OpenGLRenderer.cpp revision 8ab4079ca27e36e5c584495bcd71b573598ac021
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 <ui/Rect.h>
30
31#include "OpenGLRenderer.h"
32#include "DisplayListRenderer.h"
33
34namespace android {
35namespace uirenderer {
36
37///////////////////////////////////////////////////////////////////////////////
38// Defines
39///////////////////////////////////////////////////////////////////////////////
40
41#define RAD_TO_DEG (180.0f / 3.14159265f)
42#define MIN_ANGLE 0.001f
43
44// TODO: This should be set in properties
45#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH)
46
47///////////////////////////////////////////////////////////////////////////////
48// Globals
49///////////////////////////////////////////////////////////////////////////////
50
51/**
52 * Structure mapping Skia xfermodes to OpenGL blending factors.
53 */
54struct Blender {
55    SkXfermode::Mode mode;
56    GLenum src;
57    GLenum dst;
58}; // struct Blender
59
60// In this array, the index of each Blender equals the value of the first
61// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
62static const Blender gBlends[] = {
63        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
64        { SkXfermode::kSrc_Mode,     GL_ONE,                  GL_ZERO },
65        { SkXfermode::kDst_Mode,     GL_ZERO,                 GL_ONE },
66        { SkXfermode::kSrcOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
67        { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
68        { SkXfermode::kSrcIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
69        { SkXfermode::kDstIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
70        { SkXfermode::kSrcOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
71        { SkXfermode::kDstOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
72        { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
73        { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
74        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
75};
76
77// This array contains the swapped version of each SkXfermode. For instance
78// this array's SrcOver blending mode is actually DstOver. You can refer to
79// createLayer() for more information on the purpose of this array.
80static const Blender gBlendsSwap[] = {
81        { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ZERO },
82        { SkXfermode::kSrc_Mode,     GL_ZERO,                 GL_ONE },
83        { SkXfermode::kDst_Mode,     GL_ONE,                  GL_ZERO },
84        { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
85        { SkXfermode::kDstOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
86        { SkXfermode::kSrcIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
87        { SkXfermode::kDstIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
88        { SkXfermode::kSrcOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
89        { SkXfermode::kDstOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
90        { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
91        { SkXfermode::kDstATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
92        { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
93};
94
95static const GLenum gTextureUnits[] = {
96        GL_TEXTURE0,
97        GL_TEXTURE1,
98        GL_TEXTURE2
99};
100
101///////////////////////////////////////////////////////////////////////////////
102// Constructors/destructor
103///////////////////////////////////////////////////////////////////////////////
104
105OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
106    mShader = NULL;
107    mColorFilter = NULL;
108    mHasShadow = false;
109
110    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
111
112    mFirstSnapshot = new Snapshot;
113}
114
115OpenGLRenderer::~OpenGLRenderer() {
116    // The context has already been destroyed at this point, do not call
117    // GL APIs. All GL state should be kept in Caches.h
118}
119
120///////////////////////////////////////////////////////////////////////////////
121// Setup
122///////////////////////////////////////////////////////////////////////////////
123
124void OpenGLRenderer::setViewport(int width, int height) {
125    glViewport(0, 0, width, height);
126    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
127
128    mWidth = width;
129    mHeight = height;
130
131    mFirstSnapshot->height = height;
132    mFirstSnapshot->viewport.set(0, 0, width, height);
133
134    mDirtyClip = false;
135}
136
137void OpenGLRenderer::prepare(bool opaque) {
138    mCaches.clearGarbage();
139
140    mSnapshot = new Snapshot(mFirstSnapshot,
141            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
142    mSaveCount = 1;
143
144    glViewport(0, 0, mWidth, mHeight);
145
146    glDisable(GL_DITHER);
147
148    if (!opaque) {
149        glDisable(GL_SCISSOR_TEST);
150        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
151        glClear(GL_COLOR_BUFFER_BIT);
152    }
153
154    glEnable(GL_SCISSOR_TEST);
155    glScissor(0, 0, mWidth, mHeight);
156    mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight);
157}
158
159void OpenGLRenderer::finish() {
160#if DEBUG_OPENGL
161    GLenum status = GL_NO_ERROR;
162    while ((status = glGetError()) != GL_NO_ERROR) {
163        LOGD("GL error from OpenGLRenderer: 0x%x", status);
164    }
165#endif
166#if DEBUG_MEMORY_USAGE
167    mCaches.dumpMemoryUsage();
168#else
169    if (mCaches.getDebugLevel() & kDebugMemory) {
170        mCaches.dumpMemoryUsage();
171    }
172#endif
173}
174
175void OpenGLRenderer::acquireContext() {
176    if (mCaches.currentProgram) {
177        if (mCaches.currentProgram->isInUse()) {
178            mCaches.currentProgram->remove();
179            mCaches.currentProgram = NULL;
180        }
181    }
182    mCaches.unbindMeshBuffer();
183}
184
185void OpenGLRenderer::releaseContext() {
186    glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight());
187
188    glEnable(GL_SCISSOR_TEST);
189    dirtyClip();
190
191    glDisable(GL_DITHER);
192
193    glBindFramebuffer(GL_FRAMEBUFFER, 0);
194    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
195
196    mCaches.blend = true;
197    glEnable(GL_BLEND);
198    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
199    glBlendEquation(GL_FUNC_ADD);
200}
201
202///////////////////////////////////////////////////////////////////////////////
203// State management
204///////////////////////////////////////////////////////////////////////////////
205
206int OpenGLRenderer::getSaveCount() const {
207    return mSaveCount;
208}
209
210int OpenGLRenderer::save(int flags) {
211    return saveSnapshot(flags);
212}
213
214void OpenGLRenderer::restore() {
215    if (mSaveCount > 1) {
216        restoreSnapshot();
217    }
218}
219
220void OpenGLRenderer::restoreToCount(int saveCount) {
221    if (saveCount < 1) saveCount = 1;
222
223    while (mSaveCount > saveCount) {
224        restoreSnapshot();
225    }
226}
227
228int OpenGLRenderer::saveSnapshot(int flags) {
229    mSnapshot = new Snapshot(mSnapshot, flags);
230    return mSaveCount++;
231}
232
233bool OpenGLRenderer::restoreSnapshot() {
234    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
235    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
236    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
237
238    sp<Snapshot> current = mSnapshot;
239    sp<Snapshot> previous = mSnapshot->previous;
240
241    if (restoreOrtho) {
242        Rect& r = previous->viewport;
243        glViewport(r.left, r.top, r.right, r.bottom);
244        mOrthoMatrix.load(current->orthoMatrix);
245    }
246
247    mSaveCount--;
248    mSnapshot = previous;
249
250    if (restoreClip) {
251        dirtyClip();
252    }
253
254    if (restoreLayer) {
255        composeLayer(current, previous);
256    }
257
258    return restoreClip;
259}
260
261///////////////////////////////////////////////////////////////////////////////
262// Layers
263///////////////////////////////////////////////////////////////////////////////
264
265int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
266        SkPaint* p, int flags) {
267    const GLuint previousFbo = mSnapshot->fbo;
268    const int count = saveSnapshot(flags);
269
270    if (!mSnapshot->invisible) {
271        int alpha = 255;
272        SkXfermode::Mode mode;
273
274        if (p) {
275            alpha = p->getAlpha();
276            if (!mCaches.extensions.hasFramebufferFetch()) {
277                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
278                if (!isMode) {
279                    // Assume SRC_OVER
280                    mode = SkXfermode::kSrcOver_Mode;
281                }
282            } else {
283                mode = getXfermode(p->getXfermode());
284            }
285        } else {
286            mode = SkXfermode::kSrcOver_Mode;
287        }
288
289        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
290    }
291
292    return count;
293}
294
295int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
296        int alpha, int flags) {
297    if (alpha >= 255 - ALPHA_THRESHOLD) {
298        return saveLayer(left, top, right, bottom, NULL, flags);
299    } else {
300        SkPaint paint;
301        paint.setAlpha(alpha);
302        return saveLayer(left, top, right, bottom, &paint, flags);
303    }
304}
305
306/**
307 * Layers are viewed by Skia are slightly different than layers in image editing
308 * programs (for instance.) When a layer is created, previously created layers
309 * and the frame buffer still receive every drawing command. For instance, if a
310 * layer is created and a shape intersecting the bounds of the layers and the
311 * framebuffer is draw, the shape will be drawn on both (unless the layer was
312 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
313 *
314 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
315 * texture. Unfortunately, this is inefficient as it requires every primitive to
316 * be drawn n + 1 times, where n is the number of active layers. In practice this
317 * means, for every primitive:
318 *   - Switch active frame buffer
319 *   - Change viewport, clip and projection matrix
320 *   - Issue the drawing
321 *
322 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
323 * To avoid this, layers are implemented in a different way here, at least in the
324 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
325 * is set. When this flag is set we can redirect all drawing operations into a
326 * single FBO.
327 *
328 * This implementation relies on the frame buffer being at least RGBA 8888. When
329 * a layer is created, only a texture is created, not an FBO. The content of the
330 * frame buffer contained within the layer's bounds is copied into this texture
331 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
332 * buffer and drawing continues as normal. This technique therefore treats the
333 * frame buffer as a scratch buffer for the layers.
334 *
335 * To compose the layers back onto the frame buffer, each layer texture
336 * (containing the original frame buffer data) is drawn as a simple quad over
337 * the frame buffer. The trick is that the quad is set as the composition
338 * destination in the blending equation, and the frame buffer becomes the source
339 * of the composition.
340 *
341 * Drawing layers with an alpha value requires an extra step before composition.
342 * An empty quad is drawn over the layer's region in the frame buffer. This quad
343 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
344 * quad is used to multiply the colors in the frame buffer. This is achieved by
345 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
346 * GL_ZERO, GL_SRC_ALPHA.
347 *
348 * Because glCopyTexImage2D() can be slow, an alternative implementation might
349 * be use to draw a single clipped layer. The implementation described above
350 * is correct in every case.
351 *
352 * (1) The frame buffer is actually not cleared right away. To allow the GPU
353 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
354 *     buffer is left untouched until the first drawing operation. Only when
355 *     something actually gets drawn are the layers regions cleared.
356 */
357bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
358        float right, float bottom, int alpha, SkXfermode::Mode mode,
359        int flags, GLuint previousFbo) {
360    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
361    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
362
363    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
364
365    // Window coordinates of the layer
366    Rect bounds(left, top, right, bottom);
367    if (fboLayer) {
368        // Clear the previous layer regions before we change the viewport
369        clearLayerRegions();
370    } else {
371        mSnapshot->transform->mapRect(bounds);
372
373        // Layers only make sense if they are in the framebuffer's bounds
374        bounds.intersect(*snapshot->clipRect);
375
376        // We cannot work with sub-pixels in this case
377        bounds.snapToPixelBoundaries();
378
379        // When the layer is not an FBO, we may use glCopyTexImage so we
380        // need to make sure the layer does not extend outside the bounds
381        // of the framebuffer
382        bounds.intersect(snapshot->previous->viewport);
383    }
384
385    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
386            bounds.getHeight() > mCaches.maxTextureSize) {
387        snapshot->invisible = true;
388    } else {
389        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
390    }
391
392    // Bail out if we won't draw in this snapshot
393    if (snapshot->invisible) {
394        return false;
395    }
396
397    glActiveTexture(gTextureUnits[0]);
398    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
399    if (!layer) {
400        return false;
401    }
402
403    layer->mode = mode;
404    layer->alpha = alpha;
405    layer->layer.set(bounds);
406    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height),
407            bounds.getWidth() / float(layer->width), 0.0f);
408
409    // Save the layer in the snapshot
410    snapshot->flags |= Snapshot::kFlagIsLayer;
411    snapshot->layer = layer;
412
413    if (fboLayer) {
414        return createFboLayer(layer, bounds, snapshot, previousFbo);
415    } else {
416        // Copy the framebuffer into the layer
417        glBindTexture(GL_TEXTURE_2D, layer->texture);
418
419        if (layer->empty) {
420            glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left,
421                    snapshot->height - bounds.bottom, layer->width, layer->height, 0);
422            layer->empty = false;
423        } else {
424            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
425                    snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
426        }
427
428        // Enqueue the buffer coordinates to clear the corresponding region later
429        mLayers.push(new Rect(bounds));
430    }
431
432    return true;
433}
434
435bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
436        GLuint previousFbo) {
437    layer->fbo = mCaches.fboCache.get();
438
439#if RENDER_LAYERS_AS_REGIONS
440    snapshot->region = &snapshot->layer->region;
441    snapshot->flags |= Snapshot::kFlagFboTarget;
442#endif
443
444    Rect clip(bounds);
445    snapshot->transform->mapRect(clip);
446    clip.intersect(*snapshot->clipRect);
447    clip.snapToPixelBoundaries();
448    clip.intersect(snapshot->previous->viewport);
449
450    mat4 inverse;
451    inverse.loadInverse(*mSnapshot->transform);
452
453    inverse.mapRect(clip);
454    clip.snapToPixelBoundaries();
455    clip.intersect(bounds);
456    clip.translate(-bounds.left, -bounds.top);
457
458    snapshot->flags |= Snapshot::kFlagIsFboLayer;
459    snapshot->fbo = layer->fbo;
460    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
461    //snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
462    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
463    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
464    snapshot->height = bounds.getHeight();
465    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
466    snapshot->orthoMatrix.load(mOrthoMatrix);
467
468    // Bind texture to FBO
469    glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
470    glBindTexture(GL_TEXTURE_2D, layer->texture);
471
472    // Initialize the texture if needed
473    if (layer->empty) {
474        layer->empty = false;
475        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0,
476                GL_RGBA, GL_UNSIGNED_BYTE, NULL);
477    }
478
479    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
480            layer->texture, 0);
481
482#if DEBUG_LAYERS_AS_REGIONS
483    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
484    if (status != GL_FRAMEBUFFER_COMPLETE) {
485        LOGE("Framebuffer incomplete (GL error code 0x%x)", status);
486
487        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
488        glDeleteTextures(1, &layer->texture);
489        mCaches.fboCache.put(layer->fbo);
490
491        delete layer;
492
493        return false;
494    }
495#endif
496
497    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
498    glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
499            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
500    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
501    glClear(GL_COLOR_BUFFER_BIT);
502
503    dirtyClip();
504
505    // Change the ortho projection
506    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
507    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
508
509    return true;
510}
511
512/**
513 * Read the documentation of createLayer() before doing anything in this method.
514 */
515void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
516    if (!current->layer) {
517        LOGE("Attempting to compose a layer that does not exist");
518        return;
519    }
520
521    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
522
523    if (fboLayer) {
524        // Unbind current FBO and restore previous one
525        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
526    }
527
528    Layer* layer = current->layer;
529    const Rect& rect = layer->layer;
530
531    if (!fboLayer && layer->alpha < 255) {
532        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
533                layer->alpha << 24, SkXfermode::kDstIn_Mode, true);
534        // Required below, composeLayerRect() will divide by 255
535        layer->alpha = 255;
536    }
537
538    mCaches.unbindMeshBuffer();
539
540    glActiveTexture(gTextureUnits[0]);
541
542    // When the layer is stored in an FBO, we can save a bit of fillrate by
543    // drawing only the dirty region
544    if (fboLayer) {
545        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
546        composeLayerRegion(layer, rect);
547    } else {
548        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
549        composeLayerRect(layer, rect, true);
550    }
551
552    if (fboLayer) {
553        // Detach the texture from the FBO
554        glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
555        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
556        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
557
558        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
559        mCaches.fboCache.put(current->fbo);
560    }
561
562    dirtyClip();
563
564    // Failing to add the layer to the cache should happen only if the layer is too large
565    if (!mCaches.layerCache.put(layer)) {
566        LAYER_LOGD("Deleting layer");
567        glDeleteTextures(1, &layer->texture);
568        delete layer;
569    }
570}
571
572void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
573    const Rect& texCoords = layer->texCoords;
574    resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom);
575
576    drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture,
577            layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0],
578            &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap);
579
580    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
581}
582
583void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
584#if RENDER_LAYERS_AS_REGIONS
585    if (layer->region.isRect()) {
586        composeLayerRect(layer, rect);
587        layer->region.clear();
588        return;
589    }
590
591    if (!layer->region.isEmpty()) {
592        size_t count;
593        const android::Rect* rects = layer->region.getArray(&count);
594
595        setupDraw();
596
597        ProgramDescription description;
598        description.hasTexture = true;
599
600        const float alpha = layer->alpha / 255.0f;
601        const bool setColor = description.setColor(alpha, alpha, alpha, alpha);
602        chooseBlending(layer->blend || layer->alpha < 255, layer->mode, description, false);
603
604        useProgram(mCaches.programCache.get(description));
605
606        // Texture
607        bindTexture(layer->texture);
608        glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0);
609
610        // Always premultiplied
611        if (setColor) {
612            mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha);
613        }
614
615        // Mesh
616        int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
617        glEnableVertexAttribArray(texCoordsSlot);
618
619        mModelView.loadIdentity();
620        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
621
622        const float texX = 1.0f / float(layer->width);
623        const float texY = 1.0f / float(layer->height);
624
625        TextureVertex* mesh = mCaches.getRegionMesh();
626        GLsizei numQuads = 0;
627
628        glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
629                gMeshStride, &mesh[0].position[0]);
630        glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE,
631                gMeshStride, &mesh[0].texture[0]);
632
633        for (size_t i = 0; i < count; i++) {
634            const android::Rect* r = &rects[i];
635
636            const float u1 = r->left * texX;
637            const float v1 = (rect.getHeight() - r->top) * texY;
638            const float u2 = r->right * texX;
639            const float v2 = (rect.getHeight() - r->bottom) * texY;
640
641            // TODO: Reject quads outside of the clip
642            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
643            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
644            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
645            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
646
647            numQuads++;
648
649            if (numQuads >= REGION_MESH_QUAD_COUNT) {
650                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
651                numQuads = 0;
652                mesh = mCaches.getRegionMesh();
653            }
654        }
655
656        if (numQuads > 0) {
657            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
658        }
659
660        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
661        glDisableVertexAttribArray(texCoordsSlot);
662
663#if DEBUG_LAYERS_AS_REGIONS
664        uint32_t colors[] = {
665                0x7fff0000, 0x7f00ff00,
666                0x7f0000ff, 0x7fff00ff,
667        };
668
669        int offset = 0;
670        int32_t top = rects[0].top;
671        int i = 0;
672
673        for (size_t i = 0; i < count; i++) {
674            if (top != rects[i].top) {
675                offset ^= 0x2;
676                top = rects[i].top;
677            }
678
679            Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
680            drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
681                    SkXfermode::kSrcOver_Mode);
682        }
683#endif
684
685        layer->region.clear();
686    }
687#else
688    composeLayerRect(layer, rect);
689#endif
690}
691
692void OpenGLRenderer::dirtyLayer(const float left, const float top,
693        const float right, const float bottom, const mat4 transform) {
694#if RENDER_LAYERS_AS_REGIONS
695    if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) {
696        Rect bounds(left, top, right, bottom);
697        transform.mapRect(bounds);
698        bounds.intersect(*mSnapshot->clipRect);
699        bounds.snapToPixelBoundaries();
700
701        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
702        if (!dirty.isEmpty()) {
703            mSnapshot->region->orSelf(dirty);
704        }
705    }
706#endif
707}
708
709void OpenGLRenderer::dirtyLayer(const float left, const float top,
710        const float right, const float bottom) {
711#if RENDER_LAYERS_AS_REGIONS
712    if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) {
713        Rect bounds(left, top, right, bottom);
714        bounds.intersect(*mSnapshot->clipRect);
715        bounds.snapToPixelBoundaries();
716
717        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
718        if (!dirty.isEmpty()) {
719            mSnapshot->region->orSelf(dirty);
720        }
721    }
722#endif
723}
724
725void OpenGLRenderer::setupDraw() {
726    clearLayerRegions();
727    if (mDirtyClip) {
728        setScissorFromClip();
729    }
730}
731
732void OpenGLRenderer::clearLayerRegions() {
733    if (mLayers.size() == 0 || mSnapshot->invisible) return;
734
735    Rect clipRect(*mSnapshot->clipRect);
736    clipRect.snapToPixelBoundaries();
737
738    for (uint32_t i = 0; i < mLayers.size(); i++) {
739        Rect* bounds = mLayers.itemAt(i);
740        if (clipRect.intersects(*bounds)) {
741            // Clear the framebuffer where the layer will draw
742            glScissor(bounds->left, mSnapshot->height - bounds->bottom,
743                    bounds->getWidth(), bounds->getHeight());
744            glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
745            glClear(GL_COLOR_BUFFER_BIT);
746
747            // Restore the clip
748            dirtyClip();
749        }
750
751        delete bounds;
752    }
753
754    mLayers.clear();
755}
756
757///////////////////////////////////////////////////////////////////////////////
758// Transforms
759///////////////////////////////////////////////////////////////////////////////
760
761void OpenGLRenderer::translate(float dx, float dy) {
762    mSnapshot->transform->translate(dx, dy, 0.0f);
763}
764
765void OpenGLRenderer::rotate(float degrees) {
766    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
767}
768
769void OpenGLRenderer::scale(float sx, float sy) {
770    mSnapshot->transform->scale(sx, sy, 1.0f);
771}
772
773void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
774    mSnapshot->transform->load(*matrix);
775}
776
777const float* OpenGLRenderer::getMatrix() const {
778    if (mSnapshot->fbo != 0) {
779        return &mSnapshot->transform->data[0];
780    }
781    return &mIdentity.data[0];
782}
783
784void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
785    mSnapshot->transform->copyTo(*matrix);
786}
787
788void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
789    SkMatrix transform;
790    mSnapshot->transform->copyTo(transform);
791    transform.preConcat(*matrix);
792    mSnapshot->transform->load(transform);
793}
794
795///////////////////////////////////////////////////////////////////////////////
796// Clipping
797///////////////////////////////////////////////////////////////////////////////
798
799void OpenGLRenderer::setScissorFromClip() {
800    Rect clip(*mSnapshot->clipRect);
801    clip.snapToPixelBoundaries();
802    glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
803    mDirtyClip = false;
804}
805
806const Rect& OpenGLRenderer::getClipBounds() {
807    return mSnapshot->getLocalClip();
808}
809
810bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
811    if (mSnapshot->invisible) {
812        return true;
813    }
814
815    Rect r(left, top, right, bottom);
816    mSnapshot->transform->mapRect(r);
817    r.snapToPixelBoundaries();
818
819    Rect clipRect(*mSnapshot->clipRect);
820    clipRect.snapToPixelBoundaries();
821
822    return !clipRect.intersects(r);
823}
824
825bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
826    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
827    if (clipped) {
828        dirtyClip();
829    }
830    return !mSnapshot->clipRect->isEmpty();
831}
832
833///////////////////////////////////////////////////////////////////////////////
834// Drawing
835///////////////////////////////////////////////////////////////////////////////
836
837void OpenGLRenderer::drawDisplayList(DisplayList* displayList) {
838    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
839    // will be performed by the display list itself
840    if (displayList) {
841        displayList->replay(*this);
842    }
843}
844
845void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
846    const float right = left + bitmap->width();
847    const float bottom = top + bitmap->height();
848
849    if (quickReject(left, top, right, bottom)) {
850        return;
851    }
852
853    glActiveTexture(GL_TEXTURE0);
854    Texture* texture = mCaches.textureCache.get(bitmap);
855    if (!texture) return;
856    const AutoTexture autoCleanup(texture);
857
858    drawTextureRect(left, top, right, bottom, texture, paint);
859}
860
861void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
862    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
863    const mat4 transform(*matrix);
864    transform.mapRect(r);
865
866    if (quickReject(r.left, r.top, r.right, r.bottom)) {
867        return;
868    }
869
870    glActiveTexture(GL_TEXTURE0);
871    Texture* texture = mCaches.textureCache.get(bitmap);
872    if (!texture) return;
873    const AutoTexture autoCleanup(texture);
874
875    // This could be done in a cheaper way, all we need is pass the matrix
876    // to the vertex shader. The save/restore is a bit overkill.
877    save(SkCanvas::kMatrix_SaveFlag);
878    concatMatrix(matrix);
879    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
880    restore();
881}
882
883void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
884         float srcLeft, float srcTop, float srcRight, float srcBottom,
885         float dstLeft, float dstTop, float dstRight, float dstBottom,
886         SkPaint* paint) {
887    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
888        return;
889    }
890
891    glActiveTexture(gTextureUnits[0]);
892    Texture* texture = mCaches.textureCache.get(bitmap);
893    if (!texture) return;
894    const AutoTexture autoCleanup(texture);
895    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
896
897    const float width = texture->width;
898    const float height = texture->height;
899
900    const float u1 = srcLeft / width;
901    const float v1 = srcTop / height;
902    const float u2 = srcRight / width;
903    const float v2 = srcBottom / height;
904
905    mCaches.unbindMeshBuffer();
906    resetDrawTextureTexCoords(u1, v1, u2, v2);
907
908    int alpha;
909    SkXfermode::Mode mode;
910    getAlphaAndMode(paint, &alpha, &mode);
911
912    if (mSnapshot->transform->isPureTranslate()) {
913        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
914        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
915
916        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
917                texture->id, alpha / 255.0f, mode, texture->blend,
918                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
919                GL_TRIANGLE_STRIP, gMeshCount, false, true);
920    } else {
921        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
922                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
923                GL_TRIANGLE_STRIP, gMeshCount);
924    }
925
926    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
927}
928
929void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
930        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
931        float left, float top, float right, float bottom, SkPaint* paint) {
932    if (quickReject(left, top, right, bottom)) {
933        return;
934    }
935
936    glActiveTexture(gTextureUnits[0]);
937    Texture* texture = mCaches.textureCache.get(bitmap);
938    if (!texture) return;
939    const AutoTexture autoCleanup(texture);
940    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
941
942    int alpha;
943    SkXfermode::Mode mode;
944    getAlphaAndMode(paint, &alpha, &mode);
945
946    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
947            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
948
949    if (mesh && mesh->verticesCount > 0) {
950        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
951#if RENDER_LAYERS_AS_REGIONS
952        // Mark the current layer dirty where we are going to draw the patch
953        if ((mSnapshot->flags & Snapshot::kFlagFboTarget) &&
954                mSnapshot->region && mesh->hasEmptyQuads) {
955            const size_t count = mesh->quads.size();
956            for (size_t i = 0; i < count; i++) {
957                const Rect& bounds = mesh->quads.itemAt(i);
958                if (pureTranslate) {
959                    const float x = (int) floorf(bounds.left + 0.5f);
960                    const float y = (int) floorf(bounds.top + 0.5f);
961                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
962                            *mSnapshot->transform);
963                } else {
964                    dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom,
965                            *mSnapshot->transform);
966                }
967            }
968        }
969#endif
970
971        if (pureTranslate) {
972            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
973            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
974
975            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
976                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
977                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
978                    true, !mesh->hasEmptyQuads);
979        } else {
980            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
981                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
982                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
983                    true, !mesh->hasEmptyQuads);
984        }
985    }
986}
987
988void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
989    // TODO: Should do quickReject for each line
990    if (mSnapshot->invisible) return;
991
992    setupDraw();
993
994    int alpha;
995    SkXfermode::Mode mode;
996    getAlphaAndMode(paint, &alpha, &mode);
997
998    uint32_t color = paint->getColor();
999    const GLfloat a = alpha / 255.0f;
1000    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
1001    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
1002    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
1003
1004    const bool isAA = paint->isAntiAlias();
1005    if (isAA) {
1006        GLuint textureUnit = 0;
1007        glActiveTexture(gTextureUnits[textureUnit]);
1008        setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a,
1009                mode, false, true, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1010                mCaches.line.getMeshBuffer());
1011    } else {
1012        setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false, true);
1013    }
1014
1015    const float strokeWidth = paint->getStrokeWidth();
1016    const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount;
1017    const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP;
1018
1019    for (int i = 0; i < count; i += 4) {
1020        float tx = 0.0f;
1021        float ty = 0.0f;
1022
1023        if (isAA) {
1024            mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3],
1025                    strokeWidth, tx, ty);
1026        } else {
1027            ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f;
1028        }
1029
1030        const float dx = points[i + 2] - points[i];
1031        const float dy = points[i + 3] - points[i + 1];
1032        const float mag = sqrtf(dx * dx + dy * dy);
1033        const float angle = acos(dx / mag);
1034
1035        mModelView.loadTranslate(points[i], points[i + 1], 0.0f);
1036        if (angle > MIN_ANGLE || angle < -MIN_ANGLE) {
1037            mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f);
1038        }
1039        mModelView.translate(tx, ty, 0.0f);
1040        if (!isAA) {
1041            float length = mCaches.line.getLength(points[i], points[i + 1],
1042                    points[i + 2], points[i + 3]);
1043            mModelView.scale(length, strokeWidth, 1.0f);
1044        }
1045        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1046        // TODO: Add bounds to the layer's region
1047
1048        if (mShader) {
1049            mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot);
1050        }
1051
1052        glDrawArrays(drawMode, 0, elementsCount);
1053    }
1054
1055    if (isAA) {
1056        glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
1057    }
1058}
1059
1060void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
1061    // No need to check against the clip, we fill the clip region
1062    if (mSnapshot->invisible) return;
1063
1064    Rect& clip(*mSnapshot->clipRect);
1065    clip.snapToPixelBoundaries();
1066    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
1067}
1068
1069void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
1070    if (quickReject(left, top, right, bottom)) {
1071        return;
1072    }
1073
1074    SkXfermode::Mode mode;
1075    if (!mCaches.extensions.hasFramebufferFetch()) {
1076        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
1077        if (!isMode) {
1078            // Assume SRC_OVER
1079            mode = SkXfermode::kSrcOver_Mode;
1080        }
1081    } else {
1082        mode = getXfermode(p->getXfermode());
1083    }
1084
1085    // Skia draws using the color's alpha channel if < 255
1086    // Otherwise, it uses the paint's alpha
1087    int color = p->getColor();
1088    if (((color >> 24) & 0xff) == 255) {
1089        color |= p->getAlpha() << 24;
1090    }
1091
1092    drawColorRect(left, top, right, bottom, color, mode);
1093}
1094
1095void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
1096        float x, float y, SkPaint* paint) {
1097    if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
1098        return;
1099    }
1100    if (mSnapshot->invisible) return;
1101
1102    paint->setAntiAlias(true);
1103
1104    float length = -1.0f;
1105    switch (paint->getTextAlign()) {
1106        case SkPaint::kCenter_Align:
1107            length = paint->measureText(text, bytesCount);
1108            x -= length / 2.0f;
1109            break;
1110        case SkPaint::kRight_Align:
1111            length = paint->measureText(text, bytesCount);
1112            x -= length;
1113            break;
1114        default:
1115            break;
1116    }
1117
1118    // TODO: Handle paint->getTextScaleX()
1119    const float oldX = x;
1120    const float oldY = y;
1121    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1122    if (pureTranslate) {
1123        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
1124        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
1125    }
1126
1127    int alpha;
1128    SkXfermode::Mode mode;
1129    getAlphaAndMode(paint, &alpha, &mode);
1130
1131    uint32_t color = paint->getColor();
1132    const GLfloat a = alpha / 255.0f;
1133    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
1134    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
1135    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
1136
1137    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
1138    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
1139            paint->getTextSize());
1140
1141    setupDraw();
1142
1143    if (mHasShadow) {
1144        glActiveTexture(gTextureUnits[0]);
1145        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
1146        const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount,
1147                count, mShadowRadius);
1148        const AutoTexture autoCleanup(shadow);
1149
1150        setupShadow(shadow, x, y, mode, a, pureTranslate);
1151
1152        // Draw the mesh
1153        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1154        glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
1155    }
1156
1157    GLuint textureUnit = 0;
1158    glActiveTexture(gTextureUnits[textureUnit]);
1159
1160    // Pick the appropriate texture filtering
1161    bool linearFilter = mSnapshot->transform->changesBounds();
1162    if (pureTranslate && !linearFilter) {
1163        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
1164    }
1165
1166    // Dimensions are set to (0,0), the layer (if any) won't be dirtied
1167    setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit,
1168            x, y, r, g, b, a, mode, false, true, NULL, NULL, 0, pureTranslate);
1169
1170    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
1171    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
1172
1173#if RENDER_LAYERS_AS_REGIONS
1174    bool hasLayer = (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region;
1175#else
1176    bool hasLayer = false;
1177#endif
1178
1179    mCaches.unbindMeshBuffer();
1180    if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
1181            hasLayer ? &bounds : NULL)) {
1182#if RENDER_LAYERS_AS_REGIONS
1183        if (hasLayer) {
1184            if (!pureTranslate) {
1185                mSnapshot->transform->mapRect(bounds);
1186            }
1187            bounds.intersect(*mSnapshot->clipRect);
1188            bounds.snapToPixelBoundaries();
1189
1190            android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1191            mSnapshot->region->orSelf(dirty);
1192        }
1193#endif
1194    }
1195
1196    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1197    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
1198
1199    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
1200}
1201
1202void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
1203    if (mSnapshot->invisible) return;
1204
1205    GLuint textureUnit = 0;
1206    glActiveTexture(gTextureUnits[textureUnit]);
1207
1208    const PathTexture* texture = mCaches.pathCache.get(path, paint);
1209    if (!texture) return;
1210    const AutoTexture autoCleanup(texture);
1211
1212    const float x = texture->left - texture->offset;
1213    const float y = texture->top - texture->offset;
1214
1215    if (quickReject(x, y, x + texture->width, y + texture->height)) {
1216        return;
1217    }
1218
1219    int alpha;
1220    SkXfermode::Mode mode;
1221    getAlphaAndMode(paint, &alpha, &mode);
1222
1223    uint32_t color = paint->getColor();
1224    const GLfloat a = alpha / 255.0f;
1225    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
1226    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
1227    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
1228
1229    setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true);
1230
1231    setupDraw();
1232
1233    // Draw the mesh
1234    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1235    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
1236}
1237
1238///////////////////////////////////////////////////////////////////////////////
1239// Shaders
1240///////////////////////////////////////////////////////////////////////////////
1241
1242void OpenGLRenderer::resetShader() {
1243    mShader = NULL;
1244}
1245
1246void OpenGLRenderer::setupShader(SkiaShader* shader) {
1247    mShader = shader;
1248    if (mShader) {
1249        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
1250    }
1251}
1252
1253///////////////////////////////////////////////////////////////////////////////
1254// Color filters
1255///////////////////////////////////////////////////////////////////////////////
1256
1257void OpenGLRenderer::resetColorFilter() {
1258    mColorFilter = NULL;
1259}
1260
1261void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
1262    mColorFilter = filter;
1263}
1264
1265///////////////////////////////////////////////////////////////////////////////
1266// Drop shadow
1267///////////////////////////////////////////////////////////////////////////////
1268
1269void OpenGLRenderer::resetShadow() {
1270    mHasShadow = false;
1271}
1272
1273void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
1274    mHasShadow = true;
1275    mShadowRadius = radius;
1276    mShadowDx = dx;
1277    mShadowDy = dy;
1278    mShadowColor = color;
1279}
1280
1281///////////////////////////////////////////////////////////////////////////////
1282// Drawing implementation
1283///////////////////////////////////////////////////////////////////////////////
1284
1285void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y,
1286        SkXfermode::Mode mode, float alpha, bool ignoreTransforms) {
1287    const float sx = x - texture->left + mShadowDx;
1288    const float sy = y - texture->top + mShadowDy;
1289
1290    const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
1291    const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha;
1292    const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f;
1293    const GLfloat g = a * ((mShadowColor >>  8) & 0xFF) / 255.0f;
1294    const GLfloat b = a * ((mShadowColor      ) & 0xFF) / 255.0f;
1295
1296    GLuint textureUnit = 0;
1297    setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit,
1298            sx, sy, r, g, b, a, mode, true, false,
1299            (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 0, ignoreTransforms);
1300}
1301
1302void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit,
1303        float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode,
1304        bool transforms, bool applyFilters) {
1305    setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit,
1306            x, y, r, g, b, a, mode, transforms, applyFilters,
1307            (GLvoid*) 0, (GLvoid*) gMeshTextureOffset);
1308}
1309
1310void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
1311        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
1312        SkXfermode::Mode mode, bool transforms, bool applyFilters) {
1313    setupTextureAlpha8(texture, width, height, textureUnit, x, y, r, g, b, a, mode,
1314            transforms, applyFilters, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset);
1315}
1316
1317void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
1318        GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
1319        SkXfermode::Mode mode, bool transforms, bool applyFilters,
1320        GLvoid* vertices, GLvoid* texCoords, GLuint vbo, bool ignoreTransform) {
1321     // Describe the required shaders
1322     ProgramDescription description;
1323     description.hasTexture = true;
1324     description.hasAlpha8Texture = true;
1325     const bool setColor = description.setAlpha8Color(r, g, b, a);
1326
1327     if (applyFilters) {
1328         if (mShader) {
1329             mShader->describe(description, mCaches.extensions);
1330         }
1331         if (mColorFilter) {
1332             mColorFilter->describe(description, mCaches.extensions);
1333         }
1334     }
1335
1336     // Setup the blending mode
1337     chooseBlending(true, mode, description);
1338
1339     // Build and use the appropriate shader
1340     useProgram(mCaches.programCache.get(description));
1341
1342     bindTexture(texture);
1343     glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit);
1344
1345     int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1346     glEnableVertexAttribArray(texCoordsSlot);
1347
1348     if (texCoords) {
1349         // Setup attributes
1350         if (!vertices) {
1351             mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1352         } else {
1353             mCaches.unbindMeshBuffer();
1354         }
1355         glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1356                 gMeshStride, vertices);
1357         glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1358     }
1359
1360     // Setup uniforms
1361     if (transforms) {
1362         mModelView.loadTranslate(x, y, 0.0f);
1363         mModelView.scale(width, height, 1.0f);
1364     } else {
1365         mModelView.loadIdentity();
1366     }
1367
1368     mat4 t;
1369     if (!ignoreTransform) {
1370         t.load(*mSnapshot->transform);
1371     }
1372
1373     mCaches.currentProgram->set(mOrthoMatrix, mModelView, t);
1374     if (width > 0 && height > 0) {
1375         dirtyLayer(x, y, x + width, y + height, t);
1376     }
1377
1378     if (setColor) {
1379         mCaches.currentProgram->setColor(r, g, b, a);
1380     }
1381
1382     textureUnit++;
1383     if (applyFilters) {
1384         // Setup attributes and uniforms required by the shaders
1385         if (mShader) {
1386             if (ignoreTransform) {
1387                 mModelView.loadInverse(*mSnapshot->transform);
1388             }
1389             mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
1390         }
1391         if (mColorFilter) {
1392             mColorFilter->setupProgram(mCaches.currentProgram);
1393         }
1394     }
1395}
1396
1397// Same values used by Skia
1398#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
1399#define kStdUnderline_Offset    (1.0f / 9.0f)
1400#define kStdUnderline_Thickness (1.0f / 18.0f)
1401
1402void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
1403        float x, float y, SkPaint* paint) {
1404    // Handle underline and strike-through
1405    uint32_t flags = paint->getFlags();
1406    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
1407        float underlineWidth = length;
1408        // If length is > 0.0f, we already measured the text for the text alignment
1409        if (length <= 0.0f) {
1410            underlineWidth = paint->measureText(text, bytesCount);
1411        }
1412
1413        float offsetX = 0;
1414        switch (paint->getTextAlign()) {
1415            case SkPaint::kCenter_Align:
1416                offsetX = underlineWidth * 0.5f;
1417                break;
1418            case SkPaint::kRight_Align:
1419                offsetX = underlineWidth;
1420                break;
1421            default:
1422                break;
1423        }
1424
1425        if (underlineWidth > 0.0f) {
1426            const float textSize = paint->getTextSize();
1427            const float strokeWidth = textSize * kStdUnderline_Thickness;
1428
1429            const float left = x - offsetX;
1430            float top = 0.0f;
1431
1432            const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1);
1433            float points[pointsCount];
1434            int currentPoint = 0;
1435
1436            if (flags & SkPaint::kUnderlineText_Flag) {
1437                top = y + textSize * kStdUnderline_Offset;
1438                points[currentPoint++] = left;
1439                points[currentPoint++] = top;
1440                points[currentPoint++] = left + underlineWidth;
1441                points[currentPoint++] = top;
1442            }
1443
1444            if (flags & SkPaint::kStrikeThruText_Flag) {
1445                top = y + textSize * kStdStrikeThru_Offset;
1446                points[currentPoint++] = left;
1447                points[currentPoint++] = top;
1448                points[currentPoint++] = left + underlineWidth;
1449                points[currentPoint++] = top;
1450            }
1451
1452            SkPaint linesPaint(*paint);
1453            linesPaint.setStrokeWidth(strokeWidth);
1454
1455            drawLines(&points[0], pointsCount, &linesPaint);
1456        }
1457    }
1458}
1459
1460void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
1461        int color, SkXfermode::Mode mode, bool ignoreTransform) {
1462    setupDraw();
1463
1464    // If a shader is set, preserve only the alpha
1465    if (mShader) {
1466        color |= 0x00ffffff;
1467    }
1468
1469    // Render using pre-multiplied alpha
1470    const int alpha = (color >> 24) & 0xFF;
1471    const GLfloat a = alpha / 255.0f;
1472    const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
1473    const GLfloat g = a * ((color >>  8) & 0xFF) / 255.0f;
1474    const GLfloat b = a * ((color      ) & 0xFF) / 255.0f;
1475
1476    setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform);
1477
1478    // Draw the mesh
1479    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1480}
1481
1482void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom,
1483        float r, float g, float b, float a, SkXfermode::Mode mode,
1484        bool ignoreTransform, bool ignoreMatrix) {
1485    GLuint textureUnit = 0;
1486
1487    // Describe the required shaders
1488    ProgramDescription description;
1489    const bool setColor = description.setColor(r, g, b, a);
1490
1491    if (mShader) {
1492        mShader->describe(description, mCaches.extensions);
1493    }
1494    if (mColorFilter) {
1495        mColorFilter->describe(description, mCaches.extensions);
1496    }
1497
1498    // Setup the blending mode
1499    chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description);
1500
1501    // Build and use the appropriate shader
1502    useProgram(mCaches.programCache.get(description));
1503
1504    // Setup attributes
1505    mCaches.bindMeshBuffer();
1506    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1507            gMeshStride, 0);
1508
1509    if (!ignoreMatrix) {
1510        // Setup uniforms
1511        mModelView.loadTranslate(left, top, 0.0f);
1512        mModelView.scale(right - left, bottom - top, 1.0f);
1513        if (!ignoreTransform) {
1514            mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1515            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1516        } else {
1517            mat4 identity;
1518            mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity);
1519            dirtyLayer(left, top, right, bottom);
1520        }
1521    }
1522    if (!mShader || (mShader && setColor)) {
1523        mCaches.currentProgram->setColor(r, g, b, a);
1524    }
1525
1526    // Setup attributes and uniforms required by the shaders
1527    if (mShader) {
1528        if (ignoreMatrix) {
1529            mModelView.loadIdentity();
1530        } else if (ignoreTransform) {
1531            mModelView.loadInverse(*mSnapshot->transform);
1532        }
1533        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit);
1534    }
1535    if (mColorFilter) {
1536        mColorFilter->setupProgram(mCaches.currentProgram);
1537    }
1538}
1539
1540void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1541        Texture* texture, SkPaint* paint) {
1542    int alpha;
1543    SkXfermode::Mode mode;
1544    getAlphaAndMode(paint, &alpha, &mode);
1545
1546    setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
1547
1548    if (mSnapshot->transform->isPureTranslate()) {
1549        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1550        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1551
1552        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1553                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
1554                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
1555    } else {
1556        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
1557                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
1558                GL_TRIANGLE_STRIP, gMeshCount);
1559    }
1560}
1561
1562void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
1563        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
1564    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
1565            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
1566}
1567
1568void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
1569        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
1570        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
1571        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
1572    setupDraw();
1573
1574    ProgramDescription description;
1575    description.hasTexture = true;
1576    const bool setColor = description.setColor(alpha, alpha, alpha, alpha);
1577    if (mColorFilter) {
1578        mColorFilter->describe(description, mCaches.extensions);
1579    }
1580
1581    mModelView.loadTranslate(left, top, 0.0f);
1582    if (!ignoreScale) {
1583        mModelView.scale(right - left, bottom - top, 1.0f);
1584    }
1585
1586    chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst);
1587
1588    useProgram(mCaches.programCache.get(description));
1589    if (!ignoreTransform) {
1590        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1591        if (dirty) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1592    } else {
1593        mat4 identity;
1594        mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity);
1595        if (dirty) dirtyLayer(left, top, right, bottom);
1596    }
1597
1598    // Texture
1599    bindTexture(texture);
1600    glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0);
1601
1602    // Always premultiplied
1603    if (setColor) {
1604        mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha);
1605    }
1606
1607    // Mesh
1608    int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1609    glEnableVertexAttribArray(texCoordsSlot);
1610
1611    if (!vertices) {
1612        mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1613    } else {
1614        mCaches.unbindMeshBuffer();
1615    }
1616    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1617            gMeshStride, vertices);
1618    glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1619
1620    // Color filter
1621    if (mColorFilter) {
1622        mColorFilter->setupProgram(mCaches.currentProgram);
1623    }
1624
1625    glDrawArrays(drawMode, 0, elementsCount);
1626    glDisableVertexAttribArray(texCoordsSlot);
1627}
1628
1629void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
1630        ProgramDescription& description, bool swapSrcDst) {
1631    blend = blend || mode != SkXfermode::kSrcOver_Mode;
1632    if (blend) {
1633        if (mode < SkXfermode::kPlus_Mode) {
1634            if (!mCaches.blend) {
1635                glEnable(GL_BLEND);
1636            }
1637
1638            GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
1639            GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
1640
1641            if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
1642                glBlendFunc(sourceMode, destMode);
1643                mCaches.lastSrcMode = sourceMode;
1644                mCaches.lastDstMode = destMode;
1645            }
1646        } else {
1647            // These blend modes are not supported by OpenGL directly and have
1648            // to be implemented using shaders. Since the shader will perform
1649            // the blending, turn blending off here
1650            if (mCaches.extensions.hasFramebufferFetch()) {
1651                description.framebufferMode = mode;
1652                description.swapSrcDst = swapSrcDst;
1653            }
1654
1655            if (mCaches.blend) {
1656                glDisable(GL_BLEND);
1657            }
1658            blend = false;
1659        }
1660    } else if (mCaches.blend) {
1661        glDisable(GL_BLEND);
1662    }
1663    mCaches.blend = blend;
1664}
1665
1666bool OpenGLRenderer::useProgram(Program* program) {
1667    if (!program->isInUse()) {
1668        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
1669        program->use();
1670        mCaches.currentProgram = program;
1671        return false;
1672    }
1673    return true;
1674}
1675
1676void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
1677    TextureVertex* v = &mMeshVertices[0];
1678    TextureVertex::setUV(v++, u1, v1);
1679    TextureVertex::setUV(v++, u2, v1);
1680    TextureVertex::setUV(v++, u1, v2);
1681    TextureVertex::setUV(v++, u2, v2);
1682}
1683
1684void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
1685    if (paint) {
1686        if (!mCaches.extensions.hasFramebufferFetch()) {
1687            const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode);
1688            if (!isMode) {
1689                // Assume SRC_OVER
1690                *mode = SkXfermode::kSrcOver_Mode;
1691            }
1692        } else {
1693            *mode = getXfermode(paint->getXfermode());
1694        }
1695
1696        // Skia draws using the color's alpha channel if < 255
1697        // Otherwise, it uses the paint's alpha
1698        int color = paint->getColor();
1699        *alpha = (color >> 24) & 0xFF;
1700        if (*alpha == 255) {
1701            *alpha = paint->getAlpha();
1702        }
1703    } else {
1704        *mode = SkXfermode::kSrcOver_Mode;
1705        *alpha = 255;
1706    }
1707}
1708
1709SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
1710    if (mode == NULL) {
1711        return SkXfermode::kSrcOver_Mode;
1712    }
1713    return mode->fMode;
1714}
1715
1716void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) {
1717    bool bound = false;
1718    if (wrapS != texture->wrapS) {
1719        glBindTexture(GL_TEXTURE_2D, texture->id);
1720        bound = true;
1721        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
1722        texture->wrapS = wrapS;
1723    }
1724    if (wrapT != texture->wrapT) {
1725        if (!bound) {
1726            glBindTexture(GL_TEXTURE_2D, texture->id);
1727        }
1728        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
1729        texture->wrapT = wrapT;
1730    }
1731}
1732
1733}; // namespace uirenderer
1734}; // namespace android
1735