OpenGLRenderer.cpp revision 8bd12ea8001f72f4450e318e43c50dbc46b4869c
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkPathMeasure.h>
25#include <SkTypeface.h>
26
27#include <utils/Log.h>
28#include <utils/StopWatch.h>
29
30#include <private/hwui/DrawGlInfo.h>
31
32#include <ui/Rect.h>
33
34#include "OpenGLRenderer.h"
35#include "DisplayListRenderer.h"
36#include "Vector.h"
37
38namespace android {
39namespace uirenderer {
40
41///////////////////////////////////////////////////////////////////////////////
42// Defines
43///////////////////////////////////////////////////////////////////////////////
44
45#define RAD_TO_DEG (180.0f / 3.14159265f)
46#define MIN_ANGLE 0.001f
47
48// TODO: This should be set in properties
49#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH)
50
51#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
52
53///////////////////////////////////////////////////////////////////////////////
54// Globals
55///////////////////////////////////////////////////////////////////////////////
56
57/**
58 * Structure mapping Skia xfermodes to OpenGL blending factors.
59 */
60struct Blender {
61    SkXfermode::Mode mode;
62    GLenum src;
63    GLenum dst;
64}; // struct Blender
65
66// In this array, the index of each Blender equals the value of the first
67// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
68static const Blender gBlends[] = {
69    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
70    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
71    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
72    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
73    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
74    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
75    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
76    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
77    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
78    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
79    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
80    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
81    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
82    { SkXfermode::kMultiply_Mode, GL_ZERO,                GL_SRC_COLOR },
83    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
84};
85
86// This array contains the swapped version of each SkXfermode. For instance
87// this array's SrcOver blending mode is actually DstOver. You can refer to
88// createLayer() for more information on the purpose of this array.
89static const Blender gBlendsSwap[] = {
90    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
91    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
92    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
93    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
94    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
95    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
96    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
97    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
98    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
99    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
100    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
101    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
102    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
103    { SkXfermode::kMultiply_Mode, GL_DST_COLOR,           GL_ZERO },
104    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
105};
106
107///////////////////////////////////////////////////////////////////////////////
108// Constructors/destructor
109///////////////////////////////////////////////////////////////////////////////
110
111OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
112    mShader = NULL;
113    mColorFilter = NULL;
114    mHasShadow = false;
115    mHasDrawFilter = false;
116
117    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
118
119    mFirstSnapshot = new Snapshot;
120}
121
122OpenGLRenderer::~OpenGLRenderer() {
123    // The context has already been destroyed at this point, do not call
124    // GL APIs. All GL state should be kept in Caches.h
125}
126
127///////////////////////////////////////////////////////////////////////////////
128// Debug
129///////////////////////////////////////////////////////////////////////////////
130
131void OpenGLRenderer::startMark(const char* name) const {
132    mCaches.startMark(0, name);
133}
134
135void OpenGLRenderer::endMark() const {
136    mCaches.endMark();
137}
138
139///////////////////////////////////////////////////////////////////////////////
140// Setup
141///////////////////////////////////////////////////////////////////////////////
142
143uint32_t OpenGLRenderer::getStencilSize() {
144    return STENCIL_BUFFER_SIZE;
145}
146
147void OpenGLRenderer::setViewport(int width, int height) {
148    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
149
150    mWidth = width;
151    mHeight = height;
152
153    mFirstSnapshot->height = height;
154    mFirstSnapshot->viewport.set(0, 0, width, height);
155
156    glDisable(GL_DITHER);
157    glEnable(GL_SCISSOR_TEST);
158    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
159
160    glEnableVertexAttribArray(Program::kBindingPosition);
161}
162
163void OpenGLRenderer::prepare(bool opaque) {
164    prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
165}
166
167void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
168    mCaches.clearGarbage();
169    mFunctors.clear();
170
171    mSnapshot = new Snapshot(mFirstSnapshot,
172            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
173    mSnapshot->fbo = getTargetFbo();
174    mSaveCount = 1;
175
176    glViewport(0, 0, mWidth, mHeight);
177    mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
178
179    mSnapshot->setClip(left, top, right, bottom);
180    mDirtyClip = false;
181
182    if (!opaque) {
183        glClear(GL_COLOR_BUFFER_BIT);
184    }
185}
186
187void OpenGLRenderer::finish() {
188#if DEBUG_OPENGL
189    GLenum status = GL_NO_ERROR;
190    while ((status = glGetError()) != GL_NO_ERROR) {
191        ALOGD("GL error from OpenGLRenderer: 0x%x", status);
192        switch (status) {
193            case GL_INVALID_ENUM:
194                ALOGE("  GL_INVALID_ENUM");
195                break;
196            case GL_INVALID_VALUE:
197                ALOGE("  GL_INVALID_VALUE");
198                break;
199            case GL_INVALID_OPERATION:
200                ALOGE("  GL_INVALID_OPERATION");
201                break;
202            case GL_OUT_OF_MEMORY:
203                ALOGE("  Out of memory!");
204                break;
205        }
206    }
207#endif
208#if DEBUG_MEMORY_USAGE
209    mCaches.dumpMemoryUsage();
210#else
211    if (mCaches.getDebugLevel() & kDebugMemory) {
212        mCaches.dumpMemoryUsage();
213    }
214#endif
215}
216
217void OpenGLRenderer::interrupt() {
218    if (mCaches.currentProgram) {
219        if (mCaches.currentProgram->isInUse()) {
220            mCaches.currentProgram->remove();
221            mCaches.currentProgram = NULL;
222        }
223    }
224    mCaches.unbindMeshBuffer();
225    mCaches.unbindIndicesBuffer();
226    mCaches.resetVertexPointers();
227    mCaches.disbaleTexCoordsVertexArray();
228}
229
230void OpenGLRenderer::resume() {
231    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
232
233    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
234    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
235
236    glEnable(GL_SCISSOR_TEST);
237    mCaches.resetScissor();
238    dirtyClip();
239
240    mCaches.activeTexture(0);
241    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
242
243    mCaches.blend = true;
244    glEnable(GL_BLEND);
245    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
246    glBlendEquation(GL_FUNC_ADD);
247}
248
249void OpenGLRenderer::detachFunctor(Functor* functor) {
250    mFunctors.remove(functor);
251}
252
253void OpenGLRenderer::attachFunctor(Functor* functor) {
254    mFunctors.add(functor);
255}
256
257status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
258    status_t result = DrawGlInfo::kStatusDone;
259    size_t count = mFunctors.size();
260
261    if (count > 0) {
262        SortedVector<Functor*> functors(mFunctors);
263        mFunctors.clear();
264
265        DrawGlInfo info;
266        info.clipLeft = 0;
267        info.clipTop = 0;
268        info.clipRight = 0;
269        info.clipBottom = 0;
270        info.isLayer = false;
271        info.width = 0;
272        info.height = 0;
273        memset(info.transform, 0, sizeof(float) * 16);
274
275        for (size_t i = 0; i < count; i++) {
276            Functor* f = functors.itemAt(i);
277            result |= (*f)(DrawGlInfo::kModeProcess, &info);
278
279            if (result & DrawGlInfo::kStatusDraw) {
280                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
281                dirty.unionWith(localDirty);
282            }
283
284            if (result & DrawGlInfo::kStatusInvoke) {
285                mFunctors.add(f);
286            }
287        }
288    }
289
290    // Restore state possibly changed by the functors in process mode
291    GLboolean value;
292    glGetBooleanv(GL_BLEND, &value);
293    mCaches.blend = value;
294
295    mCaches.activeTexture(0);
296
297    return result;
298}
299
300status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
301    interrupt();
302    if (mDirtyClip) {
303        setScissorFromClip();
304    }
305
306    Rect clip(*mSnapshot->clipRect);
307    clip.snapToPixelBoundaries();
308
309#if RENDER_LAYERS_AS_REGIONS
310    // Since we don't know what the functor will draw, let's dirty
311    // tne entire clip region
312    if (hasLayer()) {
313        dirtyLayerUnchecked(clip, getRegion());
314    }
315#endif
316
317    DrawGlInfo info;
318    info.clipLeft = clip.left;
319    info.clipTop = clip.top;
320    info.clipRight = clip.right;
321    info.clipBottom = clip.bottom;
322    info.isLayer = hasLayer();
323    info.width = getSnapshot()->viewport.getWidth();
324    info.height = getSnapshot()->height;
325    getSnapshot()->transform->copyTo(&info.transform[0]);
326
327    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info);
328
329    if (result != DrawGlInfo::kStatusDone) {
330        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
331        dirty.unionWith(localDirty);
332
333        if (result & DrawGlInfo::kStatusInvoke) {
334            mFunctors.add(functor);
335        }
336    }
337
338    resume();
339    return result;
340}
341
342///////////////////////////////////////////////////////////////////////////////
343// State management
344///////////////////////////////////////////////////////////////////////////////
345
346int OpenGLRenderer::getSaveCount() const {
347    return mSaveCount;
348}
349
350int OpenGLRenderer::save(int flags) {
351    return saveSnapshot(flags);
352}
353
354void OpenGLRenderer::restore() {
355    if (mSaveCount > 1) {
356        restoreSnapshot();
357    }
358}
359
360void OpenGLRenderer::restoreToCount(int saveCount) {
361    if (saveCount < 1) saveCount = 1;
362
363    while (mSaveCount > saveCount) {
364        restoreSnapshot();
365    }
366}
367
368int OpenGLRenderer::saveSnapshot(int flags) {
369    mSnapshot = new Snapshot(mSnapshot, flags);
370    return mSaveCount++;
371}
372
373bool OpenGLRenderer::restoreSnapshot() {
374    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
375    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
376    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
377
378    sp<Snapshot> current = mSnapshot;
379    sp<Snapshot> previous = mSnapshot->previous;
380
381    if (restoreOrtho) {
382        Rect& r = previous->viewport;
383        glViewport(r.left, r.top, r.right, r.bottom);
384        mOrthoMatrix.load(current->orthoMatrix);
385    }
386
387    mSaveCount--;
388    mSnapshot = previous;
389
390    if (restoreClip) {
391        dirtyClip();
392    }
393
394    if (restoreLayer) {
395        composeLayer(current, previous);
396    }
397
398    return restoreClip;
399}
400
401///////////////////////////////////////////////////////////////////////////////
402// Layers
403///////////////////////////////////////////////////////////////////////////////
404
405int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
406        SkPaint* p, int flags) {
407    const GLuint previousFbo = mSnapshot->fbo;
408    const int count = saveSnapshot(flags);
409
410    if (!mSnapshot->isIgnored()) {
411        int alpha = 255;
412        SkXfermode::Mode mode;
413
414        if (p) {
415            alpha = p->getAlpha();
416            if (!mCaches.extensions.hasFramebufferFetch()) {
417                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
418                if (!isMode) {
419                    // Assume SRC_OVER
420                    mode = SkXfermode::kSrcOver_Mode;
421                }
422            } else {
423                mode = getXfermode(p->getXfermode());
424            }
425        } else {
426            mode = SkXfermode::kSrcOver_Mode;
427        }
428
429        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
430    }
431
432    return count;
433}
434
435int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
436        int alpha, int flags) {
437    if (alpha >= 255 - ALPHA_THRESHOLD) {
438        return saveLayer(left, top, right, bottom, NULL, flags);
439    } else {
440        SkPaint paint;
441        paint.setAlpha(alpha);
442        return saveLayer(left, top, right, bottom, &paint, flags);
443    }
444}
445
446/**
447 * Layers are viewed by Skia are slightly different than layers in image editing
448 * programs (for instance.) When a layer is created, previously created layers
449 * and the frame buffer still receive every drawing command. For instance, if a
450 * layer is created and a shape intersecting the bounds of the layers and the
451 * framebuffer is draw, the shape will be drawn on both (unless the layer was
452 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
453 *
454 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
455 * texture. Unfortunately, this is inefficient as it requires every primitive to
456 * be drawn n + 1 times, where n is the number of active layers. In practice this
457 * means, for every primitive:
458 *   - Switch active frame buffer
459 *   - Change viewport, clip and projection matrix
460 *   - Issue the drawing
461 *
462 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
463 * To avoid this, layers are implemented in a different way here, at least in the
464 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
465 * is set. When this flag is set we can redirect all drawing operations into a
466 * single FBO.
467 *
468 * This implementation relies on the frame buffer being at least RGBA 8888. When
469 * a layer is created, only a texture is created, not an FBO. The content of the
470 * frame buffer contained within the layer's bounds is copied into this texture
471 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
472 * buffer and drawing continues as normal. This technique therefore treats the
473 * frame buffer as a scratch buffer for the layers.
474 *
475 * To compose the layers back onto the frame buffer, each layer texture
476 * (containing the original frame buffer data) is drawn as a simple quad over
477 * the frame buffer. The trick is that the quad is set as the composition
478 * destination in the blending equation, and the frame buffer becomes the source
479 * of the composition.
480 *
481 * Drawing layers with an alpha value requires an extra step before composition.
482 * An empty quad is drawn over the layer's region in the frame buffer. This quad
483 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
484 * quad is used to multiply the colors in the frame buffer. This is achieved by
485 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
486 * GL_ZERO, GL_SRC_ALPHA.
487 *
488 * Because glCopyTexImage2D() can be slow, an alternative implementation might
489 * be use to draw a single clipped layer. The implementation described above
490 * is correct in every case.
491 *
492 * (1) The frame buffer is actually not cleared right away. To allow the GPU
493 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
494 *     buffer is left untouched until the first drawing operation. Only when
495 *     something actually gets drawn are the layers regions cleared.
496 */
497bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
498        float right, float bottom, int alpha, SkXfermode::Mode mode,
499        int flags, GLuint previousFbo) {
500    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
501    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
502
503    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
504
505    // Window coordinates of the layer
506    Rect bounds(left, top, right, bottom);
507    if (!fboLayer) {
508        mSnapshot->transform->mapRect(bounds);
509
510        // Layers only make sense if they are in the framebuffer's bounds
511        if (bounds.intersect(*snapshot->clipRect)) {
512            // We cannot work with sub-pixels in this case
513            bounds.snapToPixelBoundaries();
514
515            // When the layer is not an FBO, we may use glCopyTexImage so we
516            // need to make sure the layer does not extend outside the bounds
517            // of the framebuffer
518            if (!bounds.intersect(snapshot->previous->viewport)) {
519                bounds.setEmpty();
520            }
521        } else {
522            bounds.setEmpty();
523        }
524    }
525
526    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
527            bounds.getHeight() > mCaches.maxTextureSize) {
528        snapshot->empty = fboLayer;
529    } else {
530        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
531    }
532
533    // Bail out if we won't draw in this snapshot
534    if (snapshot->invisible || snapshot->empty) {
535        return false;
536    }
537
538    mCaches.activeTexture(0);
539    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
540    if (!layer) {
541        return false;
542    }
543
544    layer->setAlpha(alpha, mode);
545    layer->layer.set(bounds);
546    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
547            bounds.getWidth() / float(layer->getWidth()), 0.0f);
548    layer->setColorFilter(mColorFilter);
549    layer->setBlend(true);
550
551    // Save the layer in the snapshot
552    snapshot->flags |= Snapshot::kFlagIsLayer;
553    snapshot->layer = layer;
554
555    if (fboLayer) {
556        return createFboLayer(layer, bounds, snapshot, previousFbo);
557    } else {
558        // Copy the framebuffer into the layer
559        layer->bindTexture();
560        if (!bounds.isEmpty()) {
561            if (layer->isEmpty()) {
562                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
563                        bounds.left, snapshot->height - bounds.bottom,
564                        layer->getWidth(), layer->getHeight(), 0);
565                layer->setEmpty(false);
566            } else {
567                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
568                        snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
569            }
570
571            // Enqueue the buffer coordinates to clear the corresponding region later
572            mLayers.push(new Rect(bounds));
573        }
574    }
575
576    return true;
577}
578
579bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
580        GLuint previousFbo) {
581    layer->setFbo(mCaches.fboCache.get());
582
583#if RENDER_LAYERS_AS_REGIONS
584    snapshot->region = &snapshot->layer->region;
585    snapshot->flags |= Snapshot::kFlagFboTarget;
586#endif
587
588    Rect clip(bounds);
589    snapshot->transform->mapRect(clip);
590    clip.intersect(*snapshot->clipRect);
591    clip.snapToPixelBoundaries();
592    clip.intersect(snapshot->previous->viewport);
593
594    mat4 inverse;
595    inverse.loadInverse(*mSnapshot->transform);
596
597    inverse.mapRect(clip);
598    clip.snapToPixelBoundaries();
599    clip.intersect(bounds);
600    clip.translate(-bounds.left, -bounds.top);
601
602    snapshot->flags |= Snapshot::kFlagIsFboLayer;
603    snapshot->fbo = layer->getFbo();
604    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
605    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
606    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
607    snapshot->height = bounds.getHeight();
608    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
609    snapshot->orthoMatrix.load(mOrthoMatrix);
610
611    // Bind texture to FBO
612    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
613    layer->bindTexture();
614
615    // Initialize the texture if needed
616    if (layer->isEmpty()) {
617        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
618        layer->setEmpty(false);
619    }
620
621    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
622            layer->getTexture(), 0);
623
624#if DEBUG_LAYERS_AS_REGIONS
625    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
626    if (status != GL_FRAMEBUFFER_COMPLETE) {
627        ALOGE("Framebuffer incomplete (GL error code 0x%x)", status);
628
629        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
630        layer->deleteTexture();
631        mCaches.fboCache.put(layer->getFbo());
632
633        delete layer;
634
635        return false;
636    }
637#endif
638
639    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
640    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
641            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
642    glClear(GL_COLOR_BUFFER_BIT);
643
644    dirtyClip();
645
646    // Change the ortho projection
647    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
648    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
649
650    return true;
651}
652
653/**
654 * Read the documentation of createLayer() before doing anything in this method.
655 */
656void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
657    if (!current->layer) {
658        ALOGE("Attempting to compose a layer that does not exist");
659        return;
660    }
661
662    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
663
664    if (fboLayer) {
665        // Detach the texture from the FBO
666        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
667
668        // Unbind current FBO and restore previous one
669        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
670    }
671
672    Layer* layer = current->layer;
673    const Rect& rect = layer->layer;
674
675    if (!fboLayer && layer->getAlpha() < 255) {
676        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
677                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
678        // Required below, composeLayerRect() will divide by 255
679        layer->setAlpha(255);
680    }
681
682    mCaches.unbindMeshBuffer();
683
684    mCaches.activeTexture(0);
685
686    // When the layer is stored in an FBO, we can save a bit of fillrate by
687    // drawing only the dirty region
688    if (fboLayer) {
689        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
690        if (layer->getColorFilter()) {
691            setupColorFilter(layer->getColorFilter());
692        }
693        composeLayerRegion(layer, rect);
694        if (layer->getColorFilter()) {
695            resetColorFilter();
696        }
697    } else if (!rect.isEmpty()) {
698        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
699        composeLayerRect(layer, rect, true);
700    }
701
702    if (fboLayer) {
703        // Note: No need to use glDiscardFramebufferEXT() since we never
704        //       create/compose layers that are not on screen with this
705        //       code path
706        // See LayerRenderer::destroyLayer(Layer*)
707
708        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
709        mCaches.fboCache.put(current->fbo);
710        layer->setFbo(0);
711    }
712
713    dirtyClip();
714
715    // Failing to add the layer to the cache should happen only if the layer is too large
716    if (!mCaches.layerCache.put(layer)) {
717        LAYER_LOGD("Deleting layer");
718        layer->deleteTexture();
719        delete layer;
720    }
721}
722
723void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
724    float alpha = layer->getAlpha() / 255.0f;
725
726    mat4& transform = layer->getTransform();
727    if (!transform.isIdentity()) {
728        save(0);
729        mSnapshot->transform->multiply(transform);
730    }
731
732    setupDraw();
733    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
734        setupDrawWithTexture();
735    } else {
736        setupDrawWithExternalTexture();
737    }
738    setupDrawTextureTransform();
739    setupDrawColor(alpha, alpha, alpha, alpha);
740    setupDrawColorFilter();
741    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
742    setupDrawProgram();
743    setupDrawPureColorUniforms();
744    setupDrawColorFilterUniforms();
745    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
746        setupDrawTexture(layer->getTexture());
747    } else {
748        setupDrawExternalTexture(layer->getTexture());
749    }
750    if (mSnapshot->transform->isPureTranslate() &&
751            layer->getWidth() == (uint32_t) rect.getWidth() &&
752            layer->getHeight() == (uint32_t) rect.getHeight()) {
753        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
754        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
755
756        layer->setFilter(GL_NEAREST);
757        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
758    } else {
759        layer->setFilter(GL_LINEAR);
760        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
761    }
762    setupDrawTextureTransformUniforms(layer->getTexTransform());
763    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
764
765    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
766
767    finishDrawTexture();
768
769    if (!transform.isIdentity()) {
770        restore();
771    }
772}
773
774void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
775    if (!layer->isTextureLayer()) {
776        const Rect& texCoords = layer->texCoords;
777        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
778                texCoords.right, texCoords.bottom);
779
780        float x = rect.left;
781        float y = rect.top;
782        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
783                layer->getWidth() == (uint32_t) rect.getWidth() &&
784                layer->getHeight() == (uint32_t) rect.getHeight();
785
786        if (simpleTransform) {
787            // When we're swapping, the layer is already in screen coordinates
788            if (!swap) {
789                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
790                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
791            }
792
793            layer->setFilter(GL_NEAREST, true);
794        } else {
795            layer->setFilter(GL_LINEAR, true);
796        }
797
798        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
799                layer->getTexture(), layer->getAlpha() / 255.0f,
800                layer->getMode(), layer->isBlend(),
801                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
802                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
803
804        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
805    } else {
806        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
807        drawTextureLayer(layer, rect);
808        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
809    }
810}
811
812void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
813#if RENDER_LAYERS_AS_REGIONS
814    if (layer->region.isRect()) {
815        layer->setRegionAsRect();
816
817        composeLayerRect(layer, layer->regionRect);
818
819        layer->region.clear();
820        return;
821    }
822
823    // TODO: See LayerRenderer.cpp::generateMesh() for important
824    //       information about this implementation
825    if (CC_LIKELY(!layer->region.isEmpty())) {
826        size_t count;
827        const android::Rect* rects = layer->region.getArray(&count);
828
829        const float alpha = layer->getAlpha() / 255.0f;
830        const float texX = 1.0f / float(layer->getWidth());
831        const float texY = 1.0f / float(layer->getHeight());
832        const float height = rect.getHeight();
833
834        TextureVertex* mesh = mCaches.getRegionMesh();
835        GLsizei numQuads = 0;
836
837        setupDraw();
838        setupDrawWithTexture();
839        setupDrawColor(alpha, alpha, alpha, alpha);
840        setupDrawColorFilter();
841        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
842        setupDrawProgram();
843        setupDrawDirtyRegionsDisabled();
844        setupDrawPureColorUniforms();
845        setupDrawColorFilterUniforms();
846        setupDrawTexture(layer->getTexture());
847        if (mSnapshot->transform->isPureTranslate()) {
848            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
849            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
850
851            layer->setFilter(GL_NEAREST);
852            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
853        } else {
854            layer->setFilter(GL_LINEAR);
855            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
856        }
857        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
858
859        for (size_t i = 0; i < count; i++) {
860            const android::Rect* r = &rects[i];
861
862            const float u1 = r->left * texX;
863            const float v1 = (height - r->top) * texY;
864            const float u2 = r->right * texX;
865            const float v2 = (height - r->bottom) * texY;
866
867            // TODO: Reject quads outside of the clip
868            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
869            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
870            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
871            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
872
873            numQuads++;
874
875            if (numQuads >= REGION_MESH_QUAD_COUNT) {
876                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
877                numQuads = 0;
878                mesh = mCaches.getRegionMesh();
879            }
880        }
881
882        if (numQuads > 0) {
883            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
884        }
885
886        finishDrawTexture();
887
888#if DEBUG_LAYERS_AS_REGIONS
889        drawRegionRects(layer->region);
890#endif
891
892        layer->region.clear();
893    }
894#else
895    composeLayerRect(layer, rect);
896#endif
897}
898
899void OpenGLRenderer::drawRegionRects(const Region& region) {
900#if DEBUG_LAYERS_AS_REGIONS
901    size_t count;
902    const android::Rect* rects = region.getArray(&count);
903
904    uint32_t colors[] = {
905            0x7fff0000, 0x7f00ff00,
906            0x7f0000ff, 0x7fff00ff,
907    };
908
909    int offset = 0;
910    int32_t top = rects[0].top;
911
912    for (size_t i = 0; i < count; i++) {
913        if (top != rects[i].top) {
914            offset ^= 0x2;
915            top = rects[i].top;
916        }
917
918        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
919        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
920                SkXfermode::kSrcOver_Mode);
921    }
922#endif
923}
924
925void OpenGLRenderer::dirtyLayer(const float left, const float top,
926        const float right, const float bottom, const mat4 transform) {
927#if RENDER_LAYERS_AS_REGIONS
928    if (hasLayer()) {
929        Rect bounds(left, top, right, bottom);
930        transform.mapRect(bounds);
931        dirtyLayerUnchecked(bounds, getRegion());
932    }
933#endif
934}
935
936void OpenGLRenderer::dirtyLayer(const float left, const float top,
937        const float right, const float bottom) {
938#if RENDER_LAYERS_AS_REGIONS
939    if (hasLayer()) {
940        Rect bounds(left, top, right, bottom);
941        dirtyLayerUnchecked(bounds, getRegion());
942    }
943#endif
944}
945
946void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
947#if RENDER_LAYERS_AS_REGIONS
948    if (bounds.intersect(*mSnapshot->clipRect)) {
949        bounds.snapToPixelBoundaries();
950        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
951        if (!dirty.isEmpty()) {
952            region->orSelf(dirty);
953        }
954    }
955#endif
956}
957
958void OpenGLRenderer::clearLayerRegions() {
959    const size_t count = mLayers.size();
960    if (count == 0) return;
961
962    if (!mSnapshot->isIgnored()) {
963        // Doing several glScissor/glClear here can negatively impact
964        // GPUs with a tiler architecture, instead we draw quads with
965        // the Clear blending mode
966
967        // The list contains bounds that have already been clipped
968        // against their initial clip rect, and the current clip
969        // is likely different so we need to disable clipping here
970        glDisable(GL_SCISSOR_TEST);
971
972        Vertex mesh[count * 6];
973        Vertex* vertex = mesh;
974
975        for (uint32_t i = 0; i < count; i++) {
976            Rect* bounds = mLayers.itemAt(i);
977
978            Vertex::set(vertex++, bounds->left, bounds->bottom);
979            Vertex::set(vertex++, bounds->left, bounds->top);
980            Vertex::set(vertex++, bounds->right, bounds->top);
981            Vertex::set(vertex++, bounds->left, bounds->bottom);
982            Vertex::set(vertex++, bounds->right, bounds->top);
983            Vertex::set(vertex++, bounds->right, bounds->bottom);
984
985            delete bounds;
986        }
987
988        setupDraw(false);
989        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
990        setupDrawBlending(true, SkXfermode::kClear_Mode);
991        setupDrawProgram();
992        setupDrawPureColorUniforms();
993        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
994        setupDrawVertices(&mesh[0].position[0]);
995
996        glDrawArrays(GL_TRIANGLES, 0, count * 6);
997
998        glEnable(GL_SCISSOR_TEST);
999    } else {
1000        for (uint32_t i = 0; i < count; i++) {
1001            delete mLayers.itemAt(i);
1002        }
1003    }
1004
1005    mLayers.clear();
1006}
1007
1008///////////////////////////////////////////////////////////////////////////////
1009// Transforms
1010///////////////////////////////////////////////////////////////////////////////
1011
1012void OpenGLRenderer::translate(float dx, float dy) {
1013    mSnapshot->transform->translate(dx, dy, 0.0f);
1014}
1015
1016void OpenGLRenderer::rotate(float degrees) {
1017    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
1018}
1019
1020void OpenGLRenderer::scale(float sx, float sy) {
1021    mSnapshot->transform->scale(sx, sy, 1.0f);
1022}
1023
1024void OpenGLRenderer::skew(float sx, float sy) {
1025    mSnapshot->transform->skew(sx, sy);
1026}
1027
1028void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1029    if (matrix) {
1030        mSnapshot->transform->load(*matrix);
1031    } else {
1032        mSnapshot->transform->loadIdentity();
1033    }
1034}
1035
1036void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1037    mSnapshot->transform->copyTo(*matrix);
1038}
1039
1040void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1041    SkMatrix transform;
1042    mSnapshot->transform->copyTo(transform);
1043    transform.preConcat(*matrix);
1044    mSnapshot->transform->load(transform);
1045}
1046
1047///////////////////////////////////////////////////////////////////////////////
1048// Clipping
1049///////////////////////////////////////////////////////////////////////////////
1050
1051void OpenGLRenderer::setScissorFromClip() {
1052    Rect clip(*mSnapshot->clipRect);
1053    clip.snapToPixelBoundaries();
1054
1055    mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1056            clip.getWidth(), clip.getHeight());
1057
1058    mDirtyClip = false;
1059}
1060
1061const Rect& OpenGLRenderer::getClipBounds() {
1062    return mSnapshot->getLocalClip();
1063}
1064
1065bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1066    if (mSnapshot->isIgnored()) {
1067        return true;
1068    }
1069
1070    Rect r(left, top, right, bottom);
1071    mSnapshot->transform->mapRect(r);
1072    r.snapToPixelBoundaries();
1073
1074    Rect clipRect(*mSnapshot->clipRect);
1075    clipRect.snapToPixelBoundaries();
1076
1077    return !clipRect.intersects(r);
1078}
1079
1080bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1081    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1082    if (clipped) {
1083        dirtyClip();
1084    }
1085    return !mSnapshot->clipRect->isEmpty();
1086}
1087
1088Rect* OpenGLRenderer::getClipRect() {
1089    return mSnapshot->clipRect;
1090}
1091
1092///////////////////////////////////////////////////////////////////////////////
1093// Drawing commands
1094///////////////////////////////////////////////////////////////////////////////
1095
1096void OpenGLRenderer::setupDraw(bool clear) {
1097    if (clear) clearLayerRegions();
1098    if (mDirtyClip) {
1099        setScissorFromClip();
1100    }
1101    mDescription.reset();
1102    mSetShaderColor = false;
1103    mColorSet = false;
1104    mColorA = mColorR = mColorG = mColorB = 0.0f;
1105    mTextureUnit = 0;
1106    mTrackDirtyRegions = true;
1107}
1108
1109void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1110    mDescription.hasTexture = true;
1111    mDescription.hasAlpha8Texture = isAlpha8;
1112}
1113
1114void OpenGLRenderer::setupDrawWithExternalTexture() {
1115    mDescription.hasExternalTexture = true;
1116}
1117
1118void OpenGLRenderer::setupDrawNoTexture() {
1119    mCaches.disbaleTexCoordsVertexArray();
1120}
1121
1122void OpenGLRenderer::setupDrawAALine() {
1123    mDescription.isAA = true;
1124}
1125
1126void OpenGLRenderer::setupDrawPoint(float pointSize) {
1127    mDescription.isPoint = true;
1128    mDescription.pointSize = pointSize;
1129}
1130
1131void OpenGLRenderer::setupDrawColor(int color) {
1132    setupDrawColor(color, (color >> 24) & 0xFF);
1133}
1134
1135void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1136    mColorA = alpha / 255.0f;
1137    mColorA *= mSnapshot->alpha;
1138    // Second divide of a by 255 is an optimization, allowing us to simply multiply
1139    // the rgb values by a instead of also dividing by 255
1140    const float a = mColorA / 255.0f;
1141    mColorR = a * ((color >> 16) & 0xFF);
1142    mColorG = a * ((color >>  8) & 0xFF);
1143    mColorB = a * ((color      ) & 0xFF);
1144    mColorSet = true;
1145    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1146}
1147
1148void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1149    mColorA = alpha / 255.0f;
1150    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1151    // the rgb values by a instead of also dividing by 255
1152    const float a = mColorA / 255.0f;
1153    mColorR = a * ((color >> 16) & 0xFF);
1154    mColorG = a * ((color >>  8) & 0xFF);
1155    mColorB = a * ((color      ) & 0xFF);
1156    mColorSet = true;
1157    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1158}
1159
1160void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1161    mColorA = a;
1162    mColorR = r;
1163    mColorG = g;
1164    mColorB = b;
1165    mColorSet = true;
1166    mSetShaderColor = mDescription.setColor(r, g, b, a);
1167}
1168
1169void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) {
1170    mColorA = a;
1171    mColorR = r;
1172    mColorG = g;
1173    mColorB = b;
1174    mColorSet = true;
1175    mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a);
1176}
1177
1178void OpenGLRenderer::setupDrawShader() {
1179    if (mShader) {
1180        mShader->describe(mDescription, mCaches.extensions);
1181    }
1182}
1183
1184void OpenGLRenderer::setupDrawColorFilter() {
1185    if (mColorFilter) {
1186        mColorFilter->describe(mDescription, mCaches.extensions);
1187    }
1188}
1189
1190void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1191    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1192        mColorA = 1.0f;
1193        mColorR = mColorG = mColorB = 0.0f;
1194        mSetShaderColor = mDescription.modulate = true;
1195    }
1196}
1197
1198void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1199    // When the blending mode is kClear_Mode, we need to use a modulate color
1200    // argb=1,0,0,0
1201    accountForClear(mode);
1202    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1203            mDescription, swapSrcDst);
1204}
1205
1206void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1207    // When the blending mode is kClear_Mode, we need to use a modulate color
1208    // argb=1,0,0,0
1209    accountForClear(mode);
1210    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1211            mDescription, swapSrcDst);
1212}
1213
1214void OpenGLRenderer::setupDrawProgram() {
1215    useProgram(mCaches.programCache.get(mDescription));
1216}
1217
1218void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1219    mTrackDirtyRegions = false;
1220}
1221
1222void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1223        bool ignoreTransform) {
1224    mModelView.loadTranslate(left, top, 0.0f);
1225    if (!ignoreTransform) {
1226        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1227        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1228    } else {
1229        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1230        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1231    }
1232}
1233
1234void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1235    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1236}
1237
1238void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1239        bool ignoreTransform, bool ignoreModelView) {
1240    if (!ignoreModelView) {
1241        mModelView.loadTranslate(left, top, 0.0f);
1242        mModelView.scale(right - left, bottom - top, 1.0f);
1243    } else {
1244        mModelView.loadIdentity();
1245    }
1246    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1247    if (!ignoreTransform) {
1248        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1249        if (mTrackDirtyRegions && dirty) {
1250            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1251        }
1252    } else {
1253        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1254        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1255    }
1256}
1257
1258void OpenGLRenderer::setupDrawPointUniforms() {
1259    int slot = mCaches.currentProgram->getUniform("pointSize");
1260    glUniform1f(slot, mDescription.pointSize);
1261}
1262
1263void OpenGLRenderer::setupDrawColorUniforms() {
1264    if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) {
1265        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1266    }
1267}
1268
1269void OpenGLRenderer::setupDrawPureColorUniforms() {
1270    if (mSetShaderColor) {
1271        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1272    }
1273}
1274
1275void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1276    if (mShader) {
1277        if (ignoreTransform) {
1278            mModelView.loadInverse(*mSnapshot->transform);
1279        }
1280        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1281    }
1282}
1283
1284void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1285    if (mShader) {
1286        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1287    }
1288}
1289
1290void OpenGLRenderer::setupDrawColorFilterUniforms() {
1291    if (mColorFilter) {
1292        mColorFilter->setupProgram(mCaches.currentProgram);
1293    }
1294}
1295
1296void OpenGLRenderer::setupDrawSimpleMesh() {
1297    bool force = mCaches.bindMeshBuffer();
1298    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0);
1299    mCaches.unbindIndicesBuffer();
1300}
1301
1302void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1303    bindTexture(texture);
1304    mTextureUnit++;
1305    mCaches.enableTexCoordsVertexArray();
1306}
1307
1308void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1309    bindExternalTexture(texture);
1310    mTextureUnit++;
1311    mCaches.enableTexCoordsVertexArray();
1312}
1313
1314void OpenGLRenderer::setupDrawTextureTransform() {
1315    mDescription.hasTextureTransform = true;
1316}
1317
1318void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1319    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1320            GL_FALSE, &transform.data[0]);
1321}
1322
1323void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1324    bool force = false;
1325    if (!vertices) {
1326        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1327    } else {
1328        force = mCaches.unbindMeshBuffer();
1329    }
1330
1331    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1332    if (mCaches.currentProgram->texCoords >= 0) {
1333        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1334    }
1335
1336    mCaches.unbindIndicesBuffer();
1337}
1338
1339void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1340    bool force = mCaches.unbindMeshBuffer();
1341    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1342    if (mCaches.currentProgram->texCoords >= 0) {
1343        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1344    }
1345}
1346
1347void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1348    bool force = mCaches.unbindMeshBuffer();
1349    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1350            vertices, gVertexStride);
1351    mCaches.unbindIndicesBuffer();
1352}
1353
1354/**
1355 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1356 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1357 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1358 * attributes (one per vertex) are values from zero to one that tells the fragment
1359 * shader where the fragment is in relation to the line width/length overall; these values are
1360 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1361 * region of the line.
1362 * Note that we only pass down the width values in this setup function. The length coordinates
1363 * are set up for each individual segment.
1364 */
1365void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1366        GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) {
1367    bool force = mCaches.unbindMeshBuffer();
1368    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1369            vertices, gAAVertexStride);
1370    mCaches.resetTexCoordsVertexPointer();
1371    mCaches.unbindIndicesBuffer();
1372
1373    widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1374    glEnableVertexAttribArray(widthSlot);
1375    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1376
1377    lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1378    glEnableVertexAttribArray(lengthSlot);
1379    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1380
1381    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1382    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1383
1384    // Setting the inverse value saves computations per-fragment in the shader
1385    int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1386    glUniform1f(inverseBoundaryWidthSlot, 1.0f / boundaryWidthProportion);
1387}
1388
1389void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) {
1390    glDisableVertexAttribArray(widthSlot);
1391    glDisableVertexAttribArray(lengthSlot);
1392}
1393
1394void OpenGLRenderer::finishDrawTexture() {
1395}
1396
1397///////////////////////////////////////////////////////////////////////////////
1398// Drawing
1399///////////////////////////////////////////////////////////////////////////////
1400
1401status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList,
1402        Rect& dirty, int32_t flags, uint32_t level) {
1403
1404    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1405    // will be performed by the display list itself
1406    if (displayList && displayList->isRenderable()) {
1407        return displayList->replay(*this, dirty, flags, level);
1408    }
1409
1410    return DrawGlInfo::kStatusDone;
1411}
1412
1413void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1414    if (displayList) {
1415        displayList->output(*this, level);
1416    }
1417}
1418
1419void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1420    int alpha;
1421    SkXfermode::Mode mode;
1422    getAlphaAndMode(paint, &alpha, &mode);
1423
1424    float x = left;
1425    float y = top;
1426
1427    GLenum filter = GL_LINEAR;
1428    bool ignoreTransform = false;
1429    if (mSnapshot->transform->isPureTranslate()) {
1430        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1431        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1432        ignoreTransform = true;
1433        filter = GL_NEAREST;
1434    } else {
1435        filter = FILTER(paint);
1436    }
1437
1438    setupDraw();
1439    setupDrawWithTexture(true);
1440    if (paint) {
1441        setupDrawAlpha8Color(paint->getColor(), alpha);
1442    }
1443    setupDrawColorFilter();
1444    setupDrawShader();
1445    setupDrawBlending(true, mode);
1446    setupDrawProgram();
1447    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1448
1449    setupDrawTexture(texture->id);
1450    texture->setWrap(GL_CLAMP_TO_EDGE);
1451    texture->setFilter(filter);
1452
1453    setupDrawPureColorUniforms();
1454    setupDrawColorFilterUniforms();
1455    setupDrawShaderUniforms();
1456    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1457
1458    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1459
1460    finishDrawTexture();
1461}
1462
1463void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1464    const float right = left + bitmap->width();
1465    const float bottom = top + bitmap->height();
1466
1467    if (quickReject(left, top, right, bottom)) {
1468        return;
1469    }
1470
1471    mCaches.activeTexture(0);
1472    Texture* texture = mCaches.textureCache.get(bitmap);
1473    if (!texture) return;
1474    const AutoTexture autoCleanup(texture);
1475
1476    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1477        drawAlphaBitmap(texture, left, top, paint);
1478    } else {
1479        drawTextureRect(left, top, right, bottom, texture, paint);
1480    }
1481}
1482
1483void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1484    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1485    const mat4 transform(*matrix);
1486    transform.mapRect(r);
1487
1488    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1489        return;
1490    }
1491
1492    mCaches.activeTexture(0);
1493    Texture* texture = mCaches.textureCache.get(bitmap);
1494    if (!texture) return;
1495    const AutoTexture autoCleanup(texture);
1496
1497    // This could be done in a cheaper way, all we need is pass the matrix
1498    // to the vertex shader. The save/restore is a bit overkill.
1499    save(SkCanvas::kMatrix_SaveFlag);
1500    concatMatrix(matrix);
1501    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1502    restore();
1503}
1504
1505void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1506        float* vertices, int* colors, SkPaint* paint) {
1507    // TODO: Do a quickReject
1508    if (!vertices || mSnapshot->isIgnored()) {
1509        return;
1510    }
1511
1512    mCaches.activeTexture(0);
1513    Texture* texture = mCaches.textureCache.get(bitmap);
1514    if (!texture) return;
1515    const AutoTexture autoCleanup(texture);
1516
1517    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1518    texture->setFilter(FILTER(paint), true);
1519
1520    int alpha;
1521    SkXfermode::Mode mode;
1522    getAlphaAndMode(paint, &alpha, &mode);
1523
1524    const uint32_t count = meshWidth * meshHeight * 6;
1525
1526    float left = FLT_MAX;
1527    float top = FLT_MAX;
1528    float right = FLT_MIN;
1529    float bottom = FLT_MIN;
1530
1531#if RENDER_LAYERS_AS_REGIONS
1532    const bool hasActiveLayer = hasLayer();
1533#else
1534    const bool hasActiveLayer = false;
1535#endif
1536
1537    // TODO: Support the colors array
1538    TextureVertex mesh[count];
1539    TextureVertex* vertex = mesh;
1540    for (int32_t y = 0; y < meshHeight; y++) {
1541        for (int32_t x = 0; x < meshWidth; x++) {
1542            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1543
1544            float u1 = float(x) / meshWidth;
1545            float u2 = float(x + 1) / meshWidth;
1546            float v1 = float(y) / meshHeight;
1547            float v2 = float(y + 1) / meshHeight;
1548
1549            int ax = i + (meshWidth + 1) * 2;
1550            int ay = ax + 1;
1551            int bx = i;
1552            int by = bx + 1;
1553            int cx = i + 2;
1554            int cy = cx + 1;
1555            int dx = i + (meshWidth + 1) * 2 + 2;
1556            int dy = dx + 1;
1557
1558            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1559            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1560            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1561
1562            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1563            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1564            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1565
1566#if RENDER_LAYERS_AS_REGIONS
1567            if (hasActiveLayer) {
1568                // TODO: This could be optimized to avoid unnecessary ops
1569                left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1570                top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1571                right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1572                bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1573            }
1574#endif
1575        }
1576    }
1577
1578#if RENDER_LAYERS_AS_REGIONS
1579    if (hasActiveLayer) {
1580        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1581    }
1582#endif
1583
1584    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1585            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1586            GL_TRIANGLES, count, false, false, 0, false, false);
1587}
1588
1589void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1590         float srcLeft, float srcTop, float srcRight, float srcBottom,
1591         float dstLeft, float dstTop, float dstRight, float dstBottom,
1592         SkPaint* paint) {
1593    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1594        return;
1595    }
1596
1597    mCaches.activeTexture(0);
1598    Texture* texture = mCaches.textureCache.get(bitmap);
1599    if (!texture) return;
1600    const AutoTexture autoCleanup(texture);
1601
1602    const float width = texture->width;
1603    const float height = texture->height;
1604
1605    const float u1 = fmax(0.0f, srcLeft / width);
1606    const float v1 = fmax(0.0f, srcTop / height);
1607    const float u2 = fmin(1.0f, srcRight / width);
1608    const float v2 = fmin(1.0f, srcBottom / height);
1609
1610    mCaches.unbindMeshBuffer();
1611    resetDrawTextureTexCoords(u1, v1, u2, v2);
1612
1613    int alpha;
1614    SkXfermode::Mode mode;
1615    getAlphaAndMode(paint, &alpha, &mode);
1616
1617    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1618
1619    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
1620        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1621        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1622
1623        GLenum filter = GL_NEAREST;
1624        // Enable linear filtering if the source rectangle is scaled
1625        if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
1626            filter = FILTER(paint);
1627        }
1628
1629        texture->setFilter(filter, true);
1630        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1631                texture->id, alpha / 255.0f, mode, texture->blend,
1632                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1633                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1634    } else {
1635        texture->setFilter(FILTER(paint), true);
1636        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1637                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1638                GL_TRIANGLE_STRIP, gMeshCount);
1639    }
1640
1641    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1642}
1643
1644void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1645        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1646        float left, float top, float right, float bottom, SkPaint* paint) {
1647    if (quickReject(left, top, right, bottom)) {
1648        return;
1649    }
1650
1651    mCaches.activeTexture(0);
1652    Texture* texture = mCaches.textureCache.get(bitmap);
1653    if (!texture) return;
1654    const AutoTexture autoCleanup(texture);
1655    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1656    texture->setFilter(GL_LINEAR, true);
1657
1658    int alpha;
1659    SkXfermode::Mode mode;
1660    getAlphaAndMode(paint, &alpha, &mode);
1661
1662    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1663            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1664
1665    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
1666        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1667#if RENDER_LAYERS_AS_REGIONS
1668        // Mark the current layer dirty where we are going to draw the patch
1669        if (hasLayer() && mesh->hasEmptyQuads) {
1670            const float offsetX = left + mSnapshot->transform->getTranslateX();
1671            const float offsetY = top + mSnapshot->transform->getTranslateY();
1672            const size_t count = mesh->quads.size();
1673            for (size_t i = 0; i < count; i++) {
1674                const Rect& bounds = mesh->quads.itemAt(i);
1675                if (CC_LIKELY(pureTranslate)) {
1676                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1677                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1678                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1679                } else {
1680                    dirtyLayer(left + bounds.left, top + bounds.top,
1681                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1682                }
1683            }
1684        }
1685#endif
1686
1687        if (CC_LIKELY(pureTranslate)) {
1688            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1689            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1690
1691            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1692                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1693                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1694                    true, !mesh->hasEmptyQuads);
1695        } else {
1696            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1697                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1698                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1699                    true, !mesh->hasEmptyQuads);
1700        }
1701    }
1702}
1703
1704/**
1705 * This function uses a similar approach to that of AA lines in the drawLines() function.
1706 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
1707 * shader to compute the translucency of the color, determined by whether a given pixel is
1708 * within that boundary region and how far into the region it is.
1709 */
1710void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
1711        int color, SkXfermode::Mode mode) {
1712    float inverseScaleX = 1.0f;
1713    float inverseScaleY = 1.0f;
1714    // The quad that we use needs to account for scaling.
1715    if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1716        Matrix4 *mat = mSnapshot->transform;
1717        float m00 = mat->data[Matrix4::kScaleX];
1718        float m01 = mat->data[Matrix4::kSkewY];
1719        float m02 = mat->data[2];
1720        float m10 = mat->data[Matrix4::kSkewX];
1721        float m11 = mat->data[Matrix4::kScaleX];
1722        float m12 = mat->data[6];
1723        float scaleX = sqrt(m00 * m00 + m01 * m01);
1724        float scaleY = sqrt(m10 * m10 + m11 * m11);
1725        inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1726        inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1727    }
1728
1729    setupDraw();
1730    setupDrawNoTexture();
1731    setupDrawAALine();
1732    setupDrawColor(color);
1733    setupDrawColorFilter();
1734    setupDrawShader();
1735    setupDrawBlending(true, mode);
1736    setupDrawProgram();
1737    setupDrawModelViewIdentity(true);
1738    setupDrawColorUniforms();
1739    setupDrawColorFilterUniforms();
1740    setupDrawShaderIdentityUniforms();
1741
1742    AAVertex rects[4];
1743    AAVertex* aaVertices = &rects[0];
1744    void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1745    void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1746
1747    float boundarySizeX = .5 * inverseScaleX;
1748    float boundarySizeY = .5 * inverseScaleY;
1749
1750    // Adjust the rect by the AA boundary padding
1751    left -= boundarySizeX;
1752    right += boundarySizeX;
1753    top -= boundarySizeY;
1754    bottom += boundarySizeY;
1755
1756    float width = right - left;
1757    float height = bottom - top;
1758
1759    int widthSlot;
1760    int lengthSlot;
1761
1762    float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0;
1763    float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0;
1764    setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1765            boundaryWidthProportion, widthSlot, lengthSlot);
1766
1767    int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1768    int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength");
1769    glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
1770    glUniform1f(inverseBoundaryLengthSlot, (1.0f / boundaryHeightProportion));
1771
1772    if (!quickReject(left, top, right, bottom)) {
1773        AAVertex::set(aaVertices++, left, bottom, 1, 1);
1774        AAVertex::set(aaVertices++, left, top, 1, 0);
1775        AAVertex::set(aaVertices++, right, bottom, 0, 1);
1776        AAVertex::set(aaVertices++, right, top, 0, 0);
1777        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1778        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1779    }
1780
1781    finishDrawAALine(widthSlot, lengthSlot);
1782}
1783
1784/**
1785 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
1786 * rules for those lines produces some unexpected results, and may vary between hardware devices.
1787 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
1788 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
1789 * of the line. Hairlines are more involved because we need to account for transform scaling
1790 * to end up with a one-pixel-wide line in screen space..
1791 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
1792 * in combination with values that we calculate and pass down in this method. The basic approach
1793 * is that the quad we create contains both the core line area plus a bounding area in which
1794 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
1795 * proportion of the width and the length of a given segment is represented by the boundary
1796 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
1797 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
1798 * on the inside). This ends up giving the result we want, with pixels that are completely
1799 * 'inside' the line area being filled opaquely and the other pixels being filled according to
1800 * how far into the boundary region they are, which is determined by shader interpolation.
1801 */
1802void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1803    if (mSnapshot->isIgnored()) return;
1804
1805    const bool isAA = paint->isAntiAlias();
1806    // We use half the stroke width here because we're going to position the quad
1807    // corner vertices half of the width away from the line endpoints
1808    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
1809    // A stroke width of 0 has a special meaning in Skia:
1810    // it draws a line 1 px wide regardless of current transform
1811    bool isHairLine = paint->getStrokeWidth() == 0.0f;
1812
1813    float inverseScaleX = 1.0f;
1814    float inverseScaleY = 1.0f;
1815    bool scaled = false;
1816
1817    int alpha;
1818    SkXfermode::Mode mode;
1819
1820    int generatedVerticesCount = 0;
1821    int verticesCount = count;
1822    if (count > 4) {
1823        // Polyline: account for extra vertices needed for continuous tri-strip
1824        verticesCount += (count - 4);
1825    }
1826
1827    if (isHairLine || isAA) {
1828        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
1829        // the line on the screen should always be one pixel wide regardless of scale. For
1830        // AA lines, we only want one pixel of translucent boundary around the quad.
1831        if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1832            Matrix4 *mat = mSnapshot->transform;
1833            float m00 = mat->data[Matrix4::kScaleX];
1834            float m01 = mat->data[Matrix4::kSkewY];
1835            float m02 = mat->data[2];
1836            float m10 = mat->data[Matrix4::kSkewX];
1837            float m11 = mat->data[Matrix4::kScaleX];
1838            float m12 = mat->data[6];
1839
1840            float scaleX = sqrtf(m00 * m00 + m01 * m01);
1841            float scaleY = sqrtf(m10 * m10 + m11 * m11);
1842
1843            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1844            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1845
1846            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
1847                scaled = true;
1848            }
1849        }
1850    }
1851
1852    getAlphaAndMode(paint, &alpha, &mode);
1853    setupDraw();
1854    setupDrawNoTexture();
1855    if (isAA) {
1856        setupDrawAALine();
1857    }
1858    setupDrawColor(paint->getColor(), alpha);
1859    setupDrawColorFilter();
1860    setupDrawShader();
1861    setupDrawBlending(isAA, mode);
1862    setupDrawProgram();
1863    setupDrawModelViewIdentity(true);
1864    setupDrawColorUniforms();
1865    setupDrawColorFilterUniforms();
1866    setupDrawShaderIdentityUniforms();
1867
1868    if (isHairLine) {
1869        // Set a real stroke width to be used in quad construction
1870        halfStrokeWidth = isAA? 1 : .5;
1871    } else if (isAA && !scaled) {
1872        // Expand boundary to enable AA calculations on the quad border
1873        halfStrokeWidth += .5f;
1874    }
1875
1876    int widthSlot;
1877    int lengthSlot;
1878
1879    Vertex lines[verticesCount];
1880    Vertex* vertices = &lines[0];
1881
1882    AAVertex wLines[verticesCount];
1883    AAVertex* aaVertices = &wLines[0];
1884
1885    if (CC_UNLIKELY(!isAA)) {
1886        setupDrawVertices(vertices);
1887    } else {
1888        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1889        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1890        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
1891        // AA stroke width (the base stroke width expanded by a half pixel on either side).
1892        // This value is used in the fragment shader to determine how to fill fragments.
1893        // We will need to calculate the actual width proportion on each segment for
1894        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
1895        float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
1896        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1897                boundaryWidthProportion, widthSlot, lengthSlot);
1898    }
1899
1900    AAVertex* prevAAVertex = NULL;
1901    Vertex* prevVertex = NULL;
1902
1903    int boundaryLengthSlot = -1;
1904    int inverseBoundaryLengthSlot = -1;
1905    int boundaryWidthSlot = -1;
1906    int inverseBoundaryWidthSlot = -1;
1907
1908    for (int i = 0; i < count; i += 4) {
1909        // a = start point, b = end point
1910        vec2 a(points[i], points[i + 1]);
1911        vec2 b(points[i + 2], points[i + 3]);
1912
1913        float length = 0;
1914        float boundaryLengthProportion = 0;
1915        float boundaryWidthProportion = 0;
1916
1917        // Find the normal to the line
1918        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
1919        if (isHairLine) {
1920            if (isAA) {
1921                float wideningFactor;
1922                if (fabs(n.x) >= fabs(n.y)) {
1923                    wideningFactor = fabs(1.0f / n.x);
1924                } else {
1925                    wideningFactor = fabs(1.0f / n.y);
1926                }
1927                n *= wideningFactor;
1928            }
1929
1930            if (scaled) {
1931                n.x *= inverseScaleX;
1932                n.y *= inverseScaleY;
1933            }
1934        } else if (scaled) {
1935            // Extend n by .5 pixel on each side, post-transform
1936            vec2 extendedN = n.copyNormalized();
1937            extendedN /= 2;
1938            extendedN.x *= inverseScaleX;
1939            extendedN.y *= inverseScaleY;
1940
1941            float extendedNLength = extendedN.length();
1942            // We need to set this value on the shader prior to drawing
1943            boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength);
1944            n += extendedN;
1945        }
1946
1947        float x = n.x;
1948        n.x = -n.y;
1949        n.y = x;
1950
1951        // aa lines expand the endpoint vertices to encompass the AA boundary
1952        if (isAA) {
1953            vec2 abVector = (b - a);
1954            length = abVector.length();
1955            abVector.normalize();
1956
1957            if (scaled) {
1958                abVector.x *= inverseScaleX;
1959                abVector.y *= inverseScaleY;
1960                float abLength = abVector.length();
1961                boundaryLengthProportion = abLength / (length + abLength);
1962            } else {
1963                boundaryLengthProportion = .5 / (length + 1);
1964            }
1965
1966            abVector /= 2;
1967            a -= abVector;
1968            b += abVector;
1969        }
1970
1971        // Four corners of the rectangle defining a thick line
1972        vec2 p1 = a - n;
1973        vec2 p2 = a + n;
1974        vec2 p3 = b + n;
1975        vec2 p4 = b - n;
1976
1977
1978        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
1979        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
1980        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
1981        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
1982
1983        if (!quickReject(left, top, right, bottom)) {
1984            if (!isAA) {
1985                if (prevVertex != NULL) {
1986                    // Issue two repeat vertices to create degenerate triangles to bridge
1987                    // between the previous line and the new one. This is necessary because
1988                    // we are creating a single triangle_strip which will contain
1989                    // potentially discontinuous line segments.
1990                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
1991                    Vertex::set(vertices++, p1.x, p1.y);
1992                    generatedVerticesCount += 2;
1993                }
1994
1995                Vertex::set(vertices++, p1.x, p1.y);
1996                Vertex::set(vertices++, p2.x, p2.y);
1997                Vertex::set(vertices++, p4.x, p4.y);
1998                Vertex::set(vertices++, p3.x, p3.y);
1999
2000                prevVertex = vertices - 1;
2001                generatedVerticesCount += 4;
2002            } else {
2003                if (!isHairLine && scaled) {
2004                    // Must set width proportions per-segment for scaled non-hairlines to use the
2005                    // correct AA boundary dimensions
2006                    if (boundaryWidthSlot < 0) {
2007                        boundaryWidthSlot =
2008                                mCaches.currentProgram->getUniform("boundaryWidth");
2009                        inverseBoundaryWidthSlot =
2010                                mCaches.currentProgram->getUniform("inverseBoundaryWidth");
2011                    }
2012
2013                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
2014                    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
2015                }
2016
2017                if (boundaryLengthSlot < 0) {
2018                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
2019                    inverseBoundaryLengthSlot =
2020                            mCaches.currentProgram->getUniform("inverseBoundaryLength");
2021                }
2022
2023                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
2024                glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion));
2025
2026                if (prevAAVertex != NULL) {
2027                    // Issue two repeat vertices to create degenerate triangles to bridge
2028                    // between the previous line and the new one. This is necessary because
2029                    // we are creating a single triangle_strip which will contain
2030                    // potentially discontinuous line segments.
2031                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
2032                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
2033                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2034                    generatedVerticesCount += 2;
2035                }
2036
2037                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2038                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
2039                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
2040                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
2041
2042                prevAAVertex = aaVertices - 1;
2043                generatedVerticesCount += 4;
2044            }
2045
2046            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
2047                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
2048                    *mSnapshot->transform);
2049        }
2050    }
2051
2052    if (generatedVerticesCount > 0) {
2053       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
2054    }
2055
2056    if (isAA) {
2057        finishDrawAALine(widthSlot, lengthSlot);
2058    }
2059}
2060
2061void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2062    if (mSnapshot->isIgnored()) return;
2063
2064    // TODO: The paint's cap style defines whether the points are square or circular
2065    // TODO: Handle AA for round points
2066
2067    // A stroke width of 0 has a special meaning in Skia:
2068    // it draws an unscaled 1px point
2069    float strokeWidth = paint->getStrokeWidth();
2070    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2071    if (isHairLine) {
2072        // Now that we know it's hairline, we can set the effective width, to be used later
2073        strokeWidth = 1.0f;
2074    }
2075    const float halfWidth = strokeWidth / 2;
2076    int alpha;
2077    SkXfermode::Mode mode;
2078    getAlphaAndMode(paint, &alpha, &mode);
2079
2080    int verticesCount = count >> 1;
2081    int generatedVerticesCount = 0;
2082
2083    TextureVertex pointsData[verticesCount];
2084    TextureVertex* vertex = &pointsData[0];
2085
2086    setupDraw();
2087    setupDrawNoTexture();
2088    setupDrawPoint(strokeWidth);
2089    setupDrawColor(paint->getColor(), alpha);
2090    setupDrawColorFilter();
2091    setupDrawShader();
2092    setupDrawBlending(mode);
2093    setupDrawProgram();
2094    setupDrawModelViewIdentity(true);
2095    setupDrawColorUniforms();
2096    setupDrawColorFilterUniforms();
2097    setupDrawPointUniforms();
2098    setupDrawShaderIdentityUniforms();
2099    setupDrawMesh(vertex);
2100
2101    for (int i = 0; i < count; i += 2) {
2102        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2103        generatedVerticesCount++;
2104
2105        float left = points[i] - halfWidth;
2106        float right = points[i] + halfWidth;
2107        float top = points[i + 1] - halfWidth;
2108        float bottom = points [i + 1] + halfWidth;
2109
2110        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
2111    }
2112
2113    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2114}
2115
2116void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2117    // No need to check against the clip, we fill the clip region
2118    if (mSnapshot->isIgnored()) return;
2119
2120    Rect& clip(*mSnapshot->clipRect);
2121    clip.snapToPixelBoundaries();
2122
2123    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2124}
2125
2126void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) {
2127    if (!texture) return;
2128    const AutoTexture autoCleanup(texture);
2129
2130    const float x = left + texture->left - texture->offset;
2131    const float y = top + texture->top - texture->offset;
2132
2133    drawPathTexture(texture, x, y, paint);
2134}
2135
2136void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2137        float rx, float ry, SkPaint* paint) {
2138    if (mSnapshot->isIgnored()) return;
2139
2140    mCaches.activeTexture(0);
2141    const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2142            right - left, bottom - top, rx, ry, paint);
2143    drawShape(left, top, texture, paint);
2144}
2145
2146void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
2147    if (mSnapshot->isIgnored()) return;
2148
2149    mCaches.activeTexture(0);
2150    const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
2151    drawShape(x - radius, y - radius, texture, paint);
2152}
2153
2154void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) {
2155    if (mSnapshot->isIgnored()) return;
2156
2157    mCaches.activeTexture(0);
2158    const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
2159    drawShape(left, top, texture, paint);
2160}
2161
2162void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2163        float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
2164    if (mSnapshot->isIgnored()) return;
2165
2166    if (fabs(sweepAngle) >= 360.0f) {
2167        drawOval(left, top, right, bottom, paint);
2168        return;
2169    }
2170
2171    mCaches.activeTexture(0);
2172    const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2173            startAngle, sweepAngle, useCenter, paint);
2174    drawShape(left, top, texture, paint);
2175}
2176
2177void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
2178        SkPaint* paint) {
2179    if (mSnapshot->isIgnored()) return;
2180
2181    mCaches.activeTexture(0);
2182    const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
2183    drawShape(left, top, texture, paint);
2184}
2185
2186void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2187    if (p->getStyle() != SkPaint::kFill_Style) {
2188        drawRectAsShape(left, top, right, bottom, p);
2189        return;
2190    }
2191
2192    if (quickReject(left, top, right, bottom)) {
2193        return;
2194    }
2195
2196    SkXfermode::Mode mode;
2197    if (!mCaches.extensions.hasFramebufferFetch()) {
2198        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
2199        if (!isMode) {
2200            // Assume SRC_OVER
2201            mode = SkXfermode::kSrcOver_Mode;
2202        }
2203    } else {
2204        mode = getXfermode(p->getXfermode());
2205    }
2206
2207    int color = p->getColor();
2208    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2209        drawAARect(left, top, right, bottom, color, mode);
2210    } else {
2211        drawColorRect(left, top, right, bottom, color, mode);
2212    }
2213}
2214
2215void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2216        const float* positions, SkPaint* paint) {
2217    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2218            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2219        return;
2220    }
2221
2222    // NOTE: Skia does not support perspective transform on drawPosText yet
2223    if (!mSnapshot->transform->isSimple()) {
2224        return;
2225    }
2226
2227    float x = 0.0f;
2228    float y = 0.0f;
2229    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2230    if (pureTranslate) {
2231        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2232        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2233    }
2234
2235    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2236    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2237            paint->getTextSize());
2238
2239    int alpha;
2240    SkXfermode::Mode mode;
2241    getAlphaAndMode(paint, &alpha, &mode);
2242
2243    // Pick the appropriate texture filtering
2244    bool linearFilter = mSnapshot->transform->changesBounds();
2245    if (pureTranslate && !linearFilter) {
2246        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2247    }
2248
2249    mCaches.activeTexture(0);
2250    setupDraw();
2251    setupDrawDirtyRegionsDisabled();
2252    setupDrawWithTexture(true);
2253    setupDrawAlpha8Color(paint->getColor(), alpha);
2254    setupDrawColorFilter();
2255    setupDrawShader();
2256    setupDrawBlending(true, mode);
2257    setupDrawProgram();
2258    setupDrawModelView(x, y, x, y, pureTranslate, true);
2259    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2260    setupDrawPureColorUniforms();
2261    setupDrawColorFilterUniforms();
2262    setupDrawShaderUniforms(pureTranslate);
2263
2264    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2265    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2266
2267#if RENDER_LAYERS_AS_REGIONS
2268    const bool hasActiveLayer = hasLayer();
2269#else
2270    const bool hasActiveLayer = false;
2271#endif
2272
2273    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2274            positions, hasActiveLayer ? &bounds : NULL)) {
2275#if RENDER_LAYERS_AS_REGIONS
2276        if (hasActiveLayer) {
2277            if (!pureTranslate) {
2278                mSnapshot->transform->mapRect(bounds);
2279            }
2280            dirtyLayerUnchecked(bounds, getRegion());
2281        }
2282#endif
2283    }
2284}
2285
2286void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2287        float x, float y, SkPaint* paint, float length) {
2288    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2289            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2290        return;
2291    }
2292
2293    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2294    switch (paint->getTextAlign()) {
2295        case SkPaint::kCenter_Align:
2296            x -= length / 2.0f;
2297            break;
2298        case SkPaint::kRight_Align:
2299            x -= length;
2300            break;
2301        default:
2302            break;
2303    }
2304
2305    SkPaint::FontMetrics metrics;
2306    paint->getFontMetrics(&metrics, 0.0f);
2307    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2308        return;
2309    }
2310
2311    const float oldX = x;
2312    const float oldY = y;
2313    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2314    if (CC_LIKELY(pureTranslate)) {
2315        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2316        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2317    }
2318
2319#if DEBUG_GLYPHS
2320    ALOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface()));
2321#endif
2322
2323    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2324    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2325            paint->getTextSize());
2326
2327    int alpha;
2328    SkXfermode::Mode mode;
2329    getAlphaAndMode(paint, &alpha, &mode);
2330
2331    if (CC_UNLIKELY(mHasShadow)) {
2332        mCaches.activeTexture(0);
2333
2334        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2335        const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2336                paint, text, bytesCount, count, mShadowRadius);
2337        const AutoTexture autoCleanup(shadow);
2338
2339        const float sx = oldX - shadow->left + mShadowDx;
2340        const float sy = oldY - shadow->top + mShadowDy;
2341
2342        const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
2343        int shadowColor = mShadowColor;
2344        if (mShader) {
2345            shadowColor = 0xffffffff;
2346        }
2347
2348        setupDraw();
2349        setupDrawWithTexture(true);
2350        setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2351        setupDrawColorFilter();
2352        setupDrawShader();
2353        setupDrawBlending(true, mode);
2354        setupDrawProgram();
2355        setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2356        setupDrawTexture(shadow->id);
2357        setupDrawPureColorUniforms();
2358        setupDrawColorFilterUniforms();
2359        setupDrawShaderUniforms();
2360        setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2361
2362        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2363    }
2364
2365    // Pick the appropriate texture filtering
2366    bool linearFilter = mSnapshot->transform->changesBounds();
2367    if (pureTranslate && !linearFilter) {
2368        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2369    }
2370
2371    mCaches.activeTexture(0);
2372    setupDraw();
2373    setupDrawDirtyRegionsDisabled();
2374    setupDrawWithTexture(true);
2375    setupDrawAlpha8Color(paint->getColor(), alpha);
2376    setupDrawColorFilter();
2377    setupDrawShader();
2378    setupDrawBlending(true, mode);
2379    setupDrawProgram();
2380    setupDrawModelView(x, y, x, y, pureTranslate, true);
2381    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2382    setupDrawPureColorUniforms();
2383    setupDrawColorFilterUniforms();
2384    setupDrawShaderUniforms(pureTranslate);
2385
2386    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2387    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2388
2389#if RENDER_LAYERS_AS_REGIONS
2390    const bool hasActiveLayer = hasLayer();
2391#else
2392    const bool hasActiveLayer = false;
2393#endif
2394
2395    if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
2396            hasActiveLayer ? &bounds : NULL)) {
2397#if RENDER_LAYERS_AS_REGIONS
2398        if (hasActiveLayer) {
2399            if (!pureTranslate) {
2400                mSnapshot->transform->mapRect(bounds);
2401            }
2402            dirtyLayerUnchecked(bounds, getRegion());
2403        }
2404#endif
2405    }
2406
2407    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2408}
2409
2410void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2411        float hOffset, float vOffset, SkPaint* paint) {
2412    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2413            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2414        return;
2415    }
2416
2417    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2418    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2419            paint->getTextSize());
2420
2421    int alpha;
2422    SkXfermode::Mode mode;
2423    getAlphaAndMode(paint, &alpha, &mode);
2424
2425    mCaches.activeTexture(0);
2426    setupDraw();
2427    setupDrawDirtyRegionsDisabled();
2428    setupDrawWithTexture(true);
2429    setupDrawAlpha8Color(paint->getColor(), alpha);
2430    setupDrawColorFilter();
2431    setupDrawShader();
2432    setupDrawBlending(true, mode);
2433    setupDrawProgram();
2434    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2435    setupDrawTexture(fontRenderer.getTexture(true));
2436    setupDrawPureColorUniforms();
2437    setupDrawColorFilterUniforms();
2438    setupDrawShaderUniforms(false);
2439
2440    const Rect* clip = &mSnapshot->getLocalClip();
2441    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2442
2443#if RENDER_LAYERS_AS_REGIONS
2444    const bool hasActiveLayer = hasLayer();
2445#else
2446    const bool hasActiveLayer = false;
2447#endif
2448
2449    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2450            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2451#if RENDER_LAYERS_AS_REGIONS
2452        if (hasActiveLayer) {
2453            mSnapshot->transform->mapRect(bounds);
2454            dirtyLayerUnchecked(bounds, getRegion());
2455        }
2456#endif
2457    }
2458}
2459
2460void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2461    if (mSnapshot->isIgnored()) return;
2462
2463    mCaches.activeTexture(0);
2464
2465    // TODO: Perform early clip test before we rasterize the path
2466    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2467    if (!texture) return;
2468    const AutoTexture autoCleanup(texture);
2469
2470    const float x = texture->left - texture->offset;
2471    const float y = texture->top - texture->offset;
2472
2473    drawPathTexture(texture, x, y, paint);
2474}
2475
2476void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2477    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
2478        return;
2479    }
2480
2481    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
2482        OpenGLRenderer* renderer = layer->renderer;
2483        Rect& dirty = layer->dirtyRect;
2484
2485        interrupt();
2486        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
2487        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
2488        renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren);
2489        renderer->finish();
2490        resume();
2491
2492        dirty.setEmpty();
2493        layer->deferredUpdateScheduled = false;
2494        layer->renderer = NULL;
2495        layer->displayList = NULL;
2496    }
2497
2498    mCaches.activeTexture(0);
2499
2500    int alpha;
2501    SkXfermode::Mode mode;
2502    getAlphaAndMode(paint, &alpha, &mode);
2503
2504    layer->setAlpha(alpha, mode);
2505
2506#if RENDER_LAYERS_AS_REGIONS
2507    if (CC_LIKELY(!layer->region.isEmpty())) {
2508        if (layer->region.isRect()) {
2509            composeLayerRect(layer, layer->regionRect);
2510        } else if (layer->mesh) {
2511            const float a = alpha / 255.0f;
2512            const Rect& rect = layer->layer;
2513
2514            setupDraw();
2515            setupDrawWithTexture();
2516            setupDrawColor(a, a, a, a);
2517            setupDrawColorFilter();
2518            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2519            setupDrawProgram();
2520            setupDrawPureColorUniforms();
2521            setupDrawColorFilterUniforms();
2522            setupDrawTexture(layer->getTexture());
2523            if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2524                x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2525                y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2526
2527                layer->setFilter(GL_NEAREST);
2528                setupDrawModelViewTranslate(x, y,
2529                        x + layer->layer.getWidth(), y + layer->layer.getHeight(), true);
2530            } else {
2531                layer->setFilter(GL_LINEAR);
2532                setupDrawModelViewTranslate(x, y,
2533                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2534            }
2535            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2536
2537            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2538                    GL_UNSIGNED_SHORT, layer->meshIndices);
2539
2540            finishDrawTexture();
2541
2542#if DEBUG_LAYERS_AS_REGIONS
2543            drawRegionRects(layer->region);
2544#endif
2545        }
2546    }
2547#else
2548    const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
2549    composeLayerRect(layer, r);
2550#endif
2551}
2552
2553///////////////////////////////////////////////////////////////////////////////
2554// Shaders
2555///////////////////////////////////////////////////////////////////////////////
2556
2557void OpenGLRenderer::resetShader() {
2558    mShader = NULL;
2559}
2560
2561void OpenGLRenderer::setupShader(SkiaShader* shader) {
2562    mShader = shader;
2563    if (mShader) {
2564        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2565    }
2566}
2567
2568///////////////////////////////////////////////////////////////////////////////
2569// Color filters
2570///////////////////////////////////////////////////////////////////////////////
2571
2572void OpenGLRenderer::resetColorFilter() {
2573    mColorFilter = NULL;
2574}
2575
2576void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2577    mColorFilter = filter;
2578}
2579
2580///////////////////////////////////////////////////////////////////////////////
2581// Drop shadow
2582///////////////////////////////////////////////////////////////////////////////
2583
2584void OpenGLRenderer::resetShadow() {
2585    mHasShadow = false;
2586}
2587
2588void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2589    mHasShadow = true;
2590    mShadowRadius = radius;
2591    mShadowDx = dx;
2592    mShadowDy = dy;
2593    mShadowColor = color;
2594}
2595
2596///////////////////////////////////////////////////////////////////////////////
2597// Draw filters
2598///////////////////////////////////////////////////////////////////////////////
2599
2600void OpenGLRenderer::resetPaintFilter() {
2601    mHasDrawFilter = false;
2602}
2603
2604void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2605    mHasDrawFilter = true;
2606    mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2607    mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2608}
2609
2610SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
2611    if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint;
2612
2613    uint32_t flags = paint->getFlags();
2614
2615    mFilteredPaint = *paint;
2616    mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits);
2617
2618    return &mFilteredPaint;
2619}
2620
2621///////////////////////////////////////////////////////////////////////////////
2622// Drawing implementation
2623///////////////////////////////////////////////////////////////////////////////
2624
2625void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2626        float x, float y, SkPaint* paint) {
2627    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2628        return;
2629    }
2630
2631    int alpha;
2632    SkXfermode::Mode mode;
2633    getAlphaAndMode(paint, &alpha, &mode);
2634
2635    setupDraw();
2636    setupDrawWithTexture(true);
2637    setupDrawAlpha8Color(paint->getColor(), alpha);
2638    setupDrawColorFilter();
2639    setupDrawShader();
2640    setupDrawBlending(true, mode);
2641    setupDrawProgram();
2642    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2643    setupDrawTexture(texture->id);
2644    setupDrawPureColorUniforms();
2645    setupDrawColorFilterUniforms();
2646    setupDrawShaderUniforms();
2647    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2648
2649    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2650
2651    finishDrawTexture();
2652}
2653
2654// Same values used by Skia
2655#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2656#define kStdUnderline_Offset    (1.0f / 9.0f)
2657#define kStdUnderline_Thickness (1.0f / 18.0f)
2658
2659void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2660        float x, float y, SkPaint* paint) {
2661    // Handle underline and strike-through
2662    uint32_t flags = paint->getFlags();
2663    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2664        SkPaint paintCopy(*paint);
2665        float underlineWidth = length;
2666        // If length is > 0.0f, we already measured the text for the text alignment
2667        if (length <= 0.0f) {
2668            underlineWidth = paintCopy.measureText(text, bytesCount);
2669        }
2670
2671        float offsetX = 0;
2672        switch (paintCopy.getTextAlign()) {
2673            case SkPaint::kCenter_Align:
2674                offsetX = underlineWidth * 0.5f;
2675                break;
2676            case SkPaint::kRight_Align:
2677                offsetX = underlineWidth;
2678                break;
2679            default:
2680                break;
2681        }
2682
2683        if (CC_LIKELY(underlineWidth > 0.0f)) {
2684            const float textSize = paintCopy.getTextSize();
2685            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2686
2687            const float left = x - offsetX;
2688            float top = 0.0f;
2689
2690            int linesCount = 0;
2691            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2692            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2693
2694            const int pointsCount = 4 * linesCount;
2695            float points[pointsCount];
2696            int currentPoint = 0;
2697
2698            if (flags & SkPaint::kUnderlineText_Flag) {
2699                top = y + textSize * kStdUnderline_Offset;
2700                points[currentPoint++] = left;
2701                points[currentPoint++] = top;
2702                points[currentPoint++] = left + underlineWidth;
2703                points[currentPoint++] = top;
2704            }
2705
2706            if (flags & SkPaint::kStrikeThruText_Flag) {
2707                top = y + textSize * kStdStrikeThru_Offset;
2708                points[currentPoint++] = left;
2709                points[currentPoint++] = top;
2710                points[currentPoint++] = left + underlineWidth;
2711                points[currentPoint++] = top;
2712            }
2713
2714            paintCopy.setStrokeWidth(strokeWidth);
2715
2716            drawLines(&points[0], pointsCount, &paintCopy);
2717        }
2718    }
2719}
2720
2721void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2722        int color, SkXfermode::Mode mode, bool ignoreTransform) {
2723    // If a shader is set, preserve only the alpha
2724    if (mShader) {
2725        color |= 0x00ffffff;
2726    }
2727
2728    setupDraw();
2729    setupDrawNoTexture();
2730    setupDrawColor(color);
2731    setupDrawShader();
2732    setupDrawColorFilter();
2733    setupDrawBlending(mode);
2734    setupDrawProgram();
2735    setupDrawModelView(left, top, right, bottom, ignoreTransform);
2736    setupDrawColorUniforms();
2737    setupDrawShaderUniforms(ignoreTransform);
2738    setupDrawColorFilterUniforms();
2739    setupDrawSimpleMesh();
2740
2741    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2742}
2743
2744void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2745        Texture* texture, SkPaint* paint) {
2746    int alpha;
2747    SkXfermode::Mode mode;
2748    getAlphaAndMode(paint, &alpha, &mode);
2749
2750    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2751
2752    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2753        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2754        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2755
2756        texture->setFilter(GL_NEAREST, true);
2757        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2758                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
2759                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
2760    } else {
2761        texture->setFilter(FILTER(paint), true);
2762        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
2763                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2764                GL_TRIANGLE_STRIP, gMeshCount);
2765    }
2766}
2767
2768void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2769        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
2770    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
2771            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
2772}
2773
2774void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
2775        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
2776        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
2777        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
2778
2779    setupDraw();
2780    setupDrawWithTexture();
2781    setupDrawColor(alpha, alpha, alpha, alpha);
2782    setupDrawColorFilter();
2783    setupDrawBlending(blend, mode, swapSrcDst);
2784    setupDrawProgram();
2785    if (!dirty) {
2786        setupDrawDirtyRegionsDisabled();
2787    }
2788    if (!ignoreScale) {
2789        setupDrawModelView(left, top, right, bottom, ignoreTransform);
2790    } else {
2791        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
2792    }
2793    setupDrawPureColorUniforms();
2794    setupDrawColorFilterUniforms();
2795    setupDrawTexture(texture);
2796    setupDrawMesh(vertices, texCoords, vbo);
2797
2798    glDrawArrays(drawMode, 0, elementsCount);
2799
2800    finishDrawTexture();
2801}
2802
2803void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
2804        ProgramDescription& description, bool swapSrcDst) {
2805    blend = blend || mode != SkXfermode::kSrcOver_Mode;
2806
2807    if (blend) {
2808        // These blend modes are not supported by OpenGL directly and have
2809        // to be implemented using shaders. Since the shader will perform
2810        // the blending, turn blending off here
2811        // If the blend mode cannot be implemented using shaders, fall
2812        // back to the default SrcOver blend mode instead
2813        if CC_UNLIKELY((mode > SkXfermode::kScreen_Mode)) {
2814            if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) {
2815                description.framebufferMode = mode;
2816                description.swapSrcDst = swapSrcDst;
2817
2818                if (mCaches.blend) {
2819                    glDisable(GL_BLEND);
2820                    mCaches.blend = false;
2821                }
2822
2823                return;
2824            } else {
2825                mode = SkXfermode::kSrcOver_Mode;
2826            }
2827        }
2828
2829        if (!mCaches.blend) {
2830            glEnable(GL_BLEND);
2831        }
2832
2833        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
2834        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
2835
2836        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
2837            glBlendFunc(sourceMode, destMode);
2838            mCaches.lastSrcMode = sourceMode;
2839            mCaches.lastDstMode = destMode;
2840        }
2841    } else if (mCaches.blend) {
2842        glDisable(GL_BLEND);
2843    }
2844    mCaches.blend = blend;
2845}
2846
2847bool OpenGLRenderer::useProgram(Program* program) {
2848    if (!program->isInUse()) {
2849        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
2850        program->use();
2851        mCaches.currentProgram = program;
2852        return false;
2853    }
2854    return true;
2855}
2856
2857void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
2858    TextureVertex* v = &mMeshVertices[0];
2859    TextureVertex::setUV(v++, u1, v1);
2860    TextureVertex::setUV(v++, u2, v1);
2861    TextureVertex::setUV(v++, u1, v2);
2862    TextureVertex::setUV(v++, u2, v2);
2863}
2864
2865void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
2866    if (paint) {
2867        *mode = getXfermode(paint->getXfermode());
2868
2869        // Skia draws using the color's alpha channel if < 255
2870        // Otherwise, it uses the paint's alpha
2871        int color = paint->getColor();
2872        *alpha = (color >> 24) & 0xFF;
2873        if (*alpha == 255) {
2874            *alpha = paint->getAlpha();
2875        }
2876    } else {
2877        *mode = SkXfermode::kSrcOver_Mode;
2878        *alpha = 255;
2879    }
2880    *alpha *= mSnapshot->alpha;
2881}
2882
2883SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
2884    SkXfermode::Mode resultMode;
2885    if (!SkXfermode::AsMode(mode, &resultMode)) {
2886        resultMode = SkXfermode::kSrcOver_Mode;
2887    }
2888    return resultMode;
2889}
2890
2891}; // namespace uirenderer
2892}; // namespace android
2893