failing to add the layer to the cache should happen only if the layer is too large
892    if (!mCaches.layerCache.put(layer)) {
893        LAYER_LOGD("Deleting layer");
894        Caches::getInstance().resourceCache.decrementRefcount(layer);
895    }
896}
897
898void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
899    float alpha = layer->getAlpha() / 255.0f;
900
901    setupDraw();
902    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
903        setupDrawWithTexture();
904    } else {
905        setupDrawWithExternalTexture();
906    }
907    setupDrawTextureTransform();
908    setupDrawColor(alpha, alpha, alpha, alpha);
909    setupDrawColorFilter();
910    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
911    setupDrawProgram();
912    setupDrawPureColorUniforms();
913    setupDrawColorFilterUniforms();
914    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
915        setupDrawTexture(layer->getTexture());
916    } else {
917        setupDrawExternalTexture(layer->getTexture());
918    }
919    if (mSnapshot->transform->isPureTranslate() &&
920            layer->getWidth() == (uint32_t) rect.getWidth() &&
921            layer->getHeight() == (uint32_t) rect.getHeight()) {
922        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
923        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
924
925        layer->setFilter(GL_NEAREST);
926        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
927    } else {
928        layer->setFilter(GL_LINEAR);
929        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
930    }
931    setupDrawTextureTransformUniforms(layer->getTexTransform());
932    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
933
934    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
935
936    finishDrawTexture();
937}
938
939void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
940    if (!layer->isTextureLayer()) {
941        const Rect& texCoords = layer->texCoords;
942        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
943                texCoords.right, texCoords.bottom);
944
945        float x = rect.left;
946        float y = rect.top;
947        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
948                layer->getWidth() == (uint32_t) rect.getWidth() &&
949                layer->getHeight() == (uint32_t) rect.getHeight();
950
951        if (simpleTransform) {
952            // When we're swapping, the layer is already in screen coordinates
953            if (!swap) {
954                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
955                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
956            }
957
958            layer->setFilter(GL_NEAREST, true);
959        } else {
960            layer->setFilter(GL_LINEAR, true);
961        }
962
963        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
964                layer->getTexture(), layer->getAlpha() / 255.0f,
965                layer->getMode(), layer->isBlend(),
966                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
967                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
968
969        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
970    } else {
971        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
972        drawTextureLayer(layer, rect);
973        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
974    }
975}
976
977void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
978    if (layer->region.isRect()) {
979        layer->setRegionAsRect();
980
981        composeLayerRect(layer, layer->regionRect);
982
983        layer->region.clear();
984        return;
985    }
986
987    // TODO: See LayerRenderer.cpp::generateMesh() for important
988    //       information about this implementation
989    if (CC_LIKELY(!layer->region.isEmpty())) {
990        size_t count;
991        const android::Rect* rects = layer->region.getArray(&count);
992
993        const float alpha = layer->getAlpha() / 255.0f;
994        const float texX = 1.0f / float(layer->getWidth());
995        const float texY = 1.0f / float(layer->getHeight());
996        const float height = rect.getHeight();
997
998        TextureVertex* mesh = mCaches.getRegionMesh();
999        GLsizei numQuads = 0;
1000
1001        setupDraw();
1002        setupDrawWithTexture();
1003        setupDrawColor(alpha, alpha, alpha, alpha);
1004        setupDrawColorFilter();
1005        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1006        setupDrawProgram();
1007        setupDrawDirtyRegionsDisabled();
1008        setupDrawPureColorUniforms();
1009        setupDrawColorFilterUniforms();
1010        setupDrawTexture(layer->getTexture());
1011        if (mSnapshot->transform->isPureTranslate()) {
1012            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
1013            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
1014
1015            layer->setFilter(GL_NEAREST);
1016            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1017        } else {
1018            layer->setFilter(GL_LINEAR);
1019            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1020        }
1021        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1022
1023        for (size_t i = 0; i < count; i++) {
1024            const android::Rect* r = &rects[i];
1025
1026            const float u1 = r->left * texX;
1027            const float v1 = (height - r->top) * texY;
1028            const float u2 = r->right * texX;
1029            const float v2 = (height - r->bottom) * texY;
1030
1031            // TODO: Reject quads outside of the clip
1032            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1033            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1034            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1035            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1036
1037            numQuads++;
1038
1039            if (numQuads >= REGION_MESH_QUAD_COUNT) {
1040                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1041                numQuads = 0;
1042                mesh = mCaches.getRegionMesh();
1043            }
1044        }
1045
1046        if (numQuads > 0) {
1047            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1048        }
1049
1050        finishDrawTexture();
1051
1052#if DEBUG_LAYERS_AS_REGIONS
1053        drawRegionRects(layer->region);
1054#endif
1055
1056        layer->region.clear();
1057    }
1058}
1059
1060void OpenGLRenderer::drawRegionRects(const Region& region) {
1061#if DEBUG_LAYERS_AS_REGIONS
1062    size_t count;
1063    const android::Rect* rects = region.getArray(&count);
1064
1065    uint32_t colors[] = {
1066            0x7fff0000, 0x7f00ff00,
1067            0x7f0000ff, 0x7fff00ff,
1068    };
1069
1070    int offset = 0;
1071    int32_t top = rects[0].top;
1072
1073    for (size_t i = 0; i < count; i++) {
1074        if (top != rects[i].top) {
1075            offset ^= 0x2;
1076            top = rects[i].top;
1077        }
1078
1079        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1080        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1081                SkXfermode::kSrcOver_Mode);
1082    }
1083#endif
1084}
1085
1086void OpenGLRenderer::dirtyLayer(const float left, const float top,
1087        const float right, const float bottom, const mat4 transform) {
1088    if (hasLayer()) {
1089        Rect bounds(left, top, right, bottom);
1090        transform.mapRect(bounds);
1091        dirtyLayerUnchecked(bounds, getRegion());
1092    }
1093}
1094
1095void OpenGLRenderer::dirtyLayer(const float left, const float top,
1096        const float right, const float bottom) {
1097    if (hasLayer()) {
1098        Rect bounds(left, top, right, bottom);
1099        dirtyLayerUnchecked(bounds, getRegion());
1100    }
1101}
1102
1103void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1104    if (bounds.intersect(*mSnapshot->clipRect)) {
1105        bounds.snapToPixelBoundaries();
1106        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1107        if (!dirty.isEmpty()) {
1108            region->orSelf(dirty);
1109        }
1110    }
1111}
1112
1113void OpenGLRenderer::clearLayerRegions() {
1114    const size_t count = mLayers.size();
1115    if (count == 0) return;
1116
1117    if (!mSnapshot->isIgnored()) {
1118        // Doing several glScissor/glClear here can negatively impact
1119        // GPUs with a tiler architecture, instead we draw quads with
1120        // the Clear blending mode
1121
1122        // The list contains bounds that have already been clipped
1123        // against their initial clip rect, and the current clip
1124        // is likely different so we need to disable clipping here
1125        bool scissorChanged = mCaches.disableScissor();
1126
1127        Vertex mesh[count * 6];
1128        Vertex* vertex = mesh;
1129
1130        for (uint32_t i = 0; i < count; i++) {
1131            Rect* bounds = mLayers.itemAt(i);
1132
1133            Vertex::set(vertex++, bounds->left, bounds->bottom);
1134            Vertex::set(vertex++, bounds->left, bounds->top);
1135            Vertex::set(vertex++, bounds->right, bounds->top);
1136            Vertex::set(vertex++, bounds->left, bounds->bottom);
1137            Vertex::set(vertex++, bounds->right, bounds->top);
1138            Vertex::set(vertex++, bounds->right, bounds->bottom);
1139
1140            delete bounds;
1141        }
1142
1143        setupDraw(false);
1144        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1145        setupDrawBlending(true, SkXfermode::kClear_Mode);
1146        setupDrawProgram();
1147        setupDrawPureColorUniforms();
1148        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1149        setupDrawVertices(&mesh[0].position[0]);
1150
1151        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1152
1153        if (scissorChanged) mCaches.enableScissor();
1154    } else {
1155        for (uint32_t i = 0; i < count; i++) {
1156            delete mLayers.itemAt(i);
1157        }
1158    }
1159
1160    mLayers.clear();
1161}
1162
1163///////////////////////////////////////////////////////////////////////////////
1164// Transforms
1165///////////////////////////////////////////////////////////////////////////////
1166
1167void OpenGLRenderer::translate(float dx, float dy) {
1168    mSnapshot->transform->translate(dx, dy, 0.0f);
1169}
1170
1171void OpenGLRenderer::rotate(float degrees) {
1172    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
1173}
1174
1175void OpenGLRenderer::scale(float sx, float sy) {
1176    mSnapshot->transform->scale(sx, sy, 1.0f);
1177}
1178
1179void OpenGLRenderer::skew(float sx, float sy) {
1180    mSnapshot->transform->skew(sx, sy);
1181}
1182
1183void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1184    if (matrix) {
1185        mSnapshot->transform->load(*matrix);
1186    } else {
1187        mSnapshot->transform->loadIdentity();
1188    }
1189}
1190
1191void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1192    mSnapshot->transform->copyTo(*matrix);
1193}
1194
1195void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1196    SkMatrix transform;
1197    mSnapshot->transform->copyTo(transform);
1198    transform.preConcat(*matrix);
1199    mSnapshot->transform->load(transform);
1200}
1201
1202///////////////////////////////////////////////////////////////////////////////
1203// Clipping
1204///////////////////////////////////////////////////////////////////////////////
1205
1206void OpenGLRenderer::setScissorFromClip() {
1207    Rect clip(*mSnapshot->clipRect);
1208    clip.snapToPixelBoundaries();
1209
1210    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1211            clip.getWidth(), clip.getHeight())) {
1212        mDirtyClip = false;
1213    }
1214}
1215
1216const Rect& OpenGLRenderer::getClipBounds() {
1217    return mSnapshot->getLocalClip();
1218}
1219
1220bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) {
1221    if (mSnapshot->isIgnored()) {
1222        return true;
1223    }
1224
1225    Rect r(left, top, right, bottom);
1226    mSnapshot->transform->mapRect(r);
1227    r.snapToPixelBoundaries();
1228
1229    Rect clipRect(*mSnapshot->clipRect);
1230    clipRect.snapToPixelBoundaries();
1231
1232    return !clipRect.intersects(r);
1233}
1234
1235bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1236        Rect& transformed, Rect& clip) {
1237    if (mSnapshot->isIgnored()) {
1238        return true;
1239    }
1240
1241    transformed.set(left, top, right, bottom);
1242    mSnapshot->transform->mapRect(transformed);
1243    transformed.snapToPixelBoundaries();
1244
1245    clip.set(*mSnapshot->clipRect);
1246    clip.snapToPixelBoundaries();
1247
1248    return !clip.intersects(transformed);
1249}
1250
1251bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, SkPaint* paint) {
1252    if (paint->getStyle() != SkPaint::kFill_Style) {
1253        float outset = paint->getStrokeWidth() * 0.5f;
1254        return quickReject(left - outset, top - outset, right + outset, bottom + outset);
1255    } else {
1256        return quickReject(left, top, right, bottom);
1257    }
1258}
1259
1260bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1261    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1262        return true;
1263    }
1264
1265    Rect r(left, top, right, bottom);
1266    mSnapshot->transform->mapRect(r);
1267    r.snapToPixelBoundaries();
1268
1269    Rect clipRect(*mSnapshot->clipRect);
1270    clipRect.snapToPixelBoundaries();
1271
1272    bool rejected = !clipRect.intersects(r);
1273    if (!isDeferred() && !rejected) {
1274        mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r));
1275    }
1276
1277    return rejected;
1278}
1279
1280bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1281    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1282    if (clipped) {
1283        dirtyClip();
1284    }
1285    return !mSnapshot->clipRect->isEmpty();
1286}
1287
1288Rect* OpenGLRenderer::getClipRect() {
1289    return mSnapshot->clipRect;
1290}
1291
1292///////////////////////////////////////////////////////////////////////////////
1293// Drawing commands
1294///////////////////////////////////////////////////////////////////////////////
1295
1296void OpenGLRenderer::setupDraw(bool clear) {
1297    // TODO: It would be best if we could do this before quickReject()
1298    //       changes the scissor test state
1299    if (clear) clearLayerRegions();
1300    if (mDirtyClip) {
1301        setScissorFromClip();
1302    }
1303    mDescription.reset();
1304    mSetShaderColor = false;
1305    mColorSet = false;
1306    mColorA = mColorR = mColorG = mColorB = 0.0f;
1307    mTextureUnit = 0;
1308    mTrackDirtyRegions = true;
1309}
1310
1311void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1312    mDescription.hasTexture = true;
1313    mDescription.hasAlpha8Texture = isAlpha8;
1314}
1315
1316void OpenGLRenderer::setupDrawWithExternalTexture() {
1317    mDescription.hasExternalTexture = true;
1318}
1319
1320void OpenGLRenderer::setupDrawNoTexture() {
1321    mCaches.disbaleTexCoordsVertexArray();
1322}
1323
1324void OpenGLRenderer::setupDrawAA() {
1325    mDescription.isAA = true;
1326}
1327
1328void OpenGLRenderer::setupDrawVertexShape() {
1329    mDescription.isVertexShape = true;
1330}
1331
1332void OpenGLRenderer::setupDrawPoint(float pointSize) {
1333    mDescription.isPoint = true;
1334    mDescription.pointSize = pointSize;
1335}
1336
1337void OpenGLRenderer::setupDrawColor(int color) {
1338    setupDrawColor(color, (color >> 24) & 0xFF);
1339}
1340
1341void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1342    mColorA = alpha / 255.0f;
1343    // Second divide of a by 255 is an optimization, allowing us to simply multiply
1344    // the rgb values by a instead of also dividing by 255
1345    const float a = mColorA / 255.0f;
1346    mColorR = a * ((color >> 16) & 0xFF);
1347    mColorG = a * ((color >>  8) & 0xFF);
1348    mColorB = a * ((color      ) & 0xFF);
1349    mColorSet = true;
1350    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1351}
1352
1353void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1354    mColorA = alpha / 255.0f;
1355    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1356    // the rgb values by a instead of also dividing by 255
1357    const float a = mColorA / 255.0f;
1358    mColorR = a * ((color >> 16) & 0xFF);
1359    mColorG = a * ((color >>  8) & 0xFF);
1360    mColorB = a * ((color      ) & 0xFF);
1361    mColorSet = true;
1362    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1363}
1364
1365void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1366    mCaches.fontRenderer->describe(mDescription, paint);
1367}
1368
1369void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1370    mColorA = a;
1371    mColorR = r;
1372    mColorG = g;
1373    mColorB = b;
1374    mColorSet = true;
1375    mSetShaderColor = mDescription.setColor(r, g, b, a);
1376}
1377
1378void OpenGLRenderer::setupDrawShader() {
1379    if (mShader) {
1380        mShader->describe(mDescription, mCaches.extensions);
1381    }
1382}
1383
1384void OpenGLRenderer::setupDrawColorFilter() {
1385    if (mColorFilter) {
1386        mColorFilter->describe(mDescription, mCaches.extensions);
1387    }
1388}
1389
1390void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1391    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1392        mColorA = 1.0f;
1393        mColorR = mColorG = mColorB = 0.0f;
1394        mSetShaderColor = mDescription.modulate = true;
1395    }
1396}
1397
1398void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1399    // When the blending mode is kClear_Mode, we need to use a modulate color
1400    // argb=1,0,0,0
1401    accountForClear(mode);
1402    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1403            mDescription, swapSrcDst);
1404}
1405
1406void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1407    // When the blending mode is kClear_Mode, we need to use a modulate color
1408    // argb=1,0,0,0
1409    accountForClear(mode);
1410    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()) ||
1411            (mColorFilter && mColorFilter->blend()), mode, mDescription, swapSrcDst);
1412}
1413
1414void OpenGLRenderer::setupDrawProgram() {
1415    useProgram(mCaches.programCache.get(mDescription));
1416}
1417
1418void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1419    mTrackDirtyRegions = false;
1420}
1421
1422void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1423        bool ignoreTransform) {
1424    mModelView.loadTranslate(left, top, 0.0f);
1425    if (!ignoreTransform) {
1426        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1427        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1428    } else {
1429        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1430        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1431    }
1432}
1433
1434void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1435    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1436}
1437
1438void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1439        bool ignoreTransform, bool ignoreModelView) {
1440    if (!ignoreModelView) {
1441        mModelView.loadTranslate(left, top, 0.0f);
1442        mModelView.scale(right - left, bottom - top, 1.0f);
1443    } else {
1444        mModelView.loadIdentity();
1445    }
1446    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1447    if (!ignoreTransform) {
1448        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1449        if (mTrackDirtyRegions && dirty) {
1450            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1451        }
1452    } else {
1453        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1454        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1455    }
1456}
1457
1458void OpenGLRenderer::setupDrawPointUniforms() {
1459    int slot = mCaches.currentProgram->getUniform("pointSize");
1460    glUniform1f(slot, mDescription.pointSize);
1461}
1462
1463void OpenGLRenderer::setupDrawColorUniforms() {
1464    if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) {
1465        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1466    }
1467}
1468
1469void OpenGLRenderer::setupDrawPureColorUniforms() {
1470    if (mSetShaderColor) {
1471        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1472    }
1473}
1474
1475void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1476    if (mShader) {
1477        if (ignoreTransform) {
1478            mModelView.loadInverse(*mSnapshot->transform);
1479        }
1480        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1481    }
1482}
1483
1484void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1485    if (mShader) {
1486        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1487    }
1488}
1489
1490void OpenGLRenderer::setupDrawColorFilterUniforms() {
1491    if (mColorFilter) {
1492        mColorFilter->setupProgram(mCaches.currentProgram);
1493    }
1494}
1495
1496void OpenGLRenderer::setupDrawTextGammaUniforms() {
1497    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1498}
1499
1500void OpenGLRenderer::setupDrawSimpleMesh() {
1501    bool force = mCaches.bindMeshBuffer();
1502    mCaches.bindPositionVertexPointer(force, 0);
1503    mCaches.unbindIndicesBuffer();
1504}
1505
1506void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1507    bindTexture(texture);
1508    mTextureUnit++;
1509    mCaches.enableTexCoordsVertexArray();
1510}
1511
1512void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1513    bindExternalTexture(texture);
1514    mTextureUnit++;
1515    mCaches.enableTexCoordsVertexArray();
1516}
1517
1518void OpenGLRenderer::setupDrawTextureTransform() {
1519    mDescription.hasTextureTransform = true;
1520}
1521
1522void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1523    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1524            GL_FALSE, &transform.data[0]);
1525}
1526
1527void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1528    bool force = false;
1529    if (!vertices) {
1530        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1531    } else {
1532        force = mCaches.unbindMeshBuffer();
1533    }
1534
1535    mCaches.bindPositionVertexPointer(force, vertices);
1536    if (mCaches.currentProgram->texCoords >= 0) {
1537        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1538    }
1539
1540    mCaches.unbindIndicesBuffer();
1541}
1542
1543void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1544    bool force = mCaches.unbindMeshBuffer();
1545    mCaches.bindPositionVertexPointer(force, vertices);
1546    if (mCaches.currentProgram->texCoords >= 0) {
1547        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1548    }
1549}
1550
1551void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1552    bool force = mCaches.unbindMeshBuffer();
1553    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1554    mCaches.unbindIndicesBuffer();
1555}
1556
1557/**
1558 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1559 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1560 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1561 * attributes (one per vertex) are values from zero to one that tells the fragment
1562 * shader where the fragment is in relation to the line width/length overall; these values are
1563 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1564 * region of the line.
1565 * Note that we only pass down the width values in this setup function. The length coordinates
1566 * are set up for each individual segment.
1567 */
1568void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1569        GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) {
1570    bool force = mCaches.unbindMeshBuffer();
1571    mCaches.bindPositionVertexPointer(force, vertices, gAAVertexStride);
1572    mCaches.resetTexCoordsVertexPointer();
1573    mCaches.unbindIndicesBuffer();
1574
1575    widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1576    glEnableVertexAttribArray(widthSlot);
1577    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1578
1579    lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1580    glEnableVertexAttribArray(lengthSlot);
1581    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1582
1583    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1584    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1585}
1586
1587void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) {
1588    glDisableVertexAttribArray(widthSlot);
1589    glDisableVertexAttribArray(lengthSlot);
1590}
1591
1592void OpenGLRenderer::finishDrawTexture() {
1593}
1594
1595///////////////////////////////////////////////////////////////////////////////
1596// Drawing
1597///////////////////////////////////////////////////////////////////////////////
1598
1599status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList,
1600        Rect& dirty, int32_t flags, uint32_t level) {
1601
1602    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1603    // will be performed by the display list itself
1604    if (displayList && displayList->isRenderable()) {
1605        return displayList->replay(*this, dirty, flags, level);
1606    }
1607
1608    return DrawGlInfo::kStatusDone;
1609}
1610
1611void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1612    if (displayList) {
1613        displayList->output(*this, level);
1614    }
1615}
1616
1617void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1618    int alpha;
1619    SkXfermode::Mode mode;
1620    getAlphaAndMode(paint, &alpha, &mode);
1621
1622    float x = left;
1623    float y = top;
1624
1625    GLenum filter = GL_LINEAR;
1626    bool ignoreTransform = false;
1627    if (mSnapshot->transform->isPureTranslate()) {
1628        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1629        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1630        ignoreTransform = true;
1631        filter = GL_NEAREST;
1632    } else {
1633        filter = FILTER(paint);
1634    }
1635
1636    setupDraw();
1637    setupDrawWithTexture(true);
1638    if (paint) {
1639        setupDrawAlpha8Color(paint->getColor(), alpha);
1640    }
1641    setupDrawColorFilter();
1642    setupDrawShader();
1643    setupDrawBlending(true, mode);
1644    setupDrawProgram();
1645    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1646
1647    setupDrawTexture(texture->id);
1648    texture->setWrap(GL_CLAMP_TO_EDGE);
1649    texture->setFilter(filter);
1650
1651    setupDrawPureColorUniforms();
1652    setupDrawColorFilterUniforms();
1653    setupDrawShaderUniforms();
1654    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1655
1656    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1657
1658    finishDrawTexture();
1659}
1660
1661status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1662    const float right = left + bitmap->width();
1663    const float bottom = top + bitmap->height();
1664
1665    if (quickReject(left, top, right, bottom)) {
1666        return DrawGlInfo::kStatusDone;
1667    }
1668
1669    mCaches.activeTexture(0);
1670    Texture* texture = mCaches.textureCache.get(bitmap);
1671    if (!texture) return DrawGlInfo::kStatusDone;
1672    const AutoTexture autoCleanup(texture);
1673
1674    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1675        drawAlphaBitmap(texture, left, top, paint);
1676    } else {
1677        drawTextureRect(left, top, right, bottom, texture, paint);
1678    }
1679
1680    return DrawGlInfo::kStatusDrew;
1681}
1682
1683status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1684    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1685    const mat4 transform(*matrix);
1686    transform.mapRect(r);
1687
1688    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1689        return DrawGlInfo::kStatusDone;
1690    }
1691
1692    mCaches.activeTexture(0);
1693    Texture* texture = mCaches.textureCache.get(bitmap);
1694    if (!texture) return DrawGlInfo::kStatusDone;
1695    const AutoTexture autoCleanup(texture);
1696
1697    // This could be done in a cheaper way, all we need is pass the matrix
1698    // to the vertex shader. The save/restore is a bit overkill.
1699    save(SkCanvas::kMatrix_SaveFlag);
1700    concatMatrix(matrix);
1701    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1702    restore();
1703
1704    return DrawGlInfo::kStatusDrew;
1705}
1706
1707status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1708    const float right = left + bitmap->width();
1709    const float bottom = top + bitmap->height();
1710
1711    if (quickReject(left, top, right, bottom)) {
1712        return DrawGlInfo::kStatusDone;
1713    }
1714
1715    mCaches.activeTexture(0);
1716    Texture* texture = mCaches.textureCache.getTransient(bitmap);
1717    const AutoTexture autoCleanup(texture);
1718
1719    drawTextureRect(left, top, right, bottom, texture, paint);
1720
1721    return DrawGlInfo::kStatusDrew;
1722}
1723
1724status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1725        float* vertices, int* colors, SkPaint* paint) {
1726    if (!vertices || mSnapshot->isIgnored()) {
1727        return DrawGlInfo::kStatusDone;
1728    }
1729
1730    // TODO: We should compute the bounding box when recording the display list
1731    float left = FLT_MAX;
1732    float top = FLT_MAX;
1733    float right = FLT_MIN;
1734    float bottom = FLT_MIN;
1735
1736    const uint32_t count = meshWidth * meshHeight * 6;
1737
1738    // TODO: Support the colors array
1739    TextureVertex mesh[count];
1740    TextureVertex* vertex = mesh;
1741
1742    for (int32_t y = 0; y < meshHeight; y++) {
1743        for (int32_t x = 0; x < meshWidth; x++) {
1744            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1745
1746            float u1 = float(x) / meshWidth;
1747            float u2 = float(x + 1) / meshWidth;
1748            float v1 = float(y) / meshHeight;
1749            float v2 = float(y + 1) / meshHeight;
1750
1751            int ax = i + (meshWidth + 1) * 2;
1752            int ay = ax + 1;
1753            int bx = i;
1754            int by = bx + 1;
1755            int cx = i + 2;
1756            int cy = cx + 1;
1757            int dx = i + (meshWidth + 1) * 2 + 2;
1758            int dy = dx + 1;
1759
1760            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1761            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1762            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1763
1764            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1765            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1766            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1767
1768            // TODO: This could be optimized to avoid unnecessary ops
1769            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1770            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1771            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1772            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1773        }
1774    }
1775
1776    if (quickReject(left, top, right, bottom)) {
1777        return DrawGlInfo::kStatusDone;
1778    }
1779
1780    mCaches.activeTexture(0);
1781    Texture* texture = mCaches.textureCache.get(bitmap);
1782    if (!texture) return DrawGlInfo::kStatusDone;
1783    const AutoTexture autoCleanup(texture);
1784
1785    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1786    texture->setFilter(FILTER(paint), true);
1787
1788    int alpha;
1789    SkXfermode::Mode mode;
1790    getAlphaAndMode(paint, &alpha, &mode);
1791
1792    if (hasLayer()) {
1793        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1794    }
1795
1796    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1797            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1798            GL_TRIANGLES, count, false, false, 0, false, false);
1799
1800    return DrawGlInfo::kStatusDrew;
1801}
1802
1803status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1804         float srcLeft, float srcTop, float srcRight, float srcBottom,
1805         float dstLeft, float dstTop, float dstRight, float dstBottom,
1806         SkPaint* paint) {
1807    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1808        return DrawGlInfo::kStatusDone;
1809    }
1810
1811    mCaches.activeTexture(0);
1812    Texture* texture = mCaches.textureCache.get(bitmap);
1813    if (!texture) return DrawGlInfo::kStatusDone;
1814    const AutoTexture autoCleanup(texture);
1815
1816    const float width = texture->width;
1817    const float height = texture->height;
1818
1819    const float u1 = fmax(0.0f, srcLeft / width);
1820    const float v1 = fmax(0.0f, srcTop / height);
1821    const float u2 = fmin(1.0f, srcRight / width);
1822    const float v2 = fmin(1.0f, srcBottom / height);
1823
1824    mCaches.unbindMeshBuffer();
1825    resetDrawTextureTexCoords(u1, v1, u2, v2);
1826
1827    int alpha;
1828    SkXfermode::Mode mode;
1829    getAlphaAndMode(paint, &alpha, &mode);
1830
1831    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1832
1833    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
1834        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1835        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1836
1837        GLenum filter = GL_NEAREST;
1838        // Enable linear filtering if the source rectangle is scaled
1839        if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
1840            filter = FILTER(paint);
1841        }
1842
1843        texture->setFilter(filter, true);
1844        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1845                texture->id, alpha / 255.0f, mode, texture->blend,
1846                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1847                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1848    } else {
1849        texture->setFilter(FILTER(paint), true);
1850        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1851                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1852                GL_TRIANGLE_STRIP, gMeshCount);
1853    }
1854
1855    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1856
1857    return DrawGlInfo::kStatusDrew;
1858}
1859
1860status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1861        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1862        float left, float top, float right, float bottom, SkPaint* paint) {
1863    int alpha;
1864    SkXfermode::Mode mode;
1865    getAlphaAndModeDirect(paint, &alpha, &mode);
1866
1867    return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors,
1868            left, top, right, bottom, alpha, mode);
1869}
1870
1871status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1872        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1873        float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) {
1874    if (quickReject(left, top, right, bottom)) {
1875        return DrawGlInfo::kStatusDone;
1876    }
1877
1878    alpha *= mSnapshot->alpha;
1879
1880    mCaches.activeTexture(0);
1881    Texture* texture = mCaches.textureCache.get(bitmap);
1882    if (!texture) return DrawGlInfo::kStatusDone;
1883    const AutoTexture autoCleanup(texture);
1884    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1885    texture->setFilter(GL_LINEAR, true);
1886
1887    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1888            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1889
1890    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
1891        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1892        // Mark the current layer dirty where we are going to draw the patch
1893        if (hasLayer() && mesh->hasEmptyQuads) {
1894            const float offsetX = left + mSnapshot->transform->getTranslateX();
1895            const float offsetY = top + mSnapshot->transform->getTranslateY();
1896            const size_t count = mesh->quads.size();
1897            for (size_t i = 0; i < count; i++) {
1898                const Rect& bounds = mesh->quads.itemAt(i);
1899                if (CC_LIKELY(pureTranslate)) {
1900                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1901                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1902                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1903                } else {
1904                    dirtyLayer(left + bounds.left, top + bounds.top,
1905                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1906                }
1907            }
1908        }
1909
1910        if (CC_LIKELY(pureTranslate)) {
1911            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1912            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1913
1914            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1915                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1916                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1917                    true, !mesh->hasEmptyQuads);
1918        } else {
1919            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1920                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1921                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1922                    true, !mesh->hasEmptyQuads);
1923        }
1924    }
1925
1926    return DrawGlInfo::kStatusDrew;
1927}
1928
1929/**
1930 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
1931 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
1932 * screen space in all directions. However, instead of using a fragment shader to compute the
1933 * translucency of the color from its position, we simply use a varying parameter to define how far
1934 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
1935 *
1936 * Doesn't yet support joins, caps, or path effects.
1937 */
1938void OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
1939    int color = paint->getColor();
1940    SkPaint::Style style = paint->getStyle();
1941    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
1942    bool isAA = paint->isAntiAlias();
1943
1944    VertexBuffer vertexBuffer;
1945    // TODO: try clipping large paths to viewport
1946    PathRenderer::convexPathVertices(path, paint, mSnapshot->transform, vertexBuffer);
1947
1948    if (!vertexBuffer.getSize()) {
1949        // no vertices to draw
1950        return;
1951    }
1952
1953    setupDraw();
1954    setupDrawNoTexture();
1955    if (isAA) setupDrawAA();
1956    setupDrawVertexShape();
1957    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
1958    setupDrawColorFilter();
1959    setupDrawShader();
1960    setupDrawBlending(isAA, mode);
1961    setupDrawProgram();
1962    setupDrawModelViewIdentity();
1963    setupDrawColorUniforms();
1964    setupDrawColorFilterUniforms();
1965    setupDrawShaderIdentityUniforms();
1966
1967    void* vertices = vertexBuffer.getBuffer();
1968    bool force = mCaches.unbindMeshBuffer();
1969    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
1970    mCaches.resetTexCoordsVertexPointer();
1971    mCaches.unbindIndicesBuffer();
1972
1973    int alphaSlot = -1;
1974    if (isAA) {
1975        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
1976        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
1977
1978        // TODO: avoid enable/disable in back to back uses of the alpha attribute
1979        glEnableVertexAttribArray(alphaSlot);
1980        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
1981    }
1982
1983    SkRect bounds = PathRenderer::computePathBounds(path, paint);
1984    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform);
1985
1986    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize());
1987
1988    if (isAA) {
1989        glDisableVertexAttribArray(alphaSlot);
1990    }
1991}
1992
1993/**
1994 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
1995 * rules for those lines produces some unexpected results, and may vary between hardware devices.
1996 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
1997 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
1998 * of the line. Hairlines are more involved because we need to account for transform scaling
1999 * to end up with a one-pixel-wide line in screen space..
2000 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
2001 * in combination with values that we calculate and pass down in this method. The basic approach
2002 * is that the quad we create contains both the core line area plus a bounding area in which
2003 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
2004 * proportion of the width and the length of a given segment is represented by the boundary
2005 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
2006 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
2007 * on the inside). This ends up giving the result we want, with pixels that are completely
2008 * 'inside' the line area being filled opaquely and the other pixels being filled according to
2009 * how far into the boundary region they are, which is determined by shader interpolation.
2010 */
2011status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2012    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2013
2014    const bool isAA = paint->isAntiAlias();
2015    // We use half the stroke width here because we're going to position the quad
2016    // corner vertices half of the width away from the line endpoints
2017    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
2018    // A stroke width of 0 has a special meaning in Skia:
2019    // it draws a line 1 px wide regardless of current transform
2020    bool isHairLine = paint->getStrokeWidth() == 0.0f;
2021
2022    float inverseScaleX = 1.0f;
2023    float inverseScaleY = 1.0f;
2024    bool scaled = false;
2025
2026    int alpha;
2027    SkXfermode::Mode mode;
2028
2029    int generatedVerticesCount = 0;
2030    int verticesCount = count;
2031    if (count > 4) {
2032        // Polyline: account for extra vertices needed for continuous tri-strip
2033        verticesCount += (count - 4);
2034    }
2035
2036    if (isHairLine || isAA) {
2037        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
2038        // the line on the screen should always be one pixel wide regardless of scale. For
2039        // AA lines, we only want one pixel of translucent boundary around the quad.
2040        if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
2041            Matrix4 *mat = mSnapshot->transform;
2042            float m00 = mat->data[Matrix4::kScaleX];
2043            float m01 = mat->data[Matrix4::kSkewY];
2044            float m10 = mat->data[Matrix4::kSkewX];
2045            float m11 = mat->data[Matrix4::kScaleY];
2046
2047            float scaleX = sqrtf(m00 * m00 + m01 * m01);
2048            float scaleY = sqrtf(m10 * m10 + m11 * m11);
2049
2050            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
2051            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
2052
2053            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
2054                scaled = true;
2055            }
2056        }
2057    }
2058
2059    getAlphaAndMode(paint, &alpha, &mode);
2060
2061    mCaches.enableScissor();
2062
2063    setupDraw();
2064    setupDrawNoTexture();
2065    if (isAA) {
2066        setupDrawAA();
2067    }
2068    setupDrawColor(paint->getColor(), alpha);
2069    setupDrawColorFilter();
2070    setupDrawShader();
2071    setupDrawBlending(isAA, mode);
2072    setupDrawProgram();
2073    setupDrawModelViewIdentity(true);
2074    setupDrawColorUniforms();
2075    setupDrawColorFilterUniforms();
2076    setupDrawShaderIdentityUniforms();
2077
2078    if (isHairLine) {
2079        // Set a real stroke width to be used in quad construction
2080        halfStrokeWidth = isAA? 1 : .5;
2081    } else if (isAA && !scaled) {
2082        // Expand boundary to enable AA calculations on the quad border
2083        halfStrokeWidth += .5f;
2084    }
2085
2086    int widthSlot;
2087    int lengthSlot;
2088
2089    Vertex lines[verticesCount];
2090    Vertex* vertices = &lines[0];
2091
2092    AAVertex wLines[verticesCount];
2093    AAVertex* aaVertices = &wLines[0];
2094
2095    if (CC_UNLIKELY(!isAA)) {
2096        setupDrawVertices(vertices);
2097    } else {
2098        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
2099        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
2100        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
2101        // AA stroke width (the base stroke width expanded by a half pixel on either side).
2102        // This value is used in the fragment shader to determine how to fill fragments.
2103        // We will need to calculate the actual width proportion on each segment for
2104        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
2105        float boundaryWidthProportion = .5 - 1 / (2 * halfStrokeWidth);
2106        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
2107                boundaryWidthProportion, widthSlot, lengthSlot);
2108    }
2109
2110    AAVertex* prevAAVertex = NULL;
2111    Vertex* prevVertex = NULL;
2112
2113    int boundaryLengthSlot = -1;
2114    int boundaryWidthSlot = -1;
2115
2116    for (int i = 0; i < count; i += 4) {
2117        // a = start point, b = end point
2118        vec2 a(points[i], points[i + 1]);
2119        vec2 b(points[i + 2], points[i + 3]);
2120
2121        float length = 0;
2122        float boundaryLengthProportion = 0;
2123        float boundaryWidthProportion = 0;
2124
2125        // Find the normal to the line
2126        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
2127        float x = n.x;
2128        n.x = -n.y;
2129        n.y = x;
2130
2131        if (isHairLine) {
2132            if (isAA) {
2133                float wideningFactor;
2134                if (fabs(n.x) >= fabs(n.y)) {
2135                    wideningFactor = fabs(1.0f / n.x);
2136                } else {
2137                    wideningFactor = fabs(1.0f / n.y);
2138                }
2139                n *= wideningFactor;
2140            }
2141
2142            if (scaled) {
2143                n.x *= inverseScaleX;
2144                n.y *= inverseScaleY;
2145            }
2146        } else if (scaled) {
2147            // Extend n by .5 pixel on each side, post-transform
2148            vec2 extendedN = n.copyNormalized();
2149            extendedN /= 2;
2150            extendedN.x *= inverseScaleX;
2151            extendedN.y *= inverseScaleY;
2152
2153            float extendedNLength = extendedN.length();
2154            // We need to set this value on the shader prior to drawing
2155            boundaryWidthProportion = .5 - extendedNLength / (halfStrokeWidth + extendedNLength);
2156            n += extendedN;
2157        }
2158
2159        // aa lines expand the endpoint vertices to encompass the AA boundary
2160        if (isAA) {
2161            vec2 abVector = (b - a);
2162            length = abVector.length();
2163            abVector.normalize();
2164
2165            if (scaled) {
2166                abVector.x *= inverseScaleX;
2167                abVector.y *= inverseScaleY;
2168                float abLength = abVector.length();
2169                boundaryLengthProportion = .5 - abLength / (length + abLength);
2170            } else {
2171                boundaryLengthProportion = .5 - .5 / (length + 1);
2172            }
2173
2174            abVector /= 2;
2175            a -= abVector;
2176            b += abVector;
2177        }
2178
2179        // Four corners of the rectangle defining a thick line
2180        vec2 p1 = a - n;
2181        vec2 p2 = a + n;
2182        vec2 p3 = b + n;
2183        vec2 p4 = b - n;
2184
2185
2186        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
2187        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
2188        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
2189        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
2190
2191        if (!quickRejectNoScissor(left, top, right, bottom)) {
2192            if (!isAA) {
2193                if (prevVertex != NULL) {
2194                    // Issue two repeat vertices to create degenerate triangles to bridge
2195                    // between the previous line and the new one. This is necessary because
2196                    // we are creating a single triangle_strip which will contain
2197                    // potentially discontinuous line segments.
2198                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
2199                    Vertex::set(vertices++, p1.x, p1.y);
2200                    generatedVerticesCount += 2;
2201                }
2202
2203                Vertex::set(vertices++, p1.x, p1.y);
2204                Vertex::set(vertices++, p2.x, p2.y);
2205                Vertex::set(vertices++, p4.x, p4.y);
2206                Vertex::set(vertices++, p3.x, p3.y);
2207
2208                prevVertex = vertices - 1;
2209                generatedVerticesCount += 4;
2210            } else {
2211                if (!isHairLine && scaled) {
2212                    // Must set width proportions per-segment for scaled non-hairlines to use the
2213                    // correct AA boundary dimensions
2214                    if (boundaryWidthSlot < 0) {
2215                        boundaryWidthSlot =
2216                                mCaches.currentProgram->getUniform("boundaryWidth");
2217                    }
2218
2219                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
2220                }
2221
2222                if (boundaryLengthSlot < 0) {
2223                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
2224                }
2225
2226                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
2227
2228                if (prevAAVertex != NULL) {
2229                    // Issue two repeat vertices to create degenerate triangles to bridge
2230                    // between the previous line and the new one. This is necessary because
2231                    // we are creating a single triangle_strip which will contain
2232                    // potentially discontinuous line segments.
2233                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
2234                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
2235                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2236                    generatedVerticesCount += 2;
2237                }
2238
2239                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2240                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
2241                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
2242                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
2243
2244                prevAAVertex = aaVertices - 1;
2245                generatedVerticesCount += 4;
2246            }
2247
2248            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
2249                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
2250                    *mSnapshot->transform);
2251        }
2252    }
2253
2254    if (generatedVerticesCount > 0) {
2255       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
2256    }
2257
2258    if (isAA) {
2259        finishDrawAALine(widthSlot, lengthSlot);
2260    }
2261
2262    return DrawGlInfo::kStatusDrew;
2263}
2264
2265status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2266    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2267
2268    // TODO: The paint's cap style defines whether the points are square or circular
2269    // TODO: Handle AA for round points
2270
2271    // A stroke width of 0 has a special meaning in Skia:
2272    // it draws an unscaled 1px point
2273    float strokeWidth = paint->getStrokeWidth();
2274    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2275    if (isHairLine) {
2276        // Now that we know it's hairline, we can set the effective width, to be used later
2277        strokeWidth = 1.0f;
2278    }
2279    const float halfWidth = strokeWidth / 2;
2280    int alpha;
2281    SkXfermode::Mode mode;
2282    getAlphaAndMode(paint, &alpha, &mode);
2283
2284    int verticesCount = count >> 1;
2285    int generatedVerticesCount = 0;
2286
2287    TextureVertex pointsData[verticesCount];
2288    TextureVertex* vertex = &pointsData[0];
2289
2290    // TODO: We should optimize this method to not generate vertices for points
2291    // that lie outside of the clip.
2292    mCaches.enableScissor();
2293
2294    setupDraw();
2295    setupDrawNoTexture();
2296    setupDrawPoint(strokeWidth);
2297    setupDrawColor(paint->getColor(), alpha);
2298    setupDrawColorFilter();
2299    setupDrawShader();
2300    setupDrawBlending(mode);
2301    setupDrawProgram();
2302    setupDrawModelViewIdentity(true);
2303    setupDrawColorUniforms();
2304    setupDrawColorFilterUniforms();
2305    setupDrawPointUniforms();
2306    setupDrawShaderIdentityUniforms();
2307    setupDrawMesh(vertex);
2308
2309    for (int i = 0; i < count; i += 2) {
2310        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2311        generatedVerticesCount++;
2312
2313        float left = points[i] - halfWidth;
2314        float right = points[i] + halfWidth;
2315        float top = points[i + 1] - halfWidth;
2316        float bottom = points [i + 1] + halfWidth;
2317
2318        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
2319    }
2320
2321    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2322
2323    return DrawGlInfo::kStatusDrew;
2324}
2325
2326status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2327    // No need to check against the clip, we fill the clip region
2328    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2329
2330    Rect& clip(*mSnapshot->clipRect);
2331    clip.snapToPixelBoundaries();
2332
2333    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2334
2335    return DrawGlInfo::kStatusDrew;
2336}
2337
2338status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2339        SkPaint* paint) {
2340    if (!texture) return DrawGlInfo::kStatusDone;
2341    const AutoTexture autoCleanup(texture);
2342
2343    const float x = left + texture->left - texture->offset;
2344    const float y = top + texture->top - texture->offset;
2345
2346    drawPathTexture(texture, x, y, paint);
2347
2348    return DrawGlInfo::kStatusDrew;
2349}
2350
2351status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2352        float rx, float ry, SkPaint* p) {
2353    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2354        return DrawGlInfo::kStatusDone;
2355    }
2356
2357    if (p->getPathEffect() != 0) {
2358        mCaches.activeTexture(0);
2359        const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2360                right - left, bottom - top, rx, ry, p);
2361        return drawShape(left, top, texture, p);
2362    }
2363
2364    SkPath path;
2365    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2366    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2367        float outset = p->getStrokeWidth() / 2;
2368        rect.outset(outset, outset);
2369        rx += outset;
2370        ry += outset;
2371    }
2372    path.addRoundRect(rect, rx, ry);
2373    drawConvexPath(path, p);
2374
2375    return DrawGlInfo::kStatusDrew;
2376}
2377
2378status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2379    if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2380            x + radius, y + radius, p)) {
2381        return DrawGlInfo::kStatusDone;
2382    }
2383    if (p->getPathEffect() != 0) {
2384        mCaches.activeTexture(0);
2385        const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, p);
2386        return drawShape(x - radius, y - radius, texture, p);
2387    }
2388
2389    SkPath path;
2390    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2391        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2392    } else {
2393        path.addCircle(x, y, radius);
2394    }
2395    drawConvexPath(path, p);
2396
2397    return DrawGlInfo::kStatusDrew;
2398}
2399
2400status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2401        SkPaint* p) {
2402    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2403        return DrawGlInfo::kStatusDone;
2404    }
2405
2406    if (p->getPathEffect() != 0) {
2407        mCaches.activeTexture(0);
2408        const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, p);
2409        return drawShape(left, top, texture, p);
2410    }
2411
2412    SkPath path;
2413    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2414    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2415        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2416    }
2417    path.addOval(rect);
2418    drawConvexPath(path, p);
2419
2420    return DrawGlInfo::kStatusDrew;
2421}
2422
2423status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2424        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2425    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2426        return DrawGlInfo::kStatusDone;
2427    }
2428
2429    if (fabs(sweepAngle) >= 360.0f) {
2430        return drawOval(left, top, right, bottom, p);
2431    }
2432
2433    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2434    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || p->getStrokeCap() != SkPaint::kButt_Cap || useCenter) {
2435        mCaches.activeTexture(0);
2436        const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2437                startAngle, sweepAngle, useCenter, p);
2438        return drawShape(left, top, texture, p);
2439    }
2440
2441    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2442    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2443        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2444    }
2445
2446    SkPath path;
2447    if (useCenter) {
2448        path.moveTo(rect.centerX(), rect.centerY());
2449    }
2450    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2451    if (useCenter) {
2452        path.close();
2453    }
2454    drawConvexPath(path, p);
2455
2456    return DrawGlInfo::kStatusDrew;
2457}
2458
2459// See SkPaintDefaults.h
2460#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2461
2462status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2463    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2464        return DrawGlInfo::kStatusDone;
2465    }
2466
2467    if (p->getStyle() != SkPaint::kFill_Style) {
2468        // only fill style is supported by drawConvexPath, since others have to handle joins
2469        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2470                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2471            mCaches.activeTexture(0);
2472            const PathTexture* texture =
2473                    mCaches.rectShapeCache.getRect(right - left, bottom - top, p);
2474            return drawShape(left, top, texture, p);
2475        }
2476
2477        SkPath path;
2478        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2479        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2480            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2481        }
2482        path.addRect(rect);
2483        drawConvexPath(path, p);
2484
2485        return DrawGlInfo::kStatusDrew;
2486    }
2487
2488    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2489        SkPath path;
2490        path.addRect(left, top, right, bottom);
2491        drawConvexPath(path, p);
2492    } else {
2493        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2494    }
2495
2496    return DrawGlInfo::kStatusDrew;
2497}
2498
2499void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2500        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2501        float x, float y) {
2502    mCaches.activeTexture(0);
2503
2504    // NOTE: The drop shadow will not perform gamma correction
2505    //       if shader-based correction is enabled
2506    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2507    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2508            paint, text, bytesCount, count, mShadowRadius, positions);
2509    const AutoTexture autoCleanup(shadow);
2510
2511    const float sx = x - shadow->left + mShadowDx;
2512    const float sy = y - shadow->top + mShadowDy;
2513
2514    const int shadowAlpha = ((mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2515    int shadowColor = mShadowColor;
2516    if (mShader) {
2517        shadowColor = 0xffffffff;
2518    }
2519
2520    setupDraw();
2521    setupDrawWithTexture(true);
2522    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2523    setupDrawColorFilter();
2524    setupDrawShader();
2525    setupDrawBlending(true, mode);
2526    setupDrawProgram();
2527    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2528    setupDrawTexture(shadow->id);
2529    setupDrawPureColorUniforms();
2530    setupDrawColorFilterUniforms();
2531    setupDrawShaderUniforms();
2532    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2533
2534    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2535}
2536
2537status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2538        const float* positions, SkPaint* paint) {
2539    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2540            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2541        return DrawGlInfo::kStatusDone;
2542    }
2543
2544    // NOTE: Skia does not support perspective transform on drawPosText yet
2545    if (!mSnapshot->transform->isSimple()) {
2546        return DrawGlInfo::kStatusDone;
2547    }
2548
2549    float x = 0.0f;
2550    float y = 0.0f;
2551    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2552    if (pureTranslate) {
2553        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2554        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2555    }
2556
2557    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2558    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2559            paint->getTextSize());
2560
2561    int alpha;
2562    SkXfermode::Mode mode;
2563    getAlphaAndMode(paint, &alpha, &mode);
2564
2565    if (CC_UNLIKELY(mHasShadow)) {
2566        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode,
2567                0.0f, 0.0f);
2568    }
2569
2570    // Pick the appropriate texture filtering
2571    bool linearFilter = mSnapshot->transform->changesBounds();
2572    if (pureTranslate && !linearFilter) {
2573        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2574    }
2575
2576    mCaches.activeTexture(0);
2577    setupDraw();
2578    setupDrawTextGamma(paint);
2579    setupDrawDirtyRegionsDisabled();
2580    setupDrawWithTexture(true);
2581    setupDrawAlpha8Color(paint->getColor(), alpha);
2582    setupDrawColorFilter();
2583    setupDrawShader();
2584    setupDrawBlending(true, mode);
2585    setupDrawProgram();
2586    setupDrawModelView(x, y, x, y, pureTranslate, true);
2587    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2588    setupDrawPureColorUniforms();
2589    setupDrawColorFilterUniforms();
2590    setupDrawShaderUniforms(pureTranslate);
2591    setupDrawTextGammaUniforms();
2592
2593    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2594    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2595
2596    const bool hasActiveLayer = hasLayer();
2597
2598    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2599            positions, hasActiveLayer ? &bounds : NULL)) {
2600        if (hasActiveLayer) {
2601            if (!pureTranslate) {
2602                mSnapshot->transform->mapRect(bounds);
2603            }
2604            dirtyLayerUnchecked(bounds, getRegion());
2605        }
2606    }
2607
2608    return DrawGlInfo::kStatusDrew;
2609}
2610
2611status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2612        float x, float y, const float* positions, SkPaint* paint, float length) {
2613    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2614            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2615        return DrawGlInfo::kStatusDone;
2616    }
2617
2618    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2619    switch (paint->getTextAlign()) {
2620        case SkPaint::kCenter_Align:
2621            x -= length / 2.0f;
2622            break;
2623        case SkPaint::kRight_Align:
2624            x -= length;
2625            break;
2626        default:
2627            break;
2628    }
2629
2630    SkPaint::FontMetrics metrics;
2631    paint->getFontMetrics(&metrics, 0.0f);
2632    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2633        return DrawGlInfo::kStatusDone;
2634    }
2635
2636    const float oldX = x;
2637    const float oldY = y;
2638    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2639    if (CC_LIKELY(pureTranslate)) {
2640        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2641        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2642    }
2643
2644#if DEBUG_GLYPHS
2645    ALOGD("OpenGLRenderer drawText() with FontID=%d",
2646            SkTypeface::UniqueID(paint->getTypeface()));
2647#endif
2648
2649    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2650    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2651            paint->getTextSize());
2652
2653    int alpha;
2654    SkXfermode::Mode mode;
2655    getAlphaAndMode(paint, &alpha, &mode);
2656
2657    if (CC_UNLIKELY(mHasShadow)) {
2658        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode,
2659                oldX, oldY);
2660    }
2661
2662    // Pick the appropriate texture filtering
2663    bool linearFilter = mSnapshot->transform->changesBounds();
2664    if (pureTranslate && !linearFilter) {
2665        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2666    }
2667
2668    // The font renderer will always use texture unit 0
2669    mCaches.activeTexture(0);
2670    setupDraw();
2671    setupDrawTextGamma(paint);
2672    setupDrawDirtyRegionsDisabled();
2673    setupDrawWithTexture(true);
2674    setupDrawAlpha8Color(paint->getColor(), alpha);
2675    setupDrawColorFilter();
2676    setupDrawShader();
2677    setupDrawBlending(true, mode);
2678    setupDrawProgram();
2679    setupDrawModelView(x, y, x, y, pureTranslate, true);
2680    // See comment above; the font renderer must use texture unit 0
2681    // assert(mTextureUnit == 0)
2682    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2683    setupDrawPureColorUniforms();
2684    setupDrawColorFilterUniforms();
2685    setupDrawShaderUniforms(pureTranslate);
2686    setupDrawTextGammaUniforms();
2687
2688    const Rect* clip = pureTranslate ? mSnapshot->clipRect :
2689            (mSnapshot->hasPerspectiveTransform() ? NULL : &mSnapshot->getLocalClip());
2690    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2691
2692    const bool hasActiveLayer = hasLayer();
2693
2694    bool status;
2695    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2696        SkPaint paintCopy(*paint);
2697        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2698        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2699                positions, hasActiveLayer ? &bounds : NULL);
2700    } else {
2701        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2702                positions, hasActiveLayer ? &bounds : NULL);
2703    }
2704
2705    if (status && hasActiveLayer) {
2706        if (!pureTranslate) {
2707            mSnapshot->transform->mapRect(bounds);
2708        }
2709        dirtyLayerUnchecked(bounds, getRegion());
2710    }
2711
2712    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2713
2714    return DrawGlInfo::kStatusDrew;
2715}
2716
2717status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2718        float hOffset, float vOffset, SkPaint* paint) {
2719    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2720            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2721        return DrawGlInfo::kStatusDone;
2722    }
2723
2724    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2725    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2726            paint->getTextSize());
2727
2728    int alpha;
2729    SkXfermode::Mode mode;
2730    getAlphaAndMode(paint, &alpha, &mode);
2731
2732    mCaches.activeTexture(0);
2733    setupDraw();
2734    setupDrawTextGamma(paint);
2735    setupDrawDirtyRegionsDisabled();
2736    setupDrawWithTexture(true);
2737    setupDrawAlpha8Color(paint->getColor(), alpha);
2738    setupDrawColorFilter();
2739    setupDrawShader();
2740    setupDrawBlending(true, mode);
2741    setupDrawProgram();
2742    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2743    setupDrawTexture(fontRenderer.getTexture(true));
2744    setupDrawPureColorUniforms();
2745    setupDrawColorFilterUniforms();
2746    setupDrawShaderUniforms(false);
2747    setupDrawTextGammaUniforms();
2748
2749    const Rect* clip = &mSnapshot->getLocalClip();
2750    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2751
2752    const bool hasActiveLayer = hasLayer();
2753
2754    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2755            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2756        if (hasActiveLayer) {
2757            mSnapshot->transform->mapRect(bounds);
2758            dirtyLayerUnchecked(bounds, getRegion());
2759        }
2760    }
2761
2762    return DrawGlInfo::kStatusDrew;
2763}
2764
2765status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2766    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2767
2768    mCaches.activeTexture(0);
2769
2770    // TODO: Perform early clip test before we rasterize the path
2771    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2772    if (!texture) return DrawGlInfo::kStatusDone;
2773    const AutoTexture autoCleanup(texture);
2774
2775    const float x = texture->left - texture->offset;
2776    const float y = texture->top - texture->offset;
2777
2778    drawPathTexture(texture, x, y, paint);
2779
2780    return DrawGlInfo::kStatusDrew;
2781}
2782
2783status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2784    if (!layer) {
2785        return DrawGlInfo::kStatusDone;
2786    }
2787
2788    mat4* transform = NULL;
2789    if (layer->isTextureLayer()) {
2790        transform = &layer->getTransform();
2791        if (!transform->isIdentity()) {
2792            save(0);
2793            mSnapshot->transform->multiply(*transform);
2794        }
2795    }
2796
2797    Rect transformed;
2798    Rect clip;
2799    const bool rejected = quickRejectNoScissor(x, y,
2800            x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip);
2801
2802    if (rejected) {
2803        if (transform && !transform->isIdentity()) {
2804            restore();
2805        }
2806        return DrawGlInfo::kStatusDone;
2807    }
2808
2809    bool debugLayerUpdate = false;
2810    if (updateLayer(layer, true)) {
2811        debugLayerUpdate = mCaches.debugLayersUpdates;
2812    }
2813
2814    mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed));
2815    mCaches.activeTexture(0);
2816
2817    if (CC_LIKELY(!layer->region.isEmpty())) {
2818        SkiaColorFilter* oldFilter = mColorFilter;
2819        mColorFilter = layer->getColorFilter();
2820
2821        if (layer->region.isRect()) {
2822            composeLayerRect(layer, layer->regionRect);
2823        } else if (layer->mesh) {
2824            const float a = layer->getAlpha() / 255.0f;
2825            setupDraw();
2826            setupDrawWithTexture();
2827            setupDrawColor(a, a, a, a);
2828            setupDrawColorFilter();
2829            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2830            setupDrawProgram();
2831            setupDrawPureColorUniforms();
2832            setupDrawColorFilterUniforms();
2833            setupDrawTexture(layer->getTexture());
2834            if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2835                int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2836                int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2837
2838                layer->setFilter(GL_NEAREST);
2839                setupDrawModelViewTranslate(tx, ty,
2840                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2841            } else {
2842                layer->setFilter(GL_LINEAR);
2843                setupDrawModelViewTranslate(x, y,
2844                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2845            }
2846            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2847
2848            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2849                    GL_UNSIGNED_SHORT, layer->meshIndices);
2850
2851            finishDrawTexture();
2852
2853#if DEBUG_LAYERS_AS_REGIONS
2854            drawRegionRects(layer->region);
2855#endif
2856        }
2857
2858        mColorFilter = oldFilter;
2859
2860        if (debugLayerUpdate) {
2861            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
2862                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
2863        }
2864    }
2865
2866    if (transform && !transform->isIdentity()) {
2867        restore();
2868    }
2869
2870    return DrawGlInfo::kStatusDrew;
2871}
2872
2873///////////////////////////////////////////////////////////////////////////////
2874// Shaders
2875///////////////////////////////////////////////////////////////////////////////
2876
2877void OpenGLRenderer::resetShader() {
2878    mShader = NULL;
2879}
2880
2881void OpenGLRenderer::setupShader(SkiaShader* shader) {
2882    mShader = shader;
2883    if (mShader) {
2884        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2885    }
2886}
2887
2888///////////////////////////////////////////////////////////////////////////////
2889// Color filters
2890///////////////////////////////////////////////////////////////////////////////
2891
2892void OpenGLRenderer::resetColorFilter() {
2893    mColorFilter = NULL;
2894}
2895
2896void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2897    mColorFilter = filter;
2898}
2899
2900///////////////////////////////////////////////////////////////////////////////
2901// Drop shadow
2902///////////////////////////////////////////////////////////////////////////////
2903
2904void OpenGLRenderer::resetShadow() {
2905    mHasShadow = false;
2906}
2907
2908void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2909    mHasShadow = true;
2910    mShadowRadius = radius;
2911    mShadowDx = dx;
2912    mShadowDy = dy;
2913    mShadowColor = color;
2914}
2915
2916///////////////////////////////////////////////////////////////////////////////
2917// Draw filters
2918///////////////////////////////////////////////////////////////////////////////
2919
2920void OpenGLRenderer::resetPaintFilter() {
2921    mHasDrawFilter = false;
2922}
2923
2924void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2925    mHasDrawFilter = true;
2926    mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2927    mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2928}
2929
2930SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
2931    if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint;
2932
2933    uint32_t flags = paint->getFlags();
2934
2935    mFilteredPaint = *paint;
2936    mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits);
2937
2938    return &mFilteredPaint;
2939}
2940
2941///////////////////////////////////////////////////////////////////////////////
2942// Drawing implementation
2943///////////////////////////////////////////////////////////////////////////////
2944
2945void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2946        float x, float y, SkPaint* paint) {
2947    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2948        return;
2949    }
2950
2951    int alpha;
2952    SkXfermode::Mode mode;
2953    getAlphaAndMode(paint, &alpha, &mode);
2954
2955    setupDraw();
2956    setupDrawWithTexture(true);
2957    setupDrawAlpha8Color(paint->getColor(), alpha);
2958    setupDrawColorFilter();
2959    setupDrawShader();
2960    setupDrawBlending(true, mode);
2961    setupDrawProgram();
2962    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2963    setupDrawTexture(texture->id);
2964    setupDrawPureColorUniforms();
2965    setupDrawColorFilterUniforms();
2966    setupDrawShaderUniforms();
2967    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2968
2969    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2970
2971    finishDrawTexture();
2972}
2973
2974// Same values used by Skia
2975#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2976#define kStdUnderline_Offset    (1.0f / 9.0f)
2977#define kStdUnderline_Thickness (1.0f / 18.0f)
2978
2979void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2980        float x, float y, SkPaint* paint) {
2981    // Handle underline and strike-through
2982    uint32_t flags = paint->getFlags();
2983    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2984        SkPaint paintCopy(*paint);
2985        float underlineWidth = length;
2986        // If length is > 0.0f, we already measured the text for the text alignment
2987        if (length <= 0.0f) {
2988            underlineWidth = paintCopy.measureText(text, bytesCount);
2989        }
2990
2991        if (CC_LIKELY(underlineWidth > 0.0f)) {
2992            const float textSize = paintCopy.getTextSize();
2993            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2994
2995            const float left = x;
2996            float top = 0.0f;
2997
2998            int linesCount = 0;
2999            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3000            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3001
3002            const int pointsCount = 4 * linesCount;
3003            float points[pointsCount];
3004            int currentPoint = 0;
3005
3006            if (flags & SkPaint::kUnderlineText_Flag) {
3007                top = y + textSize * kStdUnderline_Offset;
3008                points[currentPoint++] = left;
3009                points[currentPoint++] = top;
3010                points[currentPoint++] = left + underlineWidth;
3011                points[currentPoint++] = top;
3012            }
3013
3014            if (flags & SkPaint::kStrikeThruText_Flag) {
3015                top = y + textSize * kStdStrikeThru_Offset;
3016                points[currentPoint++] = left;
3017                points[currentPoint++] = top;
3018                points[currentPoint++] = left + underlineWidth;
3019                points[currentPoint++] = top;
3020            }
3021
3022            paintCopy.setStrokeWidth(strokeWidth);
3023
3024            drawLines(&points[0], pointsCount, &paintCopy);
3025        }
3026    }
3027}
3028
3029void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3030        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3031    // If a shader is set, preserve only the alpha
3032    if (mShader) {
3033        color |= 0x00ffffff;
3034    }
3035
3036    setupDraw();
3037    setupDrawNoTexture();
3038    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3039    setupDrawShader();
3040    setupDrawColorFilter();
3041    setupDrawBlending(mode);
3042    setupDrawProgram();
3043    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3044    setupDrawColorUniforms();
3045    setupDrawShaderUniforms(ignoreTransform);
3046    setupDrawColorFilterUniforms();
3047    setupDrawSimpleMesh();
3048
3049    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3050}
3051
3052void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3053        Texture* texture, SkPaint* paint) {
3054    int alpha;
3055    SkXfermode::Mode mode;
3056    getAlphaAndMode(paint, &alpha, &mode);
3057
3058    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3059
3060    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
3061        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
3062        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
3063
3064        texture->setFilter(GL_NEAREST, true);
3065        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3066                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
3067                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
3068    } else {
3069        texture->setFilter(FILTER(paint), true);
3070        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3071                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
3072                GL_TRIANGLE_STRIP, gMeshCount);
3073    }
3074}
3075
3076void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3077        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3078    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3079            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3080}
3081
3082void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3083        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3084        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3085        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3086
3087    setupDraw();
3088    setupDrawWithTexture();
3089    setupDrawColor(alpha, alpha, alpha, alpha);
3090    setupDrawColorFilter();
3091    setupDrawBlending(blend, mode, swapSrcDst);
3092    setupDrawProgram();
3093    if (!dirty) {
3094        setupDrawDirtyRegionsDisabled();
3095    }
3096    if (!ignoreScale) {
3097        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3098    } else {
3099        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3100    }
3101    setupDrawPureColorUniforms();
3102    setupDrawColorFilterUniforms();
3103    setupDrawTexture(texture);
3104    setupDrawMesh(vertices, texCoords, vbo);
3105
3106    glDrawArrays(drawMode, 0, elementsCount);
3107
3108    finishDrawTexture();
3109}
3110
3111void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3112        ProgramDescription& description, bool swapSrcDst) {
3113    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3114
3115    if (blend) {
3116        // These blend modes are not supported by OpenGL directly and have
3117        // to be implemented using shaders. Since the shader will perform
3118        // the blending, turn blending off here
3119        // If the blend mode cannot be implemented using shaders, fall
3120        // back to the default SrcOver blend mode instead
3121        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3122            if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) {
3123                description.framebufferMode = mode;
3124                description.swapSrcDst = swapSrcDst;
3125
3126                if (mCaches.blend) {
3127                    glDisable(GL_BLEND);
3128                    mCaches.blend = false;
3129                }
3130
3131                return;
3132            } else {
3133                mode = SkXfermode::kSrcOver_Mode;
3134            }
3135        }
3136
3137        if (!mCaches.blend) {
3138            glEnable(GL_BLEND);
3139        }
3140
3141        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3142        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3143
3144        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3145            glBlendFunc(sourceMode, destMode);
3146            mCaches.lastSrcMode = sourceMode;
3147            mCaches.lastDstMode = destMode;
3148        }
3149    } else if (mCaches.blend) {
3150        glDisable(GL_BLEND);
3151    }
3152    mCaches.blend = blend;
3153}
3154
3155bool OpenGLRenderer::useProgram(Program* program) {
3156    if (!program->isInUse()) {
3157        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3158        program->use();
3159        mCaches.currentProgram = program;
3160        return false;
3161    }
3162    return true;
3163}
3164
3165void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3166    TextureVertex* v = &mMeshVertices[0];
3167    TextureVertex::setUV(v++, u1, v1);
3168    TextureVertex::setUV(v++, u2, v1);
3169    TextureVertex::setUV(v++, u1, v2);
3170    TextureVertex::setUV(v++, u2, v2);
3171}
3172
3173void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
3174    getAlphaAndModeDirect(paint, alpha,  mode);
3175    *alpha *= mSnapshot->alpha;
3176}
3177
3178}; // namespace uirenderer
3179}; // namespace android
3180