OpenGLRenderer.cpp revision 8f3b8e32993d190a26c70c839a63d8ce4c3b16d9
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_OUT_OF_MEMORY:
194                ALOGE("  OpenGLRenderer is out of memory!");
195                break;
196        }
197    }
198#endif
199#if DEBUG_MEMORY_USAGE
200    mCaches.dumpMemoryUsage();
201#else
202    if (mCaches.getDebugLevel() & kDebugMemory) {
203        mCaches.dumpMemoryUsage();
204    }
205#endif
206}
207
208void OpenGLRenderer::interrupt() {
209    if (mCaches.currentProgram) {
210        if (mCaches.currentProgram->isInUse()) {
211            mCaches.currentProgram->remove();
212            mCaches.currentProgram = NULL;
213        }
214    }
215    mCaches.unbindMeshBuffer();
216    mCaches.unbindIndicesBuffer();
217    mCaches.resetVertexPointers();
218    mCaches.disbaleTexCoordsVertexArray();
219}
220
221void OpenGLRenderer::resume() {
222    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
223
224    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
225    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
226
227    glEnable(GL_SCISSOR_TEST);
228    mCaches.resetScissor();
229    dirtyClip();
230
231    mCaches.activeTexture(0);
232    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
233
234    mCaches.blend = true;
235    glEnable(GL_BLEND);
236    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
237    glBlendEquation(GL_FUNC_ADD);
238}
239
240status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
241    status_t result = DrawGlInfo::kStatusDone;
242
243    Vector<Functor*> functors(mFunctors);
244    mFunctors.clear();
245
246    DrawGlInfo info;
247    info.clipLeft = 0;
248    info.clipTop = 0;
249    info.clipRight = 0;
250    info.clipBottom = 0;
251    info.isLayer = false;
252    memset(info.transform, 0, sizeof(float) * 16);
253
254    size_t count = functors.size();
255    for (size_t i = 0; i < count; i++) {
256        Functor* f = functors.itemAt(i);
257        result |= (*f)(DrawGlInfo::kModeProcess, &info);
258
259        if (result != DrawGlInfo::kStatusDone) {
260            Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
261            dirty.unionWith(localDirty);
262
263            if (result == DrawGlInfo::kStatusInvoke) {
264                mFunctors.push(f);
265            }
266        }
267    }
268
269    return result;
270}
271
272status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
273    interrupt();
274    if (mDirtyClip) {
275        setScissorFromClip();
276    }
277
278    Rect clip(*mSnapshot->clipRect);
279    clip.snapToPixelBoundaries();
280
281#if RENDER_LAYERS_AS_REGIONS
282    // Since we don't know what the functor will draw, let's dirty
283    // tne entire clip region
284    if (hasLayer()) {
285        dirtyLayerUnchecked(clip, getRegion());
286    }
287#endif
288
289    DrawGlInfo info;
290    info.clipLeft = clip.left;
291    info.clipTop = clip.top;
292    info.clipRight = clip.right;
293    info.clipBottom = clip.bottom;
294    info.isLayer = hasLayer();
295    getSnapshot()->transform->copyTo(&info.transform[0]);
296
297    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info);
298
299    if (result != DrawGlInfo::kStatusDone) {
300        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
301        dirty.unionWith(localDirty);
302
303        if (result == DrawGlInfo::kStatusInvoke) {
304            mFunctors.push(functor);
305        }
306    }
307
308    resume();
309    return result;
310}
311
312///////////////////////////////////////////////////////////////////////////////
313// State management
314///////////////////////////////////////////////////////////////////////////////
315
316int OpenGLRenderer::getSaveCount() const {
317    return mSaveCount;
318}
319
320int OpenGLRenderer::save(int flags) {
321    return saveSnapshot(flags);
322}
323
324void OpenGLRenderer::restore() {
325    if (mSaveCount > 1) {
326        restoreSnapshot();
327    }
328}
329
330void OpenGLRenderer::restoreToCount(int saveCount) {
331    if (saveCount < 1) saveCount = 1;
332
333    while (mSaveCount > saveCount) {
334        restoreSnapshot();
335    }
336}
337
338int OpenGLRenderer::saveSnapshot(int flags) {
339    mSnapshot = new Snapshot(mSnapshot, flags);
340    return mSaveCount++;
341}
342
343bool OpenGLRenderer::restoreSnapshot() {
344    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
345    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
346    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
347
348    sp<Snapshot> current = mSnapshot;
349    sp<Snapshot> previous = mSnapshot->previous;
350
351    if (restoreOrtho) {
352        Rect& r = previous->viewport;
353        glViewport(r.left, r.top, r.right, r.bottom);
354        mOrthoMatrix.load(current->orthoMatrix);
355    }
356
357    mSaveCount--;
358    mSnapshot = previous;
359
360    if (restoreClip) {
361        dirtyClip();
362    }
363
364    if (restoreLayer) {
365        composeLayer(current, previous);
366    }
367
368    return restoreClip;
369}
370
371///////////////////////////////////////////////////////////////////////////////
372// Layers
373///////////////////////////////////////////////////////////////////////////////
374
375int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
376        SkPaint* p, int flags) {
377    const GLuint previousFbo = mSnapshot->fbo;
378    const int count = saveSnapshot(flags);
379
380    if (!mSnapshot->isIgnored()) {
381        int alpha = 255;
382        SkXfermode::Mode mode;
383
384        if (p) {
385            alpha = p->getAlpha();
386            if (!mCaches.extensions.hasFramebufferFetch()) {
387                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
388                if (!isMode) {
389                    // Assume SRC_OVER
390                    mode = SkXfermode::kSrcOver_Mode;
391                }
392            } else {
393                mode = getXfermode(p->getXfermode());
394            }
395        } else {
396            mode = SkXfermode::kSrcOver_Mode;
397        }
398
399        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
400    }
401
402    return count;
403}
404
405int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
406        int alpha, int flags) {
407    if (alpha >= 255 - ALPHA_THRESHOLD) {
408        return saveLayer(left, top, right, bottom, NULL, flags);
409    } else {
410        SkPaint paint;
411        paint.setAlpha(alpha);
412        return saveLayer(left, top, right, bottom, &paint, flags);
413    }
414}
415
416/**
417 * Layers are viewed by Skia are slightly different than layers in image editing
418 * programs (for instance.) When a layer is created, previously created layers
419 * and the frame buffer still receive every drawing command. For instance, if a
420 * layer is created and a shape intersecting the bounds of the layers and the
421 * framebuffer is draw, the shape will be drawn on both (unless the layer was
422 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
423 *
424 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
425 * texture. Unfortunately, this is inefficient as it requires every primitive to
426 * be drawn n + 1 times, where n is the number of active layers. In practice this
427 * means, for every primitive:
428 *   - Switch active frame buffer
429 *   - Change viewport, clip and projection matrix
430 *   - Issue the drawing
431 *
432 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
433 * To avoid this, layers are implemented in a different way here, at least in the
434 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
435 * is set. When this flag is set we can redirect all drawing operations into a
436 * single FBO.
437 *
438 * This implementation relies on the frame buffer being at least RGBA 8888. When
439 * a layer is created, only a texture is created, not an FBO. The content of the
440 * frame buffer contained within the layer's bounds is copied into this texture
441 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
442 * buffer and drawing continues as normal. This technique therefore treats the
443 * frame buffer as a scratch buffer for the layers.
444 *
445 * To compose the layers back onto the frame buffer, each layer texture
446 * (containing the original frame buffer data) is drawn as a simple quad over
447 * the frame buffer. The trick is that the quad is set as the composition
448 * destination in the blending equation, and the frame buffer becomes the source
449 * of the composition.
450 *
451 * Drawing layers with an alpha value requires an extra step before composition.
452 * An empty quad is drawn over the layer's region in the frame buffer. This quad
453 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
454 * quad is used to multiply the colors in the frame buffer. This is achieved by
455 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
456 * GL_ZERO, GL_SRC_ALPHA.
457 *
458 * Because glCopyTexImage2D() can be slow, an alternative implementation might
459 * be use to draw a single clipped layer. The implementation described above
460 * is correct in every case.
461 *
462 * (1) The frame buffer is actually not cleared right away. To allow the GPU
463 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
464 *     buffer is left untouched until the first drawing operation. Only when
465 *     something actually gets drawn are the layers regions cleared.
466 */
467bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
468        float right, float bottom, int alpha, SkXfermode::Mode mode,
469        int flags, GLuint previousFbo) {
470    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
471    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
472
473    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
474
475    // Window coordinates of the layer
476    Rect bounds(left, top, right, bottom);
477    if (!fboLayer) {
478        mSnapshot->transform->mapRect(bounds);
479
480        // Layers only make sense if they are in the framebuffer's bounds
481        if (bounds.intersect(*snapshot->clipRect)) {
482            // We cannot work with sub-pixels in this case
483            bounds.snapToPixelBoundaries();
484
485            // When the layer is not an FBO, we may use glCopyTexImage so we
486            // need to make sure the layer does not extend outside the bounds
487            // of the framebuffer
488            if (!bounds.intersect(snapshot->previous->viewport)) {
489                bounds.setEmpty();
490            }
491        } else {
492            bounds.setEmpty();
493        }
494    }
495
496    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
497            bounds.getHeight() > mCaches.maxTextureSize) {
498        snapshot->empty = fboLayer;
499    } else {
500        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
501    }
502
503    // Bail out if we won't draw in this snapshot
504    if (snapshot->invisible || snapshot->empty) {
505        return false;
506    }
507
508    mCaches.activeTexture(0);
509    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
510    if (!layer) {
511        return false;
512    }
513
514    layer->setAlpha(alpha, mode);
515    layer->layer.set(bounds);
516    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
517            bounds.getWidth() / float(layer->getWidth()), 0.0f);
518    layer->setColorFilter(mColorFilter);
519
520    // Save the layer in the snapshot
521    snapshot->flags |= Snapshot::kFlagIsLayer;
522    snapshot->layer = layer;
523
524    if (fboLayer) {
525        return createFboLayer(layer, bounds, snapshot, previousFbo);
526    } else {
527        // Copy the framebuffer into the layer
528        layer->bindTexture();
529        if (!bounds.isEmpty()) {
530            if (layer->isEmpty()) {
531                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
532                        bounds.left, snapshot->height - bounds.bottom,
533                        layer->getWidth(), layer->getHeight(), 0);
534                layer->setEmpty(false);
535            } else {
536                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
537                        snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
538            }
539
540            // Enqueue the buffer coordinates to clear the corresponding region later
541            mLayers.push(new Rect(bounds));
542        }
543    }
544
545    return true;
546}
547
548bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
549        GLuint previousFbo) {
550    layer->setFbo(mCaches.fboCache.get());
551
552#if RENDER_LAYERS_AS_REGIONS
553    snapshot->region = &snapshot->layer->region;
554    snapshot->flags |= Snapshot::kFlagFboTarget;
555#endif
556
557    Rect clip(bounds);
558    snapshot->transform->mapRect(clip);
559    clip.intersect(*snapshot->clipRect);
560    clip.snapToPixelBoundaries();
561    clip.intersect(snapshot->previous->viewport);
562
563    mat4 inverse;
564    inverse.loadInverse(*mSnapshot->transform);
565
566    inverse.mapRect(clip);
567    clip.snapToPixelBoundaries();
568    clip.intersect(bounds);
569    clip.translate(-bounds.left, -bounds.top);
570
571    snapshot->flags |= Snapshot::kFlagIsFboLayer;
572    snapshot->fbo = layer->getFbo();
573    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
574    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
575    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
576    snapshot->height = bounds.getHeight();
577    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
578    snapshot->orthoMatrix.load(mOrthoMatrix);
579
580    // Bind texture to FBO
581    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
582    layer->bindTexture();
583
584    // Initialize the texture if needed
585    if (layer->isEmpty()) {
586        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
587        layer->setEmpty(false);
588    }
589
590    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
591            layer->getTexture(), 0);
592
593#if DEBUG_LAYERS_AS_REGIONS
594    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
595    if (status != GL_FRAMEBUFFER_COMPLETE) {
596        ALOGE("Framebuffer incomplete (GL error code 0x%x)", status);
597
598        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
599        layer->deleteTexture();
600        mCaches.fboCache.put(layer->getFbo());
601
602        delete layer;
603
604        return false;
605    }
606#endif
607
608    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
609    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
610            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
611    glClear(GL_COLOR_BUFFER_BIT);
612
613    dirtyClip();
614
615    // Change the ortho projection
616    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
617    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
618
619    return true;
620}
621
622/**
623 * Read the documentation of createLayer() before doing anything in this method.
624 */
625void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
626    if (!current->layer) {
627        ALOGE("Attempting to compose a layer that does not exist");
628        return;
629    }
630
631    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
632
633    if (fboLayer) {
634        // Unbind current FBO and restore previous one
635        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
636    }
637
638    Layer* layer = current->layer;
639    const Rect& rect = layer->layer;
640
641    if (!fboLayer && layer->getAlpha() < 255) {
642        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
643                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
644        // Required below, composeLayerRect() will divide by 255
645        layer->setAlpha(255);
646    }
647
648    mCaches.unbindMeshBuffer();
649
650    mCaches.activeTexture(0);
651
652    // When the layer is stored in an FBO, we can save a bit of fillrate by
653    // drawing only the dirty region
654    if (fboLayer) {
655        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
656        if (layer->getColorFilter()) {
657            setupColorFilter(layer->getColorFilter());
658        }
659        composeLayerRegion(layer, rect);
660        if (layer->getColorFilter()) {
661            resetColorFilter();
662        }
663    } else if (!rect.isEmpty()) {
664        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
665        composeLayerRect(layer, rect, true);
666    }
667
668    if (fboLayer) {
669        // Note: No need to use glDiscardFramebufferEXT() since we never
670        //       create/compose layers that are not on screen with this
671        //       code path
672        // See LayerRenderer::destroyLayer(Layer*)
673
674        // Detach the texture from the FBO
675        glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
676        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
677        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
678
679        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
680        mCaches.fboCache.put(current->fbo);
681    }
682
683    dirtyClip();
684
685    // Failing to add the layer to the cache should happen only if the layer is too large
686    if (!mCaches.layerCache.put(layer)) {
687        LAYER_LOGD("Deleting layer");
688        layer->deleteTexture();
689        delete layer;
690    }
691}
692
693void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
694    float alpha = layer->getAlpha() / 255.0f;
695
696    mat4& transform = layer->getTransform();
697    if (!transform.isIdentity()) {
698        save(0);
699        mSnapshot->transform->multiply(transform);
700    }
701
702    setupDraw();
703    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
704        setupDrawWithTexture();
705    } else {
706        setupDrawWithExternalTexture();
707    }
708    setupDrawTextureTransform();
709    setupDrawColor(alpha, alpha, alpha, alpha);
710    setupDrawColorFilter();
711    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
712    setupDrawProgram();
713    setupDrawPureColorUniforms();
714    setupDrawColorFilterUniforms();
715    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
716        setupDrawTexture(layer->getTexture());
717    } else {
718        setupDrawExternalTexture(layer->getTexture());
719    }
720    if (mSnapshot->transform->isPureTranslate() &&
721            layer->getWidth() == (uint32_t) rect.getWidth() &&
722            layer->getHeight() == (uint32_t) rect.getHeight()) {
723        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
724        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
725
726        layer->setFilter(GL_NEAREST);
727        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
728    } else {
729        layer->setFilter(GL_LINEAR);
730        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
731    }
732    setupDrawTextureTransformUniforms(layer->getTexTransform());
733    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
734
735    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
736
737    finishDrawTexture();
738
739    if (!transform.isIdentity()) {
740        restore();
741    }
742}
743
744void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
745    if (!layer->isTextureLayer()) {
746        const Rect& texCoords = layer->texCoords;
747        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
748                texCoords.right, texCoords.bottom);
749
750        float x = rect.left;
751        float y = rect.top;
752        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
753                layer->getWidth() == (uint32_t) rect.getWidth() &&
754                layer->getHeight() == (uint32_t) rect.getHeight();
755
756        if (simpleTransform) {
757            // When we're swapping, the layer is already in screen coordinates
758            if (!swap) {
759                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
760                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
761            }
762
763            layer->setFilter(GL_NEAREST, true);
764        } else {
765            layer->setFilter(GL_LINEAR, true);
766        }
767
768        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
769                layer->getTexture(), layer->getAlpha() / 255.0f,
770                layer->getMode(), layer->isBlend(),
771                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
772                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
773
774        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
775    } else {
776        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
777        drawTextureLayer(layer, rect);
778        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
779    }
780}
781
782void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
783#if RENDER_LAYERS_AS_REGIONS
784    if (layer->region.isRect()) {
785        layer->setRegionAsRect();
786
787        composeLayerRect(layer, layer->regionRect);
788
789        layer->region.clear();
790        return;
791    }
792
793    // TODO: See LayerRenderer.cpp::generateMesh() for important
794    //       information about this implementation
795    if (CC_LIKELY(!layer->region.isEmpty())) {
796        size_t count;
797        const android::Rect* rects = layer->region.getArray(&count);
798
799        const float alpha = layer->getAlpha() / 255.0f;
800        const float texX = 1.0f / float(layer->getWidth());
801        const float texY = 1.0f / float(layer->getHeight());
802        const float height = rect.getHeight();
803
804        TextureVertex* mesh = mCaches.getRegionMesh();
805        GLsizei numQuads = 0;
806
807        setupDraw();
808        setupDrawWithTexture();
809        setupDrawColor(alpha, alpha, alpha, alpha);
810        setupDrawColorFilter();
811        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
812        setupDrawProgram();
813        setupDrawDirtyRegionsDisabled();
814        setupDrawPureColorUniforms();
815        setupDrawColorFilterUniforms();
816        setupDrawTexture(layer->getTexture());
817        if (mSnapshot->transform->isPureTranslate()) {
818            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
819            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
820
821            layer->setFilter(GL_NEAREST);
822            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
823        } else {
824            layer->setFilter(GL_LINEAR);
825            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
826        }
827        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
828
829        for (size_t i = 0; i < count; i++) {
830            const android::Rect* r = &rects[i];
831
832            const float u1 = r->left * texX;
833            const float v1 = (height - r->top) * texY;
834            const float u2 = r->right * texX;
835            const float v2 = (height - r->bottom) * texY;
836
837            // TODO: Reject quads outside of the clip
838            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
839            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
840            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
841            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
842
843            numQuads++;
844
845            if (numQuads >= REGION_MESH_QUAD_COUNT) {
846                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
847                numQuads = 0;
848                mesh = mCaches.getRegionMesh();
849            }
850        }
851
852        if (numQuads > 0) {
853            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
854        }
855
856        finishDrawTexture();
857
858#if DEBUG_LAYERS_AS_REGIONS
859        drawRegionRects(layer->region);
860#endif
861
862        layer->region.clear();
863    }
864#else
865    composeLayerRect(layer, rect);
866#endif
867}
868
869void OpenGLRenderer::drawRegionRects(const Region& region) {
870#if DEBUG_LAYERS_AS_REGIONS
871    size_t count;
872    const android::Rect* rects = region.getArray(&count);
873
874    uint32_t colors[] = {
875            0x7fff0000, 0x7f00ff00,
876            0x7f0000ff, 0x7fff00ff,
877    };
878
879    int offset = 0;
880    int32_t top = rects[0].top;
881
882    for (size_t i = 0; i < count; i++) {
883        if (top != rects[i].top) {
884            offset ^= 0x2;
885            top = rects[i].top;
886        }
887
888        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
889        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
890                SkXfermode::kSrcOver_Mode);
891    }
892#endif
893}
894
895void OpenGLRenderer::dirtyLayer(const float left, const float top,
896        const float right, const float bottom, const mat4 transform) {
897#if RENDER_LAYERS_AS_REGIONS
898    if (hasLayer()) {
899        Rect bounds(left, top, right, bottom);
900        transform.mapRect(bounds);
901        dirtyLayerUnchecked(bounds, getRegion());
902    }
903#endif
904}
905
906void OpenGLRenderer::dirtyLayer(const float left, const float top,
907        const float right, const float bottom) {
908#if RENDER_LAYERS_AS_REGIONS
909    if (hasLayer()) {
910        Rect bounds(left, top, right, bottom);
911        dirtyLayerUnchecked(bounds, getRegion());
912    }
913#endif
914}
915
916void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
917#if RENDER_LAYERS_AS_REGIONS
918    if (bounds.intersect(*mSnapshot->clipRect)) {
919        bounds.snapToPixelBoundaries();
920        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
921        if (!dirty.isEmpty()) {
922            region->orSelf(dirty);
923        }
924    }
925#endif
926}
927
928void OpenGLRenderer::clearLayerRegions() {
929    const size_t count = mLayers.size();
930    if (count == 0) return;
931
932    if (!mSnapshot->isIgnored()) {
933        // Doing several glScissor/glClear here can negatively impact
934        // GPUs with a tiler architecture, instead we draw quads with
935        // the Clear blending mode
936
937        // The list contains bounds that have already been clipped
938        // against their initial clip rect, and the current clip
939        // is likely different so we need to disable clipping here
940        glDisable(GL_SCISSOR_TEST);
941
942        Vertex mesh[count * 6];
943        Vertex* vertex = mesh;
944
945        for (uint32_t i = 0; i < count; i++) {
946            Rect* bounds = mLayers.itemAt(i);
947
948            Vertex::set(vertex++, bounds->left, bounds->bottom);
949            Vertex::set(vertex++, bounds->left, bounds->top);
950            Vertex::set(vertex++, bounds->right, bounds->top);
951            Vertex::set(vertex++, bounds->left, bounds->bottom);
952            Vertex::set(vertex++, bounds->right, bounds->top);
953            Vertex::set(vertex++, bounds->right, bounds->bottom);
954
955            delete bounds;
956        }
957
958        setupDraw(false);
959        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
960        setupDrawBlending(true, SkXfermode::kClear_Mode);
961        setupDrawProgram();
962        setupDrawPureColorUniforms();
963        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
964        setupDrawVertices(&mesh[0].position[0]);
965
966        glDrawArrays(GL_TRIANGLES, 0, count * 6);
967
968        glEnable(GL_SCISSOR_TEST);
969    } else {
970        for (uint32_t i = 0; i < count; i++) {
971            delete mLayers.itemAt(i);
972        }
973    }
974
975    mLayers.clear();
976}
977
978///////////////////////////////////////////////////////////////////////////////
979// Transforms
980///////////////////////////////////////////////////////////////////////////////
981
982void OpenGLRenderer::translate(float dx, float dy) {
983    mSnapshot->transform->translate(dx, dy, 0.0f);
984}
985
986void OpenGLRenderer::rotate(float degrees) {
987    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
988}
989
990void OpenGLRenderer::scale(float sx, float sy) {
991    mSnapshot->transform->scale(sx, sy, 1.0f);
992}
993
994void OpenGLRenderer::skew(float sx, float sy) {
995    mSnapshot->transform->skew(sx, sy);
996}
997
998void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
999    if (matrix) {
1000        mSnapshot->transform->load(*matrix);
1001    } else {
1002        mSnapshot->transform->loadIdentity();
1003    }
1004}
1005
1006void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1007    mSnapshot->transform->copyTo(*matrix);
1008}
1009
1010void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1011    SkMatrix transform;
1012    mSnapshot->transform->copyTo(transform);
1013    transform.preConcat(*matrix);
1014    mSnapshot->transform->load(transform);
1015}
1016
1017///////////////////////////////////////////////////////////////////////////////
1018// Clipping
1019///////////////////////////////////////////////////////////////////////////////
1020
1021void OpenGLRenderer::setScissorFromClip() {
1022    Rect clip(*mSnapshot->clipRect);
1023    clip.snapToPixelBoundaries();
1024
1025    mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1026            clip.getWidth(), clip.getHeight());
1027
1028    mDirtyClip = false;
1029}
1030
1031const Rect& OpenGLRenderer::getClipBounds() {
1032    return mSnapshot->getLocalClip();
1033}
1034
1035bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1036    if (mSnapshot->isIgnored()) {
1037        return true;
1038    }
1039
1040    Rect r(left, top, right, bottom);
1041    mSnapshot->transform->mapRect(r);
1042    r.snapToPixelBoundaries();
1043
1044    Rect clipRect(*mSnapshot->clipRect);
1045    clipRect.snapToPixelBoundaries();
1046
1047    return !clipRect.intersects(r);
1048}
1049
1050bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1051    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1052    if (clipped) {
1053        dirtyClip();
1054    }
1055    return !mSnapshot->clipRect->isEmpty();
1056}
1057
1058///////////////////////////////////////////////////////////////////////////////
1059// Drawing commands
1060///////////////////////////////////////////////////////////////////////////////
1061
1062void OpenGLRenderer::setupDraw(bool clear) {
1063    if (clear) clearLayerRegions();
1064    if (mDirtyClip) {
1065        setScissorFromClip();
1066    }
1067    mDescription.reset();
1068    mSetShaderColor = false;
1069    mColorSet = false;
1070    mColorA = mColorR = mColorG = mColorB = 0.0f;
1071    mTextureUnit = 0;
1072    mTrackDirtyRegions = true;
1073}
1074
1075void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1076    mDescription.hasTexture = true;
1077    mDescription.hasAlpha8Texture = isAlpha8;
1078}
1079
1080void OpenGLRenderer::setupDrawWithExternalTexture() {
1081    mDescription.hasExternalTexture = true;
1082}
1083
1084void OpenGLRenderer::setupDrawNoTexture() {
1085    mCaches.disbaleTexCoordsVertexArray();
1086}
1087
1088void OpenGLRenderer::setupDrawAALine() {
1089    mDescription.isAA = true;
1090}
1091
1092void OpenGLRenderer::setupDrawPoint(float pointSize) {
1093    mDescription.isPoint = true;
1094    mDescription.pointSize = pointSize;
1095}
1096
1097void OpenGLRenderer::setupDrawColor(int color) {
1098    setupDrawColor(color, (color >> 24) & 0xFF);
1099}
1100
1101void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1102    mColorA = alpha / 255.0f;
1103    // Second divide of a by 255 is an optimization, allowing us to simply multiply
1104    // the rgb values by a instead of also dividing by 255
1105    const float a = mColorA / 255.0f;
1106    mColorR = a * ((color >> 16) & 0xFF);
1107    mColorG = a * ((color >>  8) & 0xFF);
1108    mColorB = a * ((color      ) & 0xFF);
1109    mColorSet = true;
1110    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1111}
1112
1113void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1114    mColorA = alpha / 255.0f;
1115    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1116    // the rgb values by a instead of also dividing by 255
1117    const float a = mColorA / 255.0f;
1118    mColorR = a * ((color >> 16) & 0xFF);
1119    mColorG = a * ((color >>  8) & 0xFF);
1120    mColorB = a * ((color      ) & 0xFF);
1121    mColorSet = true;
1122    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1123}
1124
1125void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1126    mColorA = a;
1127    mColorR = r;
1128    mColorG = g;
1129    mColorB = b;
1130    mColorSet = true;
1131    mSetShaderColor = mDescription.setColor(r, g, b, a);
1132}
1133
1134void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) {
1135    mColorA = a;
1136    mColorR = r;
1137    mColorG = g;
1138    mColorB = b;
1139    mColorSet = true;
1140    mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a);
1141}
1142
1143void OpenGLRenderer::setupDrawShader() {
1144    if (mShader) {
1145        mShader->describe(mDescription, mCaches.extensions);
1146    }
1147}
1148
1149void OpenGLRenderer::setupDrawColorFilter() {
1150    if (mColorFilter) {
1151        mColorFilter->describe(mDescription, mCaches.extensions);
1152    }
1153}
1154
1155void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1156    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1157        mColorA = 1.0f;
1158        mColorR = mColorG = mColorB = 0.0f;
1159        mSetShaderColor = mDescription.modulate = true;
1160    }
1161}
1162
1163void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1164    // When the blending mode is kClear_Mode, we need to use a modulate color
1165    // argb=1,0,0,0
1166    accountForClear(mode);
1167    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1168            mDescription, swapSrcDst);
1169}
1170
1171void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1172    // When the blending mode is kClear_Mode, we need to use a modulate color
1173    // argb=1,0,0,0
1174    accountForClear(mode);
1175    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1176            mDescription, swapSrcDst);
1177}
1178
1179void OpenGLRenderer::setupDrawProgram() {
1180    useProgram(mCaches.programCache.get(mDescription));
1181}
1182
1183void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1184    mTrackDirtyRegions = false;
1185}
1186
1187void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1188        bool ignoreTransform) {
1189    mModelView.loadTranslate(left, top, 0.0f);
1190    if (!ignoreTransform) {
1191        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1192        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1193    } else {
1194        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1195        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1196    }
1197}
1198
1199void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1200    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1201}
1202
1203void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1204        bool ignoreTransform, bool ignoreModelView) {
1205    if (!ignoreModelView) {
1206        mModelView.loadTranslate(left, top, 0.0f);
1207        mModelView.scale(right - left, bottom - top, 1.0f);
1208    } else {
1209        mModelView.loadIdentity();
1210    }
1211    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1212    if (!ignoreTransform) {
1213        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1214        if (mTrackDirtyRegions && dirty) {
1215            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1216        }
1217    } else {
1218        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1219        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1220    }
1221}
1222
1223void OpenGLRenderer::setupDrawPointUniforms() {
1224    int slot = mCaches.currentProgram->getUniform("pointSize");
1225    glUniform1f(slot, mDescription.pointSize);
1226}
1227
1228void OpenGLRenderer::setupDrawColorUniforms() {
1229    if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) {
1230        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1231    }
1232}
1233
1234void OpenGLRenderer::setupDrawPureColorUniforms() {
1235    if (mSetShaderColor) {
1236        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1237    }
1238}
1239
1240void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1241    if (mShader) {
1242        if (ignoreTransform) {
1243            mModelView.loadInverse(*mSnapshot->transform);
1244        }
1245        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1246    }
1247}
1248
1249void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1250    if (mShader) {
1251        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1252    }
1253}
1254
1255void OpenGLRenderer::setupDrawColorFilterUniforms() {
1256    if (mColorFilter) {
1257        mColorFilter->setupProgram(mCaches.currentProgram);
1258    }
1259}
1260
1261void OpenGLRenderer::setupDrawSimpleMesh() {
1262    bool force = mCaches.bindMeshBuffer();
1263    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0);
1264    mCaches.unbindIndicesBuffer();
1265}
1266
1267void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1268    bindTexture(texture);
1269    mTextureUnit++;
1270    mCaches.enableTexCoordsVertexArray();
1271}
1272
1273void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1274    bindExternalTexture(texture);
1275    mTextureUnit++;
1276    mCaches.enableTexCoordsVertexArray();
1277}
1278
1279void OpenGLRenderer::setupDrawTextureTransform() {
1280    mDescription.hasTextureTransform = true;
1281}
1282
1283void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1284    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1285            GL_FALSE, &transform.data[0]);
1286}
1287
1288void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1289    bool force = false;
1290    if (!vertices) {
1291        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1292    } else {
1293        force = mCaches.unbindMeshBuffer();
1294    }
1295
1296    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1297    if (mCaches.currentProgram->texCoords >= 0) {
1298        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1299    }
1300
1301    mCaches.unbindIndicesBuffer();
1302}
1303
1304void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1305    bool force = mCaches.unbindMeshBuffer();
1306    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1307    if (mCaches.currentProgram->texCoords >= 0) {
1308        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1309    }
1310}
1311
1312void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1313    bool force = mCaches.unbindMeshBuffer();
1314    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1315            vertices, gVertexStride);
1316    mCaches.unbindIndicesBuffer();
1317}
1318
1319/**
1320 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1321 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1322 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1323 * attributes (one per vertex) are values from zero to one that tells the fragment
1324 * shader where the fragment is in relation to the line width/length overall; these values are
1325 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1326 * region of the line.
1327 * Note that we only pass down the width values in this setup function. The length coordinates
1328 * are set up for each individual segment.
1329 */
1330void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1331        GLvoid* lengthCoords, float boundaryWidthProportion) {
1332    bool force = mCaches.unbindMeshBuffer();
1333    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1334            vertices, gAAVertexStride);
1335    mCaches.resetTexCoordsVertexPointer();
1336    mCaches.unbindIndicesBuffer();
1337
1338    int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1339    glEnableVertexAttribArray(widthSlot);
1340    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1341
1342    int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1343    glEnableVertexAttribArray(lengthSlot);
1344    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1345
1346    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1347    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1348
1349    // Setting the inverse value saves computations per-fragment in the shader
1350    int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1351    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
1352}
1353
1354void OpenGLRenderer::finishDrawTexture() {
1355}
1356
1357///////////////////////////////////////////////////////////////////////////////
1358// Drawing
1359///////////////////////////////////////////////////////////////////////////////
1360
1361status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height,
1362        Rect& dirty, int32_t flags, uint32_t level) {
1363
1364    if (!USE_DISPLAY_LIST_PROPERTIES && quickReject(0, 0, width, height)) {
1365        return false;
1366    }
1367
1368    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1369    // will be performed by the display list itself
1370    if (displayList && displayList->isRenderable()) {
1371        return displayList->replay(*this, width, height, dirty, flags, level);
1372    }
1373
1374    return DrawGlInfo::kStatusDone;
1375}
1376
1377void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1378    if (displayList) {
1379        displayList->output(*this, level);
1380    }
1381}
1382
1383void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1384    int alpha;
1385    SkXfermode::Mode mode;
1386    getAlphaAndMode(paint, &alpha, &mode);
1387
1388    float x = left;
1389    float y = top;
1390
1391    GLenum filter = GL_LINEAR;
1392    bool ignoreTransform = false;
1393    if (mSnapshot->transform->isPureTranslate()) {
1394        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1395        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1396        ignoreTransform = true;
1397        filter = GL_NEAREST;
1398    } else {
1399        filter = FILTER(paint);
1400    }
1401
1402    setupDraw();
1403    setupDrawWithTexture(true);
1404    if (paint) {
1405        setupDrawAlpha8Color(paint->getColor(), alpha);
1406    }
1407    setupDrawColorFilter();
1408    setupDrawShader();
1409    setupDrawBlending(true, mode);
1410    setupDrawProgram();
1411    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1412
1413    setupDrawTexture(texture->id);
1414    texture->setWrap(GL_CLAMP_TO_EDGE);
1415    texture->setFilter(filter);
1416
1417    setupDrawPureColorUniforms();
1418    setupDrawColorFilterUniforms();
1419    setupDrawShaderUniforms();
1420    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1421
1422    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1423
1424    finishDrawTexture();
1425}
1426
1427void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1428    const float right = left + bitmap->width();
1429    const float bottom = top + bitmap->height();
1430
1431    if (quickReject(left, top, right, bottom)) {
1432        return;
1433    }
1434
1435    mCaches.activeTexture(0);
1436    Texture* texture = mCaches.textureCache.get(bitmap);
1437    if (!texture) return;
1438    const AutoTexture autoCleanup(texture);
1439
1440    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1441        drawAlphaBitmap(texture, left, top, paint);
1442    } else {
1443        drawTextureRect(left, top, right, bottom, texture, paint);
1444    }
1445}
1446
1447void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1448    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1449    const mat4 transform(*matrix);
1450    transform.mapRect(r);
1451
1452    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1453        return;
1454    }
1455
1456    mCaches.activeTexture(0);
1457    Texture* texture = mCaches.textureCache.get(bitmap);
1458    if (!texture) return;
1459    const AutoTexture autoCleanup(texture);
1460
1461    // This could be done in a cheaper way, all we need is pass the matrix
1462    // to the vertex shader. The save/restore is a bit overkill.
1463    save(SkCanvas::kMatrix_SaveFlag);
1464    concatMatrix(matrix);
1465    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1466    restore();
1467}
1468
1469void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1470        float* vertices, int* colors, SkPaint* paint) {
1471    // TODO: Do a quickReject
1472    if (!vertices || mSnapshot->isIgnored()) {
1473        return;
1474    }
1475
1476    mCaches.activeTexture(0);
1477    Texture* texture = mCaches.textureCache.get(bitmap);
1478    if (!texture) return;
1479    const AutoTexture autoCleanup(texture);
1480
1481    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1482    texture->setFilter(FILTER(paint), true);
1483
1484    int alpha;
1485    SkXfermode::Mode mode;
1486    getAlphaAndMode(paint, &alpha, &mode);
1487
1488    const uint32_t count = meshWidth * meshHeight * 6;
1489
1490    float left = FLT_MAX;
1491    float top = FLT_MAX;
1492    float right = FLT_MIN;
1493    float bottom = FLT_MIN;
1494
1495#if RENDER_LAYERS_AS_REGIONS
1496    const bool hasActiveLayer = hasLayer();
1497#else
1498    const bool hasActiveLayer = false;
1499#endif
1500
1501    // TODO: Support the colors array
1502    TextureVertex mesh[count];
1503    TextureVertex* vertex = mesh;
1504    for (int32_t y = 0; y < meshHeight; y++) {
1505        for (int32_t x = 0; x < meshWidth; x++) {
1506            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1507
1508            float u1 = float(x) / meshWidth;
1509            float u2 = float(x + 1) / meshWidth;
1510            float v1 = float(y) / meshHeight;
1511            float v2 = float(y + 1) / meshHeight;
1512
1513            int ax = i + (meshWidth + 1) * 2;
1514            int ay = ax + 1;
1515            int bx = i;
1516            int by = bx + 1;
1517            int cx = i + 2;
1518            int cy = cx + 1;
1519            int dx = i + (meshWidth + 1) * 2 + 2;
1520            int dy = dx + 1;
1521
1522            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1523            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1524            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1525
1526            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1527            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1528            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1529
1530#if RENDER_LAYERS_AS_REGIONS
1531            if (hasActiveLayer) {
1532                // TODO: This could be optimized to avoid unnecessary ops
1533                left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1534                top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1535                right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1536                bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1537            }
1538#endif
1539        }
1540    }
1541
1542#if RENDER_LAYERS_AS_REGIONS
1543    if (hasActiveLayer) {
1544        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1545    }
1546#endif
1547
1548    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1549            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1550            GL_TRIANGLES, count, false, false, 0, false, false);
1551}
1552
1553void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1554         float srcLeft, float srcTop, float srcRight, float srcBottom,
1555         float dstLeft, float dstTop, float dstRight, float dstBottom,
1556         SkPaint* paint) {
1557    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1558        return;
1559    }
1560
1561    mCaches.activeTexture(0);
1562    Texture* texture = mCaches.textureCache.get(bitmap);
1563    if (!texture) return;
1564    const AutoTexture autoCleanup(texture);
1565
1566    const float width = texture->width;
1567    const float height = texture->height;
1568
1569    const float u1 = fmax(0.0f, srcLeft / width);
1570    const float v1 = fmax(0.0f, srcTop / height);
1571    const float u2 = fmin(1.0f, srcRight / width);
1572    const float v2 = fmin(1.0f, srcBottom / height);
1573
1574    mCaches.unbindMeshBuffer();
1575    resetDrawTextureTexCoords(u1, v1, u2, v2);
1576
1577    int alpha;
1578    SkXfermode::Mode mode;
1579    getAlphaAndMode(paint, &alpha, &mode);
1580
1581    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1582
1583    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
1584        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1585        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1586
1587        GLenum filter = GL_NEAREST;
1588        // Enable linear filtering if the source rectangle is scaled
1589        if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
1590            filter = FILTER(paint);
1591        }
1592
1593        texture->setFilter(filter, true);
1594        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1595                texture->id, alpha / 255.0f, mode, texture->blend,
1596                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1597                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1598    } else {
1599        texture->setFilter(FILTER(paint), true);
1600        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1601                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1602                GL_TRIANGLE_STRIP, gMeshCount);
1603    }
1604
1605    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1606}
1607
1608void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1609        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1610        float left, float top, float right, float bottom, SkPaint* paint) {
1611    if (quickReject(left, top, right, bottom)) {
1612        return;
1613    }
1614
1615    mCaches.activeTexture(0);
1616    Texture* texture = mCaches.textureCache.get(bitmap);
1617    if (!texture) return;
1618    const AutoTexture autoCleanup(texture);
1619    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1620    texture->setFilter(GL_LINEAR, true);
1621
1622    int alpha;
1623    SkXfermode::Mode mode;
1624    getAlphaAndMode(paint, &alpha, &mode);
1625
1626    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1627            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1628
1629    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
1630        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1631#if RENDER_LAYERS_AS_REGIONS
1632        // Mark the current layer dirty where we are going to draw the patch
1633        if (hasLayer() && mesh->hasEmptyQuads) {
1634            const float offsetX = left + mSnapshot->transform->getTranslateX();
1635            const float offsetY = top + mSnapshot->transform->getTranslateY();
1636            const size_t count = mesh->quads.size();
1637            for (size_t i = 0; i < count; i++) {
1638                const Rect& bounds = mesh->quads.itemAt(i);
1639                if (CC_LIKELY(pureTranslate)) {
1640                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1641                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1642                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1643                } else {
1644                    dirtyLayer(left + bounds.left, top + bounds.top,
1645                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1646                }
1647            }
1648        }
1649#endif
1650
1651        if (CC_LIKELY(pureTranslate)) {
1652            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1653            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1654
1655            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1656                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1657                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1658                    true, !mesh->hasEmptyQuads);
1659        } else {
1660            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1661                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1662                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1663                    true, !mesh->hasEmptyQuads);
1664        }
1665    }
1666}
1667
1668/**
1669 * This function uses a similar approach to that of AA lines in the drawLines() function.
1670 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
1671 * shader to compute the translucency of the color, determined by whether a given pixel is
1672 * within that boundary region and how far into the region it is.
1673 */
1674void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
1675        int color, SkXfermode::Mode mode) {
1676    float inverseScaleX = 1.0f;
1677    float inverseScaleY = 1.0f;
1678    // The quad that we use needs to account for scaling.
1679    if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1680        Matrix4 *mat = mSnapshot->transform;
1681        float m00 = mat->data[Matrix4::kScaleX];
1682        float m01 = mat->data[Matrix4::kSkewY];
1683        float m02 = mat->data[2];
1684        float m10 = mat->data[Matrix4::kSkewX];
1685        float m11 = mat->data[Matrix4::kScaleX];
1686        float m12 = mat->data[6];
1687        float scaleX = sqrt(m00 * m00 + m01 * m01);
1688        float scaleY = sqrt(m10 * m10 + m11 * m11);
1689        inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1690        inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1691    }
1692
1693    setupDraw();
1694    setupDrawNoTexture();
1695    setupDrawAALine();
1696    setupDrawColor(color);
1697    setupDrawColorFilter();
1698    setupDrawShader();
1699    setupDrawBlending(true, mode);
1700    setupDrawProgram();
1701    setupDrawModelViewIdentity(true);
1702    setupDrawColorUniforms();
1703    setupDrawColorFilterUniforms();
1704    setupDrawShaderIdentityUniforms();
1705
1706    AAVertex rects[4];
1707    AAVertex* aaVertices = &rects[0];
1708    void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1709    void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1710
1711    float boundarySizeX = .5 * inverseScaleX;
1712    float boundarySizeY = .5 * inverseScaleY;
1713
1714    // Adjust the rect by the AA boundary padding
1715    left -= boundarySizeX;
1716    right += boundarySizeX;
1717    top -= boundarySizeY;
1718    bottom += boundarySizeY;
1719
1720    float width = right - left;
1721    float height = bottom - top;
1722
1723    float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0;
1724    float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0;
1725    setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion);
1726    int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1727    int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength");
1728    glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
1729    glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion));
1730
1731    if (!quickReject(left, top, right, bottom)) {
1732        AAVertex::set(aaVertices++, left, bottom, 1, 1);
1733        AAVertex::set(aaVertices++, left, top, 1, 0);
1734        AAVertex::set(aaVertices++, right, bottom, 0, 1);
1735        AAVertex::set(aaVertices++, right, top, 0, 0);
1736        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1737        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1738    }
1739}
1740
1741/**
1742 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
1743 * rules for those lines produces some unexpected results, and may vary between hardware devices.
1744 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
1745 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
1746 * of the line. Hairlines are more involved because we need to account for transform scaling
1747 * to end up with a one-pixel-wide line in screen space..
1748 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
1749 * in combination with values that we calculate and pass down in this method. The basic approach
1750 * is that the quad we create contains both the core line area plus a bounding area in which
1751 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
1752 * proportion of the width and the length of a given segment is represented by the boundary
1753 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
1754 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
1755 * on the inside). This ends up giving the result we want, with pixels that are completely
1756 * 'inside' the line area being filled opaquely and the other pixels being filled according to
1757 * how far into the boundary region they are, which is determined by shader interpolation.
1758 */
1759void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1760    if (mSnapshot->isIgnored()) return;
1761
1762    const bool isAA = paint->isAntiAlias();
1763    // We use half the stroke width here because we're going to position the quad
1764    // corner vertices half of the width away from the line endpoints
1765    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
1766    // A stroke width of 0 has a special meaning in Skia:
1767    // it draws a line 1 px wide regardless of current transform
1768    bool isHairLine = paint->getStrokeWidth() == 0.0f;
1769    float inverseScaleX = 1.0f;
1770    float inverseScaleY = 1.0f;
1771    bool scaled = false;
1772    int alpha;
1773    SkXfermode::Mode mode;
1774    int generatedVerticesCount = 0;
1775    int verticesCount = count;
1776    if (count > 4) {
1777        // Polyline: account for extra vertices needed for continuous tri-strip
1778        verticesCount += (count - 4);
1779    }
1780
1781    if (isHairLine || isAA) {
1782        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
1783        // the line on the screen should always be one pixel wide regardless of scale. For
1784        // AA lines, we only want one pixel of translucent boundary around the quad.
1785        if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1786            Matrix4 *mat = mSnapshot->transform;
1787            float m00 = mat->data[Matrix4::kScaleX];
1788            float m01 = mat->data[Matrix4::kSkewY];
1789            float m02 = mat->data[2];
1790            float m10 = mat->data[Matrix4::kSkewX];
1791            float m11 = mat->data[Matrix4::kScaleX];
1792            float m12 = mat->data[6];
1793            float scaleX = sqrtf(m00 * m00 + m01 * m01);
1794            float scaleY = sqrtf(m10 * m10 + m11 * m11);
1795            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1796            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1797            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
1798                scaled = true;
1799            }
1800        }
1801    }
1802
1803    getAlphaAndMode(paint, &alpha, &mode);
1804    setupDraw();
1805    setupDrawNoTexture();
1806    if (isAA) {
1807        setupDrawAALine();
1808    }
1809    setupDrawColor(paint->getColor(), alpha);
1810    setupDrawColorFilter();
1811    setupDrawShader();
1812    setupDrawBlending(isAA, mode);
1813    setupDrawProgram();
1814    setupDrawModelViewIdentity(true);
1815    setupDrawColorUniforms();
1816    setupDrawColorFilterUniforms();
1817    setupDrawShaderIdentityUniforms();
1818
1819    if (isHairLine) {
1820        // Set a real stroke width to be used in quad construction
1821        halfStrokeWidth = isAA? 1 : .5;
1822    } else if (isAA && !scaled) {
1823        // Expand boundary to enable AA calculations on the quad border
1824        halfStrokeWidth += .5f;
1825    }
1826    Vertex lines[verticesCount];
1827    Vertex* vertices = &lines[0];
1828    AAVertex wLines[verticesCount];
1829    AAVertex* aaVertices = &wLines[0];
1830    if (CC_UNLIKELY(!isAA)) {
1831        setupDrawVertices(vertices);
1832    } else {
1833        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1834        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1835        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
1836        // AA stroke width (the base stroke width expanded by a half pixel on either side).
1837        // This value is used in the fragment shader to determine how to fill fragments.
1838        // We will need to calculate the actual width proportion on each segment for
1839        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
1840        float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
1841        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion);
1842    }
1843
1844    AAVertex* prevAAVertex = NULL;
1845    Vertex* prevVertex = NULL;
1846
1847    int boundaryLengthSlot = -1;
1848    int inverseBoundaryLengthSlot = -1;
1849    int boundaryWidthSlot = -1;
1850    int inverseBoundaryWidthSlot = -1;
1851    for (int i = 0; i < count; i += 4) {
1852        // a = start point, b = end point
1853        vec2 a(points[i], points[i + 1]);
1854        vec2 b(points[i + 2], points[i + 3]);
1855        float length = 0;
1856        float boundaryLengthProportion = 0;
1857        float boundaryWidthProportion = 0;
1858
1859        // Find the normal to the line
1860        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
1861        if (isHairLine) {
1862            if (isAA) {
1863                float wideningFactor;
1864                if (fabs(n.x) >= fabs(n.y)) {
1865                    wideningFactor = fabs(1.0f / n.x);
1866                } else {
1867                    wideningFactor = fabs(1.0f / n.y);
1868                }
1869                n *= wideningFactor;
1870            }
1871            if (scaled) {
1872                n.x *= inverseScaleX;
1873                n.y *= inverseScaleY;
1874            }
1875        } else if (scaled) {
1876            // Extend n by .5 pixel on each side, post-transform
1877            vec2 extendedN = n.copyNormalized();
1878            extendedN /= 2;
1879            extendedN.x *= inverseScaleX;
1880            extendedN.y *= inverseScaleY;
1881            float extendedNLength = extendedN.length();
1882            // We need to set this value on the shader prior to drawing
1883            boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength);
1884            n += extendedN;
1885        }
1886        float x = n.x;
1887        n.x = -n.y;
1888        n.y = x;
1889
1890        // aa lines expand the endpoint vertices to encompass the AA boundary
1891        if (isAA) {
1892            vec2 abVector = (b - a);
1893            length = abVector.length();
1894            abVector.normalize();
1895            if (scaled) {
1896                abVector.x *= inverseScaleX;
1897                abVector.y *= inverseScaleY;
1898                float abLength = abVector.length();
1899                boundaryLengthProportion = abLength / (length + abLength);
1900            } else {
1901                boundaryLengthProportion = .5 / (length + 1);
1902            }
1903            abVector /= 2;
1904            a -= abVector;
1905            b += abVector;
1906        }
1907
1908        // Four corners of the rectangle defining a thick line
1909        vec2 p1 = a - n;
1910        vec2 p2 = a + n;
1911        vec2 p3 = b + n;
1912        vec2 p4 = b - n;
1913
1914
1915        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
1916        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
1917        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
1918        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
1919
1920        if (!quickReject(left, top, right, bottom)) {
1921            if (!isAA) {
1922                if (prevVertex != NULL) {
1923                    // Issue two repeat vertices to create degenerate triangles to bridge
1924                    // between the previous line and the new one. This is necessary because
1925                    // we are creating a single triangle_strip which will contain
1926                    // potentially discontinuous line segments.
1927                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
1928                    Vertex::set(vertices++, p1.x, p1.y);
1929                    generatedVerticesCount += 2;
1930                }
1931                Vertex::set(vertices++, p1.x, p1.y);
1932                Vertex::set(vertices++, p2.x, p2.y);
1933                Vertex::set(vertices++, p4.x, p4.y);
1934                Vertex::set(vertices++, p3.x, p3.y);
1935                prevVertex = vertices - 1;
1936                generatedVerticesCount += 4;
1937            } else {
1938                if (!isHairLine && scaled) {
1939                    // Must set width proportions per-segment for scaled non-hairlines to use the
1940                    // correct AA boundary dimensions
1941                    if (boundaryWidthSlot < 0) {
1942                        boundaryWidthSlot =
1943                                mCaches.currentProgram->getUniform("boundaryWidth");
1944                        inverseBoundaryWidthSlot =
1945                                mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1946                    }
1947                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1948                    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
1949                }
1950                if (boundaryLengthSlot < 0) {
1951                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1952                    inverseBoundaryLengthSlot =
1953                            mCaches.currentProgram->getUniform("inverseBoundaryLength");
1954                }
1955                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
1956                glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion));
1957
1958                if (prevAAVertex != NULL) {
1959                    // Issue two repeat vertices to create degenerate triangles to bridge
1960                    // between the previous line and the new one. This is necessary because
1961                    // we are creating a single triangle_strip which will contain
1962                    // potentially discontinuous line segments.
1963                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
1964                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
1965                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
1966                    generatedVerticesCount += 2;
1967                }
1968                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
1969                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
1970                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
1971                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
1972                prevAAVertex = aaVertices - 1;
1973                generatedVerticesCount += 4;
1974            }
1975            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
1976                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
1977                    *mSnapshot->transform);
1978        }
1979    }
1980    if (generatedVerticesCount > 0) {
1981       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
1982    }
1983}
1984
1985void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
1986    if (mSnapshot->isIgnored()) return;
1987
1988    // TODO: The paint's cap style defines whether the points are square or circular
1989    // TODO: Handle AA for round points
1990
1991    // A stroke width of 0 has a special meaning in Skia:
1992    // it draws an unscaled 1px point
1993    float strokeWidth = paint->getStrokeWidth();
1994    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
1995    if (isHairLine) {
1996        // Now that we know it's hairline, we can set the effective width, to be used later
1997        strokeWidth = 1.0f;
1998    }
1999    const float halfWidth = strokeWidth / 2;
2000    int alpha;
2001    SkXfermode::Mode mode;
2002    getAlphaAndMode(paint, &alpha, &mode);
2003
2004    int verticesCount = count >> 1;
2005    int generatedVerticesCount = 0;
2006
2007    TextureVertex pointsData[verticesCount];
2008    TextureVertex* vertex = &pointsData[0];
2009
2010    setupDraw();
2011    setupDrawNoTexture();
2012    setupDrawPoint(strokeWidth);
2013    setupDrawColor(paint->getColor(), alpha);
2014    setupDrawColorFilter();
2015    setupDrawShader();
2016    setupDrawBlending(mode);
2017    setupDrawProgram();
2018    setupDrawModelViewIdentity(true);
2019    setupDrawColorUniforms();
2020    setupDrawColorFilterUniforms();
2021    setupDrawPointUniforms();
2022    setupDrawShaderIdentityUniforms();
2023    setupDrawMesh(vertex);
2024
2025    for (int i = 0; i < count; i += 2) {
2026        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2027        generatedVerticesCount++;
2028        float left = points[i] - halfWidth;
2029        float right = points[i] + halfWidth;
2030        float top = points[i + 1] - halfWidth;
2031        float bottom = points [i + 1] + halfWidth;
2032        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
2033    }
2034
2035    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2036}
2037
2038void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2039    // No need to check against the clip, we fill the clip region
2040    if (mSnapshot->isIgnored()) return;
2041
2042    Rect& clip(*mSnapshot->clipRect);
2043    clip.snapToPixelBoundaries();
2044
2045    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2046}
2047
2048void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) {
2049    if (!texture) return;
2050    const AutoTexture autoCleanup(texture);
2051
2052    const float x = left + texture->left - texture->offset;
2053    const float y = top + texture->top - texture->offset;
2054
2055    drawPathTexture(texture, x, y, paint);
2056}
2057
2058void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2059        float rx, float ry, SkPaint* paint) {
2060    if (mSnapshot->isIgnored()) return;
2061
2062    mCaches.activeTexture(0);
2063    const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2064            right - left, bottom - top, rx, ry, paint);
2065    drawShape(left, top, texture, paint);
2066}
2067
2068void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
2069    if (mSnapshot->isIgnored()) return;
2070
2071    mCaches.activeTexture(0);
2072    const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
2073    drawShape(x - radius, y - radius, texture, paint);
2074}
2075
2076void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) {
2077    if (mSnapshot->isIgnored()) return;
2078
2079    mCaches.activeTexture(0);
2080    const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
2081    drawShape(left, top, texture, paint);
2082}
2083
2084void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2085        float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
2086    if (mSnapshot->isIgnored()) return;
2087
2088    if (fabs(sweepAngle) >= 360.0f) {
2089        drawOval(left, top, right, bottom, paint);
2090        return;
2091    }
2092
2093    mCaches.activeTexture(0);
2094    const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2095            startAngle, sweepAngle, useCenter, paint);
2096    drawShape(left, top, texture, paint);
2097}
2098
2099void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
2100        SkPaint* paint) {
2101    if (mSnapshot->isIgnored()) return;
2102
2103    mCaches.activeTexture(0);
2104    const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
2105    drawShape(left, top, texture, paint);
2106}
2107
2108void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2109    if (p->getStyle() != SkPaint::kFill_Style) {
2110        drawRectAsShape(left, top, right, bottom, p);
2111        return;
2112    }
2113
2114    if (quickReject(left, top, right, bottom)) {
2115        return;
2116    }
2117
2118    SkXfermode::Mode mode;
2119    if (!mCaches.extensions.hasFramebufferFetch()) {
2120        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
2121        if (!isMode) {
2122            // Assume SRC_OVER
2123            mode = SkXfermode::kSrcOver_Mode;
2124        }
2125    } else {
2126        mode = getXfermode(p->getXfermode());
2127    }
2128
2129    int color = p->getColor();
2130    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2131        drawAARect(left, top, right, bottom, color, mode);
2132    } else {
2133        drawColorRect(left, top, right, bottom, color, mode);
2134    }
2135}
2136
2137void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2138        const float* positions, SkPaint* paint) {
2139    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2140            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2141        return;
2142    }
2143
2144    // NOTE: Skia does not support perspective transform on drawPosText yet
2145    if (!mSnapshot->transform->isSimple()) {
2146        return;
2147    }
2148
2149    float x = 0.0f;
2150    float y = 0.0f;
2151    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2152    if (pureTranslate) {
2153        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2154        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2155    }
2156
2157    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2158    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2159            paint->getTextSize());
2160
2161    int alpha;
2162    SkXfermode::Mode mode;
2163    getAlphaAndMode(paint, &alpha, &mode);
2164
2165    // Pick the appropriate texture filtering
2166    bool linearFilter = mSnapshot->transform->changesBounds();
2167    if (pureTranslate && !linearFilter) {
2168        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2169    }
2170
2171    mCaches.activeTexture(0);
2172    setupDraw();
2173    setupDrawDirtyRegionsDisabled();
2174    setupDrawWithTexture(true);
2175    setupDrawAlpha8Color(paint->getColor(), alpha);
2176    setupDrawColorFilter();
2177    setupDrawShader();
2178    setupDrawBlending(true, mode);
2179    setupDrawProgram();
2180    setupDrawModelView(x, y, x, y, pureTranslate, true);
2181    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2182    setupDrawPureColorUniforms();
2183    setupDrawColorFilterUniforms();
2184    setupDrawShaderUniforms(pureTranslate);
2185
2186    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2187    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2188
2189#if RENDER_LAYERS_AS_REGIONS
2190    const bool hasActiveLayer = hasLayer();
2191#else
2192    const bool hasActiveLayer = false;
2193#endif
2194
2195    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2196            positions, hasActiveLayer ? &bounds : NULL)) {
2197#if RENDER_LAYERS_AS_REGIONS
2198        if (hasActiveLayer) {
2199            if (!pureTranslate) {
2200                mSnapshot->transform->mapRect(bounds);
2201            }
2202            dirtyLayerUnchecked(bounds, getRegion());
2203        }
2204#endif
2205    }
2206}
2207
2208void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2209        float x, float y, SkPaint* paint, float length) {
2210    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2211            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2212        return;
2213    }
2214
2215    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2216    switch (paint->getTextAlign()) {
2217        case SkPaint::kCenter_Align:
2218            x -= length / 2.0f;
2219            break;
2220        case SkPaint::kRight_Align:
2221            x -= length;
2222            break;
2223        default:
2224            break;
2225    }
2226
2227    SkPaint::FontMetrics metrics;
2228    paint->getFontMetrics(&metrics, 0.0f);
2229    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2230        return;
2231    }
2232
2233    const float oldX = x;
2234    const float oldY = y;
2235    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2236    if (CC_LIKELY(pureTranslate)) {
2237        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2238        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2239    }
2240
2241#if DEBUG_GLYPHS
2242    ALOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface()));
2243#endif
2244
2245    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2246    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2247            paint->getTextSize());
2248
2249    int alpha;
2250    SkXfermode::Mode mode;
2251    getAlphaAndMode(paint, &alpha, &mode);
2252
2253    if (CC_UNLIKELY(mHasShadow)) {
2254        mCaches.activeTexture(0);
2255
2256        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2257        const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2258                paint, text, bytesCount, count, mShadowRadius);
2259        const AutoTexture autoCleanup(shadow);
2260
2261        const float sx = oldX - shadow->left + mShadowDx;
2262        const float sy = oldY - shadow->top + mShadowDy;
2263
2264        const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
2265        int shadowColor = mShadowColor;
2266        if (mShader) {
2267            shadowColor = 0xffffffff;
2268        }
2269
2270        setupDraw();
2271        setupDrawWithTexture(true);
2272        setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2273        setupDrawColorFilter();
2274        setupDrawShader();
2275        setupDrawBlending(true, mode);
2276        setupDrawProgram();
2277        setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2278        setupDrawTexture(shadow->id);
2279        setupDrawPureColorUniforms();
2280        setupDrawColorFilterUniforms();
2281        setupDrawShaderUniforms();
2282        setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2283
2284        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2285    }
2286
2287    // Pick the appropriate texture filtering
2288    bool linearFilter = mSnapshot->transform->changesBounds();
2289    if (pureTranslate && !linearFilter) {
2290        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2291    }
2292
2293    mCaches.activeTexture(0);
2294    setupDraw();
2295    setupDrawDirtyRegionsDisabled();
2296    setupDrawWithTexture(true);
2297    setupDrawAlpha8Color(paint->getColor(), alpha);
2298    setupDrawColorFilter();
2299    setupDrawShader();
2300    setupDrawBlending(true, mode);
2301    setupDrawProgram();
2302    setupDrawModelView(x, y, x, y, pureTranslate, true);
2303    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2304    setupDrawPureColorUniforms();
2305    setupDrawColorFilterUniforms();
2306    setupDrawShaderUniforms(pureTranslate);
2307
2308    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2309    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2310
2311#if RENDER_LAYERS_AS_REGIONS
2312    const bool hasActiveLayer = hasLayer();
2313#else
2314    const bool hasActiveLayer = false;
2315#endif
2316
2317    if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
2318            hasActiveLayer ? &bounds : NULL)) {
2319#if RENDER_LAYERS_AS_REGIONS
2320        if (hasActiveLayer) {
2321            if (!pureTranslate) {
2322                mSnapshot->transform->mapRect(bounds);
2323            }
2324            dirtyLayerUnchecked(bounds, getRegion());
2325        }
2326#endif
2327    }
2328
2329    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2330}
2331
2332void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2333        float hOffset, float vOffset, SkPaint* paint) {
2334    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2335            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2336        return;
2337    }
2338
2339    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2340    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2341            paint->getTextSize());
2342
2343    int alpha;
2344    SkXfermode::Mode mode;
2345    getAlphaAndMode(paint, &alpha, &mode);
2346
2347    mCaches.activeTexture(0);
2348    setupDraw();
2349    setupDrawDirtyRegionsDisabled();
2350    setupDrawWithTexture(true);
2351    setupDrawAlpha8Color(paint->getColor(), alpha);
2352    setupDrawColorFilter();
2353    setupDrawShader();
2354    setupDrawBlending(true, mode);
2355    setupDrawProgram();
2356    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2357    setupDrawTexture(fontRenderer.getTexture(true));
2358    setupDrawPureColorUniforms();
2359    setupDrawColorFilterUniforms();
2360    setupDrawShaderUniforms(false);
2361
2362    const Rect* clip = &mSnapshot->getLocalClip();
2363    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2364
2365#if RENDER_LAYERS_AS_REGIONS
2366    const bool hasActiveLayer = hasLayer();
2367#else
2368    const bool hasActiveLayer = false;
2369#endif
2370
2371    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2372            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2373#if RENDER_LAYERS_AS_REGIONS
2374        if (hasActiveLayer) {
2375            mSnapshot->transform->mapRect(bounds);
2376            dirtyLayerUnchecked(bounds, getRegion());
2377        }
2378#endif
2379    }
2380}
2381
2382void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2383    if (mSnapshot->isIgnored()) return;
2384
2385    mCaches.activeTexture(0);
2386
2387    // TODO: Perform early clip test before we rasterize the path
2388    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2389    if (!texture) return;
2390    const AutoTexture autoCleanup(texture);
2391
2392    const float x = texture->left - texture->offset;
2393    const float y = texture->top - texture->offset;
2394
2395    drawPathTexture(texture, x, y, paint);
2396}
2397
2398void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2399    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
2400        return;
2401    }
2402
2403    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
2404        OpenGLRenderer* renderer = layer->renderer;
2405        Rect& dirty = layer->dirtyRect;
2406
2407        interrupt();
2408        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
2409        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
2410        renderer->drawDisplayList(layer->displayList, layer->getWidth(), layer->getHeight(),
2411                dirty, DisplayList::kReplayFlag_ClipChildren);
2412        renderer->finish();
2413        resume();
2414
2415        dirty.setEmpty();
2416        layer->deferredUpdateScheduled = false;
2417        layer->renderer = NULL;
2418        layer->displayList = NULL;
2419    }
2420
2421    mCaches.activeTexture(0);
2422
2423    int alpha;
2424    SkXfermode::Mode mode;
2425    getAlphaAndMode(paint, &alpha, &mode);
2426
2427    layer->setAlpha(alpha, mode);
2428
2429#if RENDER_LAYERS_AS_REGIONS
2430    if (CC_LIKELY(!layer->region.isEmpty())) {
2431        if (layer->region.isRect()) {
2432            composeLayerRect(layer, layer->regionRect);
2433        } else if (layer->mesh) {
2434            const float a = alpha / 255.0f;
2435            const Rect& rect = layer->layer;
2436
2437            setupDraw();
2438            setupDrawWithTexture();
2439            setupDrawColor(a, a, a, a);
2440            setupDrawColorFilter();
2441            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2442            setupDrawProgram();
2443            setupDrawPureColorUniforms();
2444            setupDrawColorFilterUniforms();
2445            setupDrawTexture(layer->getTexture());
2446            if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2447                x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2448                y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2449
2450                layer->setFilter(GL_NEAREST);
2451                setupDrawModelViewTranslate(x, y,
2452                        x + layer->layer.getWidth(), y + layer->layer.getHeight(), true);
2453            } else {
2454                layer->setFilter(GL_LINEAR);
2455                setupDrawModelViewTranslate(x, y,
2456                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2457            }
2458            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2459
2460            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2461                    GL_UNSIGNED_SHORT, layer->meshIndices);
2462
2463            finishDrawTexture();
2464
2465#if DEBUG_LAYERS_AS_REGIONS
2466            drawRegionRects(layer->region);
2467#endif
2468        }
2469    }
2470#else
2471    const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
2472    composeLayerRect(layer, r);
2473#endif
2474}
2475
2476///////////////////////////////////////////////////////////////////////////////
2477// Shaders
2478///////////////////////////////////////////////////////////////////////////////
2479
2480void OpenGLRenderer::resetShader() {
2481    mShader = NULL;
2482}
2483
2484void OpenGLRenderer::setupShader(SkiaShader* shader) {
2485    mShader = shader;
2486    if (mShader) {
2487        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2488    }
2489}
2490
2491///////////////////////////////////////////////////////////////////////////////
2492// Color filters
2493///////////////////////////////////////////////////////////////////////////////
2494
2495void OpenGLRenderer::resetColorFilter() {
2496    mColorFilter = NULL;
2497}
2498
2499void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2500    mColorFilter = filter;
2501}
2502
2503///////////////////////////////////////////////////////////////////////////////
2504// Drop shadow
2505///////////////////////////////////////////////////////////////////////////////
2506
2507void OpenGLRenderer::resetShadow() {
2508    mHasShadow = false;
2509}
2510
2511void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2512    mHasShadow = true;
2513    mShadowRadius = radius;
2514    mShadowDx = dx;
2515    mShadowDy = dy;
2516    mShadowColor = color;
2517}
2518
2519///////////////////////////////////////////////////////////////////////////////
2520// Draw filters
2521///////////////////////////////////////////////////////////////////////////////
2522
2523void OpenGLRenderer::resetPaintFilter() {
2524    mHasDrawFilter = false;
2525}
2526
2527void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2528    mHasDrawFilter = true;
2529    mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2530    mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2531}
2532
2533SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
2534    if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint;
2535
2536    uint32_t flags = paint->getFlags();
2537
2538    mFilteredPaint = *paint;
2539    mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits);
2540
2541    return &mFilteredPaint;
2542}
2543
2544///////////////////////////////////////////////////////////////////////////////
2545// Drawing implementation
2546///////////////////////////////////////////////////////////////////////////////
2547
2548void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2549        float x, float y, SkPaint* paint) {
2550    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2551        return;
2552    }
2553
2554    int alpha;
2555    SkXfermode::Mode mode;
2556    getAlphaAndMode(paint, &alpha, &mode);
2557
2558    setupDraw();
2559    setupDrawWithTexture(true);
2560    setupDrawAlpha8Color(paint->getColor(), alpha);
2561    setupDrawColorFilter();
2562    setupDrawShader();
2563    setupDrawBlending(true, mode);
2564    setupDrawProgram();
2565    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2566    setupDrawTexture(texture->id);
2567    setupDrawPureColorUniforms();
2568    setupDrawColorFilterUniforms();
2569    setupDrawShaderUniforms();
2570    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2571
2572    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2573
2574    finishDrawTexture();
2575}
2576
2577// Same values used by Skia
2578#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2579#define kStdUnderline_Offset    (1.0f / 9.0f)
2580#define kStdUnderline_Thickness (1.0f / 18.0f)
2581
2582void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2583        float x, float y, SkPaint* paint) {
2584    // Handle underline and strike-through
2585    uint32_t flags = paint->getFlags();
2586    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2587        SkPaint paintCopy(*paint);
2588        float underlineWidth = length;
2589        // If length is > 0.0f, we already measured the text for the text alignment
2590        if (length <= 0.0f) {
2591            underlineWidth = paintCopy.measureText(text, bytesCount);
2592        }
2593
2594        float offsetX = 0;
2595        switch (paintCopy.getTextAlign()) {
2596            case SkPaint::kCenter_Align:
2597                offsetX = underlineWidth * 0.5f;
2598                break;
2599            case SkPaint::kRight_Align:
2600                offsetX = underlineWidth;
2601                break;
2602            default:
2603                break;
2604        }
2605
2606        if (CC_LIKELY(underlineWidth > 0.0f)) {
2607            const float textSize = paintCopy.getTextSize();
2608            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2609
2610            const float left = x - offsetX;
2611            float top = 0.0f;
2612
2613            int linesCount = 0;
2614            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2615            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2616
2617            const int pointsCount = 4 * linesCount;
2618            float points[pointsCount];
2619            int currentPoint = 0;
2620
2621            if (flags & SkPaint::kUnderlineText_Flag) {
2622                top = y + textSize * kStdUnderline_Offset;
2623                points[currentPoint++] = left;
2624                points[currentPoint++] = top;
2625                points[currentPoint++] = left + underlineWidth;
2626                points[currentPoint++] = top;
2627            }
2628
2629            if (flags & SkPaint::kStrikeThruText_Flag) {
2630                top = y + textSize * kStdStrikeThru_Offset;
2631                points[currentPoint++] = left;
2632                points[currentPoint++] = top;
2633                points[currentPoint++] = left + underlineWidth;
2634                points[currentPoint++] = top;
2635            }
2636
2637            paintCopy.setStrokeWidth(strokeWidth);
2638
2639            drawLines(&points[0], pointsCount, &paintCopy);
2640        }
2641    }
2642}
2643
2644void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2645        int color, SkXfermode::Mode mode, bool ignoreTransform) {
2646    // If a shader is set, preserve only the alpha
2647    if (mShader) {
2648        color |= 0x00ffffff;
2649    }
2650
2651    setupDraw();
2652    setupDrawNoTexture();
2653    setupDrawColor(color);
2654    setupDrawShader();
2655    setupDrawColorFilter();
2656    setupDrawBlending(mode);
2657    setupDrawProgram();
2658    setupDrawModelView(left, top, right, bottom, ignoreTransform);
2659    setupDrawColorUniforms();
2660    setupDrawShaderUniforms(ignoreTransform);
2661    setupDrawColorFilterUniforms();
2662    setupDrawSimpleMesh();
2663
2664    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2665}
2666
2667void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2668        Texture* texture, SkPaint* paint) {
2669    int alpha;
2670    SkXfermode::Mode mode;
2671    getAlphaAndMode(paint, &alpha, &mode);
2672
2673    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2674
2675    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2676        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2677        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2678
2679        texture->setFilter(GL_NEAREST, true);
2680        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2681                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
2682                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
2683    } else {
2684        texture->setFilter(FILTER(paint), true);
2685        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
2686                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2687                GL_TRIANGLE_STRIP, gMeshCount);
2688    }
2689}
2690
2691void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2692        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
2693    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
2694            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
2695}
2696
2697void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
2698        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
2699        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
2700        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
2701
2702    setupDraw();
2703    setupDrawWithTexture();
2704    setupDrawColor(alpha, alpha, alpha, alpha);
2705    setupDrawColorFilter();
2706    setupDrawBlending(blend, mode, swapSrcDst);
2707    setupDrawProgram();
2708    if (!dirty) {
2709        setupDrawDirtyRegionsDisabled();
2710    }
2711    if (!ignoreScale) {
2712        setupDrawModelView(left, top, right, bottom, ignoreTransform);
2713    } else {
2714        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
2715    }
2716    setupDrawPureColorUniforms();
2717    setupDrawColorFilterUniforms();
2718    setupDrawTexture(texture);
2719    setupDrawMesh(vertices, texCoords, vbo);
2720
2721    glDrawArrays(drawMode, 0, elementsCount);
2722
2723    finishDrawTexture();
2724}
2725
2726void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
2727        ProgramDescription& description, bool swapSrcDst) {
2728    blend = blend || mode != SkXfermode::kSrcOver_Mode;
2729    if (blend) {
2730        // These blend modes are not supported by OpenGL directly and have
2731        // to be implemented using shaders. Since the shader will perform
2732        // the blending, turn blending off here
2733        // If the blend mode cannot be implemented using shaders, fall
2734        // back to the default SrcOver blend mode instead
2735        if CC_UNLIKELY((mode > SkXfermode::kScreen_Mode)) {
2736            if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) {
2737                description.framebufferMode = mode;
2738                description.swapSrcDst = swapSrcDst;
2739
2740                if (mCaches.blend) {
2741                    glDisable(GL_BLEND);
2742                    mCaches.blend = false;
2743                }
2744
2745                return;
2746            } else {
2747                mode = SkXfermode::kSrcOver_Mode;
2748            }
2749        }
2750
2751        if (!mCaches.blend) {
2752            glEnable(GL_BLEND);
2753        }
2754
2755        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
2756        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
2757
2758        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
2759            glBlendFunc(sourceMode, destMode);
2760            mCaches.lastSrcMode = sourceMode;
2761            mCaches.lastDstMode = destMode;
2762        }
2763    } else if (mCaches.blend) {
2764        glDisable(GL_BLEND);
2765    }
2766    mCaches.blend = blend;
2767}
2768
2769bool OpenGLRenderer::useProgram(Program* program) {
2770    if (!program->isInUse()) {
2771        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
2772        program->use();
2773        mCaches.currentProgram = program;
2774        return false;
2775    }
2776    return true;
2777}
2778
2779void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
2780    TextureVertex* v = &mMeshVertices[0];
2781    TextureVertex::setUV(v++, u1, v1);
2782    TextureVertex::setUV(v++, u2, v1);
2783    TextureVertex::setUV(v++, u1, v2);
2784    TextureVertex::setUV(v++, u2, v2);
2785}
2786
2787void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
2788    if (paint) {
2789        *mode = getXfermode(paint->getXfermode());
2790
2791        // Skia draws using the color's alpha channel if < 255
2792        // Otherwise, it uses the paint's alpha
2793        int color = paint->getColor();
2794        *alpha = (color >> 24) & 0xFF;
2795        if (*alpha == 255) {
2796            *alpha = paint->getAlpha();
2797        }
2798    } else {
2799        *mode = SkXfermode::kSrcOver_Mode;
2800        *alpha = 255;
2801    }
2802}
2803
2804SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
2805    SkXfermode::Mode resultMode;
2806    if (!SkXfermode::AsMode(mode, &resultMode)) {
2807        resultMode = SkXfermode::kSrcOver_Mode;
2808    }
2809    return resultMode;
2810}
2811
2812}; // namespace uirenderer
2813}; // namespace android
2814