OpenGLRenderer.cpp revision 5ff9df658230d49e42c43586997a02d8e4dd417e
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkTypeface.h>
25
26#include <utils/Log.h>
27#include <utils/StopWatch.h>
28
29#include <private/hwui/DrawGlInfo.h>
30
31#include <ui/Rect.h>
32
33#include "OpenGLRenderer.h"
34#include "DisplayListRenderer.h"
35#include "Vector.h"
36
37namespace android {
38namespace uirenderer {
39
40///////////////////////////////////////////////////////////////////////////////
41// Defines
42///////////////////////////////////////////////////////////////////////////////
43
44#define RAD_TO_DEG (180.0f / 3.14159265f)
45#define MIN_ANGLE 0.001f
46
47// TODO: This should be set in properties
48#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH)
49
50#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
51
52///////////////////////////////////////////////////////////////////////////////
53// Globals
54///////////////////////////////////////////////////////////////////////////////
55
56/**
57 * Structure mapping Skia xfermodes to OpenGL blending factors.
58 */
59struct Blender {
60    SkXfermode::Mode mode;
61    GLenum src;
62    GLenum dst;
63}; // struct Blender
64
65// In this array, the index of each Blender equals the value of the first
66// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
67static const Blender gBlends[] = {
68    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
69    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
70    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
71    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
73    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
74    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
75    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
76    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
77    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
78    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
79    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
81    { SkXfermode::kMultiply_Mode, GL_ZERO,                GL_SRC_COLOR },
82    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
83};
84
85// This array contains the swapped version of each SkXfermode. For instance
86// this array's SrcOver blending mode is actually DstOver. You can refer to
87// createLayer() for more information on the purpose of this array.
88static const Blender gBlendsSwap[] = {
89    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
90    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
91    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
92    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
93    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
94    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
95    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
96    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
98    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
99    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
101    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
102    { SkXfermode::kMultiply_Mode, GL_DST_COLOR,           GL_ZERO },
103    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
104};
105
106///////////////////////////////////////////////////////////////////////////////
107// Constructors/destructor
108///////////////////////////////////////////////////////////////////////////////
109
110OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
111    mShader = NULL;
112    mColorFilter = NULL;
113    mHasShadow = false;
114    mHasDrawFilter = false;
115
116    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
117
118    mFirstSnapshot = new Snapshot;
119}
120
121OpenGLRenderer::~OpenGLRenderer() {
122    // The context has already been destroyed at this point, do not call
123    // GL APIs. All GL state should be kept in Caches.h
124}
125
126///////////////////////////////////////////////////////////////////////////////
127// Setup
128///////////////////////////////////////////////////////////////////////////////
129
130void OpenGLRenderer::setViewport(int width, int height) {
131    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
132
133    mWidth = width;
134    mHeight = height;
135
136    mFirstSnapshot->height = height;
137    mFirstSnapshot->viewport.set(0, 0, width, height);
138
139    glDisable(GL_DITHER);
140    glEnable(GL_SCISSOR_TEST);
141    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
142
143    glEnableVertexAttribArray(Program::kBindingPosition);
144}
145
146void OpenGLRenderer::prepare(bool opaque) {
147    prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
148}
149
150void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
151    mCaches.clearGarbage();
152
153    mSnapshot = new Snapshot(mFirstSnapshot,
154            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
155    mSnapshot->fbo = getTargetFbo();
156    mSaveCount = 1;
157
158    glViewport(0, 0, mWidth, mHeight);
159    mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
160
161    mSnapshot->setClip(left, top, right, bottom);
162    mDirtyClip = false;
163
164    if (!opaque) {
165        glClear(GL_COLOR_BUFFER_BIT);
166    }
167}
168
169void OpenGLRenderer::finish() {
170#if DEBUG_OPENGL
171    GLenum status = GL_NO_ERROR;
172    while ((status = glGetError()) != GL_NO_ERROR) {
173        ALOGD("GL error from OpenGLRenderer: 0x%x", status);
174        switch (status) {
175            case GL_OUT_OF_MEMORY:
176                ALOGE("  OpenGLRenderer is out of memory!");
177                break;
178        }
179    }
180#endif
181#if DEBUG_MEMORY_USAGE
182    mCaches.dumpMemoryUsage();
183#else
184    if (mCaches.getDebugLevel() & kDebugMemory) {
185        mCaches.dumpMemoryUsage();
186    }
187#endif
188}
189
190void OpenGLRenderer::interrupt() {
191    if (mCaches.currentProgram) {
192        if (mCaches.currentProgram->isInUse()) {
193            mCaches.currentProgram->remove();
194            mCaches.currentProgram = NULL;
195        }
196    }
197    mCaches.unbindMeshBuffer();
198    mCaches.unbindIndicesBuffer();
199    mCaches.resetVertexPointers();
200    mCaches.disbaleTexCoordsVertexArray();
201}
202
203void OpenGLRenderer::resume() {
204    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
205
206    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
207    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
208
209    glEnable(GL_SCISSOR_TEST);
210    mCaches.resetScissor();
211    dirtyClip();
212
213    mCaches.activeTexture(0);
214    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
215
216    mCaches.blend = true;
217    glEnable(GL_BLEND);
218    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
219    glBlendEquation(GL_FUNC_ADD);
220}
221
222bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) {
223    interrupt();
224    if (mDirtyClip) {
225        setScissorFromClip();
226    }
227
228    Rect clip(*mSnapshot->clipRect);
229    clip.snapToPixelBoundaries();
230
231#if RENDER_LAYERS_AS_REGIONS
232    // Since we don't know what the functor will draw, let's dirty
233    // tne entire clip region
234    if (hasLayer()) {
235        dirtyLayerUnchecked(clip, getRegion());
236    }
237#endif
238
239    DrawGlInfo info;
240    info.clipLeft = clip.left;
241    info.clipTop = clip.top;
242    info.clipRight = clip.right;
243    info.clipBottom = clip.bottom;
244    info.isLayer = hasLayer();
245    getSnapshot()->transform->copyTo(&info.transform[0]);
246
247    status_t result = (*functor)(0, &info);
248
249    if (result != 0) {
250        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
251        dirty.unionWith(localDirty);
252    }
253
254    resume();
255    return result != 0;
256}
257
258///////////////////////////////////////////////////////////////////////////////
259// State management
260///////////////////////////////////////////////////////////////////////////////
261
262int OpenGLRenderer::getSaveCount() const {
263    return mSaveCount;
264}
265
266int OpenGLRenderer::save(int flags) {
267    return saveSnapshot(flags);
268}
269
270void OpenGLRenderer::restore() {
271    if (mSaveCount > 1) {
272        restoreSnapshot();
273    }
274}
275
276void OpenGLRenderer::restoreToCount(int saveCount) {
277    if (saveCount < 1) saveCount = 1;
278
279    while (mSaveCount > saveCount) {
280        restoreSnapshot();
281    }
282}
283
284int OpenGLRenderer::saveSnapshot(int flags) {
285    mSnapshot = new Snapshot(mSnapshot, flags);
286    return mSaveCount++;
287}
288
289bool OpenGLRenderer::restoreSnapshot() {
290    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
291    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
292    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
293
294    sp<Snapshot> current = mSnapshot;
295    sp<Snapshot> previous = mSnapshot->previous;
296
297    if (restoreOrtho) {
298        Rect& r = previous->viewport;
299        glViewport(r.left, r.top, r.right, r.bottom);
300        mOrthoMatrix.load(current->orthoMatrix);
301    }
302
303    mSaveCount--;
304    mSnapshot = previous;
305
306    if (restoreClip) {
307        dirtyClip();
308    }
309
310    if (restoreLayer) {
311        composeLayer(current, previous);
312    }
313
314    return restoreClip;
315}
316
317///////////////////////////////////////////////////////////////////////////////
318// Layers
319///////////////////////////////////////////////////////////////////////////////
320
321int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
322        SkPaint* p, int flags) {
323    const GLuint previousFbo = mSnapshot->fbo;
324    const int count = saveSnapshot(flags);
325
326    if (!mSnapshot->isIgnored()) {
327        int alpha = 255;
328        SkXfermode::Mode mode;
329
330        if (p) {
331            alpha = p->getAlpha();
332            if (!mCaches.extensions.hasFramebufferFetch()) {
333                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
334                if (!isMode) {
335                    // Assume SRC_OVER
336                    mode = SkXfermode::kSrcOver_Mode;
337                }
338            } else {
339                mode = getXfermode(p->getXfermode());
340            }
341        } else {
342            mode = SkXfermode::kSrcOver_Mode;
343        }
344
345        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
346    }
347
348    return count;
349}
350
351int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
352        int alpha, int flags) {
353    if (alpha >= 255 - ALPHA_THRESHOLD) {
354        return saveLayer(left, top, right, bottom, NULL, flags);
355    } else {
356        SkPaint paint;
357        paint.setAlpha(alpha);
358        return saveLayer(left, top, right, bottom, &paint, flags);
359    }
360}
361
362/**
363 * Layers are viewed by Skia are slightly different than layers in image editing
364 * programs (for instance.) When a layer is created, previously created layers
365 * and the frame buffer still receive every drawing command. For instance, if a
366 * layer is created and a shape intersecting the bounds of the layers and the
367 * framebuffer is draw, the shape will be drawn on both (unless the layer was
368 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
369 *
370 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
371 * texture. Unfortunately, this is inefficient as it requires every primitive to
372 * be drawn n + 1 times, where n is the number of active layers. In practice this
373 * means, for every primitive:
374 *   - Switch active frame buffer
375 *   - Change viewport, clip and projection matrix
376 *   - Issue the drawing
377 *
378 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
379 * To avoid this, layers are implemented in a different way here, at least in the
380 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
381 * is set. When this flag is set we can redirect all drawing operations into a
382 * single FBO.
383 *
384 * This implementation relies on the frame buffer being at least RGBA 8888. When
385 * a layer is created, only a texture is created, not an FBO. The content of the
386 * frame buffer contained within the layer's bounds is copied into this texture
387 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
388 * buffer and drawing continues as normal. This technique therefore treats the
389 * frame buffer as a scratch buffer for the layers.
390 *
391 * To compose the layers back onto the frame buffer, each layer texture
392 * (containing the original frame buffer data) is drawn as a simple quad over
393 * the frame buffer. The trick is that the quad is set as the composition
394 * destination in the blending equation, and the frame buffer becomes the source
395 * of the composition.
396 *
397 * Drawing layers with an alpha value requires an extra step before composition.
398 * An empty quad is drawn over the layer's region in the frame buffer. This quad
399 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
400 * quad is used to multiply the colors in the frame buffer. This is achieved by
401 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
402 * GL_ZERO, GL_SRC_ALPHA.
403 *
404 * Because glCopyTexImage2D() can be slow, an alternative implementation might
405 * be use to draw a single clipped layer. The implementation described above
406 * is correct in every case.
407 *
408 * (1) The frame buffer is actually not cleared right away. To allow the GPU
409 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
410 *     buffer is left untouched until the first drawing operation. Only when
411 *     something actually gets drawn are the layers regions cleared.
412 */
413bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
414        float right, float bottom, int alpha, SkXfermode::Mode mode,
415        int flags, GLuint previousFbo) {
416    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
417    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
418
419    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
420
421    // Window coordinates of the layer
422    Rect bounds(left, top, right, bottom);
423    if (!fboLayer) {
424        mSnapshot->transform->mapRect(bounds);
425
426        // Layers only make sense if they are in the framebuffer's bounds
427        if (bounds.intersect(*snapshot->clipRect)) {
428            // We cannot work with sub-pixels in this case
429            bounds.snapToPixelBoundaries();
430
431            // When the layer is not an FBO, we may use glCopyTexImage so we
432            // need to make sure the layer does not extend outside the bounds
433            // of the framebuffer
434            if (!bounds.intersect(snapshot->previous->viewport)) {
435                bounds.setEmpty();
436            }
437        } else {
438            bounds.setEmpty();
439        }
440    }
441
442    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
443            bounds.getHeight() > mCaches.maxTextureSize) {
444        snapshot->empty = fboLayer;
445    } else {
446        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
447    }
448
449    // Bail out if we won't draw in this snapshot
450    if (snapshot->invisible || snapshot->empty) {
451        return false;
452    }
453
454    mCaches.activeTexture(0);
455    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
456    if (!layer) {
457        return false;
458    }
459
460    layer->setAlpha(alpha, mode);
461    layer->layer.set(bounds);
462    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
463            bounds.getWidth() / float(layer->getWidth()), 0.0f);
464    layer->setColorFilter(mColorFilter);
465
466    // Save the layer in the snapshot
467    snapshot->flags |= Snapshot::kFlagIsLayer;
468    snapshot->layer = layer;
469
470    if (fboLayer) {
471        return createFboLayer(layer, bounds, snapshot, previousFbo);
472    } else {
473        // Copy the framebuffer into the layer
474        layer->bindTexture();
475        if (!bounds.isEmpty()) {
476            if (layer->isEmpty()) {
477                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
478                        bounds.left, snapshot->height - bounds.bottom,
479                        layer->getWidth(), layer->getHeight(), 0);
480                layer->setEmpty(false);
481            } else {
482                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
483                        snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
484            }
485
486            // Enqueue the buffer coordinates to clear the corresponding region later
487            mLayers.push(new Rect(bounds));
488        }
489    }
490
491    return true;
492}
493
494bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
495        GLuint previousFbo) {
496    layer->setFbo(mCaches.fboCache.get());
497
498#if RENDER_LAYERS_AS_REGIONS
499    snapshot->region = &snapshot->layer->region;
500    snapshot->flags |= Snapshot::kFlagFboTarget;
501#endif
502
503    Rect clip(bounds);
504    snapshot->transform->mapRect(clip);
505    clip.intersect(*snapshot->clipRect);
506    clip.snapToPixelBoundaries();
507    clip.intersect(snapshot->previous->viewport);
508
509    mat4 inverse;
510    inverse.loadInverse(*mSnapshot->transform);
511
512    inverse.mapRect(clip);
513    clip.snapToPixelBoundaries();
514    clip.intersect(bounds);
515    clip.translate(-bounds.left, -bounds.top);
516
517    snapshot->flags |= Snapshot::kFlagIsFboLayer;
518    snapshot->fbo = layer->getFbo();
519    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
520    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
521    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
522    snapshot->height = bounds.getHeight();
523    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
524    snapshot->orthoMatrix.load(mOrthoMatrix);
525
526    // Bind texture to FBO
527    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
528    layer->bindTexture();
529
530    // Initialize the texture if needed
531    if (layer->isEmpty()) {
532        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
533        layer->setEmpty(false);
534    }
535
536    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
537            layer->getTexture(), 0);
538
539#if DEBUG_LAYERS_AS_REGIONS
540    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
541    if (status != GL_FRAMEBUFFER_COMPLETE) {
542        ALOGE("Framebuffer incomplete (GL error code 0x%x)", status);
543
544        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
545        layer->deleteTexture();
546        mCaches.fboCache.put(layer->getFbo());
547
548        delete layer;
549
550        return false;
551    }
552#endif
553
554    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
555    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
556            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
557    glClear(GL_COLOR_BUFFER_BIT);
558
559    dirtyClip();
560
561    // Change the ortho projection
562    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
563    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
564
565    return true;
566}
567
568/**
569 * Read the documentation of createLayer() before doing anything in this method.
570 */
571void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
572    if (!current->layer) {
573        ALOGE("Attempting to compose a layer that does not exist");
574        return;
575    }
576
577    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
578
579    if (fboLayer) {
580        // Unbind current FBO and restore previous one
581        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
582    }
583
584    Layer* layer = current->layer;
585    const Rect& rect = layer->layer;
586
587    if (!fboLayer && layer->getAlpha() < 255) {
588        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
589                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
590        // Required below, composeLayerRect() will divide by 255
591        layer->setAlpha(255);
592    }
593
594    mCaches.unbindMeshBuffer();
595
596    mCaches.activeTexture(0);
597
598    // When the layer is stored in an FBO, we can save a bit of fillrate by
599    // drawing only the dirty region
600    if (fboLayer) {
601        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
602        if (layer->getColorFilter()) {
603            setupColorFilter(layer->getColorFilter());
604        }
605        composeLayerRegion(layer, rect);
606        if (layer->getColorFilter()) {
607            resetColorFilter();
608        }
609    } else if (!rect.isEmpty()) {
610        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
611        composeLayerRect(layer, rect, true);
612    }
613
614    if (fboLayer) {
615        // Note: No need to use glDiscardFramebufferEXT() since we never
616        //       create/compose layers that are not on screen with this
617        //       code path
618        // See LayerRenderer::destroyLayer(Layer*)
619
620        // Detach the texture from the FBO
621        glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
622        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
623        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
624
625        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
626        mCaches.fboCache.put(current->fbo);
627    }
628
629    dirtyClip();
630
631    // Failing to add the layer to the cache should happen only if the layer is too large
632    if (!mCaches.layerCache.put(layer)) {
633        LAYER_LOGD("Deleting layer");
634        layer->deleteTexture();
635        delete layer;
636    }
637}
638
639void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
640    float alpha = layer->getAlpha() / 255.0f;
641
642    mat4& transform = layer->getTransform();
643    if (!transform.isIdentity()) {
644        save(0);
645        mSnapshot->transform->multiply(transform);
646    }
647
648    setupDraw();
649    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
650        setupDrawWithTexture();
651    } else {
652        setupDrawWithExternalTexture();
653    }
654    setupDrawTextureTransform();
655    setupDrawColor(alpha, alpha, alpha, alpha);
656    setupDrawColorFilter();
657    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
658    setupDrawProgram();
659    setupDrawPureColorUniforms();
660    setupDrawColorFilterUniforms();
661    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
662        setupDrawTexture(layer->getTexture());
663    } else {
664        setupDrawExternalTexture(layer->getTexture());
665    }
666    if (mSnapshot->transform->isPureTranslate() &&
667            layer->getWidth() == (uint32_t) rect.getWidth() &&
668            layer->getHeight() == (uint32_t) rect.getHeight()) {
669        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
670        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
671
672        layer->setFilter(GL_NEAREST);
673        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
674    } else {
675        layer->setFilter(GL_LINEAR);
676        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
677    }
678    setupDrawTextureTransformUniforms(layer->getTexTransform());
679    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
680
681    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
682
683    finishDrawTexture();
684
685    if (!transform.isIdentity()) {
686        restore();
687    }
688}
689
690void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
691    if (!layer->isTextureLayer()) {
692        const Rect& texCoords = layer->texCoords;
693        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
694                texCoords.right, texCoords.bottom);
695
696        float x = rect.left;
697        float y = rect.top;
698        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
699                layer->getWidth() == (uint32_t) rect.getWidth() &&
700                layer->getHeight() == (uint32_t) rect.getHeight();
701
702        if (simpleTransform) {
703            // When we're swapping, the layer is already in screen coordinates
704            if (!swap) {
705                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
706                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
707            }
708
709            layer->setFilter(GL_NEAREST, true);
710        } else {
711            layer->setFilter(GL_LINEAR, true);
712        }
713
714        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
715                layer->getTexture(), layer->getAlpha() / 255.0f,
716                layer->getMode(), layer->isBlend(),
717                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
718                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
719
720        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
721    } else {
722        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
723        drawTextureLayer(layer, rect);
724        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
725    }
726}
727
728void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
729#if RENDER_LAYERS_AS_REGIONS
730    if (layer->region.isRect()) {
731        layer->setRegionAsRect();
732
733        composeLayerRect(layer, layer->regionRect);
734
735        layer->region.clear();
736        return;
737    }
738
739    // TODO: See LayerRenderer.cpp::generateMesh() for important
740    //       information about this implementation
741    if (!layer->region.isEmpty()) {
742        size_t count;
743        const android::Rect* rects = layer->region.getArray(&count);
744
745        const float alpha = layer->getAlpha() / 255.0f;
746        const float texX = 1.0f / float(layer->getWidth());
747        const float texY = 1.0f / float(layer->getHeight());
748        const float height = rect.getHeight();
749
750        TextureVertex* mesh = mCaches.getRegionMesh();
751        GLsizei numQuads = 0;
752
753        setupDraw();
754        setupDrawWithTexture();
755        setupDrawColor(alpha, alpha, alpha, alpha);
756        setupDrawColorFilter();
757        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
758        setupDrawProgram();
759        setupDrawDirtyRegionsDisabled();
760        setupDrawPureColorUniforms();
761        setupDrawColorFilterUniforms();
762        setupDrawTexture(layer->getTexture());
763        if (mSnapshot->transform->isPureTranslate()) {
764            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
765            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
766
767            layer->setFilter(GL_NEAREST);
768            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
769        } else {
770            layer->setFilter(GL_LINEAR);
771            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
772        }
773        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
774
775        for (size_t i = 0; i < count; i++) {
776            const android::Rect* r = &rects[i];
777
778            const float u1 = r->left * texX;
779            const float v1 = (height - r->top) * texY;
780            const float u2 = r->right * texX;
781            const float v2 = (height - r->bottom) * texY;
782
783            // TODO: Reject quads outside of the clip
784            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
785            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
786            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
787            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
788
789            numQuads++;
790
791            if (numQuads >= REGION_MESH_QUAD_COUNT) {
792                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
793                numQuads = 0;
794                mesh = mCaches.getRegionMesh();
795            }
796        }
797
798        if (numQuads > 0) {
799            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
800        }
801
802        finishDrawTexture();
803
804#if DEBUG_LAYERS_AS_REGIONS
805        drawRegionRects(layer->region);
806#endif
807
808        layer->region.clear();
809    }
810#else
811    composeLayerRect(layer, rect);
812#endif
813}
814
815void OpenGLRenderer::drawRegionRects(const Region& region) {
816#if DEBUG_LAYERS_AS_REGIONS
817    size_t count;
818    const android::Rect* rects = region.getArray(&count);
819
820    uint32_t colors[] = {
821            0x7fff0000, 0x7f00ff00,
822            0x7f0000ff, 0x7fff00ff,
823    };
824
825    int offset = 0;
826    int32_t top = rects[0].top;
827
828    for (size_t i = 0; i < count; i++) {
829        if (top != rects[i].top) {
830            offset ^= 0x2;
831            top = rects[i].top;
832        }
833
834        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
835        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
836                SkXfermode::kSrcOver_Mode);
837    }
838#endif
839}
840
841void OpenGLRenderer::dirtyLayer(const float left, const float top,
842        const float right, const float bottom, const mat4 transform) {
843#if RENDER_LAYERS_AS_REGIONS
844    if (hasLayer()) {
845        Rect bounds(left, top, right, bottom);
846        transform.mapRect(bounds);
847        dirtyLayerUnchecked(bounds, getRegion());
848    }
849#endif
850}
851
852void OpenGLRenderer::dirtyLayer(const float left, const float top,
853        const float right, const float bottom) {
854#if RENDER_LAYERS_AS_REGIONS
855    if (hasLayer()) {
856        Rect bounds(left, top, right, bottom);
857        dirtyLayerUnchecked(bounds, getRegion());
858    }
859#endif
860}
861
862void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
863#if RENDER_LAYERS_AS_REGIONS
864    if (bounds.intersect(*mSnapshot->clipRect)) {
865        bounds.snapToPixelBoundaries();
866        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
867        if (!dirty.isEmpty()) {
868            region->orSelf(dirty);
869        }
870    }
871#endif
872}
873
874void OpenGLRenderer::clearLayerRegions() {
875    const size_t count = mLayers.size();
876    if (count == 0) return;
877
878    if (!mSnapshot->isIgnored()) {
879        // Doing several glScissor/glClear here can negatively impact
880        // GPUs with a tiler architecture, instead we draw quads with
881        // the Clear blending mode
882
883        // The list contains bounds that have already been clipped
884        // against their initial clip rect, and the current clip
885        // is likely different so we need to disable clipping here
886        glDisable(GL_SCISSOR_TEST);
887
888        Vertex mesh[count * 6];
889        Vertex* vertex = mesh;
890
891        for (uint32_t i = 0; i < count; i++) {
892            Rect* bounds = mLayers.itemAt(i);
893
894            Vertex::set(vertex++, bounds->left, bounds->bottom);
895            Vertex::set(vertex++, bounds->left, bounds->top);
896            Vertex::set(vertex++, bounds->right, bounds->top);
897            Vertex::set(vertex++, bounds->left, bounds->bottom);
898            Vertex::set(vertex++, bounds->right, bounds->top);
899            Vertex::set(vertex++, bounds->right, bounds->bottom);
900
901            delete bounds;
902        }
903
904        setupDraw(false);
905        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
906        setupDrawBlending(true, SkXfermode::kClear_Mode);
907        setupDrawProgram();
908        setupDrawPureColorUniforms();
909        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
910        setupDrawVertices(&mesh[0].position[0]);
911
912        glDrawArrays(GL_TRIANGLES, 0, count * 6);
913
914        glEnable(GL_SCISSOR_TEST);
915    } else {
916        for (uint32_t i = 0; i < count; i++) {
917            delete mLayers.itemAt(i);
918        }
919    }
920
921    mLayers.clear();
922}
923
924///////////////////////////////////////////////////////////////////////////////
925// Transforms
926///////////////////////////////////////////////////////////////////////////////
927
928void OpenGLRenderer::translate(float dx, float dy) {
929    mSnapshot->transform->translate(dx, dy, 0.0f);
930}
931
932void OpenGLRenderer::rotate(float degrees) {
933    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
934}
935
936void OpenGLRenderer::scale(float sx, float sy) {
937    mSnapshot->transform->scale(sx, sy, 1.0f);
938}
939
940void OpenGLRenderer::skew(float sx, float sy) {
941    mSnapshot->transform->skew(sx, sy);
942}
943
944void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
945    if (matrix) {
946        mSnapshot->transform->load(*matrix);
947    } else {
948        mSnapshot->transform->loadIdentity();
949    }
950}
951
952void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
953    mSnapshot->transform->copyTo(*matrix);
954}
955
956void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
957    SkMatrix transform;
958    mSnapshot->transform->copyTo(transform);
959    transform.preConcat(*matrix);
960    mSnapshot->transform->load(transform);
961}
962
963///////////////////////////////////////////////////////////////////////////////
964// Clipping
965///////////////////////////////////////////////////////////////////////////////
966
967void OpenGLRenderer::setScissorFromClip() {
968    Rect clip(*mSnapshot->clipRect);
969    clip.snapToPixelBoundaries();
970
971    mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
972            clip.getWidth(), clip.getHeight());
973
974    mDirtyClip = false;
975}
976
977const Rect& OpenGLRenderer::getClipBounds() {
978    return mSnapshot->getLocalClip();
979}
980
981bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
982    if (mSnapshot->isIgnored()) {
983        return true;
984    }
985
986    Rect r(left, top, right, bottom);
987    mSnapshot->transform->mapRect(r);
988    r.snapToPixelBoundaries();
989
990    Rect clipRect(*mSnapshot->clipRect);
991    clipRect.snapToPixelBoundaries();
992
993    return !clipRect.intersects(r);
994}
995
996bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
997    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
998    if (clipped) {
999        dirtyClip();
1000    }
1001    return !mSnapshot->clipRect->isEmpty();
1002}
1003
1004///////////////////////////////////////////////////////////////////////////////
1005// Drawing commands
1006///////////////////////////////////////////////////////////////////////////////
1007
1008void OpenGLRenderer::setupDraw(bool clear) {
1009    if (clear) clearLayerRegions();
1010    if (mDirtyClip) {
1011        setScissorFromClip();
1012    }
1013    mDescription.reset();
1014    mSetShaderColor = false;
1015    mColorSet = false;
1016    mColorA = mColorR = mColorG = mColorB = 0.0f;
1017    mTextureUnit = 0;
1018    mTrackDirtyRegions = true;
1019}
1020
1021void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1022    mDescription.hasTexture = true;
1023    mDescription.hasAlpha8Texture = isAlpha8;
1024}
1025
1026void OpenGLRenderer::setupDrawWithExternalTexture() {
1027    mDescription.hasExternalTexture = true;
1028}
1029
1030void OpenGLRenderer::setupDrawNoTexture() {
1031    mCaches.disbaleTexCoordsVertexArray();
1032}
1033
1034void OpenGLRenderer::setupDrawAALine() {
1035    mDescription.isAA = true;
1036}
1037
1038void OpenGLRenderer::setupDrawPoint(float pointSize) {
1039    mDescription.isPoint = true;
1040    mDescription.pointSize = pointSize;
1041}
1042
1043void OpenGLRenderer::setupDrawColor(int color) {
1044    setupDrawColor(color, (color >> 24) & 0xFF);
1045}
1046
1047void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1048    mColorA = alpha / 255.0f;
1049    // Second divide of a by 255 is an optimization, allowing us to simply multiply
1050    // the rgb values by a instead of also dividing by 255
1051    const float a = mColorA / 255.0f;
1052    mColorR = a * ((color >> 16) & 0xFF);
1053    mColorG = a * ((color >>  8) & 0xFF);
1054    mColorB = a * ((color      ) & 0xFF);
1055    mColorSet = true;
1056    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1057}
1058
1059void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1060    mColorA = alpha / 255.0f;
1061    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1062    // the rgb values by a instead of also dividing by 255
1063    const float a = mColorA / 255.0f;
1064    mColorR = a * ((color >> 16) & 0xFF);
1065    mColorG = a * ((color >>  8) & 0xFF);
1066    mColorB = a * ((color      ) & 0xFF);
1067    mColorSet = true;
1068    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1069}
1070
1071void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1072    mColorA = a;
1073    mColorR = r;
1074    mColorG = g;
1075    mColorB = b;
1076    mColorSet = true;
1077    mSetShaderColor = mDescription.setColor(r, g, b, a);
1078}
1079
1080void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) {
1081    mColorA = a;
1082    mColorR = r;
1083    mColorG = g;
1084    mColorB = b;
1085    mColorSet = true;
1086    mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a);
1087}
1088
1089void OpenGLRenderer::setupDrawShader() {
1090    if (mShader) {
1091        mShader->describe(mDescription, mCaches.extensions);
1092    }
1093}
1094
1095void OpenGLRenderer::setupDrawColorFilter() {
1096    if (mColorFilter) {
1097        mColorFilter->describe(mDescription, mCaches.extensions);
1098    }
1099}
1100
1101void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1102    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1103        mColorA = 1.0f;
1104        mColorR = mColorG = mColorB = 0.0f;
1105        mSetShaderColor = mDescription.modulate = true;
1106    }
1107}
1108
1109void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1110    // When the blending mode is kClear_Mode, we need to use a modulate color
1111    // argb=1,0,0,0
1112    accountForClear(mode);
1113    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1114            mDescription, swapSrcDst);
1115}
1116
1117void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1118    // When the blending mode is kClear_Mode, we need to use a modulate color
1119    // argb=1,0,0,0
1120    accountForClear(mode);
1121    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1122            mDescription, swapSrcDst);
1123}
1124
1125void OpenGLRenderer::setupDrawProgram() {
1126    useProgram(mCaches.programCache.get(mDescription));
1127}
1128
1129void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1130    mTrackDirtyRegions = false;
1131}
1132
1133void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1134        bool ignoreTransform) {
1135    mModelView.loadTranslate(left, top, 0.0f);
1136    if (!ignoreTransform) {
1137        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1138        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1139    } else {
1140        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1141        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1142    }
1143}
1144
1145void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1146    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1147}
1148
1149void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1150        bool ignoreTransform, bool ignoreModelView) {
1151    if (!ignoreModelView) {
1152        mModelView.loadTranslate(left, top, 0.0f);
1153        mModelView.scale(right - left, bottom - top, 1.0f);
1154    } else {
1155        mModelView.loadIdentity();
1156    }
1157    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1158    if (!ignoreTransform) {
1159        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1160        if (mTrackDirtyRegions && dirty) {
1161            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1162        }
1163    } else {
1164        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1165        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1166    }
1167}
1168
1169void OpenGLRenderer::setupDrawPointUniforms() {
1170    int slot = mCaches.currentProgram->getUniform("pointSize");
1171    glUniform1f(slot, mDescription.pointSize);
1172}
1173
1174void OpenGLRenderer::setupDrawColorUniforms() {
1175    if (mColorSet || (mShader && mSetShaderColor)) {
1176        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1177    }
1178}
1179
1180void OpenGLRenderer::setupDrawPureColorUniforms() {
1181    if (mSetShaderColor) {
1182        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1183    }
1184}
1185
1186void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1187    if (mShader) {
1188        if (ignoreTransform) {
1189            mModelView.loadInverse(*mSnapshot->transform);
1190        }
1191        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1192    }
1193}
1194
1195void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1196    if (mShader) {
1197        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1198    }
1199}
1200
1201void OpenGLRenderer::setupDrawColorFilterUniforms() {
1202    if (mColorFilter) {
1203        mColorFilter->setupProgram(mCaches.currentProgram);
1204    }
1205}
1206
1207void OpenGLRenderer::setupDrawSimpleMesh() {
1208    bool force = mCaches.bindMeshBuffer();
1209    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0);
1210    mCaches.unbindIndicesBuffer();
1211}
1212
1213void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1214    bindTexture(texture);
1215    mTextureUnit++;
1216    mCaches.enableTexCoordsVertexArray();
1217}
1218
1219void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1220    bindExternalTexture(texture);
1221    mTextureUnit++;
1222    mCaches.enableTexCoordsVertexArray();
1223}
1224
1225void OpenGLRenderer::setupDrawTextureTransform() {
1226    mDescription.hasTextureTransform = true;
1227}
1228
1229void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1230    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1231            GL_FALSE, &transform.data[0]);
1232}
1233
1234void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1235    bool force = false;
1236    if (!vertices) {
1237        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1238    } else {
1239        force = mCaches.unbindMeshBuffer();
1240    }
1241
1242    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1243    if (mCaches.currentProgram->texCoords >= 0) {
1244        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1245    }
1246
1247    mCaches.unbindIndicesBuffer();
1248}
1249
1250void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1251    bool force = mCaches.unbindMeshBuffer();
1252    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1253    if (mCaches.currentProgram->texCoords >= 0) {
1254        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1255    }
1256}
1257
1258void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1259    bool force = mCaches.unbindMeshBuffer();
1260    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1261            vertices, gVertexStride);
1262    mCaches.unbindIndicesBuffer();
1263}
1264
1265/**
1266 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1267 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1268 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1269 * attributes (one per vertex) are values from zero to one that tells the fragment
1270 * shader where the fragment is in relation to the line width/length overall; these values are
1271 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1272 * region of the line.
1273 * Note that we only pass down the width values in this setup function. The length coordinates
1274 * are set up for each individual segment.
1275 */
1276void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1277        GLvoid* lengthCoords, float boundaryWidthProportion) {
1278    bool force = mCaches.unbindMeshBuffer();
1279    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1280            vertices, gAAVertexStride);
1281    mCaches.resetTexCoordsVertexPointer();
1282    mCaches.unbindIndicesBuffer();
1283
1284    int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1285    glEnableVertexAttribArray(widthSlot);
1286    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1287
1288    int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1289    glEnableVertexAttribArray(lengthSlot);
1290    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1291
1292    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1293    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1294
1295    // Setting the inverse value saves computations per-fragment in the shader
1296    int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1297    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
1298}
1299
1300void OpenGLRenderer::finishDrawTexture() {
1301}
1302
1303///////////////////////////////////////////////////////////////////////////////
1304// Drawing
1305///////////////////////////////////////////////////////////////////////////////
1306
1307bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height,
1308        Rect& dirty, uint32_t level) {
1309    if (quickReject(0.0f, 0.0f, width, height)) {
1310        return false;
1311    }
1312
1313    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1314    // will be performed by the display list itself
1315    if (displayList && displayList->isRenderable()) {
1316        return displayList->replay(*this, dirty, level);
1317    }
1318
1319    return false;
1320}
1321
1322void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1323    if (displayList) {
1324        displayList->output(*this, level);
1325    }
1326}
1327
1328void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1329    int alpha;
1330    SkXfermode::Mode mode;
1331    getAlphaAndMode(paint, &alpha, &mode);
1332
1333    float x = left;
1334    float y = top;
1335
1336    GLenum filter = GL_LINEAR;
1337    bool ignoreTransform = false;
1338    if (mSnapshot->transform->isPureTranslate()) {
1339        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1340        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1341        ignoreTransform = true;
1342        filter = GL_NEAREST;
1343    } else {
1344        filter = FILTER(paint);
1345    }
1346
1347    setupDraw();
1348    setupDrawWithTexture(true);
1349    if (paint) {
1350        setupDrawAlpha8Color(paint->getColor(), alpha);
1351    }
1352    setupDrawColorFilter();
1353    setupDrawShader();
1354    setupDrawBlending(true, mode);
1355    setupDrawProgram();
1356    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1357
1358    setupDrawTexture(texture->id);
1359    texture->setWrap(GL_CLAMP_TO_EDGE);
1360    texture->setFilter(filter);
1361
1362    setupDrawPureColorUniforms();
1363    setupDrawColorFilterUniforms();
1364    setupDrawShaderUniforms();
1365    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1366
1367    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1368
1369    finishDrawTexture();
1370}
1371
1372void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1373    const float right = left + bitmap->width();
1374    const float bottom = top + bitmap->height();
1375
1376    if (quickReject(left, top, right, bottom)) {
1377        return;
1378    }
1379
1380    mCaches.activeTexture(0);
1381    Texture* texture = mCaches.textureCache.get(bitmap);
1382    if (!texture) return;
1383    const AutoTexture autoCleanup(texture);
1384
1385    if (bitmap->getConfig() == SkBitmap::kA8_Config) {
1386        drawAlphaBitmap(texture, left, top, paint);
1387    } else {
1388        drawTextureRect(left, top, right, bottom, texture, paint);
1389    }
1390}
1391
1392void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1393    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1394    const mat4 transform(*matrix);
1395    transform.mapRect(r);
1396
1397    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1398        return;
1399    }
1400
1401    mCaches.activeTexture(0);
1402    Texture* texture = mCaches.textureCache.get(bitmap);
1403    if (!texture) return;
1404    const AutoTexture autoCleanup(texture);
1405
1406    // This could be done in a cheaper way, all we need is pass the matrix
1407    // to the vertex shader. The save/restore is a bit overkill.
1408    save(SkCanvas::kMatrix_SaveFlag);
1409    concatMatrix(matrix);
1410    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1411    restore();
1412}
1413
1414void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1415        float* vertices, int* colors, SkPaint* paint) {
1416    // TODO: Do a quickReject
1417    if (!vertices || mSnapshot->isIgnored()) {
1418        return;
1419    }
1420
1421    mCaches.activeTexture(0);
1422    Texture* texture = mCaches.textureCache.get(bitmap);
1423    if (!texture) return;
1424    const AutoTexture autoCleanup(texture);
1425
1426    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1427    texture->setFilter(FILTER(paint), true);
1428
1429    int alpha;
1430    SkXfermode::Mode mode;
1431    getAlphaAndMode(paint, &alpha, &mode);
1432
1433    const uint32_t count = meshWidth * meshHeight * 6;
1434
1435    float left = FLT_MAX;
1436    float top = FLT_MAX;
1437    float right = FLT_MIN;
1438    float bottom = FLT_MIN;
1439
1440#if RENDER_LAYERS_AS_REGIONS
1441    bool hasActiveLayer = hasLayer();
1442#else
1443    bool hasActiveLayer = false;
1444#endif
1445
1446    // TODO: Support the colors array
1447    TextureVertex mesh[count];
1448    TextureVertex* vertex = mesh;
1449    for (int32_t y = 0; y < meshHeight; y++) {
1450        for (int32_t x = 0; x < meshWidth; x++) {
1451            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1452
1453            float u1 = float(x) / meshWidth;
1454            float u2 = float(x + 1) / meshWidth;
1455            float v1 = float(y) / meshHeight;
1456            float v2 = float(y + 1) / meshHeight;
1457
1458            int ax = i + (meshWidth + 1) * 2;
1459            int ay = ax + 1;
1460            int bx = i;
1461            int by = bx + 1;
1462            int cx = i + 2;
1463            int cy = cx + 1;
1464            int dx = i + (meshWidth + 1) * 2 + 2;
1465            int dy = dx + 1;
1466
1467            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1468            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1469            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1470
1471            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1472            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1473            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1474
1475#if RENDER_LAYERS_AS_REGIONS
1476            if (hasActiveLayer) {
1477                // TODO: This could be optimized to avoid unnecessary ops
1478                left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1479                top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1480                right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1481                bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1482            }
1483#endif
1484        }
1485    }
1486
1487#if RENDER_LAYERS_AS_REGIONS
1488    if (hasActiveLayer) {
1489        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1490    }
1491#endif
1492
1493    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1494            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1495            GL_TRIANGLES, count, false, false, 0, false, false);
1496}
1497
1498void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1499         float srcLeft, float srcTop, float srcRight, float srcBottom,
1500         float dstLeft, float dstTop, float dstRight, float dstBottom,
1501         SkPaint* paint) {
1502    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1503        return;
1504    }
1505
1506    mCaches.activeTexture(0);
1507    Texture* texture = mCaches.textureCache.get(bitmap);
1508    if (!texture) return;
1509    const AutoTexture autoCleanup(texture);
1510
1511    const float width = texture->width;
1512    const float height = texture->height;
1513
1514    const float u1 = fmax(0.0f, srcLeft / width);
1515    const float v1 = fmax(0.0f, srcTop / height);
1516    const float u2 = fmin(1.0f, srcRight / width);
1517    const float v2 = fmin(1.0f, srcBottom / height);
1518
1519    mCaches.unbindMeshBuffer();
1520    resetDrawTextureTexCoords(u1, v1, u2, v2);
1521
1522    int alpha;
1523    SkXfermode::Mode mode;
1524    getAlphaAndMode(paint, &alpha, &mode);
1525
1526    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1527
1528    if (mSnapshot->transform->isPureTranslate()) {
1529        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1530        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1531
1532        GLenum filter = GL_NEAREST;
1533        // Enable linear filtering if the source rectangle is scaled
1534        if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
1535            filter = FILTER(paint);
1536        }
1537
1538        texture->setFilter(filter, true);
1539        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1540                texture->id, alpha / 255.0f, mode, texture->blend,
1541                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1542                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1543    } else {
1544        texture->setFilter(FILTER(paint), true);
1545        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1546                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1547                GL_TRIANGLE_STRIP, gMeshCount);
1548    }
1549
1550    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1551}
1552
1553void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1554        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1555        float left, float top, float right, float bottom, SkPaint* paint) {
1556    if (quickReject(left, top, right, bottom)) {
1557        return;
1558    }
1559
1560    mCaches.activeTexture(0);
1561    Texture* texture = mCaches.textureCache.get(bitmap);
1562    if (!texture) return;
1563    const AutoTexture autoCleanup(texture);
1564    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1565    texture->setFilter(GL_LINEAR, true);
1566
1567    int alpha;
1568    SkXfermode::Mode mode;
1569    getAlphaAndMode(paint, &alpha, &mode);
1570
1571    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1572            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1573
1574    if (mesh && mesh->verticesCount > 0) {
1575        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1576#if RENDER_LAYERS_AS_REGIONS
1577        // Mark the current layer dirty where we are going to draw the patch
1578        if (hasLayer() && mesh->hasEmptyQuads) {
1579            const float offsetX = left + mSnapshot->transform->getTranslateX();
1580            const float offsetY = top + mSnapshot->transform->getTranslateY();
1581            const size_t count = mesh->quads.size();
1582            for (size_t i = 0; i < count; i++) {
1583                const Rect& bounds = mesh->quads.itemAt(i);
1584                if (pureTranslate) {
1585                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1586                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1587                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1588                } else {
1589                    dirtyLayer(left + bounds.left, top + bounds.top,
1590                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1591                }
1592            }
1593        }
1594#endif
1595
1596        if (pureTranslate) {
1597            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1598            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1599
1600            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1601                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1602                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1603                    true, !mesh->hasEmptyQuads);
1604        } else {
1605            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1606                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1607                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1608                    true, !mesh->hasEmptyQuads);
1609        }
1610    }
1611}
1612
1613/**
1614 * This function uses a similar approach to that of AA lines in the drawLines() function.
1615 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
1616 * shader to compute the translucency of the color, determined by whether a given pixel is
1617 * within that boundary region and how far into the region it is.
1618 */
1619void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
1620        int color, SkXfermode::Mode mode) {
1621    float inverseScaleX = 1.0f;
1622    float inverseScaleY = 1.0f;
1623    // The quad that we use needs to account for scaling.
1624    if (!mSnapshot->transform->isPureTranslate()) {
1625        Matrix4 *mat = mSnapshot->transform;
1626        float m00 = mat->data[Matrix4::kScaleX];
1627        float m01 = mat->data[Matrix4::kSkewY];
1628        float m02 = mat->data[2];
1629        float m10 = mat->data[Matrix4::kSkewX];
1630        float m11 = mat->data[Matrix4::kScaleX];
1631        float m12 = mat->data[6];
1632        float scaleX = sqrt(m00 * m00 + m01 * m01);
1633        float scaleY = sqrt(m10 * m10 + m11 * m11);
1634        inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1635        inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1636    }
1637
1638    setupDraw();
1639    setupDrawNoTexture();
1640    setupDrawAALine();
1641    setupDrawColor(color);
1642    setupDrawColorFilter();
1643    setupDrawShader();
1644    setupDrawBlending(true, mode);
1645    setupDrawProgram();
1646    setupDrawModelViewIdentity(true);
1647    setupDrawColorUniforms();
1648    setupDrawColorFilterUniforms();
1649    setupDrawShaderIdentityUniforms();
1650
1651    AAVertex rects[4];
1652    AAVertex* aaVertices = &rects[0];
1653    void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1654    void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1655
1656    float boundarySizeX = .5 * inverseScaleX;
1657    float boundarySizeY = .5 * inverseScaleY;
1658
1659    // Adjust the rect by the AA boundary padding
1660    left -= boundarySizeX;
1661    right += boundarySizeX;
1662    top -= boundarySizeY;
1663    bottom += boundarySizeY;
1664
1665    float width = right - left;
1666    float height = bottom - top;
1667
1668    float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0;
1669    float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0;
1670    setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion);
1671    int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1672    int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength");
1673    glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
1674    glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion));
1675
1676    if (!quickReject(left, top, right, bottom)) {
1677        AAVertex::set(aaVertices++, left, bottom, 1, 1);
1678        AAVertex::set(aaVertices++, left, top, 1, 0);
1679        AAVertex::set(aaVertices++, right, bottom, 0, 1);
1680        AAVertex::set(aaVertices++, right, top, 0, 0);
1681        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1682        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1683    }
1684}
1685
1686/**
1687 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
1688 * rules for those lines produces some unexpected results, and may vary between hardware devices.
1689 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
1690 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
1691 * of the line. Hairlines are more involved because we need to account for transform scaling
1692 * to end up with a one-pixel-wide line in screen space..
1693 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
1694 * in combination with values that we calculate and pass down in this method. The basic approach
1695 * is that the quad we create contains both the core line area plus a bounding area in which
1696 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
1697 * proportion of the width and the length of a given segment is represented by the boundary
1698 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
1699 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
1700 * on the inside). This ends up giving the result we want, with pixels that are completely
1701 * 'inside' the line area being filled opaquely and the other pixels being filled according to
1702 * how far into the boundary region they are, which is determined by shader interpolation.
1703 */
1704void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1705    if (mSnapshot->isIgnored()) return;
1706
1707    const bool isAA = paint->isAntiAlias();
1708    // We use half the stroke width here because we're going to position the quad
1709    // corner vertices half of the width away from the line endpoints
1710    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
1711    // A stroke width of 0 has a special meaning in Skia:
1712    // it draws a line 1 px wide regardless of current transform
1713    bool isHairLine = paint->getStrokeWidth() == 0.0f;
1714    float inverseScaleX = 1.0f;
1715    float inverseScaleY = 1.0f;
1716    bool scaled = false;
1717    int alpha;
1718    SkXfermode::Mode mode;
1719    int generatedVerticesCount = 0;
1720    int verticesCount = count;
1721    if (count > 4) {
1722        // Polyline: account for extra vertices needed for continuous tri-strip
1723        verticesCount += (count - 4);
1724    }
1725
1726    if (isHairLine || isAA) {
1727        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
1728        // the line on the screen should always be one pixel wide regardless of scale. For
1729        // AA lines, we only want one pixel of translucent boundary around the quad.
1730        if (!mSnapshot->transform->isPureTranslate()) {
1731            Matrix4 *mat = mSnapshot->transform;
1732            float m00 = mat->data[Matrix4::kScaleX];
1733            float m01 = mat->data[Matrix4::kSkewY];
1734            float m02 = mat->data[2];
1735            float m10 = mat->data[Matrix4::kSkewX];
1736            float m11 = mat->data[Matrix4::kScaleX];
1737            float m12 = mat->data[6];
1738            float scaleX = sqrt(m00*m00 + m01*m01);
1739            float scaleY = sqrt(m10*m10 + m11*m11);
1740            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1741            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1742            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
1743                scaled = true;
1744            }
1745        }
1746    }
1747
1748    getAlphaAndMode(paint, &alpha, &mode);
1749    setupDraw();
1750    setupDrawNoTexture();
1751    if (isAA) {
1752        setupDrawAALine();
1753    }
1754    setupDrawColor(paint->getColor(), alpha);
1755    setupDrawColorFilter();
1756    setupDrawShader();
1757    if (isAA) {
1758        setupDrawBlending(true, mode);
1759    } else {
1760        setupDrawBlending(mode);
1761    }
1762    setupDrawProgram();
1763    setupDrawModelViewIdentity(true);
1764    setupDrawColorUniforms();
1765    setupDrawColorFilterUniforms();
1766    setupDrawShaderIdentityUniforms();
1767
1768    if (isHairLine) {
1769        // Set a real stroke width to be used in quad construction
1770        halfStrokeWidth = isAA? 1 : .5;
1771    } else if (isAA && !scaled) {
1772        // Expand boundary to enable AA calculations on the quad border
1773        halfStrokeWidth += .5f;
1774    }
1775    Vertex lines[verticesCount];
1776    Vertex* vertices = &lines[0];
1777    AAVertex wLines[verticesCount];
1778    AAVertex* aaVertices = &wLines[0];
1779    if (!isAA) {
1780        setupDrawVertices(vertices);
1781    } else {
1782        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1783        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1784        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
1785        // AA stroke width (the base stroke width expanded by a half pixel on either side).
1786        // This value is used in the fragment shader to determine how to fill fragments.
1787        // We will need to calculate the actual width proportion on each segment for
1788        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
1789        float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
1790        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion);
1791    }
1792
1793    AAVertex* prevAAVertex = NULL;
1794    Vertex* prevVertex = NULL;
1795
1796    int boundaryLengthSlot = -1;
1797    int inverseBoundaryLengthSlot = -1;
1798    int boundaryWidthSlot = -1;
1799    int inverseBoundaryWidthSlot = -1;
1800    for (int i = 0; i < count; i += 4) {
1801        // a = start point, b = end point
1802        vec2 a(points[i], points[i + 1]);
1803        vec2 b(points[i + 2], points[i + 3]);
1804        float length = 0;
1805        float boundaryLengthProportion = 0;
1806        float boundaryWidthProportion = 0;
1807
1808        // Find the normal to the line
1809        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
1810        if (isHairLine) {
1811            if (isAA) {
1812                float wideningFactor;
1813                if (fabs(n.x) >= fabs(n.y)) {
1814                    wideningFactor = fabs(1.0f / n.x);
1815                } else {
1816                    wideningFactor = fabs(1.0f / n.y);
1817                }
1818                n *= wideningFactor;
1819            }
1820            if (scaled) {
1821                n.x *= inverseScaleX;
1822                n.y *= inverseScaleY;
1823            }
1824        } else if (scaled) {
1825            // Extend n by .5 pixel on each side, post-transform
1826            vec2 extendedN = n.copyNormalized();
1827            extendedN /= 2;
1828            extendedN.x *= inverseScaleX;
1829            extendedN.y *= inverseScaleY;
1830            float extendedNLength = extendedN.length();
1831            // We need to set this value on the shader prior to drawing
1832            boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength);
1833            n += extendedN;
1834        }
1835        float x = n.x;
1836        n.x = -n.y;
1837        n.y = x;
1838
1839        // aa lines expand the endpoint vertices to encompass the AA boundary
1840        if (isAA) {
1841            vec2 abVector = (b - a);
1842            length = abVector.length();
1843            abVector.normalize();
1844            if (scaled) {
1845                abVector.x *= inverseScaleX;
1846                abVector.y *= inverseScaleY;
1847                float abLength = abVector.length();
1848                boundaryLengthProportion = abLength / (length + abLength);
1849            } else {
1850                boundaryLengthProportion = .5 / (length + 1);
1851            }
1852            abVector /= 2;
1853            a -= abVector;
1854            b += abVector;
1855        }
1856
1857        // Four corners of the rectangle defining a thick line
1858        vec2 p1 = a - n;
1859        vec2 p2 = a + n;
1860        vec2 p3 = b + n;
1861        vec2 p4 = b - n;
1862
1863
1864        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
1865        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
1866        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
1867        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
1868
1869        if (!quickReject(left, top, right, bottom)) {
1870            if (!isAA) {
1871                if (prevVertex != NULL) {
1872                    // Issue two repeat vertices to create degenerate triangles to bridge
1873                    // between the previous line and the new one. This is necessary because
1874                    // we are creating a single triangle_strip which will contain
1875                    // potentially discontinuous line segments.
1876                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
1877                    Vertex::set(vertices++, p1.x, p1.y);
1878                    generatedVerticesCount += 2;
1879                }
1880                Vertex::set(vertices++, p1.x, p1.y);
1881                Vertex::set(vertices++, p2.x, p2.y);
1882                Vertex::set(vertices++, p4.x, p4.y);
1883                Vertex::set(vertices++, p3.x, p3.y);
1884                prevVertex = vertices - 1;
1885                generatedVerticesCount += 4;
1886            } else {
1887                if (!isHairLine && scaled) {
1888                    // Must set width proportions per-segment for scaled non-hairlines to use the
1889                    // correct AA boundary dimensions
1890                    if (boundaryWidthSlot < 0) {
1891                        boundaryWidthSlot =
1892                                mCaches.currentProgram->getUniform("boundaryWidth");
1893                        inverseBoundaryWidthSlot =
1894                                mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1895                    }
1896                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1897                    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
1898                }
1899                if (boundaryLengthSlot < 0) {
1900                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1901                    inverseBoundaryLengthSlot =
1902                            mCaches.currentProgram->getUniform("inverseBoundaryLength");
1903                }
1904                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
1905                glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion));
1906
1907                if (prevAAVertex != NULL) {
1908                    // Issue two repeat vertices to create degenerate triangles to bridge
1909                    // between the previous line and the new one. This is necessary because
1910                    // we are creating a single triangle_strip which will contain
1911                    // potentially discontinuous line segments.
1912                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
1913                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
1914                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
1915                    generatedVerticesCount += 2;
1916                }
1917                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
1918                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
1919                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
1920                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
1921                prevAAVertex = aaVertices - 1;
1922                generatedVerticesCount += 4;
1923            }
1924            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
1925                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
1926                    *mSnapshot->transform);
1927        }
1928    }
1929    if (generatedVerticesCount > 0) {
1930       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
1931    }
1932}
1933
1934void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
1935    if (mSnapshot->isIgnored()) return;
1936
1937    // TODO: The paint's cap style defines whether the points are square or circular
1938    // TODO: Handle AA for round points
1939
1940    // A stroke width of 0 has a special meaning in Skia:
1941    // it draws an unscaled 1px point
1942    float strokeWidth = paint->getStrokeWidth();
1943    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
1944    if (isHairLine) {
1945        // Now that we know it's hairline, we can set the effective width, to be used later
1946        strokeWidth = 1.0f;
1947    }
1948    const float halfWidth = strokeWidth / 2;
1949    int alpha;
1950    SkXfermode::Mode mode;
1951    getAlphaAndMode(paint, &alpha, &mode);
1952
1953    int verticesCount = count >> 1;
1954    int generatedVerticesCount = 0;
1955
1956    TextureVertex pointsData[verticesCount];
1957    TextureVertex* vertex = &pointsData[0];
1958
1959    setupDraw();
1960    setupDrawNoTexture();
1961    setupDrawPoint(strokeWidth);
1962    setupDrawColor(paint->getColor(), alpha);
1963    setupDrawColorFilter();
1964    setupDrawShader();
1965    setupDrawBlending(mode);
1966    setupDrawProgram();
1967    setupDrawModelViewIdentity(true);
1968    setupDrawColorUniforms();
1969    setupDrawColorFilterUniforms();
1970    setupDrawPointUniforms();
1971    setupDrawShaderIdentityUniforms();
1972    setupDrawMesh(vertex);
1973
1974    for (int i = 0; i < count; i += 2) {
1975        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
1976        generatedVerticesCount++;
1977        float left = points[i] - halfWidth;
1978        float right = points[i] + halfWidth;
1979        float top = points[i + 1] - halfWidth;
1980        float bottom = points [i + 1] + halfWidth;
1981        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1982    }
1983
1984    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
1985}
1986
1987void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
1988    // No need to check against the clip, we fill the clip region
1989    if (mSnapshot->isIgnored()) return;
1990
1991    Rect& clip(*mSnapshot->clipRect);
1992    clip.snapToPixelBoundaries();
1993
1994    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
1995}
1996
1997void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) {
1998    if (!texture) return;
1999    const AutoTexture autoCleanup(texture);
2000
2001    const float x = left + texture->left - texture->offset;
2002    const float y = top + texture->top - texture->offset;
2003
2004    drawPathTexture(texture, x, y, paint);
2005}
2006
2007void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2008        float rx, float ry, SkPaint* paint) {
2009    if (mSnapshot->isIgnored()) return;
2010
2011    mCaches.activeTexture(0);
2012    const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2013            right - left, bottom - top, rx, ry, paint);
2014    drawShape(left, top, texture, paint);
2015}
2016
2017void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
2018    if (mSnapshot->isIgnored()) return;
2019
2020    mCaches.activeTexture(0);
2021    const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
2022    drawShape(x - radius, y - radius, texture, paint);
2023}
2024
2025void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) {
2026    if (mSnapshot->isIgnored()) return;
2027
2028    mCaches.activeTexture(0);
2029    const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
2030    drawShape(left, top, texture, paint);
2031}
2032
2033void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2034        float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
2035    if (mSnapshot->isIgnored()) return;
2036
2037    if (fabs(sweepAngle) >= 360.0f) {
2038        drawOval(left, top, right, bottom, paint);
2039        return;
2040    }
2041
2042    mCaches.activeTexture(0);
2043    const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2044            startAngle, sweepAngle, useCenter, paint);
2045    drawShape(left, top, texture, paint);
2046}
2047
2048void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
2049        SkPaint* paint) {
2050    if (mSnapshot->isIgnored()) return;
2051
2052    mCaches.activeTexture(0);
2053    const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
2054    drawShape(left, top, texture, paint);
2055}
2056
2057void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2058    if (p->getStyle() != SkPaint::kFill_Style) {
2059        drawRectAsShape(left, top, right, bottom, p);
2060        return;
2061    }
2062
2063    if (quickReject(left, top, right, bottom)) {
2064        return;
2065    }
2066
2067    SkXfermode::Mode mode;
2068    if (!mCaches.extensions.hasFramebufferFetch()) {
2069        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
2070        if (!isMode) {
2071            // Assume SRC_OVER
2072            mode = SkXfermode::kSrcOver_Mode;
2073        }
2074    } else {
2075        mode = getXfermode(p->getXfermode());
2076    }
2077
2078    int color = p->getColor();
2079    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2080        drawAARect(left, top, right, bottom, color, mode);
2081    } else {
2082        drawColorRect(left, top, right, bottom, color, mode);
2083    }
2084}
2085
2086void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2087        const float* positions, SkPaint* paint) {
2088    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2089            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2090        return;
2091    }
2092
2093    // NOTE: Skia does not support perspective transform on drawPosText yet
2094    if (!mSnapshot->transform->isSimple()) {
2095        return;
2096    }
2097
2098    float x = 0.0f;
2099    float y = 0.0f;
2100    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2101    if (pureTranslate) {
2102        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2103        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2104    }
2105
2106    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2107    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2108            paint->getTextSize());
2109
2110    int alpha;
2111    SkXfermode::Mode mode;
2112    getAlphaAndMode(paint, &alpha, &mode);
2113
2114    // Pick the appropriate texture filtering
2115    bool linearFilter = mSnapshot->transform->changesBounds();
2116    if (pureTranslate && !linearFilter) {
2117        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2118    }
2119
2120    mCaches.activeTexture(0);
2121    setupDraw();
2122    setupDrawDirtyRegionsDisabled();
2123    setupDrawWithTexture(true);
2124    setupDrawAlpha8Color(paint->getColor(), alpha);
2125    setupDrawColorFilter();
2126    setupDrawShader();
2127    setupDrawBlending(true, mode);
2128    setupDrawProgram();
2129    setupDrawModelView(x, y, x, y, pureTranslate, true);
2130    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2131    setupDrawPureColorUniforms();
2132    setupDrawColorFilterUniforms();
2133    setupDrawShaderUniforms(pureTranslate);
2134
2135    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2136    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2137
2138#if RENDER_LAYERS_AS_REGIONS
2139    bool hasActiveLayer = hasLayer();
2140#else
2141    bool hasActiveLayer = false;
2142#endif
2143
2144    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2145            positions, hasActiveLayer ? &bounds : NULL)) {
2146#if RENDER_LAYERS_AS_REGIONS
2147        if (hasActiveLayer) {
2148            if (!pureTranslate) {
2149                mSnapshot->transform->mapRect(bounds);
2150            }
2151            dirtyLayerUnchecked(bounds, getRegion());
2152        }
2153#endif
2154    }
2155}
2156
2157void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2158        float x, float y, SkPaint* paint, float length) {
2159    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2160            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2161        return;
2162    }
2163
2164    switch (paint->getTextAlign()) {
2165        case SkPaint::kCenter_Align:
2166            if (length < 0.0f) length = paint->measureText(text, bytesCount);
2167            x -= length / 2.0f;
2168            break;
2169        case SkPaint::kRight_Align:
2170            if (length < 0.0f) length = paint->measureText(text, bytesCount);
2171            x -= length;
2172            break;
2173        default:
2174            break;
2175    }
2176
2177    SkPaint::FontMetrics metrics;
2178    paint->getFontMetrics(&metrics, 0.0f);
2179    // If no length was specified, just perform the hit test on the Y axis
2180    if (quickReject(x, y + metrics.fTop,
2181            x + (length >= 0.0f ? length : INT_MAX / 2), y + metrics.fBottom)) {
2182        return;
2183    }
2184
2185    const float oldX = x;
2186    const float oldY = y;
2187    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2188    if (pureTranslate) {
2189        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2190        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2191    }
2192
2193#if DEBUG_GLYPHS
2194    ALOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface()));
2195#endif
2196
2197    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2198    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2199            paint->getTextSize());
2200
2201    int alpha;
2202    SkXfermode::Mode mode;
2203    getAlphaAndMode(paint, &alpha, &mode);
2204
2205    if (mHasShadow) {
2206        mCaches.activeTexture(0);
2207
2208        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2209        const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2210                paint, text, bytesCount, count, mShadowRadius);
2211        const AutoTexture autoCleanup(shadow);
2212
2213        const float sx = oldX - shadow->left + mShadowDx;
2214        const float sy = oldY - shadow->top + mShadowDy;
2215
2216        const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
2217        int shadowColor = mShadowColor;
2218        if (mShader) {
2219            shadowColor = 0xffffffff;
2220        }
2221
2222        setupDraw();
2223        setupDrawWithTexture(true);
2224        setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2225        setupDrawColorFilter();
2226        setupDrawShader();
2227        setupDrawBlending(true, mode);
2228        setupDrawProgram();
2229        setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2230        setupDrawTexture(shadow->id);
2231        setupDrawPureColorUniforms();
2232        setupDrawColorFilterUniforms();
2233        setupDrawShaderUniforms();
2234        setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2235
2236        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2237    }
2238
2239    // Pick the appropriate texture filtering
2240    bool linearFilter = mSnapshot->transform->changesBounds();
2241    if (pureTranslate && !linearFilter) {
2242        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2243    }
2244
2245    mCaches.activeTexture(0);
2246    setupDraw();
2247    setupDrawDirtyRegionsDisabled();
2248    setupDrawWithTexture(true);
2249    setupDrawAlpha8Color(paint->getColor(), alpha);
2250    setupDrawColorFilter();
2251    setupDrawShader();
2252    setupDrawBlending(true, mode);
2253    setupDrawProgram();
2254    setupDrawModelView(x, y, x, y, pureTranslate, true);
2255    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2256    setupDrawPureColorUniforms();
2257    setupDrawColorFilterUniforms();
2258    setupDrawShaderUniforms(pureTranslate);
2259
2260    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2261    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2262
2263#if RENDER_LAYERS_AS_REGIONS
2264    bool hasActiveLayer = hasLayer();
2265#else
2266    bool hasActiveLayer = false;
2267#endif
2268
2269    if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
2270            hasActiveLayer ? &bounds : NULL)) {
2271#if RENDER_LAYERS_AS_REGIONS
2272        if (hasActiveLayer) {
2273            if (!pureTranslate) {
2274                mSnapshot->transform->mapRect(bounds);
2275            }
2276            dirtyLayerUnchecked(bounds, getRegion());
2277        }
2278#endif
2279    }
2280
2281    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2282}
2283
2284void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2285    if (mSnapshot->isIgnored()) return;
2286
2287    mCaches.activeTexture(0);
2288
2289    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2290    if (!texture) return;
2291    const AutoTexture autoCleanup(texture);
2292
2293    const float x = texture->left - texture->offset;
2294    const float y = texture->top - texture->offset;
2295
2296    drawPathTexture(texture, x, y, paint);
2297}
2298
2299void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2300    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
2301        return;
2302    }
2303
2304    mCaches.activeTexture(0);
2305
2306    int alpha;
2307    SkXfermode::Mode mode;
2308    getAlphaAndMode(paint, &alpha, &mode);
2309
2310    layer->setAlpha(alpha, mode);
2311
2312#if RENDER_LAYERS_AS_REGIONS
2313    if (!layer->region.isEmpty()) {
2314        if (layer->region.isRect()) {
2315            composeLayerRect(layer, layer->regionRect);
2316        } else if (layer->mesh) {
2317            const float a = alpha / 255.0f;
2318            const Rect& rect = layer->layer;
2319
2320            setupDraw();
2321            setupDrawWithTexture();
2322            setupDrawColor(a, a, a, a);
2323            setupDrawColorFilter();
2324            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2325            setupDrawProgram();
2326            setupDrawPureColorUniforms();
2327            setupDrawColorFilterUniforms();
2328            setupDrawTexture(layer->getTexture());
2329            if (mSnapshot->transform->isPureTranslate()) {
2330                x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2331                y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2332
2333                layer->setFilter(GL_NEAREST);
2334                setupDrawModelViewTranslate(x, y,
2335                        x + layer->layer.getWidth(), y + layer->layer.getHeight(), true);
2336            } else {
2337                layer->setFilter(GL_LINEAR);
2338                setupDrawModelViewTranslate(x, y,
2339                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2340            }
2341            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2342
2343            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2344                    GL_UNSIGNED_SHORT, layer->meshIndices);
2345
2346            finishDrawTexture();
2347
2348#if DEBUG_LAYERS_AS_REGIONS
2349            drawRegionRects(layer->region);
2350#endif
2351        }
2352    }
2353#else
2354    const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
2355    composeLayerRect(layer, r);
2356#endif
2357}
2358
2359///////////////////////////////////////////////////////////////////////////////
2360// Shaders
2361///////////////////////////////////////////////////////////////////////////////
2362
2363void OpenGLRenderer::resetShader() {
2364    mShader = NULL;
2365}
2366
2367void OpenGLRenderer::setupShader(SkiaShader* shader) {
2368    mShader = shader;
2369    if (mShader) {
2370        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2371    }
2372}
2373
2374///////////////////////////////////////////////////////////////////////////////
2375// Color filters
2376///////////////////////////////////////////////////////////////////////////////
2377
2378void OpenGLRenderer::resetColorFilter() {
2379    mColorFilter = NULL;
2380}
2381
2382void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2383    mColorFilter = filter;
2384}
2385
2386///////////////////////////////////////////////////////////////////////////////
2387// Drop shadow
2388///////////////////////////////////////////////////////////////////////////////
2389
2390void OpenGLRenderer::resetShadow() {
2391    mHasShadow = false;
2392}
2393
2394void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2395    mHasShadow = true;
2396    mShadowRadius = radius;
2397    mShadowDx = dx;
2398    mShadowDy = dy;
2399    mShadowColor = color;
2400}
2401
2402///////////////////////////////////////////////////////////////////////////////
2403// Draw filters
2404///////////////////////////////////////////////////////////////////////////////
2405
2406void OpenGLRenderer::resetPaintFilter() {
2407    mHasDrawFilter = false;
2408}
2409
2410void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2411    mHasDrawFilter = true;
2412    mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2413    mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2414}
2415
2416SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
2417    if (!mHasDrawFilter || !paint) return paint;
2418
2419    uint32_t flags = paint->getFlags();
2420
2421    mFilteredPaint = *paint;
2422    mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits);
2423
2424    return &mFilteredPaint;
2425}
2426
2427///////////////////////////////////////////////////////////////////////////////
2428// Drawing implementation
2429///////////////////////////////////////////////////////////////////////////////
2430
2431void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2432        float x, float y, SkPaint* paint) {
2433    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2434        return;
2435    }
2436
2437    int alpha;
2438    SkXfermode::Mode mode;
2439    getAlphaAndMode(paint, &alpha, &mode);
2440
2441    setupDraw();
2442    setupDrawWithTexture(true);
2443    setupDrawAlpha8Color(paint->getColor(), alpha);
2444    setupDrawColorFilter();
2445    setupDrawShader();
2446    setupDrawBlending(true, mode);
2447    setupDrawProgram();
2448    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2449    setupDrawTexture(texture->id);
2450    setupDrawPureColorUniforms();
2451    setupDrawColorFilterUniforms();
2452    setupDrawShaderUniforms();
2453    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2454
2455    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2456
2457    finishDrawTexture();
2458}
2459
2460// Same values used by Skia
2461#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2462#define kStdUnderline_Offset    (1.0f / 9.0f)
2463#define kStdUnderline_Thickness (1.0f / 18.0f)
2464
2465void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2466        float x, float y, SkPaint* paint) {
2467    // Handle underline and strike-through
2468    uint32_t flags = paint->getFlags();
2469    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2470        SkPaint paintCopy(*paint);
2471        float underlineWidth = length;
2472        // If length is > 0.0f, we already measured the text for the text alignment
2473        if (length <= 0.0f) {
2474            underlineWidth = paintCopy.measureText(text, bytesCount);
2475        }
2476
2477        float offsetX = 0;
2478        switch (paintCopy.getTextAlign()) {
2479            case SkPaint::kCenter_Align:
2480                offsetX = underlineWidth * 0.5f;
2481                break;
2482            case SkPaint::kRight_Align:
2483                offsetX = underlineWidth;
2484                break;
2485            default:
2486                break;
2487        }
2488
2489        if (underlineWidth > 0.0f) {
2490            const float textSize = paintCopy.getTextSize();
2491            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2492
2493            const float left = x - offsetX;
2494            float top = 0.0f;
2495
2496            int linesCount = 0;
2497            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2498            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2499
2500            const int pointsCount = 4 * linesCount;
2501            float points[pointsCount];
2502            int currentPoint = 0;
2503
2504            if (flags & SkPaint::kUnderlineText_Flag) {
2505                top = y + textSize * kStdUnderline_Offset;
2506                points[currentPoint++] = left;
2507                points[currentPoint++] = top;
2508                points[currentPoint++] = left + underlineWidth;
2509                points[currentPoint++] = top;
2510            }
2511
2512            if (flags & SkPaint::kStrikeThruText_Flag) {
2513                top = y + textSize * kStdStrikeThru_Offset;
2514                points[currentPoint++] = left;
2515                points[currentPoint++] = top;
2516                points[currentPoint++] = left + underlineWidth;
2517                points[currentPoint++] = top;
2518            }
2519
2520            paintCopy.setStrokeWidth(strokeWidth);
2521
2522            drawLines(&points[0], pointsCount, &paintCopy);
2523        }
2524    }
2525}
2526
2527void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2528        int color, SkXfermode::Mode mode, bool ignoreTransform) {
2529    // If a shader is set, preserve only the alpha
2530    if (mShader) {
2531        color |= 0x00ffffff;
2532    }
2533
2534    setupDraw();
2535    setupDrawNoTexture();
2536    setupDrawColor(color);
2537    setupDrawShader();
2538    setupDrawColorFilter();
2539    setupDrawBlending(mode);
2540    setupDrawProgram();
2541    setupDrawModelView(left, top, right, bottom, ignoreTransform);
2542    setupDrawColorUniforms();
2543    setupDrawShaderUniforms(ignoreTransform);
2544    setupDrawColorFilterUniforms();
2545    setupDrawSimpleMesh();
2546
2547    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2548}
2549
2550void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2551        Texture* texture, SkPaint* paint) {
2552    int alpha;
2553    SkXfermode::Mode mode;
2554    getAlphaAndMode(paint, &alpha, &mode);
2555
2556    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2557
2558    if (mSnapshot->transform->isPureTranslate()) {
2559        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2560        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2561
2562        texture->setFilter(GL_NEAREST, true);
2563        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2564                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
2565                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
2566    } else {
2567        texture->setFilter(FILTER(paint), true);
2568        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
2569                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2570                GL_TRIANGLE_STRIP, gMeshCount);
2571    }
2572}
2573
2574void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2575        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
2576    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
2577            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
2578}
2579
2580void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
2581        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
2582        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
2583        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
2584
2585    setupDraw();
2586    setupDrawWithTexture();
2587    setupDrawColor(alpha, alpha, alpha, alpha);
2588    setupDrawColorFilter();
2589    setupDrawBlending(blend, mode, swapSrcDst);
2590    setupDrawProgram();
2591    if (!dirty) {
2592        setupDrawDirtyRegionsDisabled();
2593    }
2594    if (!ignoreScale) {
2595        setupDrawModelView(left, top, right, bottom, ignoreTransform);
2596    } else {
2597        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
2598    }
2599    setupDrawPureColorUniforms();
2600    setupDrawColorFilterUniforms();
2601    setupDrawTexture(texture);
2602    setupDrawMesh(vertices, texCoords, vbo);
2603
2604    glDrawArrays(drawMode, 0, elementsCount);
2605
2606    finishDrawTexture();
2607}
2608
2609void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
2610        ProgramDescription& description, bool swapSrcDst) {
2611    blend = blend || mode != SkXfermode::kSrcOver_Mode;
2612    if (blend) {
2613        // These blend modes are not supported by OpenGL directly and have
2614        // to be implemented using shaders. Since the shader will perform
2615        // the blending, turn blending off here
2616        // If the blend mode cannot be implemented using shaders, fall
2617        // back to the default SrcOver blend mode instead
2618        if (mode > SkXfermode::kScreen_Mode) {
2619            if (mCaches.extensions.hasFramebufferFetch()) {
2620                description.framebufferMode = mode;
2621                description.swapSrcDst = swapSrcDst;
2622
2623                if (mCaches.blend) {
2624                    glDisable(GL_BLEND);
2625                    mCaches.blend = false;
2626                }
2627
2628                return;
2629            } else {
2630                mode = SkXfermode::kSrcOver_Mode;
2631            }
2632        }
2633
2634        if (!mCaches.blend) {
2635            glEnable(GL_BLEND);
2636        }
2637
2638        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
2639        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
2640
2641        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
2642            glBlendFunc(sourceMode, destMode);
2643            mCaches.lastSrcMode = sourceMode;
2644            mCaches.lastDstMode = destMode;
2645        }
2646    } else if (mCaches.blend) {
2647        glDisable(GL_BLEND);
2648    }
2649    mCaches.blend = blend;
2650}
2651
2652bool OpenGLRenderer::useProgram(Program* program) {
2653    if (!program->isInUse()) {
2654        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
2655        program->use();
2656        mCaches.currentProgram = program;
2657        return false;
2658    }
2659    return true;
2660}
2661
2662void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
2663    TextureVertex* v = &mMeshVertices[0];
2664    TextureVertex::setUV(v++, u1, v1);
2665    TextureVertex::setUV(v++, u2, v1);
2666    TextureVertex::setUV(v++, u1, v2);
2667    TextureVertex::setUV(v++, u2, v2);
2668}
2669
2670void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
2671    if (paint) {
2672        *mode = getXfermode(paint->getXfermode());
2673
2674        // Skia draws using the color's alpha channel if < 255
2675        // Otherwise, it uses the paint's alpha
2676        int color = paint->getColor();
2677        *alpha = (color >> 24) & 0xFF;
2678        if (*alpha == 255) {
2679            *alpha = paint->getAlpha();
2680        }
2681    } else {
2682        *mode = SkXfermode::kSrcOver_Mode;
2683        *alpha = 255;
2684    }
2685}
2686
2687SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
2688    SkXfermode::Mode resultMode;
2689    if (!SkXfermode::AsMode(mode, &resultMode)) {
2690        resultMode = SkXfermode::kSrcOver_Mode;
2691    }
2692    return resultMode;
2693}
2694
2695}; // namespace uirenderer
2696}; // namespace android
2697