OpenGLRenderer.cpp revision 8a5cc92a150bae38ec43732d941b38bb381fe153
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkTypeface.h>
25
26#include <utils/Log.h>
27#include <utils/StopWatch.h>
28
29#include <private/hwui/DrawGlInfo.h>
30
31#include <ui/Rect.h>
32
33#include "OpenGLRenderer.h"
34#include "DisplayListRenderer.h"
35#include "Vector.h"
36
37namespace android {
38namespace uirenderer {
39
40///////////////////////////////////////////////////////////////////////////////
41// Defines
42///////////////////////////////////////////////////////////////////////////////
43
44#define RAD_TO_DEG (180.0f / 3.14159265f)
45#define MIN_ANGLE 0.001f
46
47// TODO: This should be set in properties
48#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH)
49
50///////////////////////////////////////////////////////////////////////////////
51// Globals
52///////////////////////////////////////////////////////////////////////////////
53
54/**
55 * Structure mapping Skia xfermodes to OpenGL blending factors.
56 */
57struct Blender {
58    SkXfermode::Mode mode;
59    GLenum src;
60    GLenum dst;
61}; // struct Blender
62
63// In this array, the index of each Blender equals the value of the first
64// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
65static const Blender gBlends[] = {
66    { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
67    { SkXfermode::kSrc_Mode,     GL_ONE,                  GL_ZERO },
68    { SkXfermode::kDst_Mode,     GL_ZERO,                 GL_ONE },
69    { SkXfermode::kSrcOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
70    { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
71    { SkXfermode::kSrcIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
72    { SkXfermode::kDstIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
73    { SkXfermode::kSrcOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
74    { SkXfermode::kDstOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
75    { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
76    { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
77    { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
78};
79
80// This array contains the swapped version of each SkXfermode. For instance
81// this array's SrcOver blending mode is actually DstOver. You can refer to
82// createLayer() for more information on the purpose of this array.
83static const Blender gBlendsSwap[] = {
84    { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
85    { SkXfermode::kSrc_Mode,     GL_ZERO,                 GL_ONE },
86    { SkXfermode::kDst_Mode,     GL_ONE,                  GL_ZERO },
87    { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
88    { SkXfermode::kDstOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
89    { SkXfermode::kSrcIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
90    { SkXfermode::kDstIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
91    { SkXfermode::kSrcOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
92    { SkXfermode::kDstOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
93    { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
94    { SkXfermode::kDstATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
95    { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
96};
97
98static const GLenum gTextureUnits[] = {
99    GL_TEXTURE0,
100    GL_TEXTURE1,
101    GL_TEXTURE2
102};
103
104///////////////////////////////////////////////////////////////////////////////
105// Constructors/destructor
106///////////////////////////////////////////////////////////////////////////////
107
108OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
109    mShader = NULL;
110    mColorFilter = NULL;
111    mHasShadow = false;
112
113    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
114
115    mFirstSnapshot = new Snapshot;
116}
117
118OpenGLRenderer::~OpenGLRenderer() {
119    // The context has already been destroyed at this point, do not call
120    // GL APIs. All GL state should be kept in Caches.h
121}
122
123///////////////////////////////////////////////////////////////////////////////
124// Setup
125///////////////////////////////////////////////////////////////////////////////
126
127void OpenGLRenderer::setViewport(int width, int height) {
128    glViewport(0, 0, width, height);
129    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
130
131    mWidth = width;
132    mHeight = height;
133
134    mFirstSnapshot->height = height;
135    mFirstSnapshot->viewport.set(0, 0, width, height);
136
137    mDirtyClip = false;
138}
139
140void OpenGLRenderer::prepare(bool opaque) {
141    prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
142}
143
144void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
145    mCaches.clearGarbage();
146
147    mSnapshot = new Snapshot(mFirstSnapshot,
148            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
149    mSnapshot->fbo = getTargetFbo();
150
151    mSaveCount = 1;
152
153    glViewport(0, 0, mWidth, mHeight);
154
155    glDisable(GL_DITHER);
156
157    glEnable(GL_SCISSOR_TEST);
158    glScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
159    mSnapshot->setClip(left, top, right, bottom);
160
161    if (!opaque) {
162        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
163        glClear(GL_COLOR_BUFFER_BIT);
164    }
165}
166
167void OpenGLRenderer::finish() {
168#if DEBUG_OPENGL
169    GLenum status = GL_NO_ERROR;
170    while ((status = glGetError()) != GL_NO_ERROR) {
171        LOGD("GL error from OpenGLRenderer: 0x%x", status);
172        switch (status) {
173            case GL_OUT_OF_MEMORY:
174                LOGE("  OpenGLRenderer is out of memory!");
175                break;
176        }
177    }
178#endif
179#if DEBUG_MEMORY_USAGE
180    mCaches.dumpMemoryUsage();
181#else
182    if (mCaches.getDebugLevel() & kDebugMemory) {
183        mCaches.dumpMemoryUsage();
184    }
185#endif
186}
187
188void OpenGLRenderer::interrupt() {
189    if (mCaches.currentProgram) {
190        if (mCaches.currentProgram->isInUse()) {
191            mCaches.currentProgram->remove();
192            mCaches.currentProgram = NULL;
193        }
194    }
195    mCaches.unbindMeshBuffer();
196}
197
198void OpenGLRenderer::resume() {
199    glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight());
200
201    glEnable(GL_SCISSOR_TEST);
202    dirtyClip();
203
204    glDisable(GL_DITHER);
205
206    glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
207    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
208
209    mCaches.blend = true;
210    glEnable(GL_BLEND);
211    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
212    glBlendEquation(GL_FUNC_ADD);
213}
214
215bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) {
216    interrupt();
217    if (mDirtyClip) {
218        setScissorFromClip();
219    }
220
221    Rect clip(*mSnapshot->clipRect);
222    clip.snapToPixelBoundaries();
223
224#if RENDER_LAYERS_AS_REGIONS
225    // Since we don't know what the functor will draw, let's dirty
226    // tne entire clip region
227    if (hasLayer()) {
228        dirtyLayerUnchecked(clip, getRegion());
229    }
230#endif
231
232    DrawGlInfo info;
233    info.clipLeft = clip.left;
234    info.clipTop = clip.top;
235    info.clipRight = clip.right;
236    info.clipBottom = clip.bottom;
237    info.isLayer = hasLayer();
238    getSnapshot()->transform->copyTo(&info.transform[0]);
239
240    status_t result = (*functor)(0, &info);
241
242    if (result != 0) {
243        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
244        dirty.unionWith(localDirty);
245    }
246
247    resume();
248    return result != 0;
249}
250
251///////////////////////////////////////////////////////////////////////////////
252// State management
253///////////////////////////////////////////////////////////////////////////////
254
255int OpenGLRenderer::getSaveCount() const {
256    return mSaveCount;
257}
258
259int OpenGLRenderer::save(int flags) {
260    return saveSnapshot(flags);
261}
262
263void OpenGLRenderer::restore() {
264    if (mSaveCount > 1) {
265        restoreSnapshot();
266    }
267}
268
269void OpenGLRenderer::restoreToCount(int saveCount) {
270    if (saveCount < 1) saveCount = 1;
271
272    while (mSaveCount > saveCount) {
273        restoreSnapshot();
274    }
275}
276
277int OpenGLRenderer::saveSnapshot(int flags) {
278    mSnapshot = new Snapshot(mSnapshot, flags);
279    return mSaveCount++;
280}
281
282bool OpenGLRenderer::restoreSnapshot() {
283    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
284    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
285    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
286
287    sp<Snapshot> current = mSnapshot;
288    sp<Snapshot> previous = mSnapshot->previous;
289
290    if (restoreOrtho) {
291        Rect& r = previous->viewport;
292        glViewport(r.left, r.top, r.right, r.bottom);
293        mOrthoMatrix.load(current->orthoMatrix);
294    }
295
296    mSaveCount--;
297    mSnapshot = previous;
298
299    if (restoreClip) {
300        dirtyClip();
301    }
302
303    if (restoreLayer) {
304        composeLayer(current, previous);
305    }
306
307    return restoreClip;
308}
309
310///////////////////////////////////////////////////////////////////////////////
311// Layers
312///////////////////////////////////////////////////////////////////////////////
313
314int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
315        SkPaint* p, int flags) {
316    const GLuint previousFbo = mSnapshot->fbo;
317    const int count = saveSnapshot(flags);
318
319    if (!mSnapshot->isIgnored()) {
320        int alpha = 255;
321        SkXfermode::Mode mode;
322
323        if (p) {
324            alpha = p->getAlpha();
325            if (!mCaches.extensions.hasFramebufferFetch()) {
326                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
327                if (!isMode) {
328                    // Assume SRC_OVER
329                    mode = SkXfermode::kSrcOver_Mode;
330                }
331            } else {
332                mode = getXfermode(p->getXfermode());
333            }
334        } else {
335            mode = SkXfermode::kSrcOver_Mode;
336        }
337
338        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
339    }
340
341    return count;
342}
343
344int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
345        int alpha, int flags) {
346    if (alpha >= 255 - ALPHA_THRESHOLD) {
347        return saveLayer(left, top, right, bottom, NULL, flags);
348    } else {
349        SkPaint paint;
350        paint.setAlpha(alpha);
351        return saveLayer(left, top, right, bottom, &paint, flags);
352    }
353}
354
355/**
356 * Layers are viewed by Skia are slightly different than layers in image editing
357 * programs (for instance.) When a layer is created, previously created layers
358 * and the frame buffer still receive every drawing command. For instance, if a
359 * layer is created and a shape intersecting the bounds of the layers and the
360 * framebuffer is draw, the shape will be drawn on both (unless the layer was
361 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
362 *
363 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
364 * texture. Unfortunately, this is inefficient as it requires every primitive to
365 * be drawn n + 1 times, where n is the number of active layers. In practice this
366 * means, for every primitive:
367 *   - Switch active frame buffer
368 *   - Change viewport, clip and projection matrix
369 *   - Issue the drawing
370 *
371 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
372 * To avoid this, layers are implemented in a different way here, at least in the
373 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
374 * is set. When this flag is set we can redirect all drawing operations into a
375 * single FBO.
376 *
377 * This implementation relies on the frame buffer being at least RGBA 8888. When
378 * a layer is created, only a texture is created, not an FBO. The content of the
379 * frame buffer contained within the layer's bounds is copied into this texture
380 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
381 * buffer and drawing continues as normal. This technique therefore treats the
382 * frame buffer as a scratch buffer for the layers.
383 *
384 * To compose the layers back onto the frame buffer, each layer texture
385 * (containing the original frame buffer data) is drawn as a simple quad over
386 * the frame buffer. The trick is that the quad is set as the composition
387 * destination in the blending equation, and the frame buffer becomes the source
388 * of the composition.
389 *
390 * Drawing layers with an alpha value requires an extra step before composition.
391 * An empty quad is drawn over the layer's region in the frame buffer. This quad
392 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
393 * quad is used to multiply the colors in the frame buffer. This is achieved by
394 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
395 * GL_ZERO, GL_SRC_ALPHA.
396 *
397 * Because glCopyTexImage2D() can be slow, an alternative implementation might
398 * be use to draw a single clipped layer. The implementation described above
399 * is correct in every case.
400 *
401 * (1) The frame buffer is actually not cleared right away. To allow the GPU
402 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
403 *     buffer is left untouched until the first drawing operation. Only when
404 *     something actually gets drawn are the layers regions cleared.
405 */
406bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
407        float right, float bottom, int alpha, SkXfermode::Mode mode,
408        int flags, GLuint previousFbo) {
409    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
410    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
411
412    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
413
414    // Window coordinates of the layer
415    Rect bounds(left, top, right, bottom);
416    if (!fboLayer) {
417        mSnapshot->transform->mapRect(bounds);
418
419        // Layers only make sense if they are in the framebuffer's bounds
420        if (bounds.intersect(*snapshot->clipRect)) {
421            // We cannot work with sub-pixels in this case
422            bounds.snapToPixelBoundaries();
423
424            // When the layer is not an FBO, we may use glCopyTexImage so we
425            // need to make sure the layer does not extend outside the bounds
426            // of the framebuffer
427            if (!bounds.intersect(snapshot->previous->viewport)) {
428                bounds.setEmpty();
429            }
430        } else {
431            bounds.setEmpty();
432        }
433    }
434
435    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
436            bounds.getHeight() > mCaches.maxTextureSize) {
437        snapshot->empty = fboLayer;
438    } else {
439        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
440    }
441
442    // Bail out if we won't draw in this snapshot
443    if (snapshot->invisible || snapshot->empty) {
444        return false;
445    }
446
447    glActiveTexture(gTextureUnits[0]);
448    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
449    if (!layer) {
450        return false;
451    }
452
453    layer->mode = mode;
454    layer->alpha = alpha;
455    layer->layer.set(bounds);
456    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height),
457            bounds.getWidth() / float(layer->width), 0.0f);
458    layer->colorFilter = mColorFilter;
459
460    // Save the layer in the snapshot
461    snapshot->flags |= Snapshot::kFlagIsLayer;
462    snapshot->layer = layer;
463
464    if (fboLayer) {
465        return createFboLayer(layer, bounds, snapshot, previousFbo);
466    } else {
467        // Copy the framebuffer into the layer
468        glBindTexture(GL_TEXTURE_2D, layer->texture);
469        if (!bounds.isEmpty()) {
470            if (layer->empty) {
471                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left,
472                        snapshot->height - bounds.bottom, layer->width, layer->height, 0);
473                layer->empty = false;
474            } else {
475                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
476                        snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
477            }
478
479            // Clear the framebuffer where the layer will draw
480            glScissor(bounds.left, mSnapshot->height - bounds.bottom,
481                    bounds.getWidth(), bounds.getHeight());
482            glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
483            glClear(GL_COLOR_BUFFER_BIT);
484
485            dirtyClip();
486        }
487    }
488
489    return true;
490}
491
492bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
493        GLuint previousFbo) {
494    layer->fbo = mCaches.fboCache.get();
495
496#if RENDER_LAYERS_AS_REGIONS
497    snapshot->region = &snapshot->layer->region;
498    snapshot->flags |= Snapshot::kFlagFboTarget;
499#endif
500
501    Rect clip(bounds);
502    snapshot->transform->mapRect(clip);
503    clip.intersect(*snapshot->clipRect);
504    clip.snapToPixelBoundaries();
505    clip.intersect(snapshot->previous->viewport);
506
507    mat4 inverse;
508    inverse.loadInverse(*mSnapshot->transform);
509
510    inverse.mapRect(clip);
511    clip.snapToPixelBoundaries();
512    clip.intersect(bounds);
513    clip.translate(-bounds.left, -bounds.top);
514
515    snapshot->flags |= Snapshot::kFlagIsFboLayer;
516    snapshot->fbo = layer->fbo;
517    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
518    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
519    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
520    snapshot->height = bounds.getHeight();
521    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
522    snapshot->orthoMatrix.load(mOrthoMatrix);
523
524    // Bind texture to FBO
525    glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
526    glBindTexture(GL_TEXTURE_2D, layer->texture);
527
528    // Initialize the texture if needed
529    if (layer->empty) {
530        layer->empty = false;
531        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0,
532                GL_RGBA, GL_UNSIGNED_BYTE, NULL);
533    }
534
535    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
536            layer->texture, 0);
537
538#if DEBUG_LAYERS_AS_REGIONS
539    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
540    if (status != GL_FRAMEBUFFER_COMPLETE) {
541        LOGE("Framebuffer incomplete (GL error code 0x%x)", status);
542
543        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
544        glDeleteTextures(1, &layer->texture);
545        mCaches.fboCache.put(layer->fbo);
546
547        delete layer;
548
549        return false;
550    }
551#endif
552
553    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
554    glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
555            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
556    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
557    glClear(GL_COLOR_BUFFER_BIT);
558
559    dirtyClip();
560
561    // Change the ortho projection
562    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
563    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
564
565    return true;
566}
567
568/**
569 * Read the documentation of createLayer() before doing anything in this method.
570 */
571void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
572    if (!current->layer) {
573        LOGE("Attempting to compose a layer that does not exist");
574        return;
575    }
576
577    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
578
579    if (fboLayer) {
580        // Unbind current FBO and restore previous one
581        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
582    }
583
584    Layer* layer = current->layer;
585    const Rect& rect = layer->layer;
586
587    if (!fboLayer && layer->alpha < 255) {
588        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
589                layer->alpha << 24, SkXfermode::kDstIn_Mode, true);
590        // Required below, composeLayerRect() will divide by 255
591        layer->alpha = 255;
592    }
593
594    mCaches.unbindMeshBuffer();
595
596    glActiveTexture(gTextureUnits[0]);
597
598    // When the layer is stored in an FBO, we can save a bit of fillrate by
599    // drawing only the dirty region
600    if (fboLayer) {
601        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
602        if (layer->colorFilter) {
603            setupColorFilter(layer->colorFilter);
604        }
605        composeLayerRegion(layer, rect);
606        if (layer->colorFilter) {
607            resetColorFilter();
608        }
609    } else {
610        if (!rect.isEmpty()) {
611            dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
612            composeLayerRect(layer, rect, true);
613        }
614    }
615
616    if (fboLayer) {
617        // Detach the texture from the FBO
618        glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
619        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
620        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
621
622        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
623        mCaches.fboCache.put(current->fbo);
624    }
625
626    dirtyClip();
627
628    // Failing to add the layer to the cache should happen only if the layer is too large
629    if (!mCaches.layerCache.put(layer)) {
630        LAYER_LOGD("Deleting layer");
631        glDeleteTextures(1, &layer->texture);
632        delete layer;
633    }
634}
635
636void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
637    const Rect& texCoords = layer->texCoords;
638    resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom);
639
640    drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture,
641            layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0],
642            &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap);
643
644    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
645}
646
647void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
648#if RENDER_LAYERS_AS_REGIONS
649    if (layer->region.isRect()) {
650        const android::Rect& bounds = layer->region.getBounds();
651        layer->regionRect.set(bounds.leftTop().x, bounds.leftTop().y,
652                bounds.rightBottom().x, bounds.rightBottom().y);
653        composeLayerRect(layer, layer->regionRect);
654        layer->region.clear();
655        return;
656    }
657
658    if (!layer->region.isEmpty()) {
659        size_t count;
660        const android::Rect* rects = layer->region.getArray(&count);
661
662        const float alpha = layer->alpha / 255.0f;
663        const float texX = 1.0f / float(layer->width);
664        const float texY = 1.0f / float(layer->height);
665        const float height = rect.getHeight();
666
667        TextureVertex* mesh = mCaches.getRegionMesh();
668        GLsizei numQuads = 0;
669
670        setupDraw();
671        setupDrawWithTexture();
672        setupDrawColor(alpha, alpha, alpha, alpha);
673        setupDrawColorFilter();
674        setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false);
675        setupDrawProgram();
676        setupDrawDirtyRegionsDisabled();
677        setupDrawPureColorUniforms();
678        setupDrawColorFilterUniforms();
679        setupDrawTexture(layer->texture);
680        setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
681        setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]);
682
683        for (size_t i = 0; i < count; i++) {
684            const android::Rect* r = &rects[i];
685
686            const float u1 = r->left * texX;
687            const float v1 = (height - r->top) * texY;
688            const float u2 = r->right * texX;
689            const float v2 = (height - r->bottom) * texY;
690
691            // TODO: Reject quads outside of the clip
692            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
693            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
694            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
695            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
696
697            numQuads++;
698
699            if (numQuads >= REGION_MESH_QUAD_COUNT) {
700                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
701                numQuads = 0;
702                mesh = mCaches.getRegionMesh();
703            }
704        }
705
706        if (numQuads > 0) {
707            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
708        }
709
710        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
711        finishDrawTexture();
712
713#if DEBUG_LAYERS_AS_REGIONS
714        drawRegionRects(layer->region);
715#endif
716
717        layer->region.clear();
718    }
719#else
720    composeLayerRect(layer, rect);
721#endif
722}
723
724void OpenGLRenderer::drawRegionRects(const Region& region) {
725#if DEBUG_LAYERS_AS_REGIONS
726    size_t count;
727    const android::Rect* rects = region.getArray(&count);
728
729    uint32_t colors[] = {
730            0x7fff0000, 0x7f00ff00,
731            0x7f0000ff, 0x7fff00ff,
732    };
733
734    int offset = 0;
735    int32_t top = rects[0].top;
736
737    for (size_t i = 0; i < count; i++) {
738        if (top != rects[i].top) {
739            offset ^= 0x2;
740            top = rects[i].top;
741        }
742
743        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
744        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
745                SkXfermode::kSrcOver_Mode);
746    }
747#endif
748}
749
750void OpenGLRenderer::dirtyLayer(const float left, const float top,
751        const float right, const float bottom, const mat4 transform) {
752#if RENDER_LAYERS_AS_REGIONS
753    if (hasLayer()) {
754        Rect bounds(left, top, right, bottom);
755        transform.mapRect(bounds);
756        dirtyLayerUnchecked(bounds, getRegion());
757    }
758#endif
759}
760
761void OpenGLRenderer::dirtyLayer(const float left, const float top,
762        const float right, const float bottom) {
763#if RENDER_LAYERS_AS_REGIONS
764    if (hasLayer()) {
765        Rect bounds(left, top, right, bottom);
766        dirtyLayerUnchecked(bounds, getRegion());
767    }
768#endif
769}
770
771void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
772#if RENDER_LAYERS_AS_REGIONS
773    if (bounds.intersect(*mSnapshot->clipRect)) {
774        bounds.snapToPixelBoundaries();
775        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
776        if (!dirty.isEmpty()) {
777            region->orSelf(dirty);
778        }
779    }
780#endif
781}
782
783///////////////////////////////////////////////////////////////////////////////
784// Transforms
785///////////////////////////////////////////////////////////////////////////////
786
787void OpenGLRenderer::translate(float dx, float dy) {
788    mSnapshot->transform->translate(dx, dy, 0.0f);
789}
790
791void OpenGLRenderer::rotate(float degrees) {
792    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
793}
794
795void OpenGLRenderer::scale(float sx, float sy) {
796    mSnapshot->transform->scale(sx, sy, 1.0f);
797}
798
799void OpenGLRenderer::skew(float sx, float sy) {
800    mSnapshot->transform->skew(sx, sy);
801}
802
803void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
804    mSnapshot->transform->load(*matrix);
805}
806
807const float* OpenGLRenderer::getMatrix() const {
808    if (mSnapshot->fbo != 0) {
809        return &mSnapshot->transform->data[0];
810    }
811    return &mIdentity.data[0];
812}
813
814void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
815    mSnapshot->transform->copyTo(*matrix);
816}
817
818void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
819    SkMatrix transform;
820    mSnapshot->transform->copyTo(transform);
821    transform.preConcat(*matrix);
822    mSnapshot->transform->load(transform);
823}
824
825///////////////////////////////////////////////////////////////////////////////
826// Clipping
827///////////////////////////////////////////////////////////////////////////////
828
829void OpenGLRenderer::setScissorFromClip() {
830    Rect clip(*mSnapshot->clipRect);
831    clip.snapToPixelBoundaries();
832    glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
833    mDirtyClip = false;
834}
835
836const Rect& OpenGLRenderer::getClipBounds() {
837    return mSnapshot->getLocalClip();
838}
839
840bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
841    if (mSnapshot->isIgnored()) {
842        return true;
843    }
844
845    Rect r(left, top, right, bottom);
846    mSnapshot->transform->mapRect(r);
847    r.snapToPixelBoundaries();
848
849    Rect clipRect(*mSnapshot->clipRect);
850    clipRect.snapToPixelBoundaries();
851
852    return !clipRect.intersects(r);
853}
854
855bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
856    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
857    if (clipped) {
858        dirtyClip();
859    }
860    return !mSnapshot->clipRect->isEmpty();
861}
862
863///////////////////////////////////////////////////////////////////////////////
864// Drawing commands
865///////////////////////////////////////////////////////////////////////////////
866
867void OpenGLRenderer::setupDraw() {
868    if (mDirtyClip) {
869        setScissorFromClip();
870    }
871    mDescription.reset();
872    mSetShaderColor = false;
873    mColorSet = false;
874    mColorA = mColorR = mColorG = mColorB = 0.0f;
875    mTextureUnit = 0;
876    mTrackDirtyRegions = true;
877    mTexCoordsSlot = -1;
878}
879
880void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
881    mDescription.hasTexture = true;
882    mDescription.hasAlpha8Texture = isAlpha8;
883}
884
885void OpenGLRenderer::setupDrawAALine() {
886    mDescription.hasWidth = true;
887}
888
889void OpenGLRenderer::setupDrawPoint(float pointSize) {
890    mDescription.isPoint = true;
891    mDescription.pointSize = pointSize;
892}
893
894void OpenGLRenderer::setupDrawColor(int color) {
895    setupDrawColor(color, (color >> 24) & 0xFF);
896}
897
898void OpenGLRenderer::setupDrawColor(int color, int alpha) {
899    mColorA = alpha / 255.0f;
900    // Second divide of a by 255 is an optimization, allowing us to simply multiply
901    // the rgb values by a instead of also dividing by 255
902    const float a = mColorA / 255.0f;
903    mColorR = a * ((color >> 16) & 0xFF);
904    mColorG = a * ((color >>  8) & 0xFF);
905    mColorB = a * ((color      ) & 0xFF);
906    mColorSet = true;
907    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
908}
909
910void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
911    mColorA = alpha / 255.0f;
912    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
913    // the rgb values by a instead of also dividing by 255
914    const float a = mColorA / 255.0f;
915    mColorR = a * ((color >> 16) & 0xFF);
916    mColorG = a * ((color >>  8) & 0xFF);
917    mColorB = a * ((color      ) & 0xFF);
918    mColorSet = true;
919    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
920}
921
922void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
923    mColorA = a;
924    mColorR = r;
925    mColorG = g;
926    mColorB = b;
927    mColorSet = true;
928    mSetShaderColor = mDescription.setColor(r, g, b, a);
929}
930
931void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) {
932    mColorA = a;
933    mColorR = r;
934    mColorG = g;
935    mColorB = b;
936    mColorSet = true;
937    mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a);
938}
939
940void OpenGLRenderer::setupDrawShader() {
941    if (mShader) {
942        mShader->describe(mDescription, mCaches.extensions);
943    }
944}
945
946void OpenGLRenderer::setupDrawColorFilter() {
947    if (mColorFilter) {
948        mColorFilter->describe(mDescription, mCaches.extensions);
949    }
950}
951
952void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
953    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
954            mDescription, swapSrcDst);
955}
956
957void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
958    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
959            mDescription, swapSrcDst);
960}
961
962void OpenGLRenderer::setupDrawProgram() {
963    useProgram(mCaches.programCache.get(mDescription));
964}
965
966void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
967    mTrackDirtyRegions = false;
968}
969
970void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
971        bool ignoreTransform) {
972    mModelView.loadTranslate(left, top, 0.0f);
973    if (!ignoreTransform) {
974        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
975        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
976    } else {
977        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
978        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
979    }
980}
981
982void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
983    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
984}
985
986void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
987        bool ignoreTransform, bool ignoreModelView) {
988    if (!ignoreModelView) {
989        mModelView.loadTranslate(left, top, 0.0f);
990        mModelView.scale(right - left, bottom - top, 1.0f);
991    } else {
992        mModelView.loadIdentity();
993    }
994    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
995    if (!ignoreTransform) {
996        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
997        if (mTrackDirtyRegions && dirty) {
998            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
999        }
1000    } else {
1001        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1002        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1003    }
1004}
1005
1006void OpenGLRenderer::setupDrawPointUniforms() {
1007    int slot = mCaches.currentProgram->getUniform("pointSize");
1008    glUniform1f(slot, mDescription.pointSize);
1009}
1010
1011void OpenGLRenderer::setupDrawColorUniforms() {
1012    if (mColorSet || (mShader && mSetShaderColor)) {
1013        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1014    }
1015}
1016
1017void OpenGLRenderer::setupDrawPureColorUniforms() {
1018    if (mSetShaderColor) {
1019        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1020    }
1021}
1022
1023void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1024    if (mShader) {
1025        if (ignoreTransform) {
1026            mModelView.loadInverse(*mSnapshot->transform);
1027        }
1028        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1029    }
1030}
1031
1032void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1033    if (mShader) {
1034        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1035    }
1036}
1037
1038void OpenGLRenderer::setupDrawColorFilterUniforms() {
1039    if (mColorFilter) {
1040        mColorFilter->setupProgram(mCaches.currentProgram);
1041    }
1042}
1043
1044void OpenGLRenderer::setupDrawSimpleMesh() {
1045    mCaches.bindMeshBuffer();
1046    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1047            gMeshStride, 0);
1048}
1049
1050void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1051    bindTexture(texture);
1052    glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++);
1053
1054    mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1055    glEnableVertexAttribArray(mTexCoordsSlot);
1056}
1057
1058void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1059    if (!vertices) {
1060        mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1061    } else {
1062        mCaches.unbindMeshBuffer();
1063    }
1064    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1065            gMeshStride, vertices);
1066    if (mTexCoordsSlot >= 0) {
1067        glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1068    }
1069}
1070
1071void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1072    mCaches.unbindMeshBuffer();
1073    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1074            gVertexStride, vertices);
1075}
1076
1077/**
1078 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1079 * outer boundary that fades out to 0. The variables set in the shader define the width of the
1080 * core line primitive ("width") and the width of the fading boundary ("boundaryWidth"). The
1081 * "vtxDistance" attribute (one per vertex) is a value from zero to one that tells the fragment
1082 * shader where the fragment is in relation to the line width overall; this value is then used
1083 * to compute the proper color, based on whether the fragment lies in the fading AA region of
1084 * the line.
1085 */
1086void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* distanceCoords, float strokeWidth) {
1087    mCaches.unbindMeshBuffer();
1088    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1089            gAlphaVertexStride, vertices);
1090    int distanceSlot = mCaches.currentProgram->getAttrib("vtxDistance");
1091    glEnableVertexAttribArray(distanceSlot);
1092    glVertexAttribPointer(distanceSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, distanceCoords);
1093    int widthSlot = mCaches.currentProgram->getUniform("width");
1094    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1095    int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1096    float boundaryWidth = (1 - strokeWidth) / 2;
1097    glUniform1f(widthSlot, strokeWidth);
1098    glUniform1f(boundaryWidthSlot, boundaryWidth);
1099    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidth));
1100}
1101
1102void OpenGLRenderer::finishDrawTexture() {
1103    glDisableVertexAttribArray(mTexCoordsSlot);
1104}
1105
1106///////////////////////////////////////////////////////////////////////////////
1107// Drawing
1108///////////////////////////////////////////////////////////////////////////////
1109
1110bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height,
1111        Rect& dirty, uint32_t level) {
1112    if (quickReject(0.0f, 0.0f, width, height)) {
1113        return false;
1114    }
1115
1116    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1117    // will be performed by the display list itself
1118    if (displayList) {
1119        return displayList->replay(*this, dirty, level);
1120    }
1121
1122    return false;
1123}
1124
1125void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1126    int alpha;
1127    SkXfermode::Mode mode;
1128    getAlphaAndMode(paint, &alpha, &mode);
1129
1130    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
1131
1132    float x = left;
1133    float y = top;
1134
1135    bool ignoreTransform = false;
1136    if (mSnapshot->transform->isPureTranslate()) {
1137        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1138        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1139        ignoreTransform = true;
1140    }
1141
1142    setupDraw();
1143    setupDrawWithTexture(true);
1144    if (paint) {
1145        setupDrawAlpha8Color(paint->getColor(), alpha);
1146    }
1147    setupDrawColorFilter();
1148    setupDrawShader();
1149    setupDrawBlending(true, mode);
1150    setupDrawProgram();
1151    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1152    setupDrawTexture(texture->id);
1153    setupDrawPureColorUniforms();
1154    setupDrawColorFilterUniforms();
1155    setupDrawShaderUniforms();
1156    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1157
1158    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1159
1160    finishDrawTexture();
1161}
1162
1163void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1164    const float right = left + bitmap->width();
1165    const float bottom = top + bitmap->height();
1166
1167    if (quickReject(left, top, right, bottom)) {
1168        return;
1169    }
1170
1171    glActiveTexture(gTextureUnits[0]);
1172    Texture* texture = mCaches.textureCache.get(bitmap);
1173    if (!texture) return;
1174    const AutoTexture autoCleanup(texture);
1175
1176    if (bitmap->getConfig() == SkBitmap::kA8_Config) {
1177        drawAlphaBitmap(texture, left, top, paint);
1178    } else {
1179        drawTextureRect(left, top, right, bottom, texture, paint);
1180    }
1181}
1182
1183void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1184    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1185    const mat4 transform(*matrix);
1186    transform.mapRect(r);
1187
1188    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1189        return;
1190    }
1191
1192    glActiveTexture(gTextureUnits[0]);
1193    Texture* texture = mCaches.textureCache.get(bitmap);
1194    if (!texture) return;
1195    const AutoTexture autoCleanup(texture);
1196
1197    // This could be done in a cheaper way, all we need is pass the matrix
1198    // to the vertex shader. The save/restore is a bit overkill.
1199    save(SkCanvas::kMatrix_SaveFlag);
1200    concatMatrix(matrix);
1201    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1202    restore();
1203}
1204
1205void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1206        float* vertices, int* colors, SkPaint* paint) {
1207    // TODO: Do a quickReject
1208    if (!vertices || mSnapshot->isIgnored()) {
1209        return;
1210    }
1211
1212    glActiveTexture(gTextureUnits[0]);
1213    Texture* texture = mCaches.textureCache.get(bitmap);
1214    if (!texture) return;
1215    const AutoTexture autoCleanup(texture);
1216    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
1217
1218    int alpha;
1219    SkXfermode::Mode mode;
1220    getAlphaAndMode(paint, &alpha, &mode);
1221
1222    const uint32_t count = meshWidth * meshHeight * 6;
1223
1224    float left = FLT_MAX;
1225    float top = FLT_MAX;
1226    float right = FLT_MIN;
1227    float bottom = FLT_MIN;
1228
1229#if RENDER_LAYERS_AS_REGIONS
1230    bool hasActiveLayer = hasLayer();
1231#else
1232    bool hasActiveLayer = false;
1233#endif
1234
1235    // TODO: Support the colors array
1236    TextureVertex mesh[count];
1237    TextureVertex* vertex = mesh;
1238    for (int32_t y = 0; y < meshHeight; y++) {
1239        for (int32_t x = 0; x < meshWidth; x++) {
1240            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1241
1242            float u1 = float(x) / meshWidth;
1243            float u2 = float(x + 1) / meshWidth;
1244            float v1 = float(y) / meshHeight;
1245            float v2 = float(y + 1) / meshHeight;
1246
1247            int ax = i + (meshWidth + 1) * 2;
1248            int ay = ax + 1;
1249            int bx = i;
1250            int by = bx + 1;
1251            int cx = i + 2;
1252            int cy = cx + 1;
1253            int dx = i + (meshWidth + 1) * 2 + 2;
1254            int dy = dx + 1;
1255
1256            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1257            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1258            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1259
1260            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1261            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1262            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1263
1264#if RENDER_LAYERS_AS_REGIONS
1265            if (hasActiveLayer) {
1266                // TODO: This could be optimized to avoid unnecessary ops
1267                left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1268                top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1269                right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1270                bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1271            }
1272#endif
1273        }
1274    }
1275
1276#if RENDER_LAYERS_AS_REGIONS
1277    if (hasActiveLayer) {
1278        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1279    }
1280#endif
1281
1282    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1283            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1284            GL_TRIANGLES, count, false, false, 0, false, false);
1285}
1286
1287void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1288         float srcLeft, float srcTop, float srcRight, float srcBottom,
1289         float dstLeft, float dstTop, float dstRight, float dstBottom,
1290         SkPaint* paint) {
1291    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1292        return;
1293    }
1294
1295    glActiveTexture(gTextureUnits[0]);
1296    Texture* texture = mCaches.textureCache.get(bitmap);
1297    if (!texture) return;
1298    const AutoTexture autoCleanup(texture);
1299    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
1300
1301    const float width = texture->width;
1302    const float height = texture->height;
1303
1304    const float u1 = srcLeft / width;
1305    const float v1 = srcTop / height;
1306    const float u2 = srcRight / width;
1307    const float v2 = srcBottom / height;
1308
1309    mCaches.unbindMeshBuffer();
1310    resetDrawTextureTexCoords(u1, v1, u2, v2);
1311
1312    int alpha;
1313    SkXfermode::Mode mode;
1314    getAlphaAndMode(paint, &alpha, &mode);
1315
1316    if (mSnapshot->transform->isPureTranslate()) {
1317        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1318        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1319
1320        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1321                texture->id, alpha / 255.0f, mode, texture->blend,
1322                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1323                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1324    } else {
1325        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1326                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1327                GL_TRIANGLE_STRIP, gMeshCount);
1328    }
1329
1330    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1331}
1332
1333void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1334        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1335        float left, float top, float right, float bottom, SkPaint* paint) {
1336    if (quickReject(left, top, right, bottom)) {
1337        return;
1338    }
1339
1340    glActiveTexture(gTextureUnits[0]);
1341    Texture* texture = mCaches.textureCache.get(bitmap);
1342    if (!texture) return;
1343    const AutoTexture autoCleanup(texture);
1344    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
1345
1346    int alpha;
1347    SkXfermode::Mode mode;
1348    getAlphaAndMode(paint, &alpha, &mode);
1349
1350    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1351            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1352
1353    if (mesh && mesh->verticesCount > 0) {
1354        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1355#if RENDER_LAYERS_AS_REGIONS
1356        // Mark the current layer dirty where we are going to draw the patch
1357        if (hasLayer() && mesh->hasEmptyQuads) {
1358            const float offsetX = left + mSnapshot->transform->getTranslateX();
1359            const float offsetY = top + mSnapshot->transform->getTranslateY();
1360            const size_t count = mesh->quads.size();
1361            for (size_t i = 0; i < count; i++) {
1362                const Rect& bounds = mesh->quads.itemAt(i);
1363                if (pureTranslate) {
1364                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1365                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1366                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1367                } else {
1368                    dirtyLayer(left + bounds.left, top + bounds.top,
1369                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1370                }
1371            }
1372        }
1373#endif
1374
1375        if (pureTranslate) {
1376            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1377            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1378
1379            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1380                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1381                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1382                    true, !mesh->hasEmptyQuads);
1383        } else {
1384            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1385                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1386                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1387                    true, !mesh->hasEmptyQuads);
1388        }
1389    }
1390}
1391
1392void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1393    if (mSnapshot->isIgnored()) return;
1394
1395    const bool isAA = paint->isAntiAlias();
1396    float strokeWidth = paint->getStrokeWidth() * 0.5f;
1397    // A stroke width of 0 has a special meaning in Skia:
1398    // it draws a line 1 px wide regardless of current transform
1399    bool isHairLine = paint->getStrokeWidth() == 0.0f;
1400    int alpha;
1401    SkXfermode::Mode mode;
1402    int generatedVerticesCount = 0;
1403    int verticesCount = count;
1404    if (count > 4) {
1405        // Polyline: account for extra vertices needed for continous tri-strip
1406        verticesCount += (count -4);
1407    }
1408
1409    getAlphaAndMode(paint, &alpha, &mode);
1410    setupDraw();
1411    if (isAA) {
1412        setupDrawAALine();
1413    }
1414    setupDrawColor(paint->getColor(), alpha);
1415    setupDrawColorFilter();
1416    setupDrawShader();
1417    if (isAA) {
1418        setupDrawBlending(true, mode);
1419    } else {
1420        setupDrawBlending(mode);
1421    }
1422    setupDrawProgram();
1423    setupDrawModelViewIdentity(true);
1424    setupDrawColorUniforms();
1425    setupDrawColorFilterUniforms();
1426    setupDrawShaderIdentityUniforms();
1427
1428    if (isHairLine) {
1429        // Set a real stroke width to be used in quad construction
1430        strokeWidth = .5;
1431    }
1432    if (isAA) {
1433        // Expand boundary to enable AA calculations on the quad border
1434        strokeWidth += .5f;
1435    }
1436    Vertex lines[verticesCount];
1437    Vertex* vertices = &lines[0];
1438    AlphaVertex wLines[verticesCount];
1439    AlphaVertex* aaVertices = &wLines[0];
1440    if (!isAA) {
1441        setupDrawVertices(vertices);
1442    } else {
1443        void* alphaCoords = ((GLbyte*) aaVertices) + gVertexAlphaOffset;
1444        // innerProportion is the ratio of the inner (non-AA) port of the line to the total
1445        // AA stroke width (the base stroke width expanded by a half pixel on either side).
1446        // This value is used in the fragment shader to determine how to fill fragments.
1447        float innerProportion = fmax(strokeWidth - 1.0f, 0) / (strokeWidth + .5f);
1448        setupDrawAALine((void*) aaVertices, alphaCoords, innerProportion);
1449    }
1450
1451    AlphaVertex *prevAAVertex = NULL;
1452    Vertex *prevVertex = NULL;
1453    float inverseScaleX = 1.0f;
1454    float inverseScaleY = 1.0f;
1455
1456    if (isHairLine) {
1457        // The quad that we use for AA hairlines needs to account for scaling because the line
1458        // should always be one pixel wide regardless of scale.
1459        if (!mSnapshot->transform->isPureTranslate()) {
1460            Matrix4 *mat = mSnapshot->transform;
1461            float m00 = mat->data[Matrix4::kScaleX];
1462            float m01 = mat->data[Matrix4::kSkewY];
1463            float m02 = mat->data[2];
1464            float m10 = mat->data[Matrix4::kSkewX];
1465            float m11 = mat->data[Matrix4::kScaleX];
1466            float m12 = mat->data[6];
1467            float scaleX = sqrt(m00*m00 + m01*m01);
1468            float scaleY = sqrt(m10*m10 + m11*m11);
1469            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1470            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1471        }
1472    }
1473
1474    for (int i = 0; i < count; i += 4) {
1475        // a = start point, b = end point
1476        vec2 a(points[i], points[i + 1]);
1477        vec2 b(points[i + 2], points[i + 3]);
1478
1479        // Find the normal to the line
1480        vec2 n = (b - a).copyNormalized() * strokeWidth;
1481        if (isHairLine) {
1482            n *= inverseScaleX;
1483            if (isAA) {
1484                float wideningFactor;
1485                if (fabs(n.x) >= fabs(n.y)) {
1486                    wideningFactor = fabs(1.0f / n.x);
1487                } else {
1488                    wideningFactor = fabs(1.0f / n.y);
1489                }
1490                n *= wideningFactor;
1491            }
1492        }
1493        float x = n.x;
1494        n.x = -n.y;
1495        n.y = x;
1496
1497        // Four corners of the rectangle defining a thick line
1498        vec2 p1 = a - n;
1499        vec2 p2 = a + n;
1500        vec2 p3 = b + n;
1501        vec2 p4 = b - n;
1502
1503        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
1504        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
1505        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
1506        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
1507
1508        if (!quickReject(left, top, right, bottom)) {
1509            // Draw the line as 2 triangles, could be optimized
1510            // by using only 4 vertices and the correct indices
1511            // Also we should probably used non textured vertices
1512            // when line AA is disabled to save on bandwidth
1513            if (!isAA) {
1514                if (prevVertex != NULL) {
1515                    // Issue two repeat vertices to create degenerate triangles to bridge
1516                    // between the previous line and the new one. This is necessary because
1517                    // we are creating a single triangle_strip which will contain
1518                    // potentially discontinuous line segments.
1519                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
1520                    Vertex::set(vertices++, p1.x, p1.y);
1521                    generatedVerticesCount += 2;
1522                }
1523                Vertex::set(vertices++, p1.x, p1.y);
1524                Vertex::set(vertices++, p2.x, p2.y);
1525                Vertex::set(vertices++, p4.x, p4.y);
1526                Vertex::set(vertices++, p3.x, p3.y);
1527                prevVertex = vertices - 1;
1528                generatedVerticesCount += 4;
1529            } else {
1530                if (prevAAVertex != NULL) {
1531                    // Issue two repeat vertices to create degenerate triangles to bridge
1532                    // between the previous line and the new one. This is necessary because
1533                    // we are creating a single triangle_strip which will contain
1534                    // potentially discontinuous line segments.
1535                    AlphaVertex::set(aaVertices++,prevAAVertex->position[0],
1536                            prevAAVertex->position[1], prevAAVertex->alpha);
1537                    AlphaVertex::set(aaVertices++, p4.x, p4.y, 1);
1538                    generatedVerticesCount += 2;
1539                }
1540                AlphaVertex::set(aaVertices++, p4.x, p4.y, 1);
1541                AlphaVertex::set(aaVertices++, p1.x, p1.y, 1);
1542                AlphaVertex::set(aaVertices++, p3.x, p3.y, 0);
1543                AlphaVertex::set(aaVertices++, p2.x, p2.y, 0);
1544                prevAAVertex = aaVertices - 1;
1545                generatedVerticesCount += 4;
1546            }
1547            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1548        }
1549    }
1550    if (generatedVerticesCount > 0) {
1551       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
1552    }
1553}
1554
1555void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
1556    if (mSnapshot->isIgnored()) return;
1557
1558    // TODO: The paint's cap style defines whether the points are square or circular
1559    // TODO: Handle AA for round points
1560
1561    // A stroke width of 0 has a special meaning in Skia:
1562    // it draws an unscaled 1px point
1563    float strokeWidth = paint->getStrokeWidth();
1564    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
1565    if (isHairLine) {
1566        // Now that we know it's hairline, we can set the effective width, to be used later
1567        strokeWidth = 1.0f;
1568    }
1569    const float halfWidth = strokeWidth / 2;
1570    int alpha;
1571    SkXfermode::Mode mode;
1572    getAlphaAndMode(paint, &alpha, &mode);
1573
1574    int verticesCount = count >> 1;
1575    int generatedVerticesCount = 0;
1576
1577    TextureVertex pointsData[verticesCount];
1578    TextureVertex* vertex = &pointsData[0];
1579
1580    setupDraw();
1581    setupDrawPoint(strokeWidth);
1582    setupDrawColor(paint->getColor(), alpha);
1583    setupDrawColorFilter();
1584    setupDrawShader();
1585    setupDrawBlending(mode);
1586    setupDrawProgram();
1587    setupDrawModelViewIdentity(true);
1588    setupDrawColorUniforms();
1589    setupDrawColorFilterUniforms();
1590    setupDrawPointUniforms();
1591    setupDrawShaderIdentityUniforms();
1592    setupDrawMesh(vertex);
1593
1594    for (int i = 0; i < count; i += 2) {
1595        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
1596        generatedVerticesCount++;
1597        float left = points[i] - halfWidth;
1598        float right = points[i] + halfWidth;
1599        float top = points[i + 1] - halfWidth;
1600        float bottom = points [i + 1] + halfWidth;
1601        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1602    }
1603
1604    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
1605}
1606
1607void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
1608    // No need to check against the clip, we fill the clip region
1609    if (mSnapshot->isIgnored()) return;
1610
1611    Rect& clip(*mSnapshot->clipRect);
1612    clip.snapToPixelBoundaries();
1613
1614    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
1615}
1616
1617void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) {
1618    if (!texture) return;
1619    const AutoTexture autoCleanup(texture);
1620
1621    const float x = left + texture->left - texture->offset;
1622    const float y = top + texture->top - texture->offset;
1623
1624    drawPathTexture(texture, x, y, paint);
1625}
1626
1627void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
1628        float rx, float ry, SkPaint* paint) {
1629    if (mSnapshot->isIgnored()) return;
1630
1631    glActiveTexture(gTextureUnits[0]);
1632    const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
1633            right - left, bottom - top, rx, ry, paint);
1634    drawShape(left, top, texture, paint);
1635}
1636
1637void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
1638    if (mSnapshot->isIgnored()) return;
1639
1640    glActiveTexture(gTextureUnits[0]);
1641    const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
1642    drawShape(x - radius, y - radius, texture, paint);
1643}
1644
1645void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) {
1646    if (mSnapshot->isIgnored()) return;
1647
1648    glActiveTexture(gTextureUnits[0]);
1649    const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
1650    drawShape(left, top, texture, paint);
1651}
1652
1653void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
1654        float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
1655    if (mSnapshot->isIgnored()) return;
1656
1657    if (fabs(sweepAngle) >= 360.0f) {
1658        drawOval(left, top, right, bottom, paint);
1659        return;
1660    }
1661
1662    glActiveTexture(gTextureUnits[0]);
1663    const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
1664            startAngle, sweepAngle, useCenter, paint);
1665    drawShape(left, top, texture, paint);
1666}
1667
1668void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
1669        SkPaint* paint) {
1670    if (mSnapshot->isIgnored()) return;
1671
1672    glActiveTexture(gTextureUnits[0]);
1673    const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
1674    drawShape(left, top, texture, paint);
1675}
1676
1677void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
1678    if (p->getStyle() != SkPaint::kFill_Style) {
1679        drawRectAsShape(left, top, right, bottom, p);
1680        return;
1681    }
1682
1683    if (quickReject(left, top, right, bottom)) {
1684        return;
1685    }
1686
1687    SkXfermode::Mode mode;
1688    if (!mCaches.extensions.hasFramebufferFetch()) {
1689        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
1690        if (!isMode) {
1691            // Assume SRC_OVER
1692            mode = SkXfermode::kSrcOver_Mode;
1693        }
1694    } else {
1695        mode = getXfermode(p->getXfermode());
1696    }
1697
1698    int color = p->getColor();
1699    drawColorRect(left, top, right, bottom, color, mode);
1700}
1701
1702void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
1703        float x, float y, SkPaint* paint) {
1704    if (text == NULL || count == 0) {
1705        return;
1706    }
1707    if (mSnapshot->isIgnored()) return;
1708
1709    paint->setAntiAlias(true);
1710
1711    float length = -1.0f;
1712    switch (paint->getTextAlign()) {
1713        case SkPaint::kCenter_Align:
1714            length = paint->measureText(text, bytesCount);
1715            x -= length / 2.0f;
1716            break;
1717        case SkPaint::kRight_Align:
1718            length = paint->measureText(text, bytesCount);
1719            x -= length;
1720            break;
1721        default:
1722            break;
1723    }
1724
1725    const float oldX = x;
1726    const float oldY = y;
1727    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1728    if (pureTranslate) {
1729        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
1730        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
1731    }
1732
1733    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
1734    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
1735            paint->getTextSize());
1736
1737    int alpha;
1738    SkXfermode::Mode mode;
1739    getAlphaAndMode(paint, &alpha, &mode);
1740
1741    if (mHasShadow) {
1742        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
1743        const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount,
1744                count, mShadowRadius);
1745        const AutoTexture autoCleanup(shadow);
1746
1747        const float sx = oldX - shadow->left + mShadowDx;
1748        const float sy = oldY - shadow->top + mShadowDy;
1749
1750        const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
1751        int shadowColor = mShadowColor;
1752        if (mShader) {
1753            shadowColor = 0xffffffff;
1754        }
1755
1756        glActiveTexture(gTextureUnits[0]);
1757        setupDraw();
1758        setupDrawWithTexture(true);
1759        setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
1760        setupDrawColorFilter();
1761        setupDrawShader();
1762        setupDrawBlending(true, mode);
1763        setupDrawProgram();
1764        setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
1765        setupDrawTexture(shadow->id);
1766        setupDrawPureColorUniforms();
1767        setupDrawColorFilterUniforms();
1768        setupDrawShaderUniforms();
1769        setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1770
1771        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1772
1773        finishDrawTexture();
1774    }
1775
1776    if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) {
1777        return;
1778    }
1779
1780    // Pick the appropriate texture filtering
1781    bool linearFilter = mSnapshot->transform->changesBounds();
1782    if (pureTranslate && !linearFilter) {
1783        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
1784    }
1785
1786    glActiveTexture(gTextureUnits[0]);
1787    setupDraw();
1788    setupDrawDirtyRegionsDisabled();
1789    setupDrawWithTexture(true);
1790    setupDrawAlpha8Color(paint->getColor(), alpha);
1791    setupDrawColorFilter();
1792    setupDrawShader();
1793    setupDrawBlending(true, mode);
1794    setupDrawProgram();
1795    setupDrawModelView(x, y, x, y, pureTranslate, true);
1796    setupDrawTexture(fontRenderer.getTexture(linearFilter));
1797    setupDrawPureColorUniforms();
1798    setupDrawColorFilterUniforms();
1799    setupDrawShaderUniforms(pureTranslate);
1800
1801    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
1802    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
1803
1804#if RENDER_LAYERS_AS_REGIONS
1805    bool hasActiveLayer = hasLayer();
1806#else
1807    bool hasActiveLayer = false;
1808#endif
1809    mCaches.unbindMeshBuffer();
1810
1811    // Tell font renderer the locations of position and texture coord
1812    // attributes so it can bind its data properly
1813    int positionSlot = mCaches.currentProgram->position;
1814    fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot);
1815    if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
1816            hasActiveLayer ? &bounds : NULL)) {
1817#if RENDER_LAYERS_AS_REGIONS
1818        if (hasActiveLayer) {
1819            if (!pureTranslate) {
1820                mSnapshot->transform->mapRect(bounds);
1821            }
1822            dirtyLayerUnchecked(bounds, getRegion());
1823        }
1824#endif
1825    }
1826
1827    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1828    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
1829
1830    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
1831}
1832
1833void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
1834    if (mSnapshot->isIgnored()) return;
1835
1836    glActiveTexture(gTextureUnits[0]);
1837
1838    const PathTexture* texture = mCaches.pathCache.get(path, paint);
1839    if (!texture) return;
1840    const AutoTexture autoCleanup(texture);
1841
1842    const float x = texture->left - texture->offset;
1843    const float y = texture->top - texture->offset;
1844
1845    drawPathTexture(texture, x, y, paint);
1846}
1847
1848void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
1849    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
1850        return;
1851    }
1852
1853    glActiveTexture(gTextureUnits[0]);
1854
1855    int alpha;
1856    SkXfermode::Mode mode;
1857    getAlphaAndMode(paint, &alpha, &mode);
1858
1859    layer->alpha = alpha;
1860    layer->mode = mode;
1861
1862#if RENDER_LAYERS_AS_REGIONS
1863    if (!layer->region.isEmpty()) {
1864        if (layer->region.isRect()) {
1865            composeLayerRect(layer, layer->regionRect);
1866        } else if (layer->mesh) {
1867            const float a = alpha / 255.0f;
1868            const Rect& rect = layer->layer;
1869
1870            setupDraw();
1871            setupDrawWithTexture();
1872            setupDrawColor(a, a, a, a);
1873            setupDrawColorFilter();
1874            setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false);
1875            setupDrawProgram();
1876            setupDrawModelViewTranslate(x, y,
1877                    x + layer->layer.getWidth(), y + layer->layer.getHeight());
1878            setupDrawPureColorUniforms();
1879            setupDrawColorFilterUniforms();
1880            setupDrawTexture(layer->texture);
1881            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
1882
1883            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
1884                    GL_UNSIGNED_SHORT, layer->meshIndices);
1885
1886            finishDrawTexture();
1887
1888#if DEBUG_LAYERS_AS_REGIONS
1889            drawRegionRects(layer->region);
1890#endif
1891        }
1892    }
1893#else
1894    const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
1895    composeLayerRect(layer, r);
1896#endif
1897}
1898
1899///////////////////////////////////////////////////////////////////////////////
1900// Shaders
1901///////////////////////////////////////////////////////////////////////////////
1902
1903void OpenGLRenderer::resetShader() {
1904    mShader = NULL;
1905}
1906
1907void OpenGLRenderer::setupShader(SkiaShader* shader) {
1908    mShader = shader;
1909    if (mShader) {
1910        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
1911    }
1912}
1913
1914///////////////////////////////////////////////////////////////////////////////
1915// Color filters
1916///////////////////////////////////////////////////////////////////////////////
1917
1918void OpenGLRenderer::resetColorFilter() {
1919    mColorFilter = NULL;
1920}
1921
1922void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
1923    mColorFilter = filter;
1924}
1925
1926///////////////////////////////////////////////////////////////////////////////
1927// Drop shadow
1928///////////////////////////////////////////////////////////////////////////////
1929
1930void OpenGLRenderer::resetShadow() {
1931    mHasShadow = false;
1932}
1933
1934void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
1935    mHasShadow = true;
1936    mShadowRadius = radius;
1937    mShadowDx = dx;
1938    mShadowDy = dy;
1939    mShadowColor = color;
1940}
1941
1942///////////////////////////////////////////////////////////////////////////////
1943// Drawing implementation
1944///////////////////////////////////////////////////////////////////////////////
1945
1946void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
1947        float x, float y, SkPaint* paint) {
1948    if (quickReject(x, y, x + texture->width, y + texture->height)) {
1949        return;
1950    }
1951
1952    int alpha;
1953    SkXfermode::Mode mode;
1954    getAlphaAndMode(paint, &alpha, &mode);
1955
1956    setupDraw();
1957    setupDrawWithTexture(true);
1958    setupDrawAlpha8Color(paint->getColor(), alpha);
1959    setupDrawColorFilter();
1960    setupDrawShader();
1961    setupDrawBlending(true, mode);
1962    setupDrawProgram();
1963    setupDrawModelView(x, y, x + texture->width, y + texture->height);
1964    setupDrawTexture(texture->id);
1965    setupDrawPureColorUniforms();
1966    setupDrawColorFilterUniforms();
1967    setupDrawShaderUniforms();
1968    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1969
1970    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1971
1972    finishDrawTexture();
1973}
1974
1975// Same values used by Skia
1976#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
1977#define kStdUnderline_Offset    (1.0f / 9.0f)
1978#define kStdUnderline_Thickness (1.0f / 18.0f)
1979
1980void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
1981        float x, float y, SkPaint* paint) {
1982    // Handle underline and strike-through
1983    uint32_t flags = paint->getFlags();
1984    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
1985        float underlineWidth = length;
1986        // If length is > 0.0f, we already measured the text for the text alignment
1987        if (length <= 0.0f) {
1988            underlineWidth = paint->measureText(text, bytesCount);
1989        }
1990
1991        float offsetX = 0;
1992        switch (paint->getTextAlign()) {
1993            case SkPaint::kCenter_Align:
1994                offsetX = underlineWidth * 0.5f;
1995                break;
1996            case SkPaint::kRight_Align:
1997                offsetX = underlineWidth;
1998                break;
1999            default:
2000                break;
2001        }
2002
2003        if (underlineWidth > 0.0f) {
2004            const float textSize = paint->getTextSize();
2005            // TODO: Support stroke width < 1.0f when we have AA lines
2006            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2007
2008            const float left = x - offsetX;
2009            float top = 0.0f;
2010
2011            int linesCount = 0;
2012            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2013            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2014
2015            const int pointsCount = 4 * linesCount;
2016            float points[pointsCount];
2017            int currentPoint = 0;
2018
2019            if (flags & SkPaint::kUnderlineText_Flag) {
2020                top = y + textSize * kStdUnderline_Offset;
2021                points[currentPoint++] = left;
2022                points[currentPoint++] = top;
2023                points[currentPoint++] = left + underlineWidth;
2024                points[currentPoint++] = top;
2025            }
2026
2027            if (flags & SkPaint::kStrikeThruText_Flag) {
2028                top = y + textSize * kStdStrikeThru_Offset;
2029                points[currentPoint++] = left;
2030                points[currentPoint++] = top;
2031                points[currentPoint++] = left + underlineWidth;
2032                points[currentPoint++] = top;
2033            }
2034
2035            SkPaint linesPaint(*paint);
2036            linesPaint.setStrokeWidth(strokeWidth);
2037
2038            drawLines(&points[0], pointsCount, &linesPaint);
2039        }
2040    }
2041}
2042
2043void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2044        int color, SkXfermode::Mode mode, bool ignoreTransform) {
2045    // If a shader is set, preserve only the alpha
2046    if (mShader) {
2047        color |= 0x00ffffff;
2048    }
2049
2050    setupDraw();
2051    setupDrawColor(color);
2052    setupDrawShader();
2053    setupDrawColorFilter();
2054    setupDrawBlending(mode);
2055    setupDrawProgram();
2056    setupDrawModelView(left, top, right, bottom, ignoreTransform);
2057    setupDrawColorUniforms();
2058    setupDrawShaderUniforms(ignoreTransform);
2059    setupDrawColorFilterUniforms();
2060    setupDrawSimpleMesh();
2061
2062    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2063}
2064
2065void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2066        Texture* texture, SkPaint* paint) {
2067    int alpha;
2068    SkXfermode::Mode mode;
2069    getAlphaAndMode(paint, &alpha, &mode);
2070
2071    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
2072
2073    if (mSnapshot->transform->isPureTranslate()) {
2074        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2075        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2076
2077        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2078                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
2079                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
2080    } else {
2081        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
2082                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2083                GL_TRIANGLE_STRIP, gMeshCount);
2084    }
2085}
2086
2087void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2088        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
2089    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
2090            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
2091}
2092
2093void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
2094        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
2095        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
2096        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
2097
2098    setupDraw();
2099    setupDrawWithTexture();
2100    setupDrawColor(alpha, alpha, alpha, alpha);
2101    setupDrawColorFilter();
2102    setupDrawBlending(blend, mode, swapSrcDst);
2103    setupDrawProgram();
2104    if (!dirty) {
2105        setupDrawDirtyRegionsDisabled();
2106    }
2107    if (!ignoreScale) {
2108        setupDrawModelView(left, top, right, bottom, ignoreTransform);
2109    } else {
2110        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
2111    }
2112    setupDrawPureColorUniforms();
2113    setupDrawColorFilterUniforms();
2114    setupDrawTexture(texture);
2115    setupDrawMesh(vertices, texCoords, vbo);
2116
2117    glDrawArrays(drawMode, 0, elementsCount);
2118
2119    finishDrawTexture();
2120}
2121
2122void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
2123        ProgramDescription& description, bool swapSrcDst) {
2124    blend = blend || mode != SkXfermode::kSrcOver_Mode;
2125    if (blend) {
2126        if (mode < SkXfermode::kPlus_Mode) {
2127            if (!mCaches.blend) {
2128                glEnable(GL_BLEND);
2129            }
2130
2131            GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
2132            GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
2133
2134            if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
2135                glBlendFunc(sourceMode, destMode);
2136                mCaches.lastSrcMode = sourceMode;
2137                mCaches.lastDstMode = destMode;
2138            }
2139        } else {
2140            // These blend modes are not supported by OpenGL directly and have
2141            // to be implemented using shaders. Since the shader will perform
2142            // the blending, turn blending off here
2143            if (mCaches.extensions.hasFramebufferFetch()) {
2144                description.framebufferMode = mode;
2145                description.swapSrcDst = swapSrcDst;
2146            }
2147
2148            if (mCaches.blend) {
2149                glDisable(GL_BLEND);
2150            }
2151            blend = false;
2152        }
2153    } else if (mCaches.blend) {
2154        glDisable(GL_BLEND);
2155    }
2156    mCaches.blend = blend;
2157}
2158
2159bool OpenGLRenderer::useProgram(Program* program) {
2160    if (!program->isInUse()) {
2161        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
2162        program->use();
2163        mCaches.currentProgram = program;
2164        return false;
2165    }
2166    return true;
2167}
2168
2169void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
2170    TextureVertex* v = &mMeshVertices[0];
2171    TextureVertex::setUV(v++, u1, v1);
2172    TextureVertex::setUV(v++, u2, v1);
2173    TextureVertex::setUV(v++, u1, v2);
2174    TextureVertex::setUV(v++, u2, v2);
2175}
2176
2177void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
2178    if (paint) {
2179        if (!mCaches.extensions.hasFramebufferFetch()) {
2180            const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode);
2181            if (!isMode) {
2182                // Assume SRC_OVER
2183                *mode = SkXfermode::kSrcOver_Mode;
2184            }
2185        } else {
2186            *mode = getXfermode(paint->getXfermode());
2187        }
2188
2189        // Skia draws using the color's alpha channel if < 255
2190        // Otherwise, it uses the paint's alpha
2191        int color = paint->getColor();
2192        *alpha = (color >> 24) & 0xFF;
2193        if (*alpha == 255) {
2194            *alpha = paint->getAlpha();
2195        }
2196    } else {
2197        *mode = SkXfermode::kSrcOver_Mode;
2198        *alpha = 255;
2199    }
2200}
2201
2202SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
2203    // In the future we should look at unifying the Porter-Duff modes and
2204    // SkXferModes so that we can use SkXfermode::IsMode(xfer, &mode).
2205    if (mode == NULL) {
2206        return SkXfermode::kSrcOver_Mode;
2207    }
2208    return mode->fMode;
2209}
2210
2211void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) {
2212    bool bound = false;
2213    if (wrapS != texture->wrapS) {
2214        glBindTexture(GL_TEXTURE_2D, texture->id);
2215        bound = true;
2216        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
2217        texture->wrapS = wrapS;
2218    }
2219    if (wrapT != texture->wrapT) {
2220        if (!bound) {
2221            glBindTexture(GL_TEXTURE_2D, texture->id);
2222        }
2223        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
2224        texture->wrapT = wrapT;
2225    }
2226}
2227
2228}; // namespace uirenderer
2229}; // namespace android
2230