OpenGLRenderer.cpp revision 7c450aaa3caac2a05fcb20a177483d0e92378426
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#define ALPHA_THRESHOLD 0
49
50#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
51
52///////////////////////////////////////////////////////////////////////////////
53// Globals
54///////////////////////////////////////////////////////////////////////////////
55
56/**
57 * Structure mapping Skia xfermodes to OpenGL blending factors.
58 */
59struct Blender {
60    SkXfermode::Mode mode;
61    GLenum src;
62    GLenum dst;
63}; // struct Blender
64
65// In this array, the index of each Blender equals the value of the first
66// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
67static const Blender gBlends[] = {
68    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
69    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
70    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
71    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
73    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
74    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
75    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
76    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
77    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
78    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
79    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
81    { SkXfermode::kMultiply_Mode, GL_ZERO,                GL_SRC_COLOR },
82    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
83};
84
85// This array contains the swapped version of each SkXfermode. For instance
86// this array's SrcOver blending mode is actually DstOver. You can refer to
87// createLayer() for more information on the purpose of this array.
88static const Blender gBlendsSwap[] = {
89    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
90    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
91    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
92    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
93    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
94    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
95    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
96    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
98    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
99    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
101    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
102    { SkXfermode::kMultiply_Mode, GL_DST_COLOR,           GL_ZERO },
103    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
104};
105
106///////////////////////////////////////////////////////////////////////////////
107// Constructors/destructor
108///////////////////////////////////////////////////////////////////////////////
109
110OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
111    mShader = NULL;
112    mColorFilter = NULL;
113    mHasShadow = false;
114    mHasDrawFilter = false;
115
116    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
117
118    mFirstSnapshot = new Snapshot;
119}
120
121OpenGLRenderer::~OpenGLRenderer() {
122    // The context has already been destroyed at this point, do not call
123    // GL APIs. All GL state should be kept in Caches.h
124}
125
126///////////////////////////////////////////////////////////////////////////////
127// Debug
128///////////////////////////////////////////////////////////////////////////////
129
130void OpenGLRenderer::startMark(const char* name) const {
131    mCaches.startMark(0, name);
132}
133
134void OpenGLRenderer::endMark() const {
135    mCaches.endMark();
136}
137
138///////////////////////////////////////////////////////////////////////////////
139// Setup
140///////////////////////////////////////////////////////////////////////////////
141
142bool OpenGLRenderer::isDeferred() {
143    return false;
144}
145
146void OpenGLRenderer::setViewport(int width, int height) {
147    initViewport(width, height);
148
149    glDisable(GL_DITHER);
150    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
151
152    glEnableVertexAttribArray(Program::kBindingPosition);
153}
154
155void OpenGLRenderer::initViewport(int width, int height) {
156    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
157
158    mWidth = width;
159    mHeight = height;
160
161    mFirstSnapshot->height = height;
162    mFirstSnapshot->viewport.set(0, 0, width, height);
163}
164
165int OpenGLRenderer::prepare(bool opaque) {
166    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
167}
168
169int OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
170    mCaches.clearGarbage();
171
172    mSnapshot = new Snapshot(mFirstSnapshot,
173            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
174    mSnapshot->fbo = getTargetFbo();
175    mSaveCount = 1;
176
177    mSnapshot->setClip(left, top, right, bottom);
178    mDirtyClip = opaque;
179
180    updateLayers();
181
182    // If we know that we are going to redraw the entire framebuffer,
183    // perform a discard to let the driver know we don't need to preserve
184    // the back buffer for this frame.
185    if (mCaches.extensions.hasDiscardFramebuffer() &&
186            left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
187        const GLenum attachments[] = { getTargetFbo() == 0 ? GL_COLOR_EXT : GL_COLOR_ATTACHMENT0 };
188        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
189    }
190
191    syncState();
192
193    mTilingSnapshot = mSnapshot;
194    startTiling(mTilingSnapshot, true);
195
196    debugOverdraw(true, true);
197
198    if (!opaque) {
199        mCaches.enableScissor();
200        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
201        glClear(GL_COLOR_BUFFER_BIT);
202        return DrawGlInfo::kStatusDrew;
203    } else {
204        mCaches.resetScissor();
205    }
206
207    return DrawGlInfo::kStatusDone;
208}
209
210void OpenGLRenderer::syncState() {
211    glViewport(0, 0, mWidth, mHeight);
212
213    if (mCaches.blend) {
214        glEnable(GL_BLEND);
215    } else {
216        glDisable(GL_BLEND);
217    }
218}
219
220void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
221    Rect* clip = mTilingSnapshot->clipRect;
222    if (s->flags & Snapshot::kFlagIsFboLayer) {
223        clip = s->clipRect;
224    }
225
226    mCaches.startTiling(clip->left, s->height - clip->bottom,
227            clip->right - clip->left, clip->bottom - clip->top, opaque);
228}
229
230void OpenGLRenderer::endTiling() {
231    mCaches.endTiling();
232}
233
234void OpenGLRenderer::finish() {
235    renderOverdraw();
236    endTiling();
237
238    if (!suppressErrorChecks()) {
239#if DEBUG_OPENGL
240        GLenum status = GL_NO_ERROR;
241        while ((status = glGetError()) != GL_NO_ERROR) {
242            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
243            switch (status) {
244                case GL_INVALID_ENUM:
245                    ALOGE("  GL_INVALID_ENUM");
246                    break;
247                case GL_INVALID_VALUE:
248                    ALOGE("  GL_INVALID_VALUE");
249                    break;
250                case GL_INVALID_OPERATION:
251                    ALOGE("  GL_INVALID_OPERATION");
252                    break;
253                case GL_OUT_OF_MEMORY:
254                    ALOGE("  Out of memory!");
255                    break;
256            }
257        }
258#endif
259
260#if DEBUG_MEMORY_USAGE
261        mCaches.dumpMemoryUsage();
262#else
263        if (mCaches.getDebugLevel() & kDebugMemory) {
264            mCaches.dumpMemoryUsage();
265        }
266#endif
267    }
268}
269
270void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
271    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
272        if (clear) {
273            mCaches.disableScissor();
274            mCaches.stencil.clear();
275        }
276        if (enable) {
277            mCaches.stencil.enableDebugWrite();
278        } else {
279            mCaches.stencil.disable();
280        }
281    }
282}
283
284void OpenGLRenderer::renderOverdraw() {
285    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
286        const Rect* clip = mTilingSnapshot->clipRect;
287
288        mCaches.enableScissor();
289        mCaches.setScissor(clip->left, mTilingSnapshot->height - clip->bottom,
290                clip->right - clip->left, clip->bottom - clip->top);
291
292        mCaches.stencil.enableDebugTest(2);
293        drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode);
294        mCaches.stencil.enableDebugTest(3);
295        drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode);
296        mCaches.stencil.enableDebugTest(4);
297        drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode);
298        mCaches.stencil.enableDebugTest(4, true);
299        drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode);
300        mCaches.stencil.disable();
301    }
302}
303
304void OpenGLRenderer::interrupt() {
305    if (mCaches.currentProgram) {
306        if (mCaches.currentProgram->isInUse()) {
307            mCaches.currentProgram->remove();
308            mCaches.currentProgram = NULL;
309        }
310    }
311    mCaches.unbindMeshBuffer();
312    mCaches.unbindIndicesBuffer();
313    mCaches.resetVertexPointers();
314    mCaches.disbaleTexCoordsVertexArray();
315    debugOverdraw(false, false);
316}
317
318void OpenGLRenderer::resume() {
319    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
320    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
321    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
322    debugOverdraw(true, false);
323
324    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
325
326    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
327    mCaches.enableScissor();
328    mCaches.resetScissor();
329    dirtyClip();
330
331    mCaches.activeTexture(0);
332
333    mCaches.blend = true;
334    glEnable(GL_BLEND);
335    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
336    glBlendEquation(GL_FUNC_ADD);
337}
338
339void OpenGLRenderer::resumeAfterLayer() {
340    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
341    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
342    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
343    debugOverdraw(true, false);
344
345    mCaches.resetScissor();
346    dirtyClip();
347}
348
349void OpenGLRenderer::detachFunctor(Functor* functor) {
350    mFunctors.remove(functor);
351}
352
353void OpenGLRenderer::attachFunctor(Functor* functor) {
354    mFunctors.add(functor);
355}
356
357status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
358    status_t result = DrawGlInfo::kStatusDone;
359    size_t count = mFunctors.size();
360
361    if (count > 0) {
362        SortedVector<Functor*> functors(mFunctors);
363        mFunctors.clear();
364
365        DrawGlInfo info;
366        info.clipLeft = 0;
367        info.clipTop = 0;
368        info.clipRight = 0;
369        info.clipBottom = 0;
370        info.isLayer = false;
371        info.width = 0;
372        info.height = 0;
373        memset(info.transform, 0, sizeof(float) * 16);
374
375        for (size_t i = 0; i < count; i++) {
376            Functor* f = functors.itemAt(i);
377            result |= (*f)(DrawGlInfo::kModeProcess, &info);
378
379            if (result & DrawGlInfo::kStatusDraw) {
380                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
381                dirty.unionWith(localDirty);
382            }
383
384            if (result & DrawGlInfo::kStatusInvoke) {
385                mFunctors.add(f);
386            }
387        }
388        // protect against functors binding to other buffers
389        mCaches.unbindMeshBuffer();
390        mCaches.unbindIndicesBuffer();
391        mCaches.activeTexture(0);
392    }
393
394    return result;
395}
396
397status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
398    interrupt();
399    detachFunctor(functor);
400
401    mCaches.enableScissor();
402    if (mDirtyClip) {
403        setScissorFromClip();
404    }
405
406    Rect clip(*mSnapshot->clipRect);
407    clip.snapToPixelBoundaries();
408
409    // Since we don't know what the functor will draw, let's dirty
410    // tne entire clip region
411    if (hasLayer()) {
412        dirtyLayerUnchecked(clip, getRegion());
413    }
414
415    DrawGlInfo info;
416    info.clipLeft = clip.left;
417    info.clipTop = clip.top;
418    info.clipRight = clip.right;
419    info.clipBottom = clip.bottom;
420    info.isLayer = hasLayer();
421    info.width = getSnapshot()->viewport.getWidth();
422    info.height = getSnapshot()->height;
423    getSnapshot()->transform->copyTo(&info.transform[0]);
424
425    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew;
426
427    if (result != DrawGlInfo::kStatusDone) {
428        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
429        dirty.unionWith(localDirty);
430
431        if (result & DrawGlInfo::kStatusInvoke) {
432            mFunctors.add(functor);
433        }
434    }
435
436    resume();
437    return result;
438}
439
440///////////////////////////////////////////////////////////////////////////////
441// Layers
442///////////////////////////////////////////////////////////////////////////////
443
444bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
445    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
446        OpenGLRenderer* renderer = layer->renderer;
447        Rect& dirty = layer->dirtyRect;
448
449        if (inFrame) {
450            endTiling();
451            debugOverdraw(false, false);
452        }
453
454        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
455        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
456        renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren);
457        renderer->finish();
458
459        if (inFrame) {
460            resumeAfterLayer();
461            startTiling(mSnapshot);
462        }
463
464        dirty.setEmpty();
465        layer->deferredUpdateScheduled = false;
466        layer->renderer = NULL;
467        layer->displayList = NULL;
468
469        return true;
470    }
471
472    return false;
473}
474
475void OpenGLRenderer::updateLayers() {
476    int count = mLayerUpdates.size();
477    if (count > 0) {
478        startMark("Layer Updates");
479
480        // Note: it is very important to update the layers in reverse order
481        for (int i = count - 1; i >= 0; i--) {
482            Layer* layer = mLayerUpdates.itemAt(i);
483            updateLayer(layer, false);
484            mCaches.resourceCache.decrementRefcount(layer);
485        }
486        mLayerUpdates.clear();
487
488        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
489        endMark();
490    }
491}
492
493void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
494    if (layer) {
495        mLayerUpdates.push_back(layer);
496        mCaches.resourceCache.incrementRefcount(layer);
497    }
498}
499
500void OpenGLRenderer::clearLayerUpdates() {
501    size_t count = mLayerUpdates.size();
502    if (count > 0) {
503        mCaches.resourceCache.lock();
504        for (size_t i = 0; i < count; i++) {
505            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
506        }
507        mCaches.resourceCache.unlock();
508        mLayerUpdates.clear();
509    }
510}
511
512///////////////////////////////////////////////////////////////////////////////
513// State management
514///////////////////////////////////////////////////////////////////////////////
515
516int OpenGLRenderer::getSaveCount() const {
517    return mSaveCount;
518}
519
520int OpenGLRenderer::save(int flags) {
521    return saveSnapshot(flags);
522}
523
524void OpenGLRenderer::restore() {
525    if (mSaveCount > 1) {
526        restoreSnapshot();
527    }
528}
529
530void OpenGLRenderer::restoreToCount(int saveCount) {
531    if (saveCount < 1) saveCount = 1;
532
533    while (mSaveCount > saveCount) {
534        restoreSnapshot();
535    }
536}
537
538int OpenGLRenderer::saveSnapshot(int flags) {
539    mSnapshot = new Snapshot(mSnapshot, flags);
540    return mSaveCount++;
541}
542
543bool OpenGLRenderer::restoreSnapshot() {
544    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
545    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
546    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
547
548    sp<Snapshot> current = mSnapshot;
549    sp<Snapshot> previous = mSnapshot->previous;
550
551    if (restoreOrtho) {
552        Rect& r = previous->viewport;
553        glViewport(r.left, r.top, r.right, r.bottom);
554        mOrthoMatrix.load(current->orthoMatrix);
555    }
556
557    mSaveCount--;
558    mSnapshot = previous;
559
560    if (restoreClip) {
561        dirtyClip();
562    }
563
564    if (restoreLayer) {
565        composeLayer(current, previous);
566    }
567
568    return restoreClip;
569}
570
571///////////////////////////////////////////////////////////////////////////////
572// Layers
573///////////////////////////////////////////////////////////////////////////////
574
575int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
576        SkPaint* p, int flags) {
577    const GLuint previousFbo = mSnapshot->fbo;
578    const int count = saveSnapshot(flags);
579
580    if (!mSnapshot->isIgnored()) {
581        int alpha = 255;
582        SkXfermode::Mode mode;
583
584        if (p) {
585            alpha = p->getAlpha();
586            if (!mCaches.extensions.hasFramebufferFetch()) {
587                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
588                if (!isMode) {
589                    // Assume SRC_OVER
590                    mode = SkXfermode::kSrcOver_Mode;
591                }
592            } else {
593                mode = getXfermode(p->getXfermode());
594            }
595        } else {
596            mode = SkXfermode::kSrcOver_Mode;
597        }
598
599        createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
600    }
601
602    return count;
603}
604
605int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
606        int alpha, int flags) {
607    if (alpha >= 255) {
608        return saveLayer(left, top, right, bottom, NULL, flags);
609    } else {
610        SkPaint paint;
611        paint.setAlpha(alpha);
612        return saveLayer(left, top, right, bottom, &paint, flags);
613    }
614}
615
616/**
617 * Layers are viewed by Skia are slightly different than layers in image editing
618 * programs (for instance.) When a layer is created, previously created layers
619 * and the frame buffer still receive every drawing command. For instance, if a
620 * layer is created and a shape intersecting the bounds of the layers and the
621 * framebuffer is draw, the shape will be drawn on both (unless the layer was
622 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
623 *
624 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
625 * texture. Unfortunately, this is inefficient as it requires every primitive to
626 * be drawn n + 1 times, where n is the number of active layers. In practice this
627 * means, for every primitive:
628 *   - Switch active frame buffer
629 *   - Change viewport, clip and projection matrix
630 *   - Issue the drawing
631 *
632 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
633 * To avoid this, layers are implemented in a different way here, at least in the
634 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
635 * is set. When this flag is set we can redirect all drawing operations into a
636 * single FBO.
637 *
638 * This implementation relies on the frame buffer being at least RGBA 8888. When
639 * a layer is created, only a texture is created, not an FBO. The content of the
640 * frame buffer contained within the layer's bounds is copied into this texture
641 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
642 * buffer and drawing continues as normal. This technique therefore treats the
643 * frame buffer as a scratch buffer for the layers.
644 *
645 * To compose the layers back onto the frame buffer, each layer texture
646 * (containing the original frame buffer data) is drawn as a simple quad over
647 * the frame buffer. The trick is that the quad is set as the composition
648 * destination in the blending equation, and the frame buffer becomes the source
649 * of the composition.
650 *
651 * Drawing layers with an alpha value requires an extra step before composition.
652 * An empty quad is drawn over the layer's region in the frame buffer. This quad
653 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
654 * quad is used to multiply the colors in the frame buffer. This is achieved by
655 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
656 * GL_ZERO, GL_SRC_ALPHA.
657 *
658 * Because glCopyTexImage2D() can be slow, an alternative implementation might
659 * be use to draw a single clipped layer. The implementation described above
660 * is correct in every case.
661 *
662 * (1) The frame buffer is actually not cleared right away. To allow the GPU
663 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
664 *     buffer is left untouched until the first drawing operation. Only when
665 *     something actually gets drawn are the layers regions cleared.
666 */
667bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
668        int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) {
669    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
670    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
671
672    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
673
674    // Window coordinates of the layer
675    Rect clip;
676    Rect bounds(left, top, right, bottom);
677    Rect untransformedBounds(bounds);
678    mSnapshot->transform->mapRect(bounds);
679
680    // Layers only make sense if they are in the framebuffer's bounds
681    if (bounds.intersect(*mSnapshot->clipRect)) {
682        // We cannot work with sub-pixels in this case
683        bounds.snapToPixelBoundaries();
684
685        // When the layer is not an FBO, we may use glCopyTexImage so we
686        // need to make sure the layer does not extend outside the bounds
687        // of the framebuffer
688        if (!bounds.intersect(mSnapshot->previous->viewport)) {
689            bounds.setEmpty();
690        } else if (fboLayer) {
691            clip.set(bounds);
692            mat4 inverse;
693            inverse.loadInverse(*mSnapshot->transform);
694            inverse.mapRect(clip);
695            clip.snapToPixelBoundaries();
696            if (clip.intersect(untransformedBounds)) {
697                clip.translate(-left, -top);
698                bounds.set(untransformedBounds);
699            } else {
700                clip.setEmpty();
701            }
702        }
703    } else {
704        bounds.setEmpty();
705    }
706
707    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
708            bounds.getHeight() > mCaches.maxTextureSize ||
709            (fboLayer && clip.isEmpty())) {
710        mSnapshot->empty = fboLayer;
711    } else {
712        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
713    }
714
715    // Bail out if we won't draw in this snapshot
716    if (mSnapshot->invisible || mSnapshot->empty) {
717        return false;
718    }
719
720    mCaches.activeTexture(0);
721    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
722    if (!layer) {
723        return false;
724    }
725
726    layer->setAlpha(alpha, mode);
727    layer->layer.set(bounds);
728    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
729            bounds.getWidth() / float(layer->getWidth()), 0.0f);
730    layer->setColorFilter(mColorFilter);
731    layer->setBlend(true);
732
733    // Save the layer in the snapshot
734    mSnapshot->flags |= Snapshot::kFlagIsLayer;
735    mSnapshot->layer = layer;
736
737    if (fboLayer) {
738        return createFboLayer(layer, bounds, clip, previousFbo);
739    } else {
740        // Copy the framebuffer into the layer
741        layer->bindTexture();
742        if (!bounds.isEmpty()) {
743            if (layer->isEmpty()) {
744                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
745                        bounds.left, mSnapshot->height - bounds.bottom,
746                        layer->getWidth(), layer->getHeight(), 0);
747                layer->setEmpty(false);
748            } else {
749                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
750                        mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
751            }
752
753            // Enqueue the buffer coordinates to clear the corresponding region later
754            mLayers.push(new Rect(bounds));
755        }
756    }
757
758    return true;
759}
760
761bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
762    layer->setFbo(mCaches.fboCache.get());
763
764    mSnapshot->region = &mSnapshot->layer->region;
765    mSnapshot->flags |= Snapshot::kFlagFboTarget;
766
767    mSnapshot->flags |= Snapshot::kFlagIsFboLayer;
768    mSnapshot->fbo = layer->getFbo();
769    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
770    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
771    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
772    mSnapshot->height = bounds.getHeight();
773    mSnapshot->flags |= Snapshot::kFlagDirtyOrtho;
774    mSnapshot->orthoMatrix.load(mOrthoMatrix);
775
776    endTiling();
777    debugOverdraw(false, false);
778    // Bind texture to FBO
779    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
780    layer->bindTexture();
781
782    // Initialize the texture if needed
783    if (layer->isEmpty()) {
784        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
785        layer->setEmpty(false);
786    }
787
788    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
789            layer->getTexture(), 0);
790
791    startTiling(mSnapshot);
792
793    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
794    mCaches.enableScissor();
795    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
796            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
797    glClear(GL_COLOR_BUFFER_BIT);
798
799    dirtyClip();
800
801    // Change the ortho projection
802    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
803    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
804
805    return true;
806}
807
808/**
809 * Read the documentation of createLayer() before doing anything in this method.
810 */
811void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
812    if (!current->layer) {
813        ALOGE("Attempting to compose a layer that does not exist");
814        return;
815    }
816
817    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
818
819    if (fboLayer) {
820        endTiling();
821
822        // Detach the texture from the FBO
823        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
824        // Unbind current FBO and restore previous one
825        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
826        debugOverdraw(true, false);
827
828        startTiling(previous);
829    }
830
831    Layer* layer = current->layer;
832    const Rect& rect = layer->layer;
833
834    if (!fboLayer && layer->getAlpha() < 255) {
835        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
836                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
837        // Required below, composeLayerRect() will divide by 255
838        layer->setAlpha(255);
839    }
840
841    mCaches.unbindMeshBuffer();
842
843    mCaches.activeTexture(0);
844
845    // When the layer is stored in an FBO, we can save a bit of fillrate by
846    // drawing only the dirty region
847    if (fboLayer) {
848        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
849        if (layer->getColorFilter()) {
850            setupColorFilter(layer->getColorFilter());
851        }
852        composeLayerRegion(layer, rect);
853        if (layer->getColorFilter()) {
854            resetColorFilter();
855        }
856    } else if (!rect.isEmpty()) {
857        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
858        composeLayerRect(layer, rect, true);
859    }
860
861    if (fboLayer) {
862        // Note: No need to use glDiscardFramebufferEXT() since we never
863        //       create/compose layers that are not on screen with this
864        //       code path
865        // See LayerRenderer::destroyLayer(Layer*)
866
867        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
868        mCaches.fboCache.put(current->fbo);
869        layer->setFbo(0);
870    }
871
872    dirtyClip();
873
874    // Failing to add the layer to the cache should happen only if the layer is too large
875    if (!mCaches.layerCache.put(layer)) {
876        LAYER_LOGD("Deleting layer");
877        Caches::getInstance().resourceCache.decrementRefcount(layer);
878    }
879}
880
881void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
882    float alpha = layer->getAlpha() / 255.0f;
883
884    mat4& transform = layer->getTransform();
885    if (!transform.isIdentity()) {
886        save(0);
887        mSnapshot->transform->multiply(transform);
888    }
889
890    setupDraw();
891    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
892        setupDrawWithTexture();
893    } else {
894        setupDrawWithExternalTexture();
895    }
896    setupDrawTextureTransform();
897    setupDrawColor(alpha, alpha, alpha, alpha);
898    setupDrawColorFilter();
899    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
900    setupDrawProgram();
901    setupDrawPureColorUniforms();
902    setupDrawColorFilterUniforms();
903    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
904        setupDrawTexture(layer->getTexture());
905    } else {
906        setupDrawExternalTexture(layer->getTexture());
907    }
908    if (mSnapshot->transform->isPureTranslate() &&
909            layer->getWidth() == (uint32_t) rect.getWidth() &&
910            layer->getHeight() == (uint32_t) rect.getHeight()) {
911        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
912        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
913
914        layer->setFilter(GL_NEAREST);
915        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
916    } else {
917        layer->setFilter(GL_LINEAR);
918        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
919    }
920    setupDrawTextureTransformUniforms(layer->getTexTransform());
921    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
922
923    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
924
925    finishDrawTexture();
926
927    if (!transform.isIdentity()) {
928        restore();
929    }
930}
931
932void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
933    if (!layer->isTextureLayer()) {
934        const Rect& texCoords = layer->texCoords;
935        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
936                texCoords.right, texCoords.bottom);
937
938        float x = rect.left;
939        float y = rect.top;
940        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
941                layer->getWidth() == (uint32_t) rect.getWidth() &&
942                layer->getHeight() == (uint32_t) rect.getHeight();
943
944        if (simpleTransform) {
945            // When we're swapping, the layer is already in screen coordinates
946            if (!swap) {
947                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
948                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
949            }
950
951            layer->setFilter(GL_NEAREST, true);
952        } else {
953            layer->setFilter(GL_LINEAR, true);
954        }
955
956        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
957                layer->getTexture(), layer->getAlpha() / 255.0f,
958                layer->getMode(), layer->isBlend(),
959                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
960                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
961
962        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
963    } else {
964        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
965        drawTextureLayer(layer, rect);
966        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
967    }
968}
969
970void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
971    if (layer->region.isRect()) {
972        layer->setRegionAsRect();
973
974        composeLayerRect(layer, layer->regionRect);
975
976        layer->region.clear();
977        return;
978    }
979
980    // TODO: See LayerRenderer.cpp::generateMesh() for important
981    //       information about this implementation
982    if (CC_LIKELY(!layer->region.isEmpty())) {
983        size_t count;
984        const android::Rect* rects = layer->region.getArray(&count);
985
986        const float alpha = layer->getAlpha() / 255.0f;
987        const float texX = 1.0f / float(layer->getWidth());
988        const float texY = 1.0f / float(layer->getHeight());
989        const float height = rect.getHeight();
990
991        TextureVertex* mesh = mCaches.getRegionMesh();
992        GLsizei numQuads = 0;
993
994        setupDraw();
995        setupDrawWithTexture();
996        setupDrawColor(alpha, alpha, alpha, alpha);
997        setupDrawColorFilter();
998        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
999        setupDrawProgram();
1000        setupDrawDirtyRegionsDisabled();
1001        setupDrawPureColorUniforms();
1002        setupDrawColorFilterUniforms();
1003        setupDrawTexture(layer->getTexture());
1004        if (mSnapshot->transform->isPureTranslate()) {
1005            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
1006            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
1007
1008            layer->setFilter(GL_NEAREST);
1009            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1010        } else {
1011            layer->setFilter(GL_LINEAR);
1012            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1013        }
1014        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1015
1016        for (size_t i = 0; i < count; i++) {
1017            const android::Rect* r = &rects[i];
1018
1019            const float u1 = r->left * texX;
1020            const float v1 = (height - r->top) * texY;
1021            const float u2 = r->right * texX;
1022            const float v2 = (height - r->bottom) * texY;
1023
1024            // TODO: Reject quads outside of the clip
1025            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1026            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1027            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1028            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1029
1030            numQuads++;
1031
1032            if (numQuads >= REGION_MESH_QUAD_COUNT) {
1033                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1034                numQuads = 0;
1035                mesh = mCaches.getRegionMesh();
1036            }
1037        }
1038
1039        if (numQuads > 0) {
1040            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1041        }
1042
1043        finishDrawTexture();
1044
1045#if DEBUG_LAYERS_AS_REGIONS
1046        drawRegionRects(layer->region);
1047#endif
1048
1049        layer->region.clear();
1050    }
1051}
1052
1053void OpenGLRenderer::drawRegionRects(const Region& region) {
1054#if DEBUG_LAYERS_AS_REGIONS
1055    size_t count;
1056    const android::Rect* rects = region.getArray(&count);
1057
1058    uint32_t colors[] = {
1059            0x7fff0000, 0x7f00ff00,
1060            0x7f0000ff, 0x7fff00ff,
1061    };
1062
1063    int offset = 0;
1064    int32_t top = rects[0].top;
1065
1066    for (size_t i = 0; i < count; i++) {
1067        if (top != rects[i].top) {
1068            offset ^= 0x2;
1069            top = rects[i].top;
1070        }
1071
1072        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1073        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1074                SkXfermode::kSrcOver_Mode);
1075    }
1076#endif
1077}
1078
1079void OpenGLRenderer::dirtyLayer(const float left, const float top,
1080        const float right, const float bottom, const mat4 transform) {
1081    if (hasLayer()) {
1082        Rect bounds(left, top, right, bottom);
1083        transform.mapRect(bounds);
1084        dirtyLayerUnchecked(bounds, getRegion());
1085    }
1086}
1087
1088void OpenGLRenderer::dirtyLayer(const float left, const float top,
1089        const float right, const float bottom) {
1090    if (hasLayer()) {
1091        Rect bounds(left, top, right, bottom);
1092        dirtyLayerUnchecked(bounds, getRegion());
1093    }
1094}
1095
1096void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1097    if (bounds.intersect(*mSnapshot->clipRect)) {
1098        bounds.snapToPixelBoundaries();
1099        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1100        if (!dirty.isEmpty()) {
1101            region->orSelf(dirty);
1102        }
1103    }
1104}
1105
1106void OpenGLRenderer::clearLayerRegions() {
1107    const size_t count = mLayers.size();
1108    if (count == 0) return;
1109
1110    if (!mSnapshot->isIgnored()) {
1111        // Doing several glScissor/glClear here can negatively impact
1112        // GPUs with a tiler architecture, instead we draw quads with
1113        // the Clear blending mode
1114
1115        // The list contains bounds that have already been clipped
1116        // against their initial clip rect, and the current clip
1117        // is likely different so we need to disable clipping here
1118        bool scissorChanged = mCaches.disableScissor();
1119
1120        Vertex mesh[count * 6];
1121        Vertex* vertex = mesh;
1122
1123        for (uint32_t i = 0; i < count; i++) {
1124            Rect* bounds = mLayers.itemAt(i);
1125
1126            Vertex::set(vertex++, bounds->left, bounds->bottom);
1127            Vertex::set(vertex++, bounds->left, bounds->top);
1128            Vertex::set(vertex++, bounds->right, bounds->top);
1129            Vertex::set(vertex++, bounds->left, bounds->bottom);
1130            Vertex::set(vertex++, bounds->right, bounds->top);
1131            Vertex::set(vertex++, bounds->right, bounds->bottom);
1132
1133            delete bounds;
1134        }
1135
1136        setupDraw(false);
1137        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1138        setupDrawBlending(true, SkXfermode::kClear_Mode);
1139        setupDrawProgram();
1140        setupDrawPureColorUniforms();
1141        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1142        setupDrawVertices(&mesh[0].position[0]);
1143
1144        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1145
1146        if (scissorChanged) mCaches.enableScissor();
1147    } else {
1148        for (uint32_t i = 0; i < count; i++) {
1149            delete mLayers.itemAt(i);
1150        }
1151    }
1152
1153    mLayers.clear();
1154}
1155
1156///////////////////////////////////////////////////////////////////////////////
1157// Transforms
1158///////////////////////////////////////////////////////////////////////////////
1159
1160void OpenGLRenderer::translate(float dx, float dy) {
1161    mSnapshot->transform->translate(dx, dy, 0.0f);
1162}
1163
1164void OpenGLRenderer::rotate(float degrees) {
1165    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
1166}
1167
1168void OpenGLRenderer::scale(float sx, float sy) {
1169    mSnapshot->transform->scale(sx, sy, 1.0f);
1170}
1171
1172void OpenGLRenderer::skew(float sx, float sy) {
1173    mSnapshot->transform->skew(sx, sy);
1174}
1175
1176void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1177    if (matrix) {
1178        mSnapshot->transform->load(*matrix);
1179    } else {
1180        mSnapshot->transform->loadIdentity();
1181    }
1182}
1183
1184void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1185    mSnapshot->transform->copyTo(*matrix);
1186}
1187
1188void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1189    SkMatrix transform;
1190    mSnapshot->transform->copyTo(transform);
1191    transform.preConcat(*matrix);
1192    mSnapshot->transform->load(transform);
1193}
1194
1195///////////////////////////////////////////////////////////////////////////////
1196// Clipping
1197///////////////////////////////////////////////////////////////////////////////
1198
1199void OpenGLRenderer::setScissorFromClip() {
1200    Rect clip(*mSnapshot->clipRect);
1201    clip.snapToPixelBoundaries();
1202
1203    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1204            clip.getWidth(), clip.getHeight())) {
1205        mDirtyClip = false;
1206    }
1207}
1208
1209const Rect& OpenGLRenderer::getClipBounds() {
1210    return mSnapshot->getLocalClip();
1211}
1212
1213bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) {
1214    if (mSnapshot->isIgnored()) {
1215        return true;
1216    }
1217
1218    Rect r(left, top, right, bottom);
1219    mSnapshot->transform->mapRect(r);
1220    r.snapToPixelBoundaries();
1221
1222    Rect clipRect(*mSnapshot->clipRect);
1223    clipRect.snapToPixelBoundaries();
1224
1225    return !clipRect.intersects(r);
1226}
1227
1228bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1229        Rect& transformed, Rect& clip) {
1230    if (mSnapshot->isIgnored()) {
1231        return true;
1232    }
1233
1234    transformed.set(left, top, right, bottom);
1235    mSnapshot->transform->mapRect(transformed);
1236    transformed.snapToPixelBoundaries();
1237
1238    clip.set(*mSnapshot->clipRect);
1239    clip.snapToPixelBoundaries();
1240
1241    return !clip.intersects(transformed);
1242}
1243
1244bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1245    if (mSnapshot->isIgnored()) {
1246        return true;
1247    }
1248
1249    Rect r(left, top, right, bottom);
1250    mSnapshot->transform->mapRect(r);
1251    r.snapToPixelBoundaries();
1252
1253    Rect clipRect(*mSnapshot->clipRect);
1254    clipRect.snapToPixelBoundaries();
1255
1256    bool rejected = !clipRect.intersects(r);
1257    if (!isDeferred() && !rejected) {
1258        mCaches.setScissorEnabled(!clipRect.contains(r));
1259    }
1260
1261    return rejected;
1262}
1263
1264bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1265    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1266    if (clipped) {
1267        dirtyClip();
1268    }
1269    return !mSnapshot->clipRect->isEmpty();
1270}
1271
1272Rect* OpenGLRenderer::getClipRect() {
1273    return mSnapshot->clipRect;
1274}
1275
1276///////////////////////////////////////////////////////////////////////////////
1277// Drawing commands
1278///////////////////////////////////////////////////////////////////////////////
1279
1280void OpenGLRenderer::setupDraw(bool clear) {
1281    // TODO: It would be best if we could do this before quickReject()
1282    //       changes the scissor test state
1283    if (clear) clearLayerRegions();
1284    if (mDirtyClip) {
1285        setScissorFromClip();
1286    }
1287    mDescription.reset();
1288    mSetShaderColor = false;
1289    mColorSet = false;
1290    mColorA = mColorR = mColorG = mColorB = 0.0f;
1291    mTextureUnit = 0;
1292    mTrackDirtyRegions = true;
1293}
1294
1295void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1296    mDescription.hasTexture = true;
1297    mDescription.hasAlpha8Texture = isAlpha8;
1298}
1299
1300void OpenGLRenderer::setupDrawWithExternalTexture() {
1301    mDescription.hasExternalTexture = true;
1302}
1303
1304void OpenGLRenderer::setupDrawNoTexture() {
1305    mCaches.disbaleTexCoordsVertexArray();
1306}
1307
1308void OpenGLRenderer::setupDrawAALine() {
1309    mDescription.isAA = true;
1310}
1311
1312void OpenGLRenderer::setupDrawAARect() {
1313    mDescription.isAARect = true;
1314}
1315
1316void OpenGLRenderer::setupDrawPoint(float pointSize) {
1317    mDescription.isPoint = true;
1318    mDescription.pointSize = pointSize;
1319}
1320
1321void OpenGLRenderer::setupDrawColor(int color) {
1322    setupDrawColor(color, (color >> 24) & 0xFF);
1323}
1324
1325void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1326    mColorA = alpha / 255.0f;
1327    // Second divide of a by 255 is an optimization, allowing us to simply multiply
1328    // the rgb values by a instead of also dividing by 255
1329    const float a = mColorA / 255.0f;
1330    mColorR = a * ((color >> 16) & 0xFF);
1331    mColorG = a * ((color >>  8) & 0xFF);
1332    mColorB = a * ((color      ) & 0xFF);
1333    mColorSet = true;
1334    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1335}
1336
1337void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1338    mColorA = alpha / 255.0f;
1339    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1340    // the rgb values by a instead of also dividing by 255
1341    const float a = mColorA / 255.0f;
1342    mColorR = a * ((color >> 16) & 0xFF);
1343    mColorG = a * ((color >>  8) & 0xFF);
1344    mColorB = a * ((color      ) & 0xFF);
1345    mColorSet = true;
1346    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1347}
1348
1349void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1350    mCaches.fontRenderer->describe(mDescription, paint);
1351}
1352
1353void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1354    mColorA = a;
1355    mColorR = r;
1356    mColorG = g;
1357    mColorB = b;
1358    mColorSet = true;
1359    mSetShaderColor = mDescription.setColor(r, g, b, a);
1360}
1361
1362void OpenGLRenderer::setupDrawShader() {
1363    if (mShader) {
1364        mShader->describe(mDescription, mCaches.extensions);
1365    }
1366}
1367
1368void OpenGLRenderer::setupDrawColorFilter() {
1369    if (mColorFilter) {
1370        mColorFilter->describe(mDescription, mCaches.extensions);
1371    }
1372}
1373
1374void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1375    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1376        mColorA = 1.0f;
1377        mColorR = mColorG = mColorB = 0.0f;
1378        mSetShaderColor = mDescription.modulate = true;
1379    }
1380}
1381
1382void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1383    // When the blending mode is kClear_Mode, we need to use a modulate color
1384    // argb=1,0,0,0
1385    accountForClear(mode);
1386    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1387            mDescription, swapSrcDst);
1388}
1389
1390void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1391    // When the blending mode is kClear_Mode, we need to use a modulate color
1392    // argb=1,0,0,0
1393    accountForClear(mode);
1394    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1395            mDescription, swapSrcDst);
1396}
1397
1398void OpenGLRenderer::setupDrawProgram() {
1399    useProgram(mCaches.programCache.get(mDescription));
1400}
1401
1402void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1403    mTrackDirtyRegions = false;
1404}
1405
1406void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1407        bool ignoreTransform) {
1408    mModelView.loadTranslate(left, top, 0.0f);
1409    if (!ignoreTransform) {
1410        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1411        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1412    } else {
1413        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1414        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1415    }
1416}
1417
1418void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1419    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1420}
1421
1422void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1423        bool ignoreTransform, bool ignoreModelView) {
1424    if (!ignoreModelView) {
1425        mModelView.loadTranslate(left, top, 0.0f);
1426        mModelView.scale(right - left, bottom - top, 1.0f);
1427    } else {
1428        mModelView.loadIdentity();
1429    }
1430    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1431    if (!ignoreTransform) {
1432        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1433        if (mTrackDirtyRegions && dirty) {
1434            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1435        }
1436    } else {
1437        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1438        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1439    }
1440}
1441
1442void OpenGLRenderer::setupDrawPointUniforms() {
1443    int slot = mCaches.currentProgram->getUniform("pointSize");
1444    glUniform1f(slot, mDescription.pointSize);
1445}
1446
1447void OpenGLRenderer::setupDrawColorUniforms() {
1448    if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) {
1449        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1450    }
1451}
1452
1453void OpenGLRenderer::setupDrawPureColorUniforms() {
1454    if (mSetShaderColor) {
1455        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1456    }
1457}
1458
1459void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1460    if (mShader) {
1461        if (ignoreTransform) {
1462            mModelView.loadInverse(*mSnapshot->transform);
1463        }
1464        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1465    }
1466}
1467
1468void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1469    if (mShader) {
1470        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1471    }
1472}
1473
1474void OpenGLRenderer::setupDrawColorFilterUniforms() {
1475    if (mColorFilter) {
1476        mColorFilter->setupProgram(mCaches.currentProgram);
1477    }
1478}
1479
1480void OpenGLRenderer::setupDrawTextGammaUniforms() {
1481    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1482}
1483
1484void OpenGLRenderer::setupDrawSimpleMesh() {
1485    bool force = mCaches.bindMeshBuffer();
1486    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0);
1487    mCaches.unbindIndicesBuffer();
1488}
1489
1490void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1491    bindTexture(texture);
1492    mTextureUnit++;
1493    mCaches.enableTexCoordsVertexArray();
1494}
1495
1496void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1497    bindExternalTexture(texture);
1498    mTextureUnit++;
1499    mCaches.enableTexCoordsVertexArray();
1500}
1501
1502void OpenGLRenderer::setupDrawTextureTransform() {
1503    mDescription.hasTextureTransform = true;
1504}
1505
1506void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1507    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1508            GL_FALSE, &transform.data[0]);
1509}
1510
1511void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1512    bool force = false;
1513    if (!vertices) {
1514        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1515    } else {
1516        force = mCaches.unbindMeshBuffer();
1517    }
1518
1519    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1520    if (mCaches.currentProgram->texCoords >= 0) {
1521        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1522    }
1523
1524    mCaches.unbindIndicesBuffer();
1525}
1526
1527void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1528    bool force = mCaches.unbindMeshBuffer();
1529    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1530    if (mCaches.currentProgram->texCoords >= 0) {
1531        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1532    }
1533}
1534
1535void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1536    bool force = mCaches.unbindMeshBuffer();
1537    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1538            vertices, gVertexStride);
1539    mCaches.unbindIndicesBuffer();
1540}
1541
1542/**
1543 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1544 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1545 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1546 * attributes (one per vertex) are values from zero to one that tells the fragment
1547 * shader where the fragment is in relation to the line width/length overall; these values are
1548 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1549 * region of the line.
1550 * Note that we only pass down the width values in this setup function. The length coordinates
1551 * are set up for each individual segment.
1552 */
1553void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1554        GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) {
1555    bool force = mCaches.unbindMeshBuffer();
1556    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1557            vertices, gAAVertexStride);
1558    mCaches.resetTexCoordsVertexPointer();
1559    mCaches.unbindIndicesBuffer();
1560
1561    widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1562    glEnableVertexAttribArray(widthSlot);
1563    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1564
1565    lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1566    glEnableVertexAttribArray(lengthSlot);
1567    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1568
1569    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1570    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1571}
1572
1573void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) {
1574    glDisableVertexAttribArray(widthSlot);
1575    glDisableVertexAttribArray(lengthSlot);
1576}
1577
1578void OpenGLRenderer::finishDrawTexture() {
1579}
1580
1581///////////////////////////////////////////////////////////////////////////////
1582// Drawing
1583///////////////////////////////////////////////////////////////////////////////
1584
1585status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList,
1586        Rect& dirty, int32_t flags, uint32_t level) {
1587
1588    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1589    // will be performed by the display list itself
1590    if (displayList && displayList->isRenderable()) {
1591        return displayList->replay(*this, dirty, flags, level);
1592    }
1593
1594    return DrawGlInfo::kStatusDone;
1595}
1596
1597void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1598    if (displayList) {
1599        displayList->output(*this, level);
1600    }
1601}
1602
1603void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1604    int alpha;
1605    SkXfermode::Mode mode;
1606    getAlphaAndMode(paint, &alpha, &mode);
1607
1608    float x = left;
1609    float y = top;
1610
1611    GLenum filter = GL_LINEAR;
1612    bool ignoreTransform = false;
1613    if (mSnapshot->transform->isPureTranslate()) {
1614        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1615        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1616        ignoreTransform = true;
1617        filter = GL_NEAREST;
1618    } else {
1619        filter = FILTER(paint);
1620    }
1621
1622    setupDraw();
1623    setupDrawWithTexture(true);
1624    if (paint) {
1625        setupDrawAlpha8Color(paint->getColor(), alpha);
1626    }
1627    setupDrawColorFilter();
1628    setupDrawShader();
1629    setupDrawBlending(true, mode);
1630    setupDrawProgram();
1631    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1632
1633    setupDrawTexture(texture->id);
1634    texture->setWrap(GL_CLAMP_TO_EDGE);
1635    texture->setFilter(filter);
1636
1637    setupDrawPureColorUniforms();
1638    setupDrawColorFilterUniforms();
1639    setupDrawShaderUniforms();
1640    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1641
1642    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1643
1644    finishDrawTexture();
1645}
1646
1647status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1648    const float right = left + bitmap->width();
1649    const float bottom = top + bitmap->height();
1650
1651    if (quickReject(left, top, right, bottom)) {
1652        return DrawGlInfo::kStatusDone;
1653    }
1654
1655    mCaches.activeTexture(0);
1656    Texture* texture = mCaches.textureCache.get(bitmap);
1657    if (!texture) return DrawGlInfo::kStatusDone;
1658    const AutoTexture autoCleanup(texture);
1659
1660    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1661        drawAlphaBitmap(texture, left, top, paint);
1662    } else {
1663        drawTextureRect(left, top, right, bottom, texture, paint);
1664    }
1665
1666    return DrawGlInfo::kStatusDrew;
1667}
1668
1669status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1670    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1671    const mat4 transform(*matrix);
1672    transform.mapRect(r);
1673
1674    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1675        return DrawGlInfo::kStatusDone;
1676    }
1677
1678    mCaches.activeTexture(0);
1679    Texture* texture = mCaches.textureCache.get(bitmap);
1680    if (!texture) return DrawGlInfo::kStatusDone;
1681    const AutoTexture autoCleanup(texture);
1682
1683    // This could be done in a cheaper way, all we need is pass the matrix
1684    // to the vertex shader. The save/restore is a bit overkill.
1685    save(SkCanvas::kMatrix_SaveFlag);
1686    concatMatrix(matrix);
1687    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1688    restore();
1689
1690    return DrawGlInfo::kStatusDrew;
1691}
1692
1693status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1694    const float right = left + bitmap->width();
1695    const float bottom = top + bitmap->height();
1696
1697    if (quickReject(left, top, right, bottom)) {
1698        return DrawGlInfo::kStatusDone;
1699    }
1700
1701    mCaches.activeTexture(0);
1702    Texture* texture = mCaches.textureCache.getTransient(bitmap);
1703    const AutoTexture autoCleanup(texture);
1704
1705    drawTextureRect(left, top, right, bottom, texture, paint);
1706
1707    return DrawGlInfo::kStatusDrew;
1708}
1709
1710status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1711        float* vertices, int* colors, SkPaint* paint) {
1712    // TODO: Do a quickReject
1713    if (!vertices || mSnapshot->isIgnored()) {
1714        return DrawGlInfo::kStatusDone;
1715    }
1716
1717    mCaches.activeTexture(0);
1718    Texture* texture = mCaches.textureCache.get(bitmap);
1719    if (!texture) return DrawGlInfo::kStatusDone;
1720    const AutoTexture autoCleanup(texture);
1721
1722    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1723    texture->setFilter(FILTER(paint), true);
1724
1725    int alpha;
1726    SkXfermode::Mode mode;
1727    getAlphaAndMode(paint, &alpha, &mode);
1728
1729    const uint32_t count = meshWidth * meshHeight * 6;
1730
1731    float left = FLT_MAX;
1732    float top = FLT_MAX;
1733    float right = FLT_MIN;
1734    float bottom = FLT_MIN;
1735
1736    const bool hasActiveLayer = hasLayer();
1737
1738    // TODO: Support the colors array
1739    TextureVertex mesh[count];
1740    TextureVertex* vertex = mesh;
1741    for (int32_t y = 0; y < meshHeight; y++) {
1742        for (int32_t x = 0; x < meshWidth; x++) {
1743            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1744
1745            float u1 = float(x) / meshWidth;
1746            float u2 = float(x + 1) / meshWidth;
1747            float v1 = float(y) / meshHeight;
1748            float v2 = float(y + 1) / meshHeight;
1749
1750            int ax = i + (meshWidth + 1) * 2;
1751            int ay = ax + 1;
1752            int bx = i;
1753            int by = bx + 1;
1754            int cx = i + 2;
1755            int cy = cx + 1;
1756            int dx = i + (meshWidth + 1) * 2 + 2;
1757            int dy = dx + 1;
1758
1759            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1760            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1761            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1762
1763            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1764            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1765            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1766
1767            if (hasActiveLayer) {
1768                // TODO: This could be optimized to avoid unnecessary ops
1769                left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1770                top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1771                right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1772                bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1773            }
1774        }
1775    }
1776
1777    if (hasActiveLayer) {
1778        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1779    }
1780
1781    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1782            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1783            GL_TRIANGLES, count, false, false, 0, false, false);
1784
1785    return DrawGlInfo::kStatusDrew;
1786}
1787
1788status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1789         float srcLeft, float srcTop, float srcRight, float srcBottom,
1790         float dstLeft, float dstTop, float dstRight, float dstBottom,
1791         SkPaint* paint) {
1792    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1793        return DrawGlInfo::kStatusDone;
1794    }
1795
1796    mCaches.activeTexture(0);
1797    Texture* texture = mCaches.textureCache.get(bitmap);
1798    if (!texture) return DrawGlInfo::kStatusDone;
1799    const AutoTexture autoCleanup(texture);
1800
1801    const float width = texture->width;
1802    const float height = texture->height;
1803
1804    const float u1 = fmax(0.0f, srcLeft / width);
1805    const float v1 = fmax(0.0f, srcTop / height);
1806    const float u2 = fmin(1.0f, srcRight / width);
1807    const float v2 = fmin(1.0f, srcBottom / height);
1808
1809    mCaches.unbindMeshBuffer();
1810    resetDrawTextureTexCoords(u1, v1, u2, v2);
1811
1812    int alpha;
1813    SkXfermode::Mode mode;
1814    getAlphaAndMode(paint, &alpha, &mode);
1815
1816    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1817
1818    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
1819        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1820        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1821
1822        GLenum filter = GL_NEAREST;
1823        // Enable linear filtering if the source rectangle is scaled
1824        if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
1825            filter = FILTER(paint);
1826        }
1827
1828        texture->setFilter(filter, true);
1829        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1830                texture->id, alpha / 255.0f, mode, texture->blend,
1831                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1832                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1833    } else {
1834        texture->setFilter(FILTER(paint), true);
1835        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1836                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1837                GL_TRIANGLE_STRIP, gMeshCount);
1838    }
1839
1840    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1841
1842    return DrawGlInfo::kStatusDrew;
1843}
1844
1845status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1846        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1847        float left, float top, float right, float bottom, SkPaint* paint) {
1848    int alpha;
1849    SkXfermode::Mode mode;
1850    getAlphaAndModeDirect(paint, &alpha, &mode);
1851
1852    return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors,
1853            left, top, right, bottom, alpha, mode);
1854}
1855
1856status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1857        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1858        float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) {
1859    if (quickReject(left, top, right, bottom)) {
1860        return DrawGlInfo::kStatusDone;
1861    }
1862
1863    alpha *= mSnapshot->alpha;
1864
1865    mCaches.activeTexture(0);
1866    Texture* texture = mCaches.textureCache.get(bitmap);
1867    if (!texture) return DrawGlInfo::kStatusDone;
1868    const AutoTexture autoCleanup(texture);
1869    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1870    texture->setFilter(GL_LINEAR, true);
1871
1872    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1873            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1874
1875    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
1876        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1877        // Mark the current layer dirty where we are going to draw the patch
1878        if (hasLayer() && mesh->hasEmptyQuads) {
1879            const float offsetX = left + mSnapshot->transform->getTranslateX();
1880            const float offsetY = top + mSnapshot->transform->getTranslateY();
1881            const size_t count = mesh->quads.size();
1882            for (size_t i = 0; i < count; i++) {
1883                const Rect& bounds = mesh->quads.itemAt(i);
1884                if (CC_LIKELY(pureTranslate)) {
1885                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1886                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1887                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1888                } else {
1889                    dirtyLayer(left + bounds.left, top + bounds.top,
1890                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1891                }
1892            }
1893        }
1894
1895        if (CC_LIKELY(pureTranslate)) {
1896            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1897            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1898
1899            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1900                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1901                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1902                    true, !mesh->hasEmptyQuads);
1903        } else {
1904            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1905                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1906                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1907                    true, !mesh->hasEmptyQuads);
1908        }
1909    }
1910
1911    return DrawGlInfo::kStatusDrew;
1912}
1913
1914/**
1915 * This function uses a similar approach to that of AA lines in the drawLines() function.
1916 * We expand the rectangle by a half pixel in screen space on all sides. However, instead of using
1917 * a fragment shader to compute the translucency of the color from its position, we simply use a
1918 * varying parameter to define how far a given pixel is into the region.
1919 */
1920void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
1921        int color, SkXfermode::Mode mode) {
1922    float inverseScaleX = 1.0f;
1923    float inverseScaleY = 1.0f;
1924
1925    // The quad that we use needs to account for scaling.
1926    if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1927        Matrix4 *mat = mSnapshot->transform;
1928        float m00 = mat->data[Matrix4::kScaleX];
1929        float m01 = mat->data[Matrix4::kSkewY];
1930        float m10 = mat->data[Matrix4::kSkewX];
1931        float m11 = mat->data[Matrix4::kScaleY];
1932        float scaleX = sqrt(m00 * m00 + m01 * m01);
1933        float scaleY = sqrt(m10 * m10 + m11 * m11);
1934        inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1935        inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1936    }
1937
1938    float boundarySizeX = .5 * inverseScaleX;
1939    float boundarySizeY = .5 * inverseScaleY;
1940
1941    float innerLeft = left + boundarySizeX;
1942    float innerRight = right - boundarySizeX;
1943    float innerTop = top + boundarySizeY;
1944    float innerBottom = bottom - boundarySizeY;
1945
1946    // Adjust the rect by the AA boundary padding
1947    left -= boundarySizeX;
1948    right += boundarySizeX;
1949    top -= boundarySizeY;
1950    bottom += boundarySizeY;
1951
1952    if (!quickReject(left, top, right, bottom)) {
1953        setupDraw();
1954        setupDrawNoTexture();
1955        setupDrawAARect();
1956        setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
1957        setupDrawColorFilter();
1958        setupDrawShader();
1959        setupDrawBlending(true, mode);
1960        setupDrawProgram();
1961        setupDrawModelViewIdentity(true);
1962        setupDrawColorUniforms();
1963        setupDrawColorFilterUniforms();
1964        setupDrawShaderIdentityUniforms();
1965
1966        AlphaVertex rects[14];
1967        AlphaVertex* aVertices = &rects[0];
1968        void* alphaCoords = ((GLbyte*) aVertices) + gVertexAlphaOffset;
1969
1970        bool force = mCaches.unbindMeshBuffer();
1971        mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1972                aVertices, gAlphaVertexStride);
1973        mCaches.resetTexCoordsVertexPointer();
1974        mCaches.unbindIndicesBuffer();
1975
1976        int alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
1977        glEnableVertexAttribArray(alphaSlot);
1978        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
1979
1980        // draw left
1981        AlphaVertex::set(aVertices++, left, bottom, 0);
1982        AlphaVertex::set(aVertices++, innerLeft, innerBottom, 1);
1983        AlphaVertex::set(aVertices++, left, top, 0);
1984        AlphaVertex::set(aVertices++, innerLeft, innerTop, 1);
1985
1986        // draw top
1987        AlphaVertex::set(aVertices++, right, top, 0);
1988        AlphaVertex::set(aVertices++, innerRight, innerTop, 1);
1989
1990        // draw right
1991        AlphaVertex::set(aVertices++, right, bottom, 0);
1992        AlphaVertex::set(aVertices++, innerRight, innerBottom, 1);
1993
1994        // draw bottom
1995        AlphaVertex::set(aVertices++, left, bottom, 0);
1996        AlphaVertex::set(aVertices++, innerLeft, innerBottom, 1);
1997
1998        // draw inner rect (repeating last vertex to create degenerate bridge triangles)
1999        // TODO: also consider drawing the inner rect without the blending-forced shader, if
2000        // blending is expensive. Note: can't use drawColorRect() since it doesn't use vertex
2001        // buffers like below, resulting in slightly different transformed coordinates.
2002        AlphaVertex::set(aVertices++, innerLeft, innerBottom, 1);
2003        AlphaVertex::set(aVertices++, innerLeft, innerTop, 1);
2004        AlphaVertex::set(aVertices++, innerRight, innerBottom, 1);
2005        AlphaVertex::set(aVertices++, innerRight, innerTop, 1);
2006
2007        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
2008
2009        glDrawArrays(GL_TRIANGLE_STRIP, 0, 14);
2010
2011        glDisableVertexAttribArray(alphaSlot);
2012    }
2013}
2014
2015/**
2016 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
2017 * rules for those lines produces some unexpected results, and may vary between hardware devices.
2018 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
2019 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
2020 * of the line. Hairlines are more involved because we need to account for transform scaling
2021 * to end up with a one-pixel-wide line in screen space..
2022 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
2023 * in combination with values that we calculate and pass down in this method. The basic approach
2024 * is that the quad we create contains both the core line area plus a bounding area in which
2025 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
2026 * proportion of the width and the length of a given segment is represented by the boundary
2027 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
2028 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
2029 * on the inside). This ends up giving the result we want, with pixels that are completely
2030 * 'inside' the line area being filled opaquely and the other pixels being filled according to
2031 * how far into the boundary region they are, which is determined by shader interpolation.
2032 */
2033status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2034    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2035
2036    const bool isAA = paint->isAntiAlias();
2037    // We use half the stroke width here because we're going to position the quad
2038    // corner vertices half of the width away from the line endpoints
2039    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
2040    // A stroke width of 0 has a special meaning in Skia:
2041    // it draws a line 1 px wide regardless of current transform
2042    bool isHairLine = paint->getStrokeWidth() == 0.0f;
2043
2044    float inverseScaleX = 1.0f;
2045    float inverseScaleY = 1.0f;
2046    bool scaled = false;
2047
2048    int alpha;
2049    SkXfermode::Mode mode;
2050
2051    int generatedVerticesCount = 0;
2052    int verticesCount = count;
2053    if (count > 4) {
2054        // Polyline: account for extra vertices needed for continuous tri-strip
2055        verticesCount += (count - 4);
2056    }
2057
2058    if (isHairLine || isAA) {
2059        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
2060        // the line on the screen should always be one pixel wide regardless of scale. For
2061        // AA lines, we only want one pixel of translucent boundary around the quad.
2062        if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
2063            Matrix4 *mat = mSnapshot->transform;
2064            float m00 = mat->data[Matrix4::kScaleX];
2065            float m01 = mat->data[Matrix4::kSkewY];
2066            float m10 = mat->data[Matrix4::kSkewX];
2067            float m11 = mat->data[Matrix4::kScaleY];
2068
2069            float scaleX = sqrtf(m00 * m00 + m01 * m01);
2070            float scaleY = sqrtf(m10 * m10 + m11 * m11);
2071
2072            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
2073            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
2074
2075            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
2076                scaled = true;
2077            }
2078        }
2079    }
2080
2081    getAlphaAndMode(paint, &alpha, &mode);
2082
2083    mCaches.enableScissor();
2084
2085    setupDraw();
2086    setupDrawNoTexture();
2087    if (isAA) {
2088        setupDrawAALine();
2089    }
2090    setupDrawColor(paint->getColor(), alpha);
2091    setupDrawColorFilter();
2092    setupDrawShader();
2093    setupDrawBlending(isAA, mode);
2094    setupDrawProgram();
2095    setupDrawModelViewIdentity(true);
2096    setupDrawColorUniforms();
2097    setupDrawColorFilterUniforms();
2098    setupDrawShaderIdentityUniforms();
2099
2100    if (isHairLine) {
2101        // Set a real stroke width to be used in quad construction
2102        halfStrokeWidth = isAA? 1 : .5;
2103    } else if (isAA && !scaled) {
2104        // Expand boundary to enable AA calculations on the quad border
2105        halfStrokeWidth += .5f;
2106    }
2107
2108    int widthSlot;
2109    int lengthSlot;
2110
2111    Vertex lines[verticesCount];
2112    Vertex* vertices = &lines[0];
2113
2114    AAVertex wLines[verticesCount];
2115    AAVertex* aaVertices = &wLines[0];
2116
2117    if (CC_UNLIKELY(!isAA)) {
2118        setupDrawVertices(vertices);
2119    } else {
2120        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
2121        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
2122        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
2123        // AA stroke width (the base stroke width expanded by a half pixel on either side).
2124        // This value is used in the fragment shader to determine how to fill fragments.
2125        // We will need to calculate the actual width proportion on each segment for
2126        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
2127        float boundaryWidthProportion = .5 - 1 / (2 * halfStrokeWidth);
2128        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
2129                boundaryWidthProportion, widthSlot, lengthSlot);
2130    }
2131
2132    AAVertex* prevAAVertex = NULL;
2133    Vertex* prevVertex = NULL;
2134
2135    int boundaryLengthSlot = -1;
2136    int boundaryWidthSlot = -1;
2137
2138    for (int i = 0; i < count; i += 4) {
2139        // a = start point, b = end point
2140        vec2 a(points[i], points[i + 1]);
2141        vec2 b(points[i + 2], points[i + 3]);
2142
2143        float length = 0;
2144        float boundaryLengthProportion = 0;
2145        float boundaryWidthProportion = 0;
2146
2147        // Find the normal to the line
2148        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
2149        float x = n.x;
2150        n.x = -n.y;
2151        n.y = x;
2152
2153        if (isHairLine) {
2154            if (isAA) {
2155                float wideningFactor;
2156                if (fabs(n.x) >= fabs(n.y)) {
2157                    wideningFactor = fabs(1.0f / n.x);
2158                } else {
2159                    wideningFactor = fabs(1.0f / n.y);
2160                }
2161                n *= wideningFactor;
2162            }
2163
2164            if (scaled) {
2165                n.x *= inverseScaleX;
2166                n.y *= inverseScaleY;
2167            }
2168        } else if (scaled) {
2169            // Extend n by .5 pixel on each side, post-transform
2170            vec2 extendedN = n.copyNormalized();
2171            extendedN /= 2;
2172            extendedN.x *= inverseScaleX;
2173            extendedN.y *= inverseScaleY;
2174
2175            float extendedNLength = extendedN.length();
2176            // We need to set this value on the shader prior to drawing
2177            boundaryWidthProportion = .5 - extendedNLength / (halfStrokeWidth + extendedNLength);
2178            n += extendedN;
2179        }
2180
2181        // aa lines expand the endpoint vertices to encompass the AA boundary
2182        if (isAA) {
2183            vec2 abVector = (b - a);
2184            length = abVector.length();
2185            abVector.normalize();
2186
2187            if (scaled) {
2188                abVector.x *= inverseScaleX;
2189                abVector.y *= inverseScaleY;
2190                float abLength = abVector.length();
2191                boundaryLengthProportion = .5 - abLength / (length + abLength);
2192            } else {
2193                boundaryLengthProportion = .5 - .5 / (length + 1);
2194            }
2195
2196            abVector /= 2;
2197            a -= abVector;
2198            b += abVector;
2199        }
2200
2201        // Four corners of the rectangle defining a thick line
2202        vec2 p1 = a - n;
2203        vec2 p2 = a + n;
2204        vec2 p3 = b + n;
2205        vec2 p4 = b - n;
2206
2207
2208        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
2209        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
2210        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
2211        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
2212
2213        if (!quickRejectNoScissor(left, top, right, bottom)) {
2214            if (!isAA) {
2215                if (prevVertex != NULL) {
2216                    // Issue two repeat vertices to create degenerate triangles to bridge
2217                    // between the previous line and the new one. This is necessary because
2218                    // we are creating a single triangle_strip which will contain
2219                    // potentially discontinuous line segments.
2220                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
2221                    Vertex::set(vertices++, p1.x, p1.y);
2222                    generatedVerticesCount += 2;
2223                }
2224
2225                Vertex::set(vertices++, p1.x, p1.y);
2226                Vertex::set(vertices++, p2.x, p2.y);
2227                Vertex::set(vertices++, p4.x, p4.y);
2228                Vertex::set(vertices++, p3.x, p3.y);
2229
2230                prevVertex = vertices - 1;
2231                generatedVerticesCount += 4;
2232            } else {
2233                if (!isHairLine && scaled) {
2234                    // Must set width proportions per-segment for scaled non-hairlines to use the
2235                    // correct AA boundary dimensions
2236                    if (boundaryWidthSlot < 0) {
2237                        boundaryWidthSlot =
2238                                mCaches.currentProgram->getUniform("boundaryWidth");
2239                    }
2240
2241                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
2242                }
2243
2244                if (boundaryLengthSlot < 0) {
2245                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
2246                }
2247
2248                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
2249
2250                if (prevAAVertex != NULL) {
2251                    // Issue two repeat vertices to create degenerate triangles to bridge
2252                    // between the previous line and the new one. This is necessary because
2253                    // we are creating a single triangle_strip which will contain
2254                    // potentially discontinuous line segments.
2255                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
2256                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
2257                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2258                    generatedVerticesCount += 2;
2259                }
2260
2261                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2262                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
2263                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
2264                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
2265
2266                prevAAVertex = aaVertices - 1;
2267                generatedVerticesCount += 4;
2268            }
2269
2270            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
2271                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
2272                    *mSnapshot->transform);
2273        }
2274    }
2275
2276    if (generatedVerticesCount > 0) {
2277       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
2278    }
2279
2280    if (isAA) {
2281        finishDrawAALine(widthSlot, lengthSlot);
2282    }
2283
2284    return DrawGlInfo::kStatusDrew;
2285}
2286
2287status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2288    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2289
2290    // TODO: The paint's cap style defines whether the points are square or circular
2291    // TODO: Handle AA for round points
2292
2293    // A stroke width of 0 has a special meaning in Skia:
2294    // it draws an unscaled 1px point
2295    float strokeWidth = paint->getStrokeWidth();
2296    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2297    if (isHairLine) {
2298        // Now that we know it's hairline, we can set the effective width, to be used later
2299        strokeWidth = 1.0f;
2300    }
2301    const float halfWidth = strokeWidth / 2;
2302    int alpha;
2303    SkXfermode::Mode mode;
2304    getAlphaAndMode(paint, &alpha, &mode);
2305
2306    int verticesCount = count >> 1;
2307    int generatedVerticesCount = 0;
2308
2309    TextureVertex pointsData[verticesCount];
2310    TextureVertex* vertex = &pointsData[0];
2311
2312    // TODO: We should optimize this method to not generate vertices for points
2313    // that lie outside of the clip.
2314    mCaches.enableScissor();
2315
2316    setupDraw();
2317    setupDrawNoTexture();
2318    setupDrawPoint(strokeWidth);
2319    setupDrawColor(paint->getColor(), alpha);
2320    setupDrawColorFilter();
2321    setupDrawShader();
2322    setupDrawBlending(mode);
2323    setupDrawProgram();
2324    setupDrawModelViewIdentity(true);
2325    setupDrawColorUniforms();
2326    setupDrawColorFilterUniforms();
2327    setupDrawPointUniforms();
2328    setupDrawShaderIdentityUniforms();
2329    setupDrawMesh(vertex);
2330
2331    for (int i = 0; i < count; i += 2) {
2332        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2333        generatedVerticesCount++;
2334
2335        float left = points[i] - halfWidth;
2336        float right = points[i] + halfWidth;
2337        float top = points[i + 1] - halfWidth;
2338        float bottom = points [i + 1] + halfWidth;
2339
2340        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
2341    }
2342
2343    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2344
2345    return DrawGlInfo::kStatusDrew;
2346}
2347
2348status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2349    // No need to check against the clip, we fill the clip region
2350    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2351
2352    Rect& clip(*mSnapshot->clipRect);
2353    clip.snapToPixelBoundaries();
2354
2355    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2356
2357    return DrawGlInfo::kStatusDrew;
2358}
2359
2360status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2361        SkPaint* paint) {
2362    if (!texture) return DrawGlInfo::kStatusDone;
2363    const AutoTexture autoCleanup(texture);
2364
2365    const float x = left + texture->left - texture->offset;
2366    const float y = top + texture->top - texture->offset;
2367
2368    drawPathTexture(texture, x, y, paint);
2369
2370    return DrawGlInfo::kStatusDrew;
2371}
2372
2373status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2374        float rx, float ry, SkPaint* paint) {
2375    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2376
2377    mCaches.activeTexture(0);
2378    const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2379            right - left, bottom - top, rx, ry, paint);
2380    return drawShape(left, top, texture, paint);
2381}
2382
2383status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
2384    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2385
2386    mCaches.activeTexture(0);
2387    const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
2388    return drawShape(x - radius, y - radius, texture, paint);
2389}
2390
2391status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2392        SkPaint* paint) {
2393    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2394
2395    mCaches.activeTexture(0);
2396    const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
2397    return drawShape(left, top, texture, paint);
2398}
2399
2400status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2401        float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
2402    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2403
2404    if (fabs(sweepAngle) >= 360.0f) {
2405        return drawOval(left, top, right, bottom, paint);
2406    }
2407
2408    mCaches.activeTexture(0);
2409    const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2410            startAngle, sweepAngle, useCenter, paint);
2411    return drawShape(left, top, texture, paint);
2412}
2413
2414status_t OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
2415        SkPaint* paint) {
2416    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2417
2418    mCaches.activeTexture(0);
2419    const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
2420    return drawShape(left, top, texture, paint);
2421}
2422
2423status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2424    if (p->getStyle() != SkPaint::kFill_Style) {
2425        return drawRectAsShape(left, top, right, bottom, p);
2426    }
2427
2428    if (quickReject(left, top, right, bottom)) {
2429        return DrawGlInfo::kStatusDone;
2430    }
2431
2432    SkXfermode::Mode mode;
2433    if (!mCaches.extensions.hasFramebufferFetch()) {
2434        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
2435        if (!isMode) {
2436            // Assume SRC_OVER
2437            mode = SkXfermode::kSrcOver_Mode;
2438        }
2439    } else {
2440        mode = getXfermode(p->getXfermode());
2441    }
2442
2443    int color = p->getColor();
2444    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2445        drawAARect(left, top, right, bottom, color, mode);
2446    } else {
2447        drawColorRect(left, top, right, bottom, color, mode);
2448    }
2449
2450    return DrawGlInfo::kStatusDrew;
2451}
2452
2453void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2454        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2455        float x, float y) {
2456    mCaches.activeTexture(0);
2457
2458    // NOTE: The drop shadow will not perform gamma correction
2459    //       if shader-based correction is enabled
2460    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2461    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2462            paint, text, bytesCount, count, mShadowRadius, positions);
2463    const AutoTexture autoCleanup(shadow);
2464
2465    const float sx = x - shadow->left + mShadowDx;
2466    const float sy = y - shadow->top + mShadowDy;
2467
2468    const int shadowAlpha = ((mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2469    int shadowColor = mShadowColor;
2470    if (mShader) {
2471        shadowColor = 0xffffffff;
2472    }
2473
2474    setupDraw();
2475    setupDrawWithTexture(true);
2476    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2477    setupDrawColorFilter();
2478    setupDrawShader();
2479    setupDrawBlending(true, mode);
2480    setupDrawProgram();
2481    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2482    setupDrawTexture(shadow->id);
2483    setupDrawPureColorUniforms();
2484    setupDrawColorFilterUniforms();
2485    setupDrawShaderUniforms();
2486    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2487
2488    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2489}
2490
2491status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2492        const float* positions, SkPaint* paint) {
2493    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2494            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2495        return DrawGlInfo::kStatusDone;
2496    }
2497
2498    // NOTE: Skia does not support perspective transform on drawPosText yet
2499    if (!mSnapshot->transform->isSimple()) {
2500        return DrawGlInfo::kStatusDone;
2501    }
2502
2503    float x = 0.0f;
2504    float y = 0.0f;
2505    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2506    if (pureTranslate) {
2507        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2508        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2509    }
2510
2511    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2512    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2513            paint->getTextSize());
2514
2515    int alpha;
2516    SkXfermode::Mode mode;
2517    getAlphaAndMode(paint, &alpha, &mode);
2518
2519    if (CC_UNLIKELY(mHasShadow)) {
2520        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode,
2521                0.0f, 0.0f);
2522    }
2523
2524    // Pick the appropriate texture filtering
2525    bool linearFilter = mSnapshot->transform->changesBounds();
2526    if (pureTranslate && !linearFilter) {
2527        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2528    }
2529
2530    mCaches.activeTexture(0);
2531    setupDraw();
2532    setupDrawTextGamma(paint);
2533    setupDrawDirtyRegionsDisabled();
2534    setupDrawWithTexture(true);
2535    setupDrawAlpha8Color(paint->getColor(), alpha);
2536    setupDrawColorFilter();
2537    setupDrawShader();
2538    setupDrawBlending(true, mode);
2539    setupDrawProgram();
2540    setupDrawModelView(x, y, x, y, pureTranslate, true);
2541    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2542    setupDrawPureColorUniforms();
2543    setupDrawColorFilterUniforms();
2544    setupDrawShaderUniforms(pureTranslate);
2545    setupDrawTextGammaUniforms();
2546
2547    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2548    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2549
2550    const bool hasActiveLayer = hasLayer();
2551
2552    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2553            positions, hasActiveLayer ? &bounds : NULL)) {
2554        if (hasActiveLayer) {
2555            if (!pureTranslate) {
2556                mSnapshot->transform->mapRect(bounds);
2557            }
2558            dirtyLayerUnchecked(bounds, getRegion());
2559        }
2560    }
2561
2562    return DrawGlInfo::kStatusDrew;
2563}
2564
2565status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2566        float x, float y, const float* positions, SkPaint* paint, float length) {
2567    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2568            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2569        return DrawGlInfo::kStatusDone;
2570    }
2571
2572    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2573    switch (paint->getTextAlign()) {
2574        case SkPaint::kCenter_Align:
2575            x -= length / 2.0f;
2576            break;
2577        case SkPaint::kRight_Align:
2578            x -= length;
2579            break;
2580        default:
2581            break;
2582    }
2583
2584    SkPaint::FontMetrics metrics;
2585    paint->getFontMetrics(&metrics, 0.0f);
2586    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2587        return DrawGlInfo::kStatusDone;
2588    }
2589
2590    const float oldX = x;
2591    const float oldY = y;
2592    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2593    if (CC_LIKELY(pureTranslate)) {
2594        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2595        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2596    }
2597
2598#if DEBUG_GLYPHS
2599    ALOGD("OpenGLRenderer drawText() with FontID=%d",
2600            SkTypeface::UniqueID(paint->getTypeface()));
2601#endif
2602
2603    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2604    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2605            paint->getTextSize());
2606
2607    int alpha;
2608    SkXfermode::Mode mode;
2609    getAlphaAndMode(paint, &alpha, &mode);
2610
2611    if (CC_UNLIKELY(mHasShadow)) {
2612        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode,
2613                oldX, oldY);
2614    }
2615
2616    // Pick the appropriate texture filtering
2617    bool linearFilter = mSnapshot->transform->changesBounds();
2618    if (pureTranslate && !linearFilter) {
2619        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2620    }
2621
2622    // The font renderer will always use texture unit 0
2623    mCaches.activeTexture(0);
2624    setupDraw();
2625    setupDrawTextGamma(paint);
2626    setupDrawDirtyRegionsDisabled();
2627    setupDrawWithTexture(true);
2628    setupDrawAlpha8Color(paint->getColor(), alpha);
2629    setupDrawColorFilter();
2630    setupDrawShader();
2631    setupDrawBlending(true, mode);
2632    setupDrawProgram();
2633    setupDrawModelView(x, y, x, y, pureTranslate, true);
2634    // See comment above; the font renderer must use texture unit 0
2635    // assert(mTextureUnit == 0)
2636    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2637    setupDrawPureColorUniforms();
2638    setupDrawColorFilterUniforms();
2639    setupDrawShaderUniforms(pureTranslate);
2640    setupDrawTextGammaUniforms();
2641
2642    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2643    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2644
2645    const bool hasActiveLayer = hasLayer();
2646
2647    bool status;
2648    if (paint->getTextAlign() != SkPaint::kLeft_Align) {
2649        SkPaint paintCopy(*paint);
2650        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2651        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2652            positions, hasActiveLayer ? &bounds : NULL);
2653    } else {
2654        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2655            positions, hasActiveLayer ? &bounds : NULL);
2656    }
2657
2658    if (status && hasActiveLayer) {
2659        if (!pureTranslate) {
2660            mSnapshot->transform->mapRect(bounds);
2661        }
2662        dirtyLayerUnchecked(bounds, getRegion());
2663    }
2664
2665    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2666
2667    return DrawGlInfo::kStatusDrew;
2668}
2669
2670status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2671        float hOffset, float vOffset, SkPaint* paint) {
2672    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2673            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2674        return DrawGlInfo::kStatusDone;
2675    }
2676
2677    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2678    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2679            paint->getTextSize());
2680
2681    int alpha;
2682    SkXfermode::Mode mode;
2683    getAlphaAndMode(paint, &alpha, &mode);
2684
2685    mCaches.activeTexture(0);
2686    setupDraw();
2687    setupDrawTextGamma(paint);
2688    setupDrawDirtyRegionsDisabled();
2689    setupDrawWithTexture(true);
2690    setupDrawAlpha8Color(paint->getColor(), alpha);
2691    setupDrawColorFilter();
2692    setupDrawShader();
2693    setupDrawBlending(true, mode);
2694    setupDrawProgram();
2695    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2696    setupDrawTexture(fontRenderer.getTexture(true));
2697    setupDrawPureColorUniforms();
2698    setupDrawColorFilterUniforms();
2699    setupDrawShaderUniforms(false);
2700    setupDrawTextGammaUniforms();
2701
2702    const Rect* clip = &mSnapshot->getLocalClip();
2703    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2704
2705    const bool hasActiveLayer = hasLayer();
2706
2707    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2708            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2709        if (hasActiveLayer) {
2710            mSnapshot->transform->mapRect(bounds);
2711            dirtyLayerUnchecked(bounds, getRegion());
2712        }
2713    }
2714
2715    return DrawGlInfo::kStatusDrew;
2716}
2717
2718status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2719    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2720
2721    mCaches.activeTexture(0);
2722
2723    // TODO: Perform early clip test before we rasterize the path
2724    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2725    if (!texture) return DrawGlInfo::kStatusDone;
2726    const AutoTexture autoCleanup(texture);
2727
2728    const float x = texture->left - texture->offset;
2729    const float y = texture->top - texture->offset;
2730
2731    drawPathTexture(texture, x, y, paint);
2732
2733    return DrawGlInfo::kStatusDrew;
2734}
2735
2736status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2737    if (!layer) {
2738        return DrawGlInfo::kStatusDone;
2739    }
2740
2741    Rect transformed;
2742    Rect clip;
2743    const bool rejected = quickRejectNoScissor(x, y,
2744            x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip);
2745
2746    if (rejected) {
2747        return DrawGlInfo::kStatusDone;
2748    }
2749
2750    bool debugLayerUpdate = false;
2751    if (updateLayer(layer, true)) {
2752        debugLayerUpdate = mCaches.debugLayersUpdates;
2753    }
2754
2755    mCaches.setScissorEnabled(!clip.contains(transformed));
2756    mCaches.activeTexture(0);
2757
2758    if (CC_LIKELY(!layer->region.isEmpty())) {
2759        if (layer->region.isRect()) {
2760            composeLayerRect(layer, layer->regionRect);
2761        } else if (layer->mesh) {
2762            const float a = layer->getAlpha() / 255.0f;
2763            SkiaColorFilter *oldFilter = mColorFilter;
2764            mColorFilter = layer->getColorFilter();
2765
2766            setupDraw();
2767            setupDrawWithTexture();
2768            setupDrawColor(a, a, a, a);
2769            setupDrawColorFilter();
2770            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2771            setupDrawProgram();
2772            setupDrawPureColorUniforms();
2773            setupDrawColorFilterUniforms();
2774            setupDrawTexture(layer->getTexture());
2775            if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2776                int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2777                int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2778
2779                layer->setFilter(GL_NEAREST);
2780                setupDrawModelViewTranslate(tx, ty,
2781                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2782            } else {
2783                layer->setFilter(GL_LINEAR);
2784                setupDrawModelViewTranslate(x, y,
2785                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2786            }
2787            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2788
2789            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2790                    GL_UNSIGNED_SHORT, layer->meshIndices);
2791
2792            finishDrawTexture();
2793
2794            mColorFilter = oldFilter;
2795
2796#if DEBUG_LAYERS_AS_REGIONS
2797            drawRegionRects(layer->region);
2798#endif
2799        }
2800
2801        if (debugLayerUpdate) {
2802            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
2803                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
2804        }
2805    }
2806
2807    return DrawGlInfo::kStatusDrew;
2808}
2809
2810///////////////////////////////////////////////////////////////////////////////
2811// Shaders
2812///////////////////////////////////////////////////////////////////////////////
2813
2814void OpenGLRenderer::resetShader() {
2815    mShader = NULL;
2816}
2817
2818void OpenGLRenderer::setupShader(SkiaShader* shader) {
2819    mShader = shader;
2820    if (mShader) {
2821        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2822    }
2823}
2824
2825///////////////////////////////////////////////////////////////////////////////
2826// Color filters
2827///////////////////////////////////////////////////////////////////////////////
2828
2829void OpenGLRenderer::resetColorFilter() {
2830    mColorFilter = NULL;
2831}
2832
2833void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2834    mColorFilter = filter;
2835}
2836
2837///////////////////////////////////////////////////////////////////////////////
2838// Drop shadow
2839///////////////////////////////////////////////////////////////////////////////
2840
2841void OpenGLRenderer::resetShadow() {
2842    mHasShadow = false;
2843}
2844
2845void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2846    mHasShadow = true;
2847    mShadowRadius = radius;
2848    mShadowDx = dx;
2849    mShadowDy = dy;
2850    mShadowColor = color;
2851}
2852
2853///////////////////////////////////////////////////////////////////////////////
2854// Draw filters
2855///////////////////////////////////////////////////////////////////////////////
2856
2857void OpenGLRenderer::resetPaintFilter() {
2858    mHasDrawFilter = false;
2859}
2860
2861void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2862    mHasDrawFilter = true;
2863    mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2864    mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2865}
2866
2867SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
2868    if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint;
2869
2870    uint32_t flags = paint->getFlags();
2871
2872    mFilteredPaint = *paint;
2873    mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits);
2874
2875    return &mFilteredPaint;
2876}
2877
2878///////////////////////////////////////////////////////////////////////////////
2879// Drawing implementation
2880///////////////////////////////////////////////////////////////////////////////
2881
2882void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2883        float x, float y, SkPaint* paint) {
2884    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2885        return;
2886    }
2887
2888    int alpha;
2889    SkXfermode::Mode mode;
2890    getAlphaAndMode(paint, &alpha, &mode);
2891
2892    setupDraw();
2893    setupDrawWithTexture(true);
2894    setupDrawAlpha8Color(paint->getColor(), alpha);
2895    setupDrawColorFilter();
2896    setupDrawShader();
2897    setupDrawBlending(true, mode);
2898    setupDrawProgram();
2899    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2900    setupDrawTexture(texture->id);
2901    setupDrawPureColorUniforms();
2902    setupDrawColorFilterUniforms();
2903    setupDrawShaderUniforms();
2904    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2905
2906    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2907
2908    finishDrawTexture();
2909}
2910
2911// Same values used by Skia
2912#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2913#define kStdUnderline_Offset    (1.0f / 9.0f)
2914#define kStdUnderline_Thickness (1.0f / 18.0f)
2915
2916void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2917        float x, float y, SkPaint* paint) {
2918    // Handle underline and strike-through
2919    uint32_t flags = paint->getFlags();
2920    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2921        SkPaint paintCopy(*paint);
2922        float underlineWidth = length;
2923        // If length is > 0.0f, we already measured the text for the text alignment
2924        if (length <= 0.0f) {
2925            underlineWidth = paintCopy.measureText(text, bytesCount);
2926        }
2927
2928        if (CC_LIKELY(underlineWidth > 0.0f)) {
2929            const float textSize = paintCopy.getTextSize();
2930            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2931
2932            const float left = x;
2933            float top = 0.0f;
2934
2935            int linesCount = 0;
2936            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2937            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2938
2939            const int pointsCount = 4 * linesCount;
2940            float points[pointsCount];
2941            int currentPoint = 0;
2942
2943            if (flags & SkPaint::kUnderlineText_Flag) {
2944                top = y + textSize * kStdUnderline_Offset;
2945                points[currentPoint++] = left;
2946                points[currentPoint++] = top;
2947                points[currentPoint++] = left + underlineWidth;
2948                points[currentPoint++] = top;
2949            }
2950
2951            if (flags & SkPaint::kStrikeThruText_Flag) {
2952                top = y + textSize * kStdStrikeThru_Offset;
2953                points[currentPoint++] = left;
2954                points[currentPoint++] = top;
2955                points[currentPoint++] = left + underlineWidth;
2956                points[currentPoint++] = top;
2957            }
2958
2959            paintCopy.setStrokeWidth(strokeWidth);
2960
2961            drawLines(&points[0], pointsCount, &paintCopy);
2962        }
2963    }
2964}
2965
2966void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2967        int color, SkXfermode::Mode mode, bool ignoreTransform) {
2968    // If a shader is set, preserve only the alpha
2969    if (mShader) {
2970        color |= 0x00ffffff;
2971    }
2972
2973    setupDraw();
2974    setupDrawNoTexture();
2975    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2976    setupDrawShader();
2977    setupDrawColorFilter();
2978    setupDrawBlending(mode);
2979    setupDrawProgram();
2980    setupDrawModelView(left, top, right, bottom, ignoreTransform);
2981    setupDrawColorUniforms();
2982    setupDrawShaderUniforms(ignoreTransform);
2983    setupDrawColorFilterUniforms();
2984    setupDrawSimpleMesh();
2985
2986    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2987}
2988
2989void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2990        Texture* texture, SkPaint* paint) {
2991    int alpha;
2992    SkXfermode::Mode mode;
2993    getAlphaAndMode(paint, &alpha, &mode);
2994
2995    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2996
2997    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2998        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2999        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
3000
3001        texture->setFilter(GL_NEAREST, true);
3002        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3003                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
3004                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
3005    } else {
3006        texture->setFilter(FILTER(paint), true);
3007        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3008                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
3009                GL_TRIANGLE_STRIP, gMeshCount);
3010    }
3011}
3012
3013void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3014        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3015    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3016            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3017}
3018
3019void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3020        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3021        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3022        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3023
3024    setupDraw();
3025    setupDrawWithTexture();
3026    setupDrawColor(alpha, alpha, alpha, alpha);
3027    setupDrawColorFilter();
3028    setupDrawBlending(blend, mode, swapSrcDst);
3029    setupDrawProgram();
3030    if (!dirty) {
3031        setupDrawDirtyRegionsDisabled();
3032    }
3033    if (!ignoreScale) {
3034        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3035    } else {
3036        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3037    }
3038    setupDrawPureColorUniforms();
3039    setupDrawColorFilterUniforms();
3040    setupDrawTexture(texture);
3041    setupDrawMesh(vertices, texCoords, vbo);
3042
3043    glDrawArrays(drawMode, 0, elementsCount);
3044
3045    finishDrawTexture();
3046}
3047
3048void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3049        ProgramDescription& description, bool swapSrcDst) {
3050    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3051
3052    if (blend) {
3053        // These blend modes are not supported by OpenGL directly and have
3054        // to be implemented using shaders. Since the shader will perform
3055        // the blending, turn blending off here
3056        // If the blend mode cannot be implemented using shaders, fall
3057        // back to the default SrcOver blend mode instead
3058        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3059            if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) {
3060                description.framebufferMode = mode;
3061                description.swapSrcDst = swapSrcDst;
3062
3063                if (mCaches.blend) {
3064                    glDisable(GL_BLEND);
3065                    mCaches.blend = false;
3066                }
3067
3068                return;
3069            } else {
3070                mode = SkXfermode::kSrcOver_Mode;
3071            }
3072        }
3073
3074        if (!mCaches.blend) {
3075            glEnable(GL_BLEND);
3076        }
3077
3078        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3079        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3080
3081        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3082            glBlendFunc(sourceMode, destMode);
3083            mCaches.lastSrcMode = sourceMode;
3084            mCaches.lastDstMode = destMode;
3085        }
3086    } else if (mCaches.blend) {
3087        glDisable(GL_BLEND);
3088    }
3089    mCaches.blend = blend;
3090}
3091
3092bool OpenGLRenderer::useProgram(Program* program) {
3093    if (!program->isInUse()) {
3094        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3095        program->use();
3096        mCaches.currentProgram = program;
3097        return false;
3098    }
3099    return true;
3100}
3101
3102void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3103    TextureVertex* v = &mMeshVertices[0];
3104    TextureVertex::setUV(v++, u1, v1);
3105    TextureVertex::setUV(v++, u2, v1);
3106    TextureVertex::setUV(v++, u1, v2);
3107    TextureVertex::setUV(v++, u2, v2);
3108}
3109
3110void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
3111    getAlphaAndModeDirect(paint, alpha,  mode);
3112    *alpha *= mSnapshot->alpha;
3113}
3114
3115}; // namespace uirenderer
3116}; // namespace android
3117