OpenGLRenderer.cpp revision 6554943a1dd6854c0f4976900956e556767b49e1
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkPathMeasure.h>
25#include <SkTypeface.h>
26
27#include <utils/Log.h>
28#include <utils/StopWatch.h>
29
30#include <private/hwui/DrawGlInfo.h>
31
32#include <ui/Rect.h>
33
34#include "OpenGLRenderer.h"
35#include "DisplayListRenderer.h"
36#include "Vector.h"
37
38namespace android {
39namespace uirenderer {
40
41///////////////////////////////////////////////////////////////////////////////
42// Defines
43///////////////////////////////////////////////////////////////////////////////
44
45#define RAD_TO_DEG (180.0f / 3.14159265f)
46#define MIN_ANGLE 0.001f
47
48// TODO: This should be set in properties
49#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH)
50
51#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
52
53///////////////////////////////////////////////////////////////////////////////
54// Globals
55///////////////////////////////////////////////////////////////////////////////
56
57/**
58 * Structure mapping Skia xfermodes to OpenGL blending factors.
59 */
60struct Blender {
61    SkXfermode::Mode mode;
62    GLenum src;
63    GLenum dst;
64}; // struct Blender
65
66// In this array, the index of each Blender equals the value of the first
67// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
68static const Blender gBlends[] = {
69    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
70    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
71    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
72    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
73    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
74    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
75    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
76    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
77    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
78    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
79    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
80    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
81    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
82    { SkXfermode::kMultiply_Mode, GL_ZERO,                GL_SRC_COLOR },
83    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
84};
85
86// This array contains the swapped version of each SkXfermode. For instance
87// this array's SrcOver blending mode is actually DstOver. You can refer to
88// createLayer() for more information on the purpose of this array.
89static const Blender gBlendsSwap[] = {
90    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
91    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
92    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
93    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
94    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
95    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
96    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
97    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
98    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
99    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
100    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
101    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
102    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
103    { SkXfermode::kMultiply_Mode, GL_DST_COLOR,           GL_ZERO },
104    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
105};
106
107///////////////////////////////////////////////////////////////////////////////
108// Constructors/destructor
109///////////////////////////////////////////////////////////////////////////////
110
111OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
112    mShader = NULL;
113    mColorFilter = NULL;
114    mHasShadow = false;
115    mHasDrawFilter = false;
116
117    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
118
119    mFirstSnapshot = new Snapshot;
120}
121
122OpenGLRenderer::~OpenGLRenderer() {
123    // The context has already been destroyed at this point, do not call
124    // GL APIs. All GL state should be kept in Caches.h
125}
126
127///////////////////////////////////////////////////////////////////////////////
128// Debug
129///////////////////////////////////////////////////////////////////////////////
130
131void OpenGLRenderer::startMark(const char* name) const {
132    mCaches.startMark(0, name);
133}
134
135void OpenGLRenderer::endMark() const {
136    mCaches.endMark();
137}
138
139///////////////////////////////////////////////////////////////////////////////
140// Setup
141///////////////////////////////////////////////////////////////////////////////
142
143uint32_t OpenGLRenderer::getStencilSize() {
144    return STENCIL_BUFFER_SIZE;
145}
146
147void OpenGLRenderer::setViewport(int width, int height) {
148    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
149
150    mWidth = width;
151    mHeight = height;
152
153    mFirstSnapshot->height = height;
154    mFirstSnapshot->viewport.set(0, 0, width, height);
155
156    glDisable(GL_DITHER);
157    glEnable(GL_SCISSOR_TEST);
158    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
159
160    glEnableVertexAttribArray(Program::kBindingPosition);
161}
162
163void OpenGLRenderer::prepare(bool opaque) {
164    prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
165}
166
167void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
168    mCaches.clearGarbage();
169
170    mSnapshot = new Snapshot(mFirstSnapshot,
171            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
172    mSnapshot->fbo = getTargetFbo();
173    mSaveCount = 1;
174
175    glViewport(0, 0, mWidth, mHeight);
176    mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
177
178    mSnapshot->setClip(left, top, right, bottom);
179    mDirtyClip = false;
180
181    if (!opaque) {
182        glClear(GL_COLOR_BUFFER_BIT);
183    }
184}
185
186void OpenGLRenderer::finish() {
187#if DEBUG_OPENGL
188    GLenum status = GL_NO_ERROR;
189    while ((status = glGetError()) != GL_NO_ERROR) {
190        ALOGD("GL error from OpenGLRenderer: 0x%x", status);
191        switch (status) {
192            case GL_OUT_OF_MEMORY:
193                ALOGE("  OpenGLRenderer is out of memory!");
194                break;
195        }
196    }
197#endif
198#if DEBUG_MEMORY_USAGE
199    mCaches.dumpMemoryUsage();
200#else
201    if (mCaches.getDebugLevel() & kDebugMemory) {
202        mCaches.dumpMemoryUsage();
203    }
204#endif
205}
206
207void OpenGLRenderer::interrupt() {
208    if (mCaches.currentProgram) {
209        if (mCaches.currentProgram->isInUse()) {
210            mCaches.currentProgram->remove();
211            mCaches.currentProgram = NULL;
212        }
213    }
214    mCaches.unbindMeshBuffer();
215    mCaches.unbindIndicesBuffer();
216    mCaches.resetVertexPointers();
217    mCaches.disbaleTexCoordsVertexArray();
218}
219
220void OpenGLRenderer::resume() {
221    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
222
223    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
224    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
225
226    glEnable(GL_SCISSOR_TEST);
227    mCaches.resetScissor();
228    dirtyClip();
229
230    mCaches.activeTexture(0);
231    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
232
233    mCaches.blend = true;
234    glEnable(GL_BLEND);
235    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
236    glBlendEquation(GL_FUNC_ADD);
237}
238
239status_t OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) {
240    interrupt();
241    if (mDirtyClip) {
242        setScissorFromClip();
243    }
244
245    Rect clip(*mSnapshot->clipRect);
246    clip.snapToPixelBoundaries();
247
248#if RENDER_LAYERS_AS_REGIONS
249    // Since we don't know what the functor will draw, let's dirty
250    // tne entire clip region
251    if (hasLayer()) {
252        dirtyLayerUnchecked(clip, getRegion());
253    }
254#endif
255
256    DrawGlInfo info;
257    info.clipLeft = clip.left;
258    info.clipTop = clip.top;
259    info.clipRight = clip.right;
260    info.clipBottom = clip.bottom;
261    info.isLayer = hasLayer();
262    getSnapshot()->transform->copyTo(&info.transform[0]);
263
264    status_t result = (*functor)(0, &info);
265
266    if (result != 0) {
267        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
268        dirty.unionWith(localDirty);
269    }
270
271    resume();
272    return result;
273}
274
275///////////////////////////////////////////////////////////////////////////////
276// State management
277///////////////////////////////////////////////////////////////////////////////
278
279int OpenGLRenderer::getSaveCount() const {
280    return mSaveCount;
281}
282
283int OpenGLRenderer::save(int flags) {
284    return saveSnapshot(flags);
285}
286
287void OpenGLRenderer::restore() {
288    if (mSaveCount > 1) {
289        restoreSnapshot();
290    }
291}
292
293void OpenGLRenderer::restoreToCount(int saveCount) {
294    if (saveCount < 1) saveCount = 1;
295
296    while (mSaveCount > saveCount) {
297        restoreSnapshot();
298    }
299}
300
301int OpenGLRenderer::saveSnapshot(int flags) {
302    mSnapshot = new Snapshot(mSnapshot, flags);
303    return mSaveCount++;
304}
305
306bool OpenGLRenderer::restoreSnapshot() {
307    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
308    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
309    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
310
311    sp<Snapshot> current = mSnapshot;
312    sp<Snapshot> previous = mSnapshot->previous;
313
314    if (restoreOrtho) {
315        Rect& r = previous->viewport;
316        glViewport(r.left, r.top, r.right, r.bottom);
317        mOrthoMatrix.load(current->orthoMatrix);
318    }
319
320    mSaveCount--;
321    mSnapshot = previous;
322
323    if (restoreClip) {
324        dirtyClip();
325    }
326
327    if (restoreLayer) {
328        composeLayer(current, previous);
329    }
330
331    return restoreClip;
332}
333
334///////////////////////////////////////////////////////////////////////////////
335// Layers
336///////////////////////////////////////////////////////////////////////////////
337
338int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
339        SkPaint* p, int flags) {
340    const GLuint previousFbo = mSnapshot->fbo;
341    const int count = saveSnapshot(flags);
342
343    if (!mSnapshot->isIgnored()) {
344        int alpha = 255;
345        SkXfermode::Mode mode;
346
347        if (p) {
348            alpha = p->getAlpha();
349            if (!mCaches.extensions.hasFramebufferFetch()) {
350                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
351                if (!isMode) {
352                    // Assume SRC_OVER
353                    mode = SkXfermode::kSrcOver_Mode;
354                }
355            } else {
356                mode = getXfermode(p->getXfermode());
357            }
358        } else {
359            mode = SkXfermode::kSrcOver_Mode;
360        }
361
362        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
363    }
364
365    return count;
366}
367
368int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
369        int alpha, int flags) {
370    if (alpha >= 255 - ALPHA_THRESHOLD) {
371        return saveLayer(left, top, right, bottom, NULL, flags);
372    } else {
373        SkPaint paint;
374        paint.setAlpha(alpha);
375        return saveLayer(left, top, right, bottom, &paint, flags);
376    }
377}
378
379/**
380 * Layers are viewed by Skia are slightly different than layers in image editing
381 * programs (for instance.) When a layer is created, previously created layers
382 * and the frame buffer still receive every drawing command. For instance, if a
383 * layer is created and a shape intersecting the bounds of the layers and the
384 * framebuffer is draw, the shape will be drawn on both (unless the layer was
385 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
386 *
387 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
388 * texture. Unfortunately, this is inefficient as it requires every primitive to
389 * be drawn n + 1 times, where n is the number of active layers. In practice this
390 * means, for every primitive:
391 *   - Switch active frame buffer
392 *   - Change viewport, clip and projection matrix
393 *   - Issue the drawing
394 *
395 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
396 * To avoid this, layers are implemented in a different way here, at least in the
397 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
398 * is set. When this flag is set we can redirect all drawing operations into a
399 * single FBO.
400 *
401 * This implementation relies on the frame buffer being at least RGBA 8888. When
402 * a layer is created, only a texture is created, not an FBO. The content of the
403 * frame buffer contained within the layer's bounds is copied into this texture
404 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
405 * buffer and drawing continues as normal. This technique therefore treats the
406 * frame buffer as a scratch buffer for the layers.
407 *
408 * To compose the layers back onto the frame buffer, each layer texture
409 * (containing the original frame buffer data) is drawn as a simple quad over
410 * the frame buffer. The trick is that the quad is set as the composition
411 * destination in the blending equation, and the frame buffer becomes the source
412 * of the composition.
413 *
414 * Drawing layers with an alpha value requires an extra step before composition.
415 * An empty quad is drawn over the layer's region in the frame buffer. This quad
416 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
417 * quad is used to multiply the colors in the frame buffer. This is achieved by
418 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
419 * GL_ZERO, GL_SRC_ALPHA.
420 *
421 * Because glCopyTexImage2D() can be slow, an alternative implementation might
422 * be use to draw a single clipped layer. The implementation described above
423 * is correct in every case.
424 *
425 * (1) The frame buffer is actually not cleared right away. To allow the GPU
426 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
427 *     buffer is left untouched until the first drawing operation. Only when
428 *     something actually gets drawn are the layers regions cleared.
429 */
430bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
431        float right, float bottom, int alpha, SkXfermode::Mode mode,
432        int flags, GLuint previousFbo) {
433    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
434    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
435
436    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
437
438    // Window coordinates of the layer
439    Rect bounds(left, top, right, bottom);
440    if (!fboLayer) {
441        mSnapshot->transform->mapRect(bounds);
442
443        // Layers only make sense if they are in the framebuffer's bounds
444        if (bounds.intersect(*snapshot->clipRect)) {
445            // We cannot work with sub-pixels in this case
446            bounds.snapToPixelBoundaries();
447
448            // When the layer is not an FBO, we may use glCopyTexImage so we
449            // need to make sure the layer does not extend outside the bounds
450            // of the framebuffer
451            if (!bounds.intersect(snapshot->previous->viewport)) {
452                bounds.setEmpty();
453            }
454        } else {
455            bounds.setEmpty();
456        }
457    }
458
459    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
460            bounds.getHeight() > mCaches.maxTextureSize) {
461        snapshot->empty = fboLayer;
462    } else {
463        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
464    }
465
466    // Bail out if we won't draw in this snapshot
467    if (snapshot->invisible || snapshot->empty) {
468        return false;
469    }
470
471    mCaches.activeTexture(0);
472    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
473    if (!layer) {
474        return false;
475    }
476
477    layer->setAlpha(alpha, mode);
478    layer->layer.set(bounds);
479    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
480            bounds.getWidth() / float(layer->getWidth()), 0.0f);
481    layer->setColorFilter(mColorFilter);
482
483    // Save the layer in the snapshot
484    snapshot->flags |= Snapshot::kFlagIsLayer;
485    snapshot->layer = layer;
486
487    if (fboLayer) {
488        return createFboLayer(layer, bounds, snapshot, previousFbo);
489    } else {
490        // Copy the framebuffer into the layer
491        layer->bindTexture();
492        if (!bounds.isEmpty()) {
493            if (layer->isEmpty()) {
494                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
495                        bounds.left, snapshot->height - bounds.bottom,
496                        layer->getWidth(), layer->getHeight(), 0);
497                layer->setEmpty(false);
498            } else {
499                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
500                        snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
501            }
502
503            // Enqueue the buffer coordinates to clear the corresponding region later
504            mLayers.push(new Rect(bounds));
505        }
506    }
507
508    return true;
509}
510
511bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
512        GLuint previousFbo) {
513    layer->setFbo(mCaches.fboCache.get());
514
515#if RENDER_LAYERS_AS_REGIONS
516    snapshot->region = &snapshot->layer->region;
517    snapshot->flags |= Snapshot::kFlagFboTarget;
518#endif
519
520    Rect clip(bounds);
521    snapshot->transform->mapRect(clip);
522    clip.intersect(*snapshot->clipRect);
523    clip.snapToPixelBoundaries();
524    clip.intersect(snapshot->previous->viewport);
525
526    mat4 inverse;
527    inverse.loadInverse(*mSnapshot->transform);
528
529    inverse.mapRect(clip);
530    clip.snapToPixelBoundaries();
531    clip.intersect(bounds);
532    clip.translate(-bounds.left, -bounds.top);
533
534    snapshot->flags |= Snapshot::kFlagIsFboLayer;
535    snapshot->fbo = layer->getFbo();
536    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
537    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
538    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
539    snapshot->height = bounds.getHeight();
540    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
541    snapshot->orthoMatrix.load(mOrthoMatrix);
542
543    // Bind texture to FBO
544    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
545    layer->bindTexture();
546
547    // Initialize the texture if needed
548    if (layer->isEmpty()) {
549        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
550        layer->setEmpty(false);
551    }
552
553    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
554            layer->getTexture(), 0);
555
556#if DEBUG_LAYERS_AS_REGIONS
557    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
558    if (status != GL_FRAMEBUFFER_COMPLETE) {
559        ALOGE("Framebuffer incomplete (GL error code 0x%x)", status);
560
561        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
562        layer->deleteTexture();
563        mCaches.fboCache.put(layer->getFbo());
564
565        delete layer;
566
567        return false;
568    }
569#endif
570
571    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
572    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
573            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
574    glClear(GL_COLOR_BUFFER_BIT);
575
576    dirtyClip();
577
578    // Change the ortho projection
579    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
580    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
581
582    return true;
583}
584
585/**
586 * Read the documentation of createLayer() before doing anything in this method.
587 */
588void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
589    if (!current->layer) {
590        ALOGE("Attempting to compose a layer that does not exist");
591        return;
592    }
593
594    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
595
596    if (fboLayer) {
597        // Unbind current FBO and restore previous one
598        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
599    }
600
601    Layer* layer = current->layer;
602    const Rect& rect = layer->layer;
603
604    if (!fboLayer && layer->getAlpha() < 255) {
605        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
606                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
607        // Required below, composeLayerRect() will divide by 255
608        layer->setAlpha(255);
609    }
610
611    mCaches.unbindMeshBuffer();
612
613    mCaches.activeTexture(0);
614
615    // When the layer is stored in an FBO, we can save a bit of fillrate by
616    // drawing only the dirty region
617    if (fboLayer) {
618        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
619        if (layer->getColorFilter()) {
620            setupColorFilter(layer->getColorFilter());
621        }
622        composeLayerRegion(layer, rect);
623        if (layer->getColorFilter()) {
624            resetColorFilter();
625        }
626    } else if (!rect.isEmpty()) {
627        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
628        composeLayerRect(layer, rect, true);
629    }
630
631    if (fboLayer) {
632        // Note: No need to use glDiscardFramebufferEXT() since we never
633        //       create/compose layers that are not on screen with this
634        //       code path
635        // See LayerRenderer::destroyLayer(Layer*)
636
637        // Detach the texture from the FBO
638        glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
639        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
640        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
641
642        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
643        mCaches.fboCache.put(current->fbo);
644    }
645
646    dirtyClip();
647
648    // Failing to add the layer to the cache should happen only if the layer is too large
649    if (!mCaches.layerCache.put(layer)) {
650        LAYER_LOGD("Deleting layer");
651        layer->deleteTexture();
652        delete layer;
653    }
654}
655
656void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
657    float alpha = layer->getAlpha() / 255.0f;
658
659    mat4& transform = layer->getTransform();
660    if (!transform.isIdentity()) {
661        save(0);
662        mSnapshot->transform->multiply(transform);
663    }
664
665    setupDraw();
666    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
667        setupDrawWithTexture();
668    } else {
669        setupDrawWithExternalTexture();
670    }
671    setupDrawTextureTransform();
672    setupDrawColor(alpha, alpha, alpha, alpha);
673    setupDrawColorFilter();
674    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
675    setupDrawProgram();
676    setupDrawPureColorUniforms();
677    setupDrawColorFilterUniforms();
678    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
679        setupDrawTexture(layer->getTexture());
680    } else {
681        setupDrawExternalTexture(layer->getTexture());
682    }
683    if (mSnapshot->transform->isPureTranslate() &&
684            layer->getWidth() == (uint32_t) rect.getWidth() &&
685            layer->getHeight() == (uint32_t) rect.getHeight()) {
686        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
687        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
688
689        layer->setFilter(GL_NEAREST);
690        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
691    } else {
692        layer->setFilter(GL_LINEAR);
693        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
694    }
695    setupDrawTextureTransformUniforms(layer->getTexTransform());
696    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
697
698    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
699
700    finishDrawTexture();
701
702    if (!transform.isIdentity()) {
703        restore();
704    }
705}
706
707void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
708    if (!layer->isTextureLayer()) {
709        const Rect& texCoords = layer->texCoords;
710        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
711                texCoords.right, texCoords.bottom);
712
713        float x = rect.left;
714        float y = rect.top;
715        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
716                layer->getWidth() == (uint32_t) rect.getWidth() &&
717                layer->getHeight() == (uint32_t) rect.getHeight();
718
719        if (simpleTransform) {
720            // When we're swapping, the layer is already in screen coordinates
721            if (!swap) {
722                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
723                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
724            }
725
726            layer->setFilter(GL_NEAREST, true);
727        } else {
728            layer->setFilter(GL_LINEAR, true);
729        }
730
731        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
732                layer->getTexture(), layer->getAlpha() / 255.0f,
733                layer->getMode(), layer->isBlend(),
734                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
735                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
736
737        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
738    } else {
739        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
740        drawTextureLayer(layer, rect);
741        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
742    }
743}
744
745void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
746#if RENDER_LAYERS_AS_REGIONS
747    if (layer->region.isRect()) {
748        layer->setRegionAsRect();
749
750        composeLayerRect(layer, layer->regionRect);
751
752        layer->region.clear();
753        return;
754    }
755
756    // TODO: See LayerRenderer.cpp::generateMesh() for important
757    //       information about this implementation
758    if (CC_LIKELY(!layer->region.isEmpty())) {
759        size_t count;
760        const android::Rect* rects = layer->region.getArray(&count);
761
762        const float alpha = layer->getAlpha() / 255.0f;
763        const float texX = 1.0f / float(layer->getWidth());
764        const float texY = 1.0f / float(layer->getHeight());
765        const float height = rect.getHeight();
766
767        TextureVertex* mesh = mCaches.getRegionMesh();
768        GLsizei numQuads = 0;
769
770        setupDraw();
771        setupDrawWithTexture();
772        setupDrawColor(alpha, alpha, alpha, alpha);
773        setupDrawColorFilter();
774        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
775        setupDrawProgram();
776        setupDrawDirtyRegionsDisabled();
777        setupDrawPureColorUniforms();
778        setupDrawColorFilterUniforms();
779        setupDrawTexture(layer->getTexture());
780        if (mSnapshot->transform->isPureTranslate()) {
781            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
782            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
783
784            layer->setFilter(GL_NEAREST);
785            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
786        } else {
787            layer->setFilter(GL_LINEAR);
788            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
789        }
790        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
791
792        for (size_t i = 0; i < count; i++) {
793            const android::Rect* r = &rects[i];
794
795            const float u1 = r->left * texX;
796            const float v1 = (height - r->top) * texY;
797            const float u2 = r->right * texX;
798            const float v2 = (height - r->bottom) * texY;
799
800            // TODO: Reject quads outside of the clip
801            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
802            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
803            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
804            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
805
806            numQuads++;
807
808            if (numQuads >= REGION_MESH_QUAD_COUNT) {
809                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
810                numQuads = 0;
811                mesh = mCaches.getRegionMesh();
812            }
813        }
814
815        if (numQuads > 0) {
816            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
817        }
818
819        finishDrawTexture();
820
821#if DEBUG_LAYERS_AS_REGIONS
822        drawRegionRects(layer->region);
823#endif
824
825        layer->region.clear();
826    }
827#else
828    composeLayerRect(layer, rect);
829#endif
830}
831
832void OpenGLRenderer::drawRegionRects(const Region& region) {
833#if DEBUG_LAYERS_AS_REGIONS
834    size_t count;
835    const android::Rect* rects = region.getArray(&count);
836
837    uint32_t colors[] = {
838            0x7fff0000, 0x7f00ff00,
839            0x7f0000ff, 0x7fff00ff,
840    };
841
842    int offset = 0;
843    int32_t top = rects[0].top;
844
845    for (size_t i = 0; i < count; i++) {
846        if (top != rects[i].top) {
847            offset ^= 0x2;
848            top = rects[i].top;
849        }
850
851        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
852        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
853                SkXfermode::kSrcOver_Mode);
854    }
855#endif
856}
857
858void OpenGLRenderer::dirtyLayer(const float left, const float top,
859        const float right, const float bottom, const mat4 transform) {
860#if RENDER_LAYERS_AS_REGIONS
861    if (hasLayer()) {
862        Rect bounds(left, top, right, bottom);
863        transform.mapRect(bounds);
864        dirtyLayerUnchecked(bounds, getRegion());
865    }
866#endif
867}
868
869void OpenGLRenderer::dirtyLayer(const float left, const float top,
870        const float right, const float bottom) {
871#if RENDER_LAYERS_AS_REGIONS
872    if (hasLayer()) {
873        Rect bounds(left, top, right, bottom);
874        dirtyLayerUnchecked(bounds, getRegion());
875    }
876#endif
877}
878
879void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
880#if RENDER_LAYERS_AS_REGIONS
881    if (bounds.intersect(*mSnapshot->clipRect)) {
882        bounds.snapToPixelBoundaries();
883        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
884        if (!dirty.isEmpty()) {
885            region->orSelf(dirty);
886        }
887    }
888#endif
889}
890
891void OpenGLRenderer::clearLayerRegions() {
892    const size_t count = mLayers.size();
893    if (count == 0) return;
894
895    if (!mSnapshot->isIgnored()) {
896        // Doing several glScissor/glClear here can negatively impact
897        // GPUs with a tiler architecture, instead we draw quads with
898        // the Clear blending mode
899
900        // The list contains bounds that have already been clipped
901        // against their initial clip rect, and the current clip
902        // is likely different so we need to disable clipping here
903        glDisable(GL_SCISSOR_TEST);
904
905        Vertex mesh[count * 6];
906        Vertex* vertex = mesh;
907
908        for (uint32_t i = 0; i < count; i++) {
909            Rect* bounds = mLayers.itemAt(i);
910
911            Vertex::set(vertex++, bounds->left, bounds->bottom);
912            Vertex::set(vertex++, bounds->left, bounds->top);
913            Vertex::set(vertex++, bounds->right, bounds->top);
914            Vertex::set(vertex++, bounds->left, bounds->bottom);
915            Vertex::set(vertex++, bounds->right, bounds->top);
916            Vertex::set(vertex++, bounds->right, bounds->bottom);
917
918            delete bounds;
919        }
920
921        setupDraw(false);
922        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
923        setupDrawBlending(true, SkXfermode::kClear_Mode);
924        setupDrawProgram();
925        setupDrawPureColorUniforms();
926        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
927        setupDrawVertices(&mesh[0].position[0]);
928
929        glDrawArrays(GL_TRIANGLES, 0, count * 6);
930
931        glEnable(GL_SCISSOR_TEST);
932    } else {
933        for (uint32_t i = 0; i < count; i++) {
934            delete mLayers.itemAt(i);
935        }
936    }
937
938    mLayers.clear();
939}
940
941///////////////////////////////////////////////////////////////////////////////
942// Transforms
943///////////////////////////////////////////////////////////////////////////////
944
945void OpenGLRenderer::translate(float dx, float dy) {
946    mSnapshot->transform->translate(dx, dy, 0.0f);
947}
948
949void OpenGLRenderer::rotate(float degrees) {
950    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
951}
952
953void OpenGLRenderer::scale(float sx, float sy) {
954    mSnapshot->transform->scale(sx, sy, 1.0f);
955}
956
957void OpenGLRenderer::skew(float sx, float sy) {
958    mSnapshot->transform->skew(sx, sy);
959}
960
961void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
962    if (matrix) {
963        mSnapshot->transform->load(*matrix);
964    } else {
965        mSnapshot->transform->loadIdentity();
966    }
967}
968
969void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
970    mSnapshot->transform->copyTo(*matrix);
971}
972
973void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
974    SkMatrix transform;
975    mSnapshot->transform->copyTo(transform);
976    transform.preConcat(*matrix);
977    mSnapshot->transform->load(transform);
978}
979
980///////////////////////////////////////////////////////////////////////////////
981// Clipping
982///////////////////////////////////////////////////////////////////////////////
983
984void OpenGLRenderer::setScissorFromClip() {
985    Rect clip(*mSnapshot->clipRect);
986    clip.snapToPixelBoundaries();
987
988    mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
989            clip.getWidth(), clip.getHeight());
990
991    mDirtyClip = false;
992}
993
994const Rect& OpenGLRenderer::getClipBounds() {
995    return mSnapshot->getLocalClip();
996}
997
998bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
999    if (mSnapshot->isIgnored()) {
1000        return true;
1001    }
1002
1003    Rect r(left, top, right, bottom);
1004    mSnapshot->transform->mapRect(r);
1005    r.snapToPixelBoundaries();
1006
1007    Rect clipRect(*mSnapshot->clipRect);
1008    clipRect.snapToPixelBoundaries();
1009
1010    return !clipRect.intersects(r);
1011}
1012
1013bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1014    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1015    if (clipped) {
1016        dirtyClip();
1017    }
1018    return !mSnapshot->clipRect->isEmpty();
1019}
1020
1021///////////////////////////////////////////////////////////////////////////////
1022// Drawing commands
1023///////////////////////////////////////////////////////////////////////////////
1024
1025void OpenGLRenderer::setupDraw(bool clear) {
1026    if (clear) clearLayerRegions();
1027    if (mDirtyClip) {
1028        setScissorFromClip();
1029    }
1030    mDescription.reset();
1031    mSetShaderColor = false;
1032    mColorSet = false;
1033    mColorA = mColorR = mColorG = mColorB = 0.0f;
1034    mTextureUnit = 0;
1035    mTrackDirtyRegions = true;
1036}
1037
1038void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1039    mDescription.hasTexture = true;
1040    mDescription.hasAlpha8Texture = isAlpha8;
1041}
1042
1043void OpenGLRenderer::setupDrawWithExternalTexture() {
1044    mDescription.hasExternalTexture = true;
1045}
1046
1047void OpenGLRenderer::setupDrawNoTexture() {
1048    mCaches.disbaleTexCoordsVertexArray();
1049}
1050
1051void OpenGLRenderer::setupDrawAALine() {
1052    mDescription.isAA = true;
1053}
1054
1055void OpenGLRenderer::setupDrawPoint(float pointSize) {
1056    mDescription.isPoint = true;
1057    mDescription.pointSize = pointSize;
1058}
1059
1060void OpenGLRenderer::setupDrawColor(int color) {
1061    setupDrawColor(color, (color >> 24) & 0xFF);
1062}
1063
1064void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1065    mColorA = alpha / 255.0f;
1066    // Second divide of a by 255 is an optimization, allowing us to simply multiply
1067    // the rgb values by a instead of also dividing by 255
1068    const float a = mColorA / 255.0f;
1069    mColorR = a * ((color >> 16) & 0xFF);
1070    mColorG = a * ((color >>  8) & 0xFF);
1071    mColorB = a * ((color      ) & 0xFF);
1072    mColorSet = true;
1073    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1074}
1075
1076void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1077    mColorA = alpha / 255.0f;
1078    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1079    // the rgb values by a instead of also dividing by 255
1080    const float a = mColorA / 255.0f;
1081    mColorR = a * ((color >> 16) & 0xFF);
1082    mColorG = a * ((color >>  8) & 0xFF);
1083    mColorB = a * ((color      ) & 0xFF);
1084    mColorSet = true;
1085    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1086}
1087
1088void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1089    mColorA = a;
1090    mColorR = r;
1091    mColorG = g;
1092    mColorB = b;
1093    mColorSet = true;
1094    mSetShaderColor = mDescription.setColor(r, g, b, a);
1095}
1096
1097void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) {
1098    mColorA = a;
1099    mColorR = r;
1100    mColorG = g;
1101    mColorB = b;
1102    mColorSet = true;
1103    mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a);
1104}
1105
1106void OpenGLRenderer::setupDrawShader() {
1107    if (mShader) {
1108        mShader->describe(mDescription, mCaches.extensions);
1109    }
1110}
1111
1112void OpenGLRenderer::setupDrawColorFilter() {
1113    if (mColorFilter) {
1114        mColorFilter->describe(mDescription, mCaches.extensions);
1115    }
1116}
1117
1118void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1119    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1120        mColorA = 1.0f;
1121        mColorR = mColorG = mColorB = 0.0f;
1122        mSetShaderColor = mDescription.modulate = true;
1123    }
1124}
1125
1126void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1127    // When the blending mode is kClear_Mode, we need to use a modulate color
1128    // argb=1,0,0,0
1129    accountForClear(mode);
1130    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1131            mDescription, swapSrcDst);
1132}
1133
1134void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1135    // When the blending mode is kClear_Mode, we need to use a modulate color
1136    // argb=1,0,0,0
1137    accountForClear(mode);
1138    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1139            mDescription, swapSrcDst);
1140}
1141
1142void OpenGLRenderer::setupDrawProgram() {
1143    useProgram(mCaches.programCache.get(mDescription));
1144}
1145
1146void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1147    mTrackDirtyRegions = false;
1148}
1149
1150void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1151        bool ignoreTransform) {
1152    mModelView.loadTranslate(left, top, 0.0f);
1153    if (!ignoreTransform) {
1154        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1155        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1156    } else {
1157        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1158        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1159    }
1160}
1161
1162void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1163    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1164}
1165
1166void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1167        bool ignoreTransform, bool ignoreModelView) {
1168    if (!ignoreModelView) {
1169        mModelView.loadTranslate(left, top, 0.0f);
1170        mModelView.scale(right - left, bottom - top, 1.0f);
1171    } else {
1172        mModelView.loadIdentity();
1173    }
1174    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1175    if (!ignoreTransform) {
1176        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1177        if (mTrackDirtyRegions && dirty) {
1178            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1179        }
1180    } else {
1181        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1182        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1183    }
1184}
1185
1186void OpenGLRenderer::setupDrawPointUniforms() {
1187    int slot = mCaches.currentProgram->getUniform("pointSize");
1188    glUniform1f(slot, mDescription.pointSize);
1189}
1190
1191void OpenGLRenderer::setupDrawColorUniforms() {
1192    if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) {
1193        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1194    }
1195}
1196
1197void OpenGLRenderer::setupDrawPureColorUniforms() {
1198    if (mSetShaderColor) {
1199        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1200    }
1201}
1202
1203void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1204    if (mShader) {
1205        if (ignoreTransform) {
1206            mModelView.loadInverse(*mSnapshot->transform);
1207        }
1208        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1209    }
1210}
1211
1212void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1213    if (mShader) {
1214        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1215    }
1216}
1217
1218void OpenGLRenderer::setupDrawColorFilterUniforms() {
1219    if (mColorFilter) {
1220        mColorFilter->setupProgram(mCaches.currentProgram);
1221    }
1222}
1223
1224void OpenGLRenderer::setupDrawSimpleMesh() {
1225    bool force = mCaches.bindMeshBuffer();
1226    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0);
1227    mCaches.unbindIndicesBuffer();
1228}
1229
1230void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1231    bindTexture(texture);
1232    mTextureUnit++;
1233    mCaches.enableTexCoordsVertexArray();
1234}
1235
1236void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1237    bindExternalTexture(texture);
1238    mTextureUnit++;
1239    mCaches.enableTexCoordsVertexArray();
1240}
1241
1242void OpenGLRenderer::setupDrawTextureTransform() {
1243    mDescription.hasTextureTransform = true;
1244}
1245
1246void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1247    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1248            GL_FALSE, &transform.data[0]);
1249}
1250
1251void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1252    bool force = false;
1253    if (!vertices) {
1254        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1255    } else {
1256        force = mCaches.unbindMeshBuffer();
1257    }
1258
1259    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1260    if (mCaches.currentProgram->texCoords >= 0) {
1261        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1262    }
1263
1264    mCaches.unbindIndicesBuffer();
1265}
1266
1267void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1268    bool force = mCaches.unbindMeshBuffer();
1269    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1270    if (mCaches.currentProgram->texCoords >= 0) {
1271        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1272    }
1273}
1274
1275void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1276    bool force = mCaches.unbindMeshBuffer();
1277    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1278            vertices, gVertexStride);
1279    mCaches.unbindIndicesBuffer();
1280}
1281
1282/**
1283 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1284 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1285 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1286 * attributes (one per vertex) are values from zero to one that tells the fragment
1287 * shader where the fragment is in relation to the line width/length overall; these values are
1288 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1289 * region of the line.
1290 * Note that we only pass down the width values in this setup function. The length coordinates
1291 * are set up for each individual segment.
1292 */
1293void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1294        GLvoid* lengthCoords, float boundaryWidthProportion) {
1295    bool force = mCaches.unbindMeshBuffer();
1296    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1297            vertices, gAAVertexStride);
1298    mCaches.resetTexCoordsVertexPointer();
1299    mCaches.unbindIndicesBuffer();
1300
1301    int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1302    glEnableVertexAttribArray(widthSlot);
1303    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1304
1305    int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1306    glEnableVertexAttribArray(lengthSlot);
1307    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1308
1309    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1310    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1311
1312    // Setting the inverse value saves computations per-fragment in the shader
1313    int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1314    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
1315}
1316
1317void OpenGLRenderer::finishDrawTexture() {
1318}
1319
1320///////////////////////////////////////////////////////////////////////////////
1321// Drawing
1322///////////////////////////////////////////////////////////////////////////////
1323
1324status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height,
1325        Rect& dirty, int32_t flags, uint32_t level) {
1326    float top = 0;
1327    float left = 0;
1328    float right = width;
1329    float bottom = height;
1330    if (USE_DISPLAY_LIST_PROPERTIES) {
1331        Rect transformedRect;
1332        displayList->transformRect(left, top, right, bottom, transformedRect);
1333        left = transformedRect.left;
1334        top = transformedRect.top;
1335        right = transformedRect.right;
1336        bottom = transformedRect.bottom;
1337    }
1338    if (quickReject(left, top, right, bottom)) {
1339        return false;
1340    }
1341
1342    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1343    // will be performed by the display list itself
1344    if (displayList && displayList->isRenderable()) {
1345        return displayList->replay(*this, width, height, dirty, flags, level);
1346    }
1347
1348    return DrawGlInfo::kStatusDone;
1349}
1350
1351void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1352    if (displayList) {
1353        displayList->output(*this, level);
1354    }
1355}
1356
1357void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1358    int alpha;
1359    SkXfermode::Mode mode;
1360    getAlphaAndMode(paint, &alpha, &mode);
1361
1362    float x = left;
1363    float y = top;
1364
1365    GLenum filter = GL_LINEAR;
1366    bool ignoreTransform = false;
1367    if (mSnapshot->transform->isPureTranslate()) {
1368        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1369        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1370        ignoreTransform = true;
1371        filter = GL_NEAREST;
1372    } else {
1373        filter = FILTER(paint);
1374    }
1375
1376    setupDraw();
1377    setupDrawWithTexture(true);
1378    if (paint) {
1379        setupDrawAlpha8Color(paint->getColor(), alpha);
1380    }
1381    setupDrawColorFilter();
1382    setupDrawShader();
1383    setupDrawBlending(true, mode);
1384    setupDrawProgram();
1385    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1386
1387    setupDrawTexture(texture->id);
1388    texture->setWrap(GL_CLAMP_TO_EDGE);
1389    texture->setFilter(filter);
1390
1391    setupDrawPureColorUniforms();
1392    setupDrawColorFilterUniforms();
1393    setupDrawShaderUniforms();
1394    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1395
1396    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1397
1398    finishDrawTexture();
1399}
1400
1401void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1402    const float right = left + bitmap->width();
1403    const float bottom = top + bitmap->height();
1404
1405    if (quickReject(left, top, right, bottom)) {
1406        return;
1407    }
1408
1409    mCaches.activeTexture(0);
1410    Texture* texture = mCaches.textureCache.get(bitmap);
1411    if (!texture) return;
1412    const AutoTexture autoCleanup(texture);
1413
1414    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1415        drawAlphaBitmap(texture, left, top, paint);
1416    } else {
1417        drawTextureRect(left, top, right, bottom, texture, paint);
1418    }
1419}
1420
1421void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1422    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1423    const mat4 transform(*matrix);
1424    transform.mapRect(r);
1425
1426    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1427        return;
1428    }
1429
1430    mCaches.activeTexture(0);
1431    Texture* texture = mCaches.textureCache.get(bitmap);
1432    if (!texture) return;
1433    const AutoTexture autoCleanup(texture);
1434
1435    // This could be done in a cheaper way, all we need is pass the matrix
1436    // to the vertex shader. The save/restore is a bit overkill.
1437    save(SkCanvas::kMatrix_SaveFlag);
1438    concatMatrix(matrix);
1439    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1440    restore();
1441}
1442
1443void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1444        float* vertices, int* colors, SkPaint* paint) {
1445    // TODO: Do a quickReject
1446    if (!vertices || mSnapshot->isIgnored()) {
1447        return;
1448    }
1449
1450    mCaches.activeTexture(0);
1451    Texture* texture = mCaches.textureCache.get(bitmap);
1452    if (!texture) return;
1453    const AutoTexture autoCleanup(texture);
1454
1455    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1456    texture->setFilter(FILTER(paint), true);
1457
1458    int alpha;
1459    SkXfermode::Mode mode;
1460    getAlphaAndMode(paint, &alpha, &mode);
1461
1462    const uint32_t count = meshWidth * meshHeight * 6;
1463
1464    float left = FLT_MAX;
1465    float top = FLT_MAX;
1466    float right = FLT_MIN;
1467    float bottom = FLT_MIN;
1468
1469#if RENDER_LAYERS_AS_REGIONS
1470    const bool hasActiveLayer = hasLayer();
1471#else
1472    const bool hasActiveLayer = false;
1473#endif
1474
1475    // TODO: Support the colors array
1476    TextureVertex mesh[count];
1477    TextureVertex* vertex = mesh;
1478    for (int32_t y = 0; y < meshHeight; y++) {
1479        for (int32_t x = 0; x < meshWidth; x++) {
1480            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1481
1482            float u1 = float(x) / meshWidth;
1483            float u2 = float(x + 1) / meshWidth;
1484            float v1 = float(y) / meshHeight;
1485            float v2 = float(y + 1) / meshHeight;
1486
1487            int ax = i + (meshWidth + 1) * 2;
1488            int ay = ax + 1;
1489            int bx = i;
1490            int by = bx + 1;
1491            int cx = i + 2;
1492            int cy = cx + 1;
1493            int dx = i + (meshWidth + 1) * 2 + 2;
1494            int dy = dx + 1;
1495
1496            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1497            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1498            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1499
1500            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1501            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1502            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1503
1504#if RENDER_LAYERS_AS_REGIONS
1505            if (hasActiveLayer) {
1506                // TODO: This could be optimized to avoid unnecessary ops
1507                left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1508                top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1509                right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1510                bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1511            }
1512#endif
1513        }
1514    }
1515
1516#if RENDER_LAYERS_AS_REGIONS
1517    if (hasActiveLayer) {
1518        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1519    }
1520#endif
1521
1522    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1523            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1524            GL_TRIANGLES, count, false, false, 0, false, false);
1525}
1526
1527void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1528         float srcLeft, float srcTop, float srcRight, float srcBottom,
1529         float dstLeft, float dstTop, float dstRight, float dstBottom,
1530         SkPaint* paint) {
1531    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1532        return;
1533    }
1534
1535    mCaches.activeTexture(0);
1536    Texture* texture = mCaches.textureCache.get(bitmap);
1537    if (!texture) return;
1538    const AutoTexture autoCleanup(texture);
1539
1540    const float width = texture->width;
1541    const float height = texture->height;
1542
1543    const float u1 = fmax(0.0f, srcLeft / width);
1544    const float v1 = fmax(0.0f, srcTop / height);
1545    const float u2 = fmin(1.0f, srcRight / width);
1546    const float v2 = fmin(1.0f, srcBottom / height);
1547
1548    mCaches.unbindMeshBuffer();
1549    resetDrawTextureTexCoords(u1, v1, u2, v2);
1550
1551    int alpha;
1552    SkXfermode::Mode mode;
1553    getAlphaAndMode(paint, &alpha, &mode);
1554
1555    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1556
1557    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
1558        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1559        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1560
1561        GLenum filter = GL_NEAREST;
1562        // Enable linear filtering if the source rectangle is scaled
1563        if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
1564            filter = FILTER(paint);
1565        }
1566
1567        texture->setFilter(filter, true);
1568        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1569                texture->id, alpha / 255.0f, mode, texture->blend,
1570                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1571                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1572    } else {
1573        texture->setFilter(FILTER(paint), true);
1574        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1575                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1576                GL_TRIANGLE_STRIP, gMeshCount);
1577    }
1578
1579    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1580}
1581
1582void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1583        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1584        float left, float top, float right, float bottom, SkPaint* paint) {
1585    if (quickReject(left, top, right, bottom)) {
1586        return;
1587    }
1588
1589    mCaches.activeTexture(0);
1590    Texture* texture = mCaches.textureCache.get(bitmap);
1591    if (!texture) return;
1592    const AutoTexture autoCleanup(texture);
1593    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1594    texture->setFilter(GL_LINEAR, true);
1595
1596    int alpha;
1597    SkXfermode::Mode mode;
1598    getAlphaAndMode(paint, &alpha, &mode);
1599
1600    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1601            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1602
1603    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
1604        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1605#if RENDER_LAYERS_AS_REGIONS
1606        // Mark the current layer dirty where we are going to draw the patch
1607        if (hasLayer() && mesh->hasEmptyQuads) {
1608            const float offsetX = left + mSnapshot->transform->getTranslateX();
1609            const float offsetY = top + mSnapshot->transform->getTranslateY();
1610            const size_t count = mesh->quads.size();
1611            for (size_t i = 0; i < count; i++) {
1612                const Rect& bounds = mesh->quads.itemAt(i);
1613                if (CC_LIKELY(pureTranslate)) {
1614                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1615                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1616                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1617                } else {
1618                    dirtyLayer(left + bounds.left, top + bounds.top,
1619                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1620                }
1621            }
1622        }
1623#endif
1624
1625        if (CC_LIKELY(pureTranslate)) {
1626            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1627            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1628
1629            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1630                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1631                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1632                    true, !mesh->hasEmptyQuads);
1633        } else {
1634            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1635                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1636                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1637                    true, !mesh->hasEmptyQuads);
1638        }
1639    }
1640}
1641
1642/**
1643 * This function uses a similar approach to that of AA lines in the drawLines() function.
1644 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
1645 * shader to compute the translucency of the color, determined by whether a given pixel is
1646 * within that boundary region and how far into the region it is.
1647 */
1648void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
1649        int color, SkXfermode::Mode mode) {
1650    float inverseScaleX = 1.0f;
1651    float inverseScaleY = 1.0f;
1652    // The quad that we use needs to account for scaling.
1653    if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1654        Matrix4 *mat = mSnapshot->transform;
1655        float m00 = mat->data[Matrix4::kScaleX];
1656        float m01 = mat->data[Matrix4::kSkewY];
1657        float m02 = mat->data[2];
1658        float m10 = mat->data[Matrix4::kSkewX];
1659        float m11 = mat->data[Matrix4::kScaleX];
1660        float m12 = mat->data[6];
1661        float scaleX = sqrt(m00 * m00 + m01 * m01);
1662        float scaleY = sqrt(m10 * m10 + m11 * m11);
1663        inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1664        inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1665    }
1666
1667    setupDraw();
1668    setupDrawNoTexture();
1669    setupDrawAALine();
1670    setupDrawColor(color);
1671    setupDrawColorFilter();
1672    setupDrawShader();
1673    setupDrawBlending(true, mode);
1674    setupDrawProgram();
1675    setupDrawModelViewIdentity(true);
1676    setupDrawColorUniforms();
1677    setupDrawColorFilterUniforms();
1678    setupDrawShaderIdentityUniforms();
1679
1680    AAVertex rects[4];
1681    AAVertex* aaVertices = &rects[0];
1682    void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1683    void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1684
1685    float boundarySizeX = .5 * inverseScaleX;
1686    float boundarySizeY = .5 * inverseScaleY;
1687
1688    // Adjust the rect by the AA boundary padding
1689    left -= boundarySizeX;
1690    right += boundarySizeX;
1691    top -= boundarySizeY;
1692    bottom += boundarySizeY;
1693
1694    float width = right - left;
1695    float height = bottom - top;
1696
1697    float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0;
1698    float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0;
1699    setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion);
1700    int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1701    int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength");
1702    glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
1703    glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion));
1704
1705    if (!quickReject(left, top, right, bottom)) {
1706        AAVertex::set(aaVertices++, left, bottom, 1, 1);
1707        AAVertex::set(aaVertices++, left, top, 1, 0);
1708        AAVertex::set(aaVertices++, right, bottom, 0, 1);
1709        AAVertex::set(aaVertices++, right, top, 0, 0);
1710        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1711        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1712    }
1713}
1714
1715/**
1716 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
1717 * rules for those lines produces some unexpected results, and may vary between hardware devices.
1718 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
1719 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
1720 * of the line. Hairlines are more involved because we need to account for transform scaling
1721 * to end up with a one-pixel-wide line in screen space..
1722 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
1723 * in combination with values that we calculate and pass down in this method. The basic approach
1724 * is that the quad we create contains both the core line area plus a bounding area in which
1725 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
1726 * proportion of the width and the length of a given segment is represented by the boundary
1727 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
1728 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
1729 * on the inside). This ends up giving the result we want, with pixels that are completely
1730 * 'inside' the line area being filled opaquely and the other pixels being filled according to
1731 * how far into the boundary region they are, which is determined by shader interpolation.
1732 */
1733void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1734    if (mSnapshot->isIgnored()) return;
1735
1736    const bool isAA = paint->isAntiAlias();
1737    // We use half the stroke width here because we're going to position the quad
1738    // corner vertices half of the width away from the line endpoints
1739    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
1740    // A stroke width of 0 has a special meaning in Skia:
1741    // it draws a line 1 px wide regardless of current transform
1742    bool isHairLine = paint->getStrokeWidth() == 0.0f;
1743    float inverseScaleX = 1.0f;
1744    float inverseScaleY = 1.0f;
1745    bool scaled = false;
1746    int alpha;
1747    SkXfermode::Mode mode;
1748    int generatedVerticesCount = 0;
1749    int verticesCount = count;
1750    if (count > 4) {
1751        // Polyline: account for extra vertices needed for continuous tri-strip
1752        verticesCount += (count - 4);
1753    }
1754
1755    if (isHairLine || isAA) {
1756        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
1757        // the line on the screen should always be one pixel wide regardless of scale. For
1758        // AA lines, we only want one pixel of translucent boundary around the quad.
1759        if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1760            Matrix4 *mat = mSnapshot->transform;
1761            float m00 = mat->data[Matrix4::kScaleX];
1762            float m01 = mat->data[Matrix4::kSkewY];
1763            float m02 = mat->data[2];
1764            float m10 = mat->data[Matrix4::kSkewX];
1765            float m11 = mat->data[Matrix4::kScaleX];
1766            float m12 = mat->data[6];
1767            float scaleX = sqrtf(m00 * m00 + m01 * m01);
1768            float scaleY = sqrtf(m10 * m10 + m11 * m11);
1769            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1770            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1771            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
1772                scaled = true;
1773            }
1774        }
1775    }
1776
1777    getAlphaAndMode(paint, &alpha, &mode);
1778    setupDraw();
1779    setupDrawNoTexture();
1780    if (isAA) {
1781        setupDrawAALine();
1782    }
1783    setupDrawColor(paint->getColor(), alpha);
1784    setupDrawColorFilter();
1785    setupDrawShader();
1786    setupDrawBlending(isAA, mode);
1787    setupDrawProgram();
1788    setupDrawModelViewIdentity(true);
1789    setupDrawColorUniforms();
1790    setupDrawColorFilterUniforms();
1791    setupDrawShaderIdentityUniforms();
1792
1793    if (isHairLine) {
1794        // Set a real stroke width to be used in quad construction
1795        halfStrokeWidth = isAA? 1 : .5;
1796    } else if (isAA && !scaled) {
1797        // Expand boundary to enable AA calculations on the quad border
1798        halfStrokeWidth += .5f;
1799    }
1800    Vertex lines[verticesCount];
1801    Vertex* vertices = &lines[0];
1802    AAVertex wLines[verticesCount];
1803    AAVertex* aaVertices = &wLines[0];
1804    if (CC_UNLIKELY(!isAA)) {
1805        setupDrawVertices(vertices);
1806    } else {
1807        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1808        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1809        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
1810        // AA stroke width (the base stroke width expanded by a half pixel on either side).
1811        // This value is used in the fragment shader to determine how to fill fragments.
1812        // We will need to calculate the actual width proportion on each segment for
1813        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
1814        float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
1815        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion);
1816    }
1817
1818    AAVertex* prevAAVertex = NULL;
1819    Vertex* prevVertex = NULL;
1820
1821    int boundaryLengthSlot = -1;
1822    int inverseBoundaryLengthSlot = -1;
1823    int boundaryWidthSlot = -1;
1824    int inverseBoundaryWidthSlot = -1;
1825    for (int i = 0; i < count; i += 4) {
1826        // a = start point, b = end point
1827        vec2 a(points[i], points[i + 1]);
1828        vec2 b(points[i + 2], points[i + 3]);
1829        float length = 0;
1830        float boundaryLengthProportion = 0;
1831        float boundaryWidthProportion = 0;
1832
1833        // Find the normal to the line
1834        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
1835        if (isHairLine) {
1836            if (isAA) {
1837                float wideningFactor;
1838                if (fabs(n.x) >= fabs(n.y)) {
1839                    wideningFactor = fabs(1.0f / n.x);
1840                } else {
1841                    wideningFactor = fabs(1.0f / n.y);
1842                }
1843                n *= wideningFactor;
1844            }
1845            if (scaled) {
1846                n.x *= inverseScaleX;
1847                n.y *= inverseScaleY;
1848            }
1849        } else if (scaled) {
1850            // Extend n by .5 pixel on each side, post-transform
1851            vec2 extendedN = n.copyNormalized();
1852            extendedN /= 2;
1853            extendedN.x *= inverseScaleX;
1854            extendedN.y *= inverseScaleY;
1855            float extendedNLength = extendedN.length();
1856            // We need to set this value on the shader prior to drawing
1857            boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength);
1858            n += extendedN;
1859        }
1860        float x = n.x;
1861        n.x = -n.y;
1862        n.y = x;
1863
1864        // aa lines expand the endpoint vertices to encompass the AA boundary
1865        if (isAA) {
1866            vec2 abVector = (b - a);
1867            length = abVector.length();
1868            abVector.normalize();
1869            if (scaled) {
1870                abVector.x *= inverseScaleX;
1871                abVector.y *= inverseScaleY;
1872                float abLength = abVector.length();
1873                boundaryLengthProportion = abLength / (length + abLength);
1874            } else {
1875                boundaryLengthProportion = .5 / (length + 1);
1876            }
1877            abVector /= 2;
1878            a -= abVector;
1879            b += abVector;
1880        }
1881
1882        // Four corners of the rectangle defining a thick line
1883        vec2 p1 = a - n;
1884        vec2 p2 = a + n;
1885        vec2 p3 = b + n;
1886        vec2 p4 = b - n;
1887
1888
1889        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
1890        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
1891        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
1892        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
1893
1894        if (!quickReject(left, top, right, bottom)) {
1895            if (!isAA) {
1896                if (prevVertex != NULL) {
1897                    // Issue two repeat vertices to create degenerate triangles to bridge
1898                    // between the previous line and the new one. This is necessary because
1899                    // we are creating a single triangle_strip which will contain
1900                    // potentially discontinuous line segments.
1901                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
1902                    Vertex::set(vertices++, p1.x, p1.y);
1903                    generatedVerticesCount += 2;
1904                }
1905                Vertex::set(vertices++, p1.x, p1.y);
1906                Vertex::set(vertices++, p2.x, p2.y);
1907                Vertex::set(vertices++, p4.x, p4.y);
1908                Vertex::set(vertices++, p3.x, p3.y);
1909                prevVertex = vertices - 1;
1910                generatedVerticesCount += 4;
1911            } else {
1912                if (!isHairLine && scaled) {
1913                    // Must set width proportions per-segment for scaled non-hairlines to use the
1914                    // correct AA boundary dimensions
1915                    if (boundaryWidthSlot < 0) {
1916                        boundaryWidthSlot =
1917                                mCaches.currentProgram->getUniform("boundaryWidth");
1918                        inverseBoundaryWidthSlot =
1919                                mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1920                    }
1921                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1922                    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
1923                }
1924                if (boundaryLengthSlot < 0) {
1925                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1926                    inverseBoundaryLengthSlot =
1927                            mCaches.currentProgram->getUniform("inverseBoundaryLength");
1928                }
1929                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
1930                glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion));
1931
1932                if (prevAAVertex != NULL) {
1933                    // Issue two repeat vertices to create degenerate triangles to bridge
1934                    // between the previous line and the new one. This is necessary because
1935                    // we are creating a single triangle_strip which will contain
1936                    // potentially discontinuous line segments.
1937                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
1938                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
1939                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
1940                    generatedVerticesCount += 2;
1941                }
1942                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
1943                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
1944                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
1945                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
1946                prevAAVertex = aaVertices - 1;
1947                generatedVerticesCount += 4;
1948            }
1949            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
1950                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
1951                    *mSnapshot->transform);
1952        }
1953    }
1954    if (generatedVerticesCount > 0) {
1955       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
1956    }
1957}
1958
1959void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
1960    if (mSnapshot->isIgnored()) return;
1961
1962    // TODO: The paint's cap style defines whether the points are square or circular
1963    // TODO: Handle AA for round points
1964
1965    // A stroke width of 0 has a special meaning in Skia:
1966    // it draws an unscaled 1px point
1967    float strokeWidth = paint->getStrokeWidth();
1968    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
1969    if (isHairLine) {
1970        // Now that we know it's hairline, we can set the effective width, to be used later
1971        strokeWidth = 1.0f;
1972    }
1973    const float halfWidth = strokeWidth / 2;
1974    int alpha;
1975    SkXfermode::Mode mode;
1976    getAlphaAndMode(paint, &alpha, &mode);
1977
1978    int verticesCount = count >> 1;
1979    int generatedVerticesCount = 0;
1980
1981    TextureVertex pointsData[verticesCount];
1982    TextureVertex* vertex = &pointsData[0];
1983
1984    setupDraw();
1985    setupDrawNoTexture();
1986    setupDrawPoint(strokeWidth);
1987    setupDrawColor(paint->getColor(), alpha);
1988    setupDrawColorFilter();
1989    setupDrawShader();
1990    setupDrawBlending(mode);
1991    setupDrawProgram();
1992    setupDrawModelViewIdentity(true);
1993    setupDrawColorUniforms();
1994    setupDrawColorFilterUniforms();
1995    setupDrawPointUniforms();
1996    setupDrawShaderIdentityUniforms();
1997    setupDrawMesh(vertex);
1998
1999    for (int i = 0; i < count; i += 2) {
2000        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2001        generatedVerticesCount++;
2002        float left = points[i] - halfWidth;
2003        float right = points[i] + halfWidth;
2004        float top = points[i + 1] - halfWidth;
2005        float bottom = points [i + 1] + halfWidth;
2006        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
2007    }
2008
2009    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2010}
2011
2012void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2013    // No need to check against the clip, we fill the clip region
2014    if (mSnapshot->isIgnored()) return;
2015
2016    Rect& clip(*mSnapshot->clipRect);
2017    clip.snapToPixelBoundaries();
2018
2019    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2020}
2021
2022void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) {
2023    if (!texture) return;
2024    const AutoTexture autoCleanup(texture);
2025
2026    const float x = left + texture->left - texture->offset;
2027    const float y = top + texture->top - texture->offset;
2028
2029    drawPathTexture(texture, x, y, paint);
2030}
2031
2032void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2033        float rx, float ry, SkPaint* paint) {
2034    if (mSnapshot->isIgnored()) return;
2035
2036    mCaches.activeTexture(0);
2037    const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2038            right - left, bottom - top, rx, ry, paint);
2039    drawShape(left, top, texture, paint);
2040}
2041
2042void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
2043    if (mSnapshot->isIgnored()) return;
2044
2045    mCaches.activeTexture(0);
2046    const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
2047    drawShape(x - radius, y - radius, texture, paint);
2048}
2049
2050void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) {
2051    if (mSnapshot->isIgnored()) return;
2052
2053    mCaches.activeTexture(0);
2054    const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
2055    drawShape(left, top, texture, paint);
2056}
2057
2058void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2059        float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
2060    if (mSnapshot->isIgnored()) return;
2061
2062    if (fabs(sweepAngle) >= 360.0f) {
2063        drawOval(left, top, right, bottom, paint);
2064        return;
2065    }
2066
2067    mCaches.activeTexture(0);
2068    const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2069            startAngle, sweepAngle, useCenter, paint);
2070    drawShape(left, top, texture, paint);
2071}
2072
2073void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
2074        SkPaint* paint) {
2075    if (mSnapshot->isIgnored()) return;
2076
2077    mCaches.activeTexture(0);
2078    const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
2079    drawShape(left, top, texture, paint);
2080}
2081
2082void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2083    if (p->getStyle() != SkPaint::kFill_Style) {
2084        drawRectAsShape(left, top, right, bottom, p);
2085        return;
2086    }
2087
2088    if (quickReject(left, top, right, bottom)) {
2089        return;
2090    }
2091
2092    SkXfermode::Mode mode;
2093    if (!mCaches.extensions.hasFramebufferFetch()) {
2094        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
2095        if (!isMode) {
2096            // Assume SRC_OVER
2097            mode = SkXfermode::kSrcOver_Mode;
2098        }
2099    } else {
2100        mode = getXfermode(p->getXfermode());
2101    }
2102
2103    int color = p->getColor();
2104    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2105        drawAARect(left, top, right, bottom, color, mode);
2106    } else {
2107        drawColorRect(left, top, right, bottom, color, mode);
2108    }
2109}
2110
2111void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2112        const float* positions, SkPaint* paint) {
2113    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2114            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2115        return;
2116    }
2117
2118    // NOTE: Skia does not support perspective transform on drawPosText yet
2119    if (!mSnapshot->transform->isSimple()) {
2120        return;
2121    }
2122
2123    float x = 0.0f;
2124    float y = 0.0f;
2125    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2126    if (pureTranslate) {
2127        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2128        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2129    }
2130
2131    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2132    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2133            paint->getTextSize());
2134
2135    int alpha;
2136    SkXfermode::Mode mode;
2137    getAlphaAndMode(paint, &alpha, &mode);
2138
2139    // Pick the appropriate texture filtering
2140    bool linearFilter = mSnapshot->transform->changesBounds();
2141    if (pureTranslate && !linearFilter) {
2142        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2143    }
2144
2145    mCaches.activeTexture(0);
2146    setupDraw();
2147    setupDrawDirtyRegionsDisabled();
2148    setupDrawWithTexture(true);
2149    setupDrawAlpha8Color(paint->getColor(), alpha);
2150    setupDrawColorFilter();
2151    setupDrawShader();
2152    setupDrawBlending(true, mode);
2153    setupDrawProgram();
2154    setupDrawModelView(x, y, x, y, pureTranslate, true);
2155    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2156    setupDrawPureColorUniforms();
2157    setupDrawColorFilterUniforms();
2158    setupDrawShaderUniforms(pureTranslate);
2159
2160    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2161    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2162
2163#if RENDER_LAYERS_AS_REGIONS
2164    const bool hasActiveLayer = hasLayer();
2165#else
2166    const bool hasActiveLayer = false;
2167#endif
2168
2169    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2170            positions, hasActiveLayer ? &bounds : NULL)) {
2171#if RENDER_LAYERS_AS_REGIONS
2172        if (hasActiveLayer) {
2173            if (!pureTranslate) {
2174                mSnapshot->transform->mapRect(bounds);
2175            }
2176            dirtyLayerUnchecked(bounds, getRegion());
2177        }
2178#endif
2179    }
2180}
2181
2182void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2183        float x, float y, SkPaint* paint, float length) {
2184    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2185            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2186        return;
2187    }
2188
2189    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2190    switch (paint->getTextAlign()) {
2191        case SkPaint::kCenter_Align:
2192            x -= length / 2.0f;
2193            break;
2194        case SkPaint::kRight_Align:
2195            x -= length;
2196            break;
2197        default:
2198            break;
2199    }
2200
2201    SkPaint::FontMetrics metrics;
2202    paint->getFontMetrics(&metrics, 0.0f);
2203    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2204        return;
2205    }
2206
2207    const float oldX = x;
2208    const float oldY = y;
2209    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2210    if (CC_LIKELY(pureTranslate)) {
2211        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2212        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2213    }
2214
2215#if DEBUG_GLYPHS
2216    ALOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface()));
2217#endif
2218
2219    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2220    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2221            paint->getTextSize());
2222
2223    int alpha;
2224    SkXfermode::Mode mode;
2225    getAlphaAndMode(paint, &alpha, &mode);
2226
2227    if (CC_UNLIKELY(mHasShadow)) {
2228        mCaches.activeTexture(0);
2229
2230        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2231        const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2232                paint, text, bytesCount, count, mShadowRadius);
2233        const AutoTexture autoCleanup(shadow);
2234
2235        const float sx = oldX - shadow->left + mShadowDx;
2236        const float sy = oldY - shadow->top + mShadowDy;
2237
2238        const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
2239        int shadowColor = mShadowColor;
2240        if (mShader) {
2241            shadowColor = 0xffffffff;
2242        }
2243
2244        setupDraw();
2245        setupDrawWithTexture(true);
2246        setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2247        setupDrawColorFilter();
2248        setupDrawShader();
2249        setupDrawBlending(true, mode);
2250        setupDrawProgram();
2251        setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2252        setupDrawTexture(shadow->id);
2253        setupDrawPureColorUniforms();
2254        setupDrawColorFilterUniforms();
2255        setupDrawShaderUniforms();
2256        setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2257
2258        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2259    }
2260
2261    // Pick the appropriate texture filtering
2262    bool linearFilter = mSnapshot->transform->changesBounds();
2263    if (pureTranslate && !linearFilter) {
2264        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2265    }
2266
2267    mCaches.activeTexture(0);
2268    setupDraw();
2269    setupDrawDirtyRegionsDisabled();
2270    setupDrawWithTexture(true);
2271    setupDrawAlpha8Color(paint->getColor(), alpha);
2272    setupDrawColorFilter();
2273    setupDrawShader();
2274    setupDrawBlending(true, mode);
2275    setupDrawProgram();
2276    setupDrawModelView(x, y, x, y, pureTranslate, true);
2277    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2278    setupDrawPureColorUniforms();
2279    setupDrawColorFilterUniforms();
2280    setupDrawShaderUniforms(pureTranslate);
2281
2282    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2283    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2284
2285#if RENDER_LAYERS_AS_REGIONS
2286    const bool hasActiveLayer = hasLayer();
2287#else
2288    const bool hasActiveLayer = false;
2289#endif
2290
2291    if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
2292            hasActiveLayer ? &bounds : NULL)) {
2293#if RENDER_LAYERS_AS_REGIONS
2294        if (hasActiveLayer) {
2295            if (!pureTranslate) {
2296                mSnapshot->transform->mapRect(bounds);
2297            }
2298            dirtyLayerUnchecked(bounds, getRegion());
2299        }
2300#endif
2301    }
2302
2303    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2304}
2305
2306void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2307        float hOffset, float vOffset, SkPaint* paint) {
2308    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2309            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2310        return;
2311    }
2312
2313    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2314    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2315            paint->getTextSize());
2316
2317    int alpha;
2318    SkXfermode::Mode mode;
2319    getAlphaAndMode(paint, &alpha, &mode);
2320
2321    mCaches.activeTexture(0);
2322    setupDraw();
2323    setupDrawDirtyRegionsDisabled();
2324    setupDrawWithTexture(true);
2325    setupDrawAlpha8Color(paint->getColor(), alpha);
2326    setupDrawColorFilter();
2327    setupDrawShader();
2328    setupDrawBlending(true, mode);
2329    setupDrawProgram();
2330    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2331    setupDrawTexture(fontRenderer.getTexture(true));
2332    setupDrawPureColorUniforms();
2333    setupDrawColorFilterUniforms();
2334    setupDrawShaderUniforms(false);
2335
2336    const Rect* clip = &mSnapshot->getLocalClip();
2337    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2338
2339#if RENDER_LAYERS_AS_REGIONS
2340    const bool hasActiveLayer = hasLayer();
2341#else
2342    const bool hasActiveLayer = false;
2343#endif
2344
2345    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2346            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2347#if RENDER_LAYERS_AS_REGIONS
2348        if (hasActiveLayer) {
2349            mSnapshot->transform->mapRect(bounds);
2350            dirtyLayerUnchecked(bounds, getRegion());
2351        }
2352#endif
2353    }
2354}
2355
2356void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2357    if (mSnapshot->isIgnored()) return;
2358
2359    mCaches.activeTexture(0);
2360
2361    // TODO: Perform early clip test before we rasterize the path
2362    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2363    if (!texture) return;
2364    const AutoTexture autoCleanup(texture);
2365
2366    const float x = texture->left - texture->offset;
2367    const float y = texture->top - texture->offset;
2368
2369    drawPathTexture(texture, x, y, paint);
2370}
2371
2372void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2373    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
2374        return;
2375    }
2376
2377    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
2378        OpenGLRenderer* renderer = layer->renderer;
2379        Rect& dirty = layer->dirtyRect;
2380
2381        interrupt();
2382        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
2383        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
2384        renderer->drawDisplayList(layer->displayList, layer->getWidth(), layer->getHeight(),
2385                dirty, DisplayList::kReplayFlag_ClipChildren);
2386        renderer->finish();
2387        resume();
2388
2389        dirty.setEmpty();
2390        layer->deferredUpdateScheduled = false;
2391        layer->renderer = NULL;
2392        layer->displayList = NULL;
2393    }
2394
2395    mCaches.activeTexture(0);
2396
2397    int alpha;
2398    SkXfermode::Mode mode;
2399    getAlphaAndMode(paint, &alpha, &mode);
2400
2401    layer->setAlpha(alpha, mode);
2402
2403#if RENDER_LAYERS_AS_REGIONS
2404    if (CC_LIKELY(!layer->region.isEmpty())) {
2405        if (layer->region.isRect()) {
2406            composeLayerRect(layer, layer->regionRect);
2407        } else if (layer->mesh) {
2408            const float a = alpha / 255.0f;
2409            const Rect& rect = layer->layer;
2410
2411            setupDraw();
2412            setupDrawWithTexture();
2413            setupDrawColor(a, a, a, a);
2414            setupDrawColorFilter();
2415            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2416            setupDrawProgram();
2417            setupDrawPureColorUniforms();
2418            setupDrawColorFilterUniforms();
2419            setupDrawTexture(layer->getTexture());
2420            if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2421                x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2422                y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2423
2424                layer->setFilter(GL_NEAREST);
2425                setupDrawModelViewTranslate(x, y,
2426                        x + layer->layer.getWidth(), y + layer->layer.getHeight(), true);
2427            } else {
2428                layer->setFilter(GL_LINEAR);
2429                setupDrawModelViewTranslate(x, y,
2430                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2431            }
2432            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2433
2434            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2435                    GL_UNSIGNED_SHORT, layer->meshIndices);
2436
2437            finishDrawTexture();
2438
2439#if DEBUG_LAYERS_AS_REGIONS
2440            drawRegionRects(layer->region);
2441#endif
2442        }
2443    }
2444#else
2445    const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
2446    composeLayerRect(layer, r);
2447#endif
2448}
2449
2450///////////////////////////////////////////////////////////////////////////////
2451// Shaders
2452///////////////////////////////////////////////////////////////////////////////
2453
2454void OpenGLRenderer::resetShader() {
2455    mShader = NULL;
2456}
2457
2458void OpenGLRenderer::setupShader(SkiaShader* shader) {
2459    mShader = shader;
2460    if (mShader) {
2461        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2462    }
2463}
2464
2465///////////////////////////////////////////////////////////////////////////////
2466// Color filters
2467///////////////////////////////////////////////////////////////////////////////
2468
2469void OpenGLRenderer::resetColorFilter() {
2470    mColorFilter = NULL;
2471}
2472
2473void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2474    mColorFilter = filter;
2475}
2476
2477///////////////////////////////////////////////////////////////////////////////
2478// Drop shadow
2479///////////////////////////////////////////////////////////////////////////////
2480
2481void OpenGLRenderer::resetShadow() {
2482    mHasShadow = false;
2483}
2484
2485void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2486    mHasShadow = true;
2487    mShadowRadius = radius;
2488    mShadowDx = dx;
2489    mShadowDy = dy;
2490    mShadowColor = color;
2491}
2492
2493///////////////////////////////////////////////////////////////////////////////
2494// Draw filters
2495///////////////////////////////////////////////////////////////////////////////
2496
2497void OpenGLRenderer::resetPaintFilter() {
2498    mHasDrawFilter = false;
2499}
2500
2501void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2502    mHasDrawFilter = true;
2503    mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2504    mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2505}
2506
2507SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
2508    if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint;
2509
2510    uint32_t flags = paint->getFlags();
2511
2512    mFilteredPaint = *paint;
2513    mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits);
2514
2515    return &mFilteredPaint;
2516}
2517
2518///////////////////////////////////////////////////////////////////////////////
2519// Drawing implementation
2520///////////////////////////////////////////////////////////////////////////////
2521
2522void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2523        float x, float y, SkPaint* paint) {
2524    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2525        return;
2526    }
2527
2528    int alpha;
2529    SkXfermode::Mode mode;
2530    getAlphaAndMode(paint, &alpha, &mode);
2531
2532    setupDraw();
2533    setupDrawWithTexture(true);
2534    setupDrawAlpha8Color(paint->getColor(), alpha);
2535    setupDrawColorFilter();
2536    setupDrawShader();
2537    setupDrawBlending(true, mode);
2538    setupDrawProgram();
2539    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2540    setupDrawTexture(texture->id);
2541    setupDrawPureColorUniforms();
2542    setupDrawColorFilterUniforms();
2543    setupDrawShaderUniforms();
2544    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2545
2546    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2547
2548    finishDrawTexture();
2549}
2550
2551// Same values used by Skia
2552#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2553#define kStdUnderline_Offset    (1.0f / 9.0f)
2554#define kStdUnderline_Thickness (1.0f / 18.0f)
2555
2556void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2557        float x, float y, SkPaint* paint) {
2558    // Handle underline and strike-through
2559    uint32_t flags = paint->getFlags();
2560    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2561        SkPaint paintCopy(*paint);
2562        float underlineWidth = length;
2563        // If length is > 0.0f, we already measured the text for the text alignment
2564        if (length <= 0.0f) {
2565            underlineWidth = paintCopy.measureText(text, bytesCount);
2566        }
2567
2568        float offsetX = 0;
2569        switch (paintCopy.getTextAlign()) {
2570            case SkPaint::kCenter_Align:
2571                offsetX = underlineWidth * 0.5f;
2572                break;
2573            case SkPaint::kRight_Align:
2574                offsetX = underlineWidth;
2575                break;
2576            default:
2577                break;
2578        }
2579
2580        if (CC_LIKELY(underlineWidth > 0.0f)) {
2581            const float textSize = paintCopy.getTextSize();
2582            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2583
2584            const float left = x - offsetX;
2585            float top = 0.0f;
2586
2587            int linesCount = 0;
2588            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2589            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2590
2591            const int pointsCount = 4 * linesCount;
2592            float points[pointsCount];
2593            int currentPoint = 0;
2594
2595            if (flags & SkPaint::kUnderlineText_Flag) {
2596                top = y + textSize * kStdUnderline_Offset;
2597                points[currentPoint++] = left;
2598                points[currentPoint++] = top;
2599                points[currentPoint++] = left + underlineWidth;
2600                points[currentPoint++] = top;
2601            }
2602
2603            if (flags & SkPaint::kStrikeThruText_Flag) {
2604                top = y + textSize * kStdStrikeThru_Offset;
2605                points[currentPoint++] = left;
2606                points[currentPoint++] = top;
2607                points[currentPoint++] = left + underlineWidth;
2608                points[currentPoint++] = top;
2609            }
2610
2611            paintCopy.setStrokeWidth(strokeWidth);
2612
2613            drawLines(&points[0], pointsCount, &paintCopy);
2614        }
2615    }
2616}
2617
2618void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2619        int color, SkXfermode::Mode mode, bool ignoreTransform) {
2620    // If a shader is set, preserve only the alpha
2621    if (mShader) {
2622        color |= 0x00ffffff;
2623    }
2624
2625    setupDraw();
2626    setupDrawNoTexture();
2627    setupDrawColor(color);
2628    setupDrawShader();
2629    setupDrawColorFilter();
2630    setupDrawBlending(mode);
2631    setupDrawProgram();
2632    setupDrawModelView(left, top, right, bottom, ignoreTransform);
2633    setupDrawColorUniforms();
2634    setupDrawShaderUniforms(ignoreTransform);
2635    setupDrawColorFilterUniforms();
2636    setupDrawSimpleMesh();
2637
2638    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2639}
2640
2641void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2642        Texture* texture, SkPaint* paint) {
2643    int alpha;
2644    SkXfermode::Mode mode;
2645    getAlphaAndMode(paint, &alpha, &mode);
2646
2647    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2648
2649    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2650        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2651        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2652
2653        texture->setFilter(GL_NEAREST, true);
2654        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2655                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
2656                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
2657    } else {
2658        texture->setFilter(FILTER(paint), true);
2659        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
2660                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2661                GL_TRIANGLE_STRIP, gMeshCount);
2662    }
2663}
2664
2665void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2666        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
2667    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
2668            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
2669}
2670
2671void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
2672        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
2673        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
2674        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
2675
2676    setupDraw();
2677    setupDrawWithTexture();
2678    setupDrawColor(alpha, alpha, alpha, alpha);
2679    setupDrawColorFilter();
2680    setupDrawBlending(blend, mode, swapSrcDst);
2681    setupDrawProgram();
2682    if (!dirty) {
2683        setupDrawDirtyRegionsDisabled();
2684    }
2685    if (!ignoreScale) {
2686        setupDrawModelView(left, top, right, bottom, ignoreTransform);
2687    } else {
2688        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
2689    }
2690    setupDrawPureColorUniforms();
2691    setupDrawColorFilterUniforms();
2692    setupDrawTexture(texture);
2693    setupDrawMesh(vertices, texCoords, vbo);
2694
2695    glDrawArrays(drawMode, 0, elementsCount);
2696
2697    finishDrawTexture();
2698}
2699
2700void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
2701        ProgramDescription& description, bool swapSrcDst) {
2702    blend = blend || mode != SkXfermode::kSrcOver_Mode;
2703    if (blend) {
2704        // These blend modes are not supported by OpenGL directly and have
2705        // to be implemented using shaders. Since the shader will perform
2706        // the blending, turn blending off here
2707        // If the blend mode cannot be implemented using shaders, fall
2708        // back to the default SrcOver blend mode instead
2709        if CC_UNLIKELY((mode > SkXfermode::kScreen_Mode)) {
2710            if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) {
2711                description.framebufferMode = mode;
2712                description.swapSrcDst = swapSrcDst;
2713
2714                if (mCaches.blend) {
2715                    glDisable(GL_BLEND);
2716                    mCaches.blend = false;
2717                }
2718
2719                return;
2720            } else {
2721                mode = SkXfermode::kSrcOver_Mode;
2722            }
2723        }
2724
2725        if (!mCaches.blend) {
2726            glEnable(GL_BLEND);
2727        }
2728
2729        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
2730        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
2731
2732        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
2733            glBlendFunc(sourceMode, destMode);
2734            mCaches.lastSrcMode = sourceMode;
2735            mCaches.lastDstMode = destMode;
2736        }
2737    } else if (mCaches.blend) {
2738        glDisable(GL_BLEND);
2739    }
2740    mCaches.blend = blend;
2741}
2742
2743bool OpenGLRenderer::useProgram(Program* program) {
2744    if (!program->isInUse()) {
2745        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
2746        program->use();
2747        mCaches.currentProgram = program;
2748        return false;
2749    }
2750    return true;
2751}
2752
2753void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
2754    TextureVertex* v = &mMeshVertices[0];
2755    TextureVertex::setUV(v++, u1, v1);
2756    TextureVertex::setUV(v++, u2, v1);
2757    TextureVertex::setUV(v++, u1, v2);
2758    TextureVertex::setUV(v++, u2, v2);
2759}
2760
2761void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
2762    if (paint) {
2763        *mode = getXfermode(paint->getXfermode());
2764
2765        // Skia draws using the color's alpha channel if < 255
2766        // Otherwise, it uses the paint's alpha
2767        int color = paint->getColor();
2768        *alpha = (color >> 24) & 0xFF;
2769        if (*alpha == 255) {
2770            *alpha = paint->getAlpha();
2771        }
2772    } else {
2773        *mode = SkXfermode::kSrcOver_Mode;
2774        *alpha = 255;
2775    }
2776}
2777
2778SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
2779    SkXfermode::Mode resultMode;
2780    if (!SkXfermode::AsMode(mode, &resultMode)) {
2781        resultMode = SkXfermode::kSrcOver_Mode;
2782    }
2783    return resultMode;
2784}
2785
2786}; // namespace uirenderer
2787}; // namespace android
2788