OpenGLRenderer.cpp revision 9777173eb6c9eb97c7921c8288ebc65e3ab3ce6f
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
170    mSnapshot = new Snapshot(mFirstSnapshot,
171            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
172    mSnapshot->fbo = getTargetFbo();
173    mSaveCount = 1;
174
175    glViewport(0, 0, mWidth, mHeight);
176    mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
177
178    mSnapshot->setClip(left, top, right, bottom);
179    mDirtyClip = false;
180
181    if (!opaque) {
182        glClear(GL_COLOR_BUFFER_BIT);
183    }
184}
185
186void OpenGLRenderer::finish() {
187#if DEBUG_OPENGL
188    GLenum status = GL_NO_ERROR;
189    while ((status = glGetError()) != GL_NO_ERROR) {
190        ALOGD("GL error from OpenGLRenderer: 0x%x", status);
191        switch (status) {
192            case GL_OUT_OF_MEMORY:
193                ALOGE("  OpenGLRenderer is out of memory!");
194                break;
195        }
196    }
197#endif
198#if DEBUG_MEMORY_USAGE
199    mCaches.dumpMemoryUsage();
200#else
201    if (mCaches.getDebugLevel() & kDebugMemory) {
202        mCaches.dumpMemoryUsage();
203    }
204#endif
205}
206
207void OpenGLRenderer::interrupt() {
208    if (mCaches.currentProgram) {
209        if (mCaches.currentProgram->isInUse()) {
210            mCaches.currentProgram->remove();
211            mCaches.currentProgram = NULL;
212        }
213    }
214    mCaches.unbindMeshBuffer();
215    mCaches.unbindIndicesBuffer();
216    mCaches.resetVertexPointers();
217    mCaches.disbaleTexCoordsVertexArray();
218}
219
220void OpenGLRenderer::resume() {
221    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
222
223    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
224    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
225
226    glEnable(GL_SCISSOR_TEST);
227    mCaches.resetScissor();
228    dirtyClip();
229
230    mCaches.activeTexture(0);
231    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
232
233    mCaches.blend = true;
234    glEnable(GL_BLEND);
235    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
236    glBlendEquation(GL_FUNC_ADD);
237}
238
239bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) {
240    interrupt();
241    if (mDirtyClip) {
242        setScissorFromClip();
243    }
244
245    Rect clip(*mSnapshot->clipRect);
246    clip.snapToPixelBoundaries();
247
248#if RENDER_LAYERS_AS_REGIONS
249    // Since we don't know what the functor will draw, let's dirty
250    // tne entire clip region
251    if (hasLayer()) {
252        dirtyLayerUnchecked(clip, getRegion());
253    }
254#endif
255
256    DrawGlInfo info;
257    info.clipLeft = clip.left;
258    info.clipTop = clip.top;
259    info.clipRight = clip.right;
260    info.clipBottom = clip.bottom;
261    info.isLayer = hasLayer();
262    getSnapshot()->transform->copyTo(&info.transform[0]);
263
264    status_t result = (*functor)(0, &info);
265
266    if (result != 0) {
267        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
268        dirty.unionWith(localDirty);
269    }
270
271    resume();
272    return result != 0;
273}
274
275///////////////////////////////////////////////////////////////////////////////
276// State management
277///////////////////////////////////////////////////////////////////////////////
278
279int OpenGLRenderer::getSaveCount() const {
280    return mSaveCount;
281}
282
283int OpenGLRenderer::save(int flags) {
284    return saveSnapshot(flags);
285}
286
287void OpenGLRenderer::restore() {
288    if (mSaveCount > 1) {
289        restoreSnapshot();
290    }
291}
292
293void OpenGLRenderer::restoreToCount(int saveCount) {
294    if (saveCount < 1) saveCount = 1;
295
296    while (mSaveCount > saveCount) {
297        restoreSnapshot();
298    }
299}
300
301int OpenGLRenderer::saveSnapshot(int flags) {
302    mSnapshot = new Snapshot(mSnapshot, flags);
303    return mSaveCount++;
304}
305
306bool OpenGLRenderer::restoreSnapshot() {
307    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
308    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
309    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
310
311    sp<Snapshot> current = mSnapshot;
312    sp<Snapshot> previous = mSnapshot->previous;
313
314    if (restoreOrtho) {
315        Rect& r = previous->viewport;
316        glViewport(r.left, r.top, r.right, r.bottom);
317        mOrthoMatrix.load(current->orthoMatrix);
318    }
319
320    mSaveCount--;
321    mSnapshot = previous;
322
323    if (restoreClip) {
324        dirtyClip();
325    }
326
327    if (restoreLayer) {
328        composeLayer(current, previous);
329    }
330
331    return restoreClip;
332}
333
334///////////////////////////////////////////////////////////////////////////////
335// Layers
336///////////////////////////////////////////////////////////////////////////////
337
338int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
339        SkPaint* p, int flags) {
340    const GLuint previousFbo = mSnapshot->fbo;
341    const int count = saveSnapshot(flags);
342
343    if (!mSnapshot->isIgnored()) {
344        int alpha = 255;
345        SkXfermode::Mode mode;
346
347        if (p) {
348            alpha = p->getAlpha();
349            if (!mCaches.extensions.hasFramebufferFetch()) {
350                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
351                if (!isMode) {
352                    // Assume SRC_OVER
353                    mode = SkXfermode::kSrcOver_Mode;
354                }
355            } else {
356                mode = getXfermode(p->getXfermode());
357            }
358        } else {
359            mode = SkXfermode::kSrcOver_Mode;
360        }
361
362        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
363    }
364
365    return count;
366}
367
368int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
369        int alpha, int flags) {
370    if (alpha >= 255 - ALPHA_THRESHOLD) {
371        return saveLayer(left, top, right, bottom, NULL, flags);
372    } else {
373        SkPaint paint;
374        paint.setAlpha(alpha);
375        return saveLayer(left, top, right, bottom, &paint, flags);
376    }
377}
378
379/**
380 * Layers are viewed by Skia are slightly different than layers in image editing
381 * programs (for instance.) When a layer is created, previously created layers
382 * and the frame buffer still receive every drawing command. For instance, if a
383 * layer is created and a shape intersecting the bounds of the layers and the
384 * framebuffer is draw, the shape will be drawn on both (unless the layer was
385 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
386 *
387 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
388 * texture. Unfortunately, this is inefficient as it requires every primitive to
389 * be drawn n + 1 times, where n is the number of active layers. In practice this
390 * means, for every primitive:
391 *   - Switch active frame buffer
392 *   - Change viewport, clip and projection matrix
393 *   - Issue the drawing
394 *
395 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
396 * To avoid this, layers are implemented in a different way here, at least in the
397 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
398 * is set. When this flag is set we can redirect all drawing operations into a
399 * single FBO.
400 *
401 * This implementation relies on the frame buffer being at least RGBA 8888. When
402 * a layer is created, only a texture is created, not an FBO. The content of the
403 * frame buffer contained within the layer's bounds is copied into this texture
404 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
405 * buffer and drawing continues as normal. This technique therefore treats the
406 * frame buffer as a scratch buffer for the layers.
407 *
408 * To compose the layers back onto the frame buffer, each layer texture
409 * (containing the original frame buffer data) is drawn as a simple quad over
410 * the frame buffer. The trick is that the quad is set as the composition
411 * destination in the blending equation, and the frame buffer becomes the source
412 * of the composition.
413 *
414 * Drawing layers with an alpha value requires an extra step before composition.
415 * An empty quad is drawn over the layer's region in the frame buffer. This quad
416 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
417 * quad is used to multiply the colors in the frame buffer. This is achieved by
418 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
419 * GL_ZERO, GL_SRC_ALPHA.
420 *
421 * Because glCopyTexImage2D() can be slow, an alternative implementation might
422 * be use to draw a single clipped layer. The implementation described above
423 * is correct in every case.
424 *
425 * (1) The frame buffer is actually not cleared right away. To allow the GPU
426 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
427 *     buffer is left untouched until the first drawing operation. Only when
428 *     something actually gets drawn are the layers regions cleared.
429 */
430bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
431        float right, float bottom, int alpha, SkXfermode::Mode mode,
432        int flags, GLuint previousFbo) {
433    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
434    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
435
436    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
437
438    // Window coordinates of the layer
439    Rect bounds(left, top, right, bottom);
440    if (!fboLayer) {
441        mSnapshot->transform->mapRect(bounds);
442
443        // Layers only make sense if they are in the framebuffer's bounds
444        if (bounds.intersect(*snapshot->clipRect)) {
445            // We cannot work with sub-pixels in this case
446            bounds.snapToPixelBoundaries();
447
448            // When the layer is not an FBO, we may use glCopyTexImage so we
449            // need to make sure the layer does not extend outside the bounds
450            // of the framebuffer
451            if (!bounds.intersect(snapshot->previous->viewport)) {
452                bounds.setEmpty();
453            }
454        } else {
455            bounds.setEmpty();
456        }
457    }
458
459    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
460            bounds.getHeight() > mCaches.maxTextureSize) {
461        snapshot->empty = fboLayer;
462    } else {
463        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
464    }
465
466    // Bail out if we won't draw in this snapshot
467    if (snapshot->invisible || snapshot->empty) {
468        return false;
469    }
470
471    mCaches.activeTexture(0);
472    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
473    if (!layer) {
474        return false;
475    }
476
477    layer->setAlpha(alpha, mode);
478    layer->layer.set(bounds);
479    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
480            bounds.getWidth() / float(layer->getWidth()), 0.0f);
481    layer->setColorFilter(mColorFilter);
482
483    // Save the layer in the snapshot
484    snapshot->flags |= Snapshot::kFlagIsLayer;
485    snapshot->layer = layer;
486
487    if (fboLayer) {
488        return createFboLayer(layer, bounds, snapshot, previousFbo);
489    } else {
490        // Copy the framebuffer into the layer
491        layer->bindTexture();
492        if (!bounds.isEmpty()) {
493            if (layer->isEmpty()) {
494                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
495                        bounds.left, snapshot->height - bounds.bottom,
496                        layer->getWidth(), layer->getHeight(), 0);
497                layer->setEmpty(false);
498            } else {
499                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
500                        snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
501            }
502
503            // Enqueue the buffer coordinates to clear the corresponding region later
504            mLayers.push(new Rect(bounds));
505        }
506    }
507
508    return true;
509}
510
511bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
512        GLuint previousFbo) {
513    layer->setFbo(mCaches.fboCache.get());
514
515#if RENDER_LAYERS_AS_REGIONS
516    snapshot->region = &snapshot->layer->region;
517    snapshot->flags |= Snapshot::kFlagFboTarget;
518#endif
519
520    Rect clip(bounds);
521    snapshot->transform->mapRect(clip);
522    clip.intersect(*snapshot->clipRect);
523    clip.snapToPixelBoundaries();
524    clip.intersect(snapshot->previous->viewport);
525
526    mat4 inverse;
527    inverse.loadInverse(*mSnapshot->transform);
528
529    inverse.mapRect(clip);
530    clip.snapToPixelBoundaries();
531    clip.intersect(bounds);
532    clip.translate(-bounds.left, -bounds.top);
533
534    snapshot->flags |= Snapshot::kFlagIsFboLayer;
535    snapshot->fbo = layer->getFbo();
536    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
537    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
538    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
539    snapshot->height = bounds.getHeight();
540    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
541    snapshot->orthoMatrix.load(mOrthoMatrix);
542
543    // Bind texture to FBO
544    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
545    layer->bindTexture();
546
547    // Initialize the texture if needed
548    if (layer->isEmpty()) {
549        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
550        layer->setEmpty(false);
551    }
552
553    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
554            layer->getTexture(), 0);
555
556#if DEBUG_LAYERS_AS_REGIONS
557    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
558    if (status != GL_FRAMEBUFFER_COMPLETE) {
559        ALOGE("Framebuffer incomplete (GL error code 0x%x)", status);
560
561        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
562        layer->deleteTexture();
563        mCaches.fboCache.put(layer->getFbo());
564
565        delete layer;
566
567        return false;
568    }
569#endif
570
571    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
572    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
573            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
574    glClear(GL_COLOR_BUFFER_BIT);
575
576    dirtyClip();
577
578    // Change the ortho projection
579    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
580    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
581
582    return true;
583}
584
585/**
586 * Read the documentation of createLayer() before doing anything in this method.
587 */
588void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
589    if (!current->layer) {
590        ALOGE("Attempting to compose a layer that does not exist");
591        return;
592    }
593
594    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
595
596    if (fboLayer) {
597        // Unbind current FBO and restore previous one
598        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
599    }
600
601    Layer* layer = current->layer;
602    const Rect& rect = layer->layer;
603
604    if (!fboLayer && layer->getAlpha() < 255) {
605        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
606                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
607        // Required below, composeLayerRect() will divide by 255
608        layer->setAlpha(255);
609    }
610
611    mCaches.unbindMeshBuffer();
612
613    mCaches.activeTexture(0);
614
615    // When the layer is stored in an FBO, we can save a bit of fillrate by
616    // drawing only the dirty region
617    if (fboLayer) {
618        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
619        if (layer->getColorFilter()) {
620            setupColorFilter(layer->getColorFilter());
621        }
622        composeLayerRegion(layer, rect);
623        if (layer->getColorFilter()) {
624            resetColorFilter();
625        }
626    } else if (!rect.isEmpty()) {
627        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
628        composeLayerRect(layer, rect, true);
629    }
630
631    if (fboLayer) {
632        // Note: No need to use glDiscardFramebufferEXT() since we never
633        //       create/compose layers that are not on screen with this
634        //       code path
635        // See LayerRenderer::destroyLayer(Layer*)
636
637        // Detach the texture from the FBO
638        glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
639        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
640        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
641
642        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
643        mCaches.fboCache.put(current->fbo);
644    }
645
646    dirtyClip();
647
648    // Failing to add the layer to the cache should happen only if the layer is too large
649    if (!mCaches.layerCache.put(layer)) {
650        LAYER_LOGD("Deleting layer");
651        layer->deleteTexture();
652        delete layer;
653    }
654}
655
656void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
657    float alpha = layer->getAlpha() / 255.0f;
658
659    mat4& transform = layer->getTransform();
660    if (!transform.isIdentity()) {
661        save(0);
662        mSnapshot->transform->multiply(transform);
663    }
664
665    setupDraw();
666    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
667        setupDrawWithTexture();
668    } else {
669        setupDrawWithExternalTexture();
670    }
671    setupDrawTextureTransform();
672    setupDrawColor(alpha, alpha, alpha, alpha);
673    setupDrawColorFilter();
674    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
675    setupDrawProgram();
676    setupDrawPureColorUniforms();
677    setupDrawColorFilterUniforms();
678    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
679        setupDrawTexture(layer->getTexture());
680    } else {
681        setupDrawExternalTexture(layer->getTexture());
682    }
683    if (mSnapshot->transform->isPureTranslate() &&
684            layer->getWidth() == (uint32_t) rect.getWidth() &&
685            layer->getHeight() == (uint32_t) rect.getHeight()) {
686        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
687        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
688
689        layer->setFilter(GL_NEAREST);
690        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
691    } else {
692        layer->setFilter(GL_LINEAR);
693        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
694    }
695    setupDrawTextureTransformUniforms(layer->getTexTransform());
696    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
697
698    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
699
700    finishDrawTexture();
701
702    if (!transform.isIdentity()) {
703        restore();
704    }
705}
706
707void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
708    if (!layer->isTextureLayer()) {
709        const Rect& texCoords = layer->texCoords;
710        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
711                texCoords.right, texCoords.bottom);
712
713        float x = rect.left;
714        float y = rect.top;
715        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
716                layer->getWidth() == (uint32_t) rect.getWidth() &&
717                layer->getHeight() == (uint32_t) rect.getHeight();
718
719        if (simpleTransform) {
720            // When we're swapping, the layer is already in screen coordinates
721            if (!swap) {
722                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
723                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
724            }
725
726            layer->setFilter(GL_NEAREST, true);
727        } else {
728            layer->setFilter(GL_LINEAR, true);
729        }
730
731        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
732                layer->getTexture(), layer->getAlpha() / 255.0f,
733                layer->getMode(), layer->isBlend(),
734                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
735                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
736
737        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
738    } else {
739        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
740        drawTextureLayer(layer, rect);
741        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
742    }
743}
744
745void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
746#if RENDER_LAYERS_AS_REGIONS
747    if (layer->region.isRect()) {
748        layer->setRegionAsRect();
749
750        composeLayerRect(layer, layer->regionRect);
751
752        layer->region.clear();
753        return;
754    }
755
756    // TODO: See LayerRenderer.cpp::generateMesh() for important
757    //       information about this implementation
758    if (CC_LIKELY(!layer->region.isEmpty())) {
759        size_t count;
760        const android::Rect* rects = layer->region.getArray(&count);
761
762        const float alpha = layer->getAlpha() / 255.0f;
763        const float texX = 1.0f / float(layer->getWidth());
764        const float texY = 1.0f / float(layer->getHeight());
765        const float height = rect.getHeight();
766
767        TextureVertex* mesh = mCaches.getRegionMesh();
768        GLsizei numQuads = 0;
769
770        setupDraw();
771        setupDrawWithTexture();
772        setupDrawColor(alpha, alpha, alpha, alpha);
773        setupDrawColorFilter();
774        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
775        setupDrawProgram();
776        setupDrawDirtyRegionsDisabled();
777        setupDrawPureColorUniforms();
778        setupDrawColorFilterUniforms();
779        setupDrawTexture(layer->getTexture());
780        if (mSnapshot->transform->isPureTranslate()) {
781            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
782            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
783
784            layer->setFilter(GL_NEAREST);
785            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
786        } else {
787            layer->setFilter(GL_LINEAR);
788            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
789        }
790        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
791
792        for (size_t i = 0; i < count; i++) {
793            const android::Rect* r = &rects[i];
794
795            const float u1 = r->left * texX;
796            const float v1 = (height - r->top) * texY;
797            const float u2 = r->right * texX;
798            const float v2 = (height - r->bottom) * texY;
799
800            // TODO: Reject quads outside of the clip
801            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
802            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
803            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
804            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
805
806            numQuads++;
807
808            if (numQuads >= REGION_MESH_QUAD_COUNT) {
809                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
810                numQuads = 0;
811                mesh = mCaches.getRegionMesh();
812            }
813        }
814
815        if (numQuads > 0) {
816            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
817        }
818
819        finishDrawTexture();
820
821#if DEBUG_LAYERS_AS_REGIONS
822        drawRegionRects(layer->region);
823#endif
824
825        layer->region.clear();
826    }
827#else
828    composeLayerRect(layer, rect);
829#endif
830}
831
832void OpenGLRenderer::drawRegionRects(const Region& region) {
833#if DEBUG_LAYERS_AS_REGIONS
834    size_t count;
835    const android::Rect* rects = region.getArray(&count);
836
837    uint32_t colors[] = {
838            0x7fff0000, 0x7f00ff00,
839            0x7f0000ff, 0x7fff00ff,
840    };
841
842    int offset = 0;
843    int32_t top = rects[0].top;
844
845    for (size_t i = 0; i < count; i++) {
846        if (top != rects[i].top) {
847            offset ^= 0x2;
848            top = rects[i].top;
849        }
850
851        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
852        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
853                SkXfermode::kSrcOver_Mode);
854    }
855#endif
856}
857
858void OpenGLRenderer::dirtyLayer(const float left, const float top,
859        const float right, const float bottom, const mat4 transform) {
860#if RENDER_LAYERS_AS_REGIONS
861    if (hasLayer()) {
862        Rect bounds(left, top, right, bottom);
863        transform.mapRect(bounds);
864        dirtyLayerUnchecked(bounds, getRegion());
865    }
866#endif
867}
868
869void OpenGLRenderer::dirtyLayer(const float left, const float top,
870        const float right, const float bottom) {
871#if RENDER_LAYERS_AS_REGIONS
872    if (hasLayer()) {
873        Rect bounds(left, top, right, bottom);
874        dirtyLayerUnchecked(bounds, getRegion());
875    }
876#endif
877}
878
879void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
880#if RENDER_LAYERS_AS_REGIONS
881    if (bounds.intersect(*mSnapshot->clipRect)) {
882        bounds.snapToPixelBoundaries();
883        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
884        if (!dirty.isEmpty()) {
885            region->orSelf(dirty);
886        }
887    }
888#endif
889}
890
891void OpenGLRenderer::clearLayerRegions() {
892    const size_t count = mLayers.size();
893    if (count == 0) return;
894
895    if (!mSnapshot->isIgnored()) {
896        // Doing several glScissor/glClear here can negatively impact
897        // GPUs with a tiler architecture, instead we draw quads with
898        // the Clear blending mode
899
900        // The list contains bounds that have already been clipped
901        // against their initial clip rect, and the current clip
902        // is likely different so we need to disable clipping here
903        glDisable(GL_SCISSOR_TEST);
904
905        Vertex mesh[count * 6];
906        Vertex* vertex = mesh;
907
908        for (uint32_t i = 0; i < count; i++) {
909            Rect* bounds = mLayers.itemAt(i);
910
911            Vertex::set(vertex++, bounds->left, bounds->bottom);
912            Vertex::set(vertex++, bounds->left, bounds->top);
913            Vertex::set(vertex++, bounds->right, bounds->top);
914            Vertex::set(vertex++, bounds->left, bounds->bottom);
915            Vertex::set(vertex++, bounds->right, bounds->top);
916            Vertex::set(vertex++, bounds->right, bounds->bottom);
917
918            delete bounds;
919        }
920
921        setupDraw(false);
922        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
923        setupDrawBlending(true, SkXfermode::kClear_Mode);
924        setupDrawProgram();
925        setupDrawPureColorUniforms();
926        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
927        setupDrawVertices(&mesh[0].position[0]);
928
929        glDrawArrays(GL_TRIANGLES, 0, count * 6);
930
931        glEnable(GL_SCISSOR_TEST);
932    } else {
933        for (uint32_t i = 0; i < count; i++) {
934            delete mLayers.itemAt(i);
935        }
936    }
937
938    mLayers.clear();
939}
940
941///////////////////////////////////////////////////////////////////////////////
942// Transforms
943///////////////////////////////////////////////////////////////////////////////
944
945void OpenGLRenderer::translate(float dx, float dy) {
946    mSnapshot->transform->translate(dx, dy, 0.0f);
947}
948
949void OpenGLRenderer::rotate(float degrees) {
950    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
951}
952
953void OpenGLRenderer::scale(float sx, float sy) {
954    mSnapshot->transform->scale(sx, sy, 1.0f);
955}
956
957void OpenGLRenderer::skew(float sx, float sy) {
958    mSnapshot->transform->skew(sx, sy);
959}
960
961void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
962    if (matrix) {
963        mSnapshot->transform->load(*matrix);
964    } else {
965        mSnapshot->transform->loadIdentity();
966    }
967}
968
969void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
970    mSnapshot->transform->copyTo(*matrix);
971}
972
973void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
974    SkMatrix transform;
975    mSnapshot->transform->copyTo(transform);
976    transform.preConcat(*matrix);
977    mSnapshot->transform->load(transform);
978}
979
980///////////////////////////////////////////////////////////////////////////////
981// Clipping
982///////////////////////////////////////////////////////////////////////////////
983
984void OpenGLRenderer::setScissorFromClip() {
985    Rect clip(*mSnapshot->clipRect);
986    clip.snapToPixelBoundaries();
987
988    mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
989            clip.getWidth(), clip.getHeight());
990
991    mDirtyClip = false;
992}
993
994const Rect& OpenGLRenderer::getClipBounds() {
995    return mSnapshot->getLocalClip();
996}
997
998bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
999    if (mSnapshot->isIgnored()) {
1000        return true;
1001    }
1002
1003    Rect r(left, top, right, bottom);
1004    mSnapshot->transform->mapRect(r);
1005    r.snapToPixelBoundaries();
1006
1007    Rect clipRect(*mSnapshot->clipRect);
1008    clipRect.snapToPixelBoundaries();
1009
1010    return !clipRect.intersects(r);
1011}
1012
1013bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1014    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1015    if (clipped) {
1016        dirtyClip();
1017    }
1018    return !mSnapshot->clipRect->isEmpty();
1019}
1020
1021///////////////////////////////////////////////////////////////////////////////
1022// Drawing commands
1023///////////////////////////////////////////////////////////////////////////////
1024
1025void OpenGLRenderer::setupDraw(bool clear) {
1026    if (clear) clearLayerRegions();
1027    if (mDirtyClip) {
1028        setScissorFromClip();
1029    }
1030    mDescription.reset();
1031    mSetShaderColor = false;
1032    mColorSet = false;
1033    mColorA = mColorR = mColorG = mColorB = 0.0f;
1034    mTextureUnit = 0;
1035    mTrackDirtyRegions = true;
1036}
1037
1038void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1039    mDescription.hasTexture = true;
1040    mDescription.hasAlpha8Texture = isAlpha8;
1041}
1042
1043void OpenGLRenderer::setupDrawWithExternalTexture() {
1044    mDescription.hasExternalTexture = true;
1045}
1046
1047void OpenGLRenderer::setupDrawNoTexture() {
1048    mCaches.disbaleTexCoordsVertexArray();
1049}
1050
1051void OpenGLRenderer::setupDrawAALine() {
1052    mDescription.isAA = true;
1053}
1054
1055void OpenGLRenderer::setupDrawPoint(float pointSize) {
1056    mDescription.isPoint = true;
1057    mDescription.pointSize = pointSize;
1058}
1059
1060void OpenGLRenderer::setupDrawColor(int color) {
1061    setupDrawColor(color, (color >> 24) & 0xFF);
1062}
1063
1064void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1065    mColorA = alpha / 255.0f;
1066    // Second divide of a by 255 is an optimization, allowing us to simply multiply
1067    // the rgb values by a instead of also dividing by 255
1068    const float a = mColorA / 255.0f;
1069    mColorR = a * ((color >> 16) & 0xFF);
1070    mColorG = a * ((color >>  8) & 0xFF);
1071    mColorB = a * ((color      ) & 0xFF);
1072    mColorSet = true;
1073    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1074}
1075
1076void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1077    mColorA = alpha / 255.0f;
1078    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1079    // the rgb values by a instead of also dividing by 255
1080    const float a = mColorA / 255.0f;
1081    mColorR = a * ((color >> 16) & 0xFF);
1082    mColorG = a * ((color >>  8) & 0xFF);
1083    mColorB = a * ((color      ) & 0xFF);
1084    mColorSet = true;
1085    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1086}
1087
1088void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1089    mColorA = a;
1090    mColorR = r;
1091    mColorG = g;
1092    mColorB = b;
1093    mColorSet = true;
1094    mSetShaderColor = mDescription.setColor(r, g, b, a);
1095}
1096
1097void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) {
1098    mColorA = a;
1099    mColorR = r;
1100    mColorG = g;
1101    mColorB = b;
1102    mColorSet = true;
1103    mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a);
1104}
1105
1106void OpenGLRenderer::setupDrawShader() {
1107    if (mShader) {
1108        mShader->describe(mDescription, mCaches.extensions);
1109    }
1110}
1111
1112void OpenGLRenderer::setupDrawColorFilter() {
1113    if (mColorFilter) {
1114        mColorFilter->describe(mDescription, mCaches.extensions);
1115    }
1116}
1117
1118void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1119    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1120        mColorA = 1.0f;
1121        mColorR = mColorG = mColorB = 0.0f;
1122        mSetShaderColor = mDescription.modulate = true;
1123    }
1124}
1125
1126void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1127    // When the blending mode is kClear_Mode, we need to use a modulate color
1128    // argb=1,0,0,0
1129    accountForClear(mode);
1130    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1131            mDescription, swapSrcDst);
1132}
1133
1134void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1135    // When the blending mode is kClear_Mode, we need to use a modulate color
1136    // argb=1,0,0,0
1137    accountForClear(mode);
1138    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1139            mDescription, swapSrcDst);
1140}
1141
1142void OpenGLRenderer::setupDrawProgram() {
1143    useProgram(mCaches.programCache.get(mDescription));
1144}
1145
1146void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1147    mTrackDirtyRegions = false;
1148}
1149
1150void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1151        bool ignoreTransform) {
1152    mModelView.loadTranslate(left, top, 0.0f);
1153    if (!ignoreTransform) {
1154        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1155        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1156    } else {
1157        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1158        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1159    }
1160}
1161
1162void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1163    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1164}
1165
1166void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1167        bool ignoreTransform, bool ignoreModelView) {
1168    if (!ignoreModelView) {
1169        mModelView.loadTranslate(left, top, 0.0f);
1170        mModelView.scale(right - left, bottom - top, 1.0f);
1171    } else {
1172        mModelView.loadIdentity();
1173    }
1174    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1175    if (!ignoreTransform) {
1176        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1177        if (mTrackDirtyRegions && dirty) {
1178            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1179        }
1180    } else {
1181        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1182        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1183    }
1184}
1185
1186void OpenGLRenderer::setupDrawPointUniforms() {
1187    int slot = mCaches.currentProgram->getUniform("pointSize");
1188    glUniform1f(slot, mDescription.pointSize);
1189}
1190
1191void OpenGLRenderer::setupDrawColorUniforms() {
1192    if (mColorSet || (mShader && mSetShaderColor)) {
1193        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1194    }
1195}
1196
1197void OpenGLRenderer::setupDrawPureColorUniforms() {
1198    if (mSetShaderColor) {
1199        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1200    }
1201}
1202
1203void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1204    if (mShader) {
1205        if (ignoreTransform) {
1206            mModelView.loadInverse(*mSnapshot->transform);
1207        }
1208        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1209    }
1210}
1211
1212void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1213    if (mShader) {
1214        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1215    }
1216}
1217
1218void OpenGLRenderer::setupDrawColorFilterUniforms() {
1219    if (mColorFilter) {
1220        mColorFilter->setupProgram(mCaches.currentProgram);
1221    }
1222}
1223
1224void OpenGLRenderer::setupDrawSimpleMesh() {
1225    bool force = mCaches.bindMeshBuffer();
1226    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0);
1227    mCaches.unbindIndicesBuffer();
1228}
1229
1230void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1231    bindTexture(texture);
1232    mTextureUnit++;
1233    mCaches.enableTexCoordsVertexArray();
1234}
1235
1236void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1237    bindExternalTexture(texture);
1238    mTextureUnit++;
1239    mCaches.enableTexCoordsVertexArray();
1240}
1241
1242void OpenGLRenderer::setupDrawTextureTransform() {
1243    mDescription.hasTextureTransform = true;
1244}
1245
1246void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1247    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1248            GL_FALSE, &transform.data[0]);
1249}
1250
1251void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1252    bool force = false;
1253    if (!vertices) {
1254        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1255    } else {
1256        force = mCaches.unbindMeshBuffer();
1257    }
1258
1259    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1260    if (mCaches.currentProgram->texCoords >= 0) {
1261        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1262    }
1263
1264    mCaches.unbindIndicesBuffer();
1265}
1266
1267void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1268    bool force = mCaches.unbindMeshBuffer();
1269    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1270    if (mCaches.currentProgram->texCoords >= 0) {
1271        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1272    }
1273}
1274
1275void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1276    bool force = mCaches.unbindMeshBuffer();
1277    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1278            vertices, gVertexStride);
1279    mCaches.unbindIndicesBuffer();
1280}
1281
1282/**
1283 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1284 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1285 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1286 * attributes (one per vertex) are values from zero to one that tells the fragment
1287 * shader where the fragment is in relation to the line width/length overall; these values are
1288 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1289 * region of the line.
1290 * Note that we only pass down the width values in this setup function. The length coordinates
1291 * are set up for each individual segment.
1292 */
1293void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1294        GLvoid* lengthCoords, float boundaryWidthProportion) {
1295    bool force = mCaches.unbindMeshBuffer();
1296    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1297            vertices, gAAVertexStride);
1298    mCaches.resetTexCoordsVertexPointer();
1299    mCaches.unbindIndicesBuffer();
1300
1301    int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1302    glEnableVertexAttribArray(widthSlot);
1303    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1304
1305    int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1306    glEnableVertexAttribArray(lengthSlot);
1307    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1308
1309    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1310    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1311
1312    // Setting the inverse value saves computations per-fragment in the shader
1313    int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1314    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
1315}
1316
1317void OpenGLRenderer::finishDrawTexture() {
1318}
1319
1320///////////////////////////////////////////////////////////////////////////////
1321// Drawing
1322///////////////////////////////////////////////////////////////////////////////
1323
1324bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height,
1325        Rect& dirty, int32_t flags, uint32_t level) {
1326    if (quickReject(0.0f, 0.0f, width, height)) {
1327        return false;
1328    }
1329
1330    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1331    // will be performed by the display list itself
1332    if (displayList && displayList->isRenderable()) {
1333        return displayList->replay(*this, dirty, flags, level);
1334    }
1335
1336    return false;
1337}
1338
1339void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1340    if (displayList) {
1341        displayList->output(*this, level);
1342    }
1343}
1344
1345void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1346    int alpha;
1347    SkXfermode::Mode mode;
1348    getAlphaAndMode(paint, &alpha, &mode);
1349
1350    float x = left;
1351    float y = top;
1352
1353    GLenum filter = GL_LINEAR;
1354    bool ignoreTransform = false;
1355    if (mSnapshot->transform->isPureTranslate()) {
1356        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1357        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1358        ignoreTransform = true;
1359        filter = GL_NEAREST;
1360    } else {
1361        filter = FILTER(paint);
1362    }
1363
1364    setupDraw();
1365    setupDrawWithTexture(true);
1366    if (paint) {
1367        setupDrawAlpha8Color(paint->getColor(), alpha);
1368    }
1369    setupDrawColorFilter();
1370    setupDrawShader();
1371    setupDrawBlending(true, mode);
1372    setupDrawProgram();
1373    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1374
1375    setupDrawTexture(texture->id);
1376    texture->setWrap(GL_CLAMP_TO_EDGE);
1377    texture->setFilter(filter);
1378
1379    setupDrawPureColorUniforms();
1380    setupDrawColorFilterUniforms();
1381    setupDrawShaderUniforms();
1382    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1383
1384    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1385
1386    finishDrawTexture();
1387}
1388
1389void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1390    const float right = left + bitmap->width();
1391    const float bottom = top + bitmap->height();
1392
1393    if (quickReject(left, top, right, bottom)) {
1394        return;
1395    }
1396
1397    mCaches.activeTexture(0);
1398    Texture* texture = mCaches.textureCache.get(bitmap);
1399    if (!texture) return;
1400    const AutoTexture autoCleanup(texture);
1401
1402    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1403        drawAlphaBitmap(texture, left, top, paint);
1404    } else {
1405        drawTextureRect(left, top, right, bottom, texture, paint);
1406    }
1407}
1408
1409void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1410    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1411    const mat4 transform(*matrix);
1412    transform.mapRect(r);
1413
1414    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1415        return;
1416    }
1417
1418    mCaches.activeTexture(0);
1419    Texture* texture = mCaches.textureCache.get(bitmap);
1420    if (!texture) return;
1421    const AutoTexture autoCleanup(texture);
1422
1423    // This could be done in a cheaper way, all we need is pass the matrix
1424    // to the vertex shader. The save/restore is a bit overkill.
1425    save(SkCanvas::kMatrix_SaveFlag);
1426    concatMatrix(matrix);
1427    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1428    restore();
1429}
1430
1431void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1432        float* vertices, int* colors, SkPaint* paint) {
1433    // TODO: Do a quickReject
1434    if (!vertices || mSnapshot->isIgnored()) {
1435        return;
1436    }
1437
1438    mCaches.activeTexture(0);
1439    Texture* texture = mCaches.textureCache.get(bitmap);
1440    if (!texture) return;
1441    const AutoTexture autoCleanup(texture);
1442
1443    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1444    texture->setFilter(FILTER(paint), true);
1445
1446    int alpha;
1447    SkXfermode::Mode mode;
1448    getAlphaAndMode(paint, &alpha, &mode);
1449
1450    const uint32_t count = meshWidth * meshHeight * 6;
1451
1452    float left = FLT_MAX;
1453    float top = FLT_MAX;
1454    float right = FLT_MIN;
1455    float bottom = FLT_MIN;
1456
1457#if RENDER_LAYERS_AS_REGIONS
1458    const bool hasActiveLayer = hasLayer();
1459#else
1460    const bool hasActiveLayer = false;
1461#endif
1462
1463    // TODO: Support the colors array
1464    TextureVertex mesh[count];
1465    TextureVertex* vertex = mesh;
1466    for (int32_t y = 0; y < meshHeight; y++) {
1467        for (int32_t x = 0; x < meshWidth; x++) {
1468            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1469
1470            float u1 = float(x) / meshWidth;
1471            float u2 = float(x + 1) / meshWidth;
1472            float v1 = float(y) / meshHeight;
1473            float v2 = float(y + 1) / meshHeight;
1474
1475            int ax = i + (meshWidth + 1) * 2;
1476            int ay = ax + 1;
1477            int bx = i;
1478            int by = bx + 1;
1479            int cx = i + 2;
1480            int cy = cx + 1;
1481            int dx = i + (meshWidth + 1) * 2 + 2;
1482            int dy = dx + 1;
1483
1484            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1485            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1486            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1487
1488            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1489            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1490            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1491
1492#if RENDER_LAYERS_AS_REGIONS
1493            if (hasActiveLayer) {
1494                // TODO: This could be optimized to avoid unnecessary ops
1495                left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1496                top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1497                right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1498                bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1499            }
1500#endif
1501        }
1502    }
1503
1504#if RENDER_LAYERS_AS_REGIONS
1505    if (hasActiveLayer) {
1506        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1507    }
1508#endif
1509
1510    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1511            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1512            GL_TRIANGLES, count, false, false, 0, false, false);
1513}
1514
1515void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1516         float srcLeft, float srcTop, float srcRight, float srcBottom,
1517         float dstLeft, float dstTop, float dstRight, float dstBottom,
1518         SkPaint* paint) {
1519    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1520        return;
1521    }
1522
1523    mCaches.activeTexture(0);
1524    Texture* texture = mCaches.textureCache.get(bitmap);
1525    if (!texture) return;
1526    const AutoTexture autoCleanup(texture);
1527
1528    const float width = texture->width;
1529    const float height = texture->height;
1530
1531    const float u1 = fmax(0.0f, srcLeft / width);
1532    const float v1 = fmax(0.0f, srcTop / height);
1533    const float u2 = fmin(1.0f, srcRight / width);
1534    const float v2 = fmin(1.0f, srcBottom / height);
1535
1536    mCaches.unbindMeshBuffer();
1537    resetDrawTextureTexCoords(u1, v1, u2, v2);
1538
1539    int alpha;
1540    SkXfermode::Mode mode;
1541    getAlphaAndMode(paint, &alpha, &mode);
1542
1543    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1544
1545    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
1546        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1547        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1548
1549        GLenum filter = GL_NEAREST;
1550        // Enable linear filtering if the source rectangle is scaled
1551        if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
1552            filter = FILTER(paint);
1553        }
1554
1555        texture->setFilter(filter, true);
1556        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1557                texture->id, alpha / 255.0f, mode, texture->blend,
1558                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1559                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1560    } else {
1561        texture->setFilter(FILTER(paint), true);
1562        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1563                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1564                GL_TRIANGLE_STRIP, gMeshCount);
1565    }
1566
1567    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1568}
1569
1570void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1571        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1572        float left, float top, float right, float bottom, SkPaint* paint) {
1573    if (quickReject(left, top, right, bottom)) {
1574        return;
1575    }
1576
1577    mCaches.activeTexture(0);
1578    Texture* texture = mCaches.textureCache.get(bitmap);
1579    if (!texture) return;
1580    const AutoTexture autoCleanup(texture);
1581    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1582    texture->setFilter(GL_LINEAR, true);
1583
1584    int alpha;
1585    SkXfermode::Mode mode;
1586    getAlphaAndMode(paint, &alpha, &mode);
1587
1588    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1589            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1590
1591    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
1592        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1593#if RENDER_LAYERS_AS_REGIONS
1594        // Mark the current layer dirty where we are going to draw the patch
1595        if (hasLayer() && mesh->hasEmptyQuads) {
1596            const float offsetX = left + mSnapshot->transform->getTranslateX();
1597            const float offsetY = top + mSnapshot->transform->getTranslateY();
1598            const size_t count = mesh->quads.size();
1599            for (size_t i = 0; i < count; i++) {
1600                const Rect& bounds = mesh->quads.itemAt(i);
1601                if (CC_LIKELY(pureTranslate)) {
1602                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1603                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1604                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1605                } else {
1606                    dirtyLayer(left + bounds.left, top + bounds.top,
1607                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1608                }
1609            }
1610        }
1611#endif
1612
1613        if (CC_LIKELY(pureTranslate)) {
1614            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1615            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1616
1617            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1618                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1619                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1620                    true, !mesh->hasEmptyQuads);
1621        } else {
1622            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1623                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1624                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1625                    true, !mesh->hasEmptyQuads);
1626        }
1627    }
1628}
1629
1630/**
1631 * This function uses a similar approach to that of AA lines in the drawLines() function.
1632 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
1633 * shader to compute the translucency of the color, determined by whether a given pixel is
1634 * within that boundary region and how far into the region it is.
1635 */
1636void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
1637        int color, SkXfermode::Mode mode) {
1638    float inverseScaleX = 1.0f;
1639    float inverseScaleY = 1.0f;
1640    // The quad that we use needs to account for scaling.
1641    if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1642        Matrix4 *mat = mSnapshot->transform;
1643        float m00 = mat->data[Matrix4::kScaleX];
1644        float m01 = mat->data[Matrix4::kSkewY];
1645        float m02 = mat->data[2];
1646        float m10 = mat->data[Matrix4::kSkewX];
1647        float m11 = mat->data[Matrix4::kScaleX];
1648        float m12 = mat->data[6];
1649        float scaleX = sqrt(m00 * m00 + m01 * m01);
1650        float scaleY = sqrt(m10 * m10 + m11 * m11);
1651        inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1652        inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1653    }
1654
1655    setupDraw();
1656    setupDrawNoTexture();
1657    setupDrawAALine();
1658    setupDrawColor(color);
1659    setupDrawColorFilter();
1660    setupDrawShader();
1661    setupDrawBlending(true, mode);
1662    setupDrawProgram();
1663    setupDrawModelViewIdentity(true);
1664    setupDrawColorUniforms();
1665    setupDrawColorFilterUniforms();
1666    setupDrawShaderIdentityUniforms();
1667
1668    AAVertex rects[4];
1669    AAVertex* aaVertices = &rects[0];
1670    void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1671    void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1672
1673    float boundarySizeX = .5 * inverseScaleX;
1674    float boundarySizeY = .5 * inverseScaleY;
1675
1676    // Adjust the rect by the AA boundary padding
1677    left -= boundarySizeX;
1678    right += boundarySizeX;
1679    top -= boundarySizeY;
1680    bottom += boundarySizeY;
1681
1682    float width = right - left;
1683    float height = bottom - top;
1684
1685    float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0;
1686    float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0;
1687    setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion);
1688    int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1689    int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength");
1690    glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
1691    glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion));
1692
1693    if (!quickReject(left, top, right, bottom)) {
1694        AAVertex::set(aaVertices++, left, bottom, 1, 1);
1695        AAVertex::set(aaVertices++, left, top, 1, 0);
1696        AAVertex::set(aaVertices++, right, bottom, 0, 1);
1697        AAVertex::set(aaVertices++, right, top, 0, 0);
1698        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1699        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1700    }
1701}
1702
1703/**
1704 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
1705 * rules for those lines produces some unexpected results, and may vary between hardware devices.
1706 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
1707 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
1708 * of the line. Hairlines are more involved because we need to account for transform scaling
1709 * to end up with a one-pixel-wide line in screen space..
1710 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
1711 * in combination with values that we calculate and pass down in this method. The basic approach
1712 * is that the quad we create contains both the core line area plus a bounding area in which
1713 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
1714 * proportion of the width and the length of a given segment is represented by the boundary
1715 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
1716 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
1717 * on the inside). This ends up giving the result we want, with pixels that are completely
1718 * 'inside' the line area being filled opaquely and the other pixels being filled according to
1719 * how far into the boundary region they are, which is determined by shader interpolation.
1720 */
1721void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1722    if (mSnapshot->isIgnored()) return;
1723
1724    const bool isAA = paint->isAntiAlias();
1725    // We use half the stroke width here because we're going to position the quad
1726    // corner vertices half of the width away from the line endpoints
1727    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
1728    // A stroke width of 0 has a special meaning in Skia:
1729    // it draws a line 1 px wide regardless of current transform
1730    bool isHairLine = paint->getStrokeWidth() == 0.0f;
1731    float inverseScaleX = 1.0f;
1732    float inverseScaleY = 1.0f;
1733    bool scaled = false;
1734    int alpha;
1735    SkXfermode::Mode mode;
1736    int generatedVerticesCount = 0;
1737    int verticesCount = count;
1738    if (count > 4) {
1739        // Polyline: account for extra vertices needed for continuous tri-strip
1740        verticesCount += (count - 4);
1741    }
1742
1743    if (isHairLine || isAA) {
1744        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
1745        // the line on the screen should always be one pixel wide regardless of scale. For
1746        // AA lines, we only want one pixel of translucent boundary around the quad.
1747        if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1748            Matrix4 *mat = mSnapshot->transform;
1749            float m00 = mat->data[Matrix4::kScaleX];
1750            float m01 = mat->data[Matrix4::kSkewY];
1751            float m02 = mat->data[2];
1752            float m10 = mat->data[Matrix4::kSkewX];
1753            float m11 = mat->data[Matrix4::kScaleX];
1754            float m12 = mat->data[6];
1755            float scaleX = sqrtf(m00 * m00 + m01 * m01);
1756            float scaleY = sqrtf(m10 * m10 + m11 * m11);
1757            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1758            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1759            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
1760                scaled = true;
1761            }
1762        }
1763    }
1764
1765    getAlphaAndMode(paint, &alpha, &mode);
1766    setupDraw();
1767    setupDrawNoTexture();
1768    if (isAA) {
1769        setupDrawAALine();
1770    }
1771    setupDrawColor(paint->getColor(), alpha);
1772    setupDrawColorFilter();
1773    setupDrawShader();
1774    setupDrawBlending(isAA, mode);
1775    setupDrawProgram();
1776    setupDrawModelViewIdentity(true);
1777    setupDrawColorUniforms();
1778    setupDrawColorFilterUniforms();
1779    setupDrawShaderIdentityUniforms();
1780
1781    if (isHairLine) {
1782        // Set a real stroke width to be used in quad construction
1783        halfStrokeWidth = isAA? 1 : .5;
1784    } else if (isAA && !scaled) {
1785        // Expand boundary to enable AA calculations on the quad border
1786        halfStrokeWidth += .5f;
1787    }
1788    Vertex lines[verticesCount];
1789    Vertex* vertices = &lines[0];
1790    AAVertex wLines[verticesCount];
1791    AAVertex* aaVertices = &wLines[0];
1792    if (CC_UNLIKELY(!isAA)) {
1793        setupDrawVertices(vertices);
1794    } else {
1795        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1796        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1797        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
1798        // AA stroke width (the base stroke width expanded by a half pixel on either side).
1799        // This value is used in the fragment shader to determine how to fill fragments.
1800        // We will need to calculate the actual width proportion on each segment for
1801        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
1802        float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
1803        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion);
1804    }
1805
1806    AAVertex* prevAAVertex = NULL;
1807    Vertex* prevVertex = NULL;
1808
1809    int boundaryLengthSlot = -1;
1810    int inverseBoundaryLengthSlot = -1;
1811    int boundaryWidthSlot = -1;
1812    int inverseBoundaryWidthSlot = -1;
1813    for (int i = 0; i < count; i += 4) {
1814        // a = start point, b = end point
1815        vec2 a(points[i], points[i + 1]);
1816        vec2 b(points[i + 2], points[i + 3]);
1817        float length = 0;
1818        float boundaryLengthProportion = 0;
1819        float boundaryWidthProportion = 0;
1820
1821        // Find the normal to the line
1822        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
1823        if (isHairLine) {
1824            if (isAA) {
1825                float wideningFactor;
1826                if (fabs(n.x) >= fabs(n.y)) {
1827                    wideningFactor = fabs(1.0f / n.x);
1828                } else {
1829                    wideningFactor = fabs(1.0f / n.y);
1830                }
1831                n *= wideningFactor;
1832            }
1833            if (scaled) {
1834                n.x *= inverseScaleX;
1835                n.y *= inverseScaleY;
1836            }
1837        } else if (scaled) {
1838            // Extend n by .5 pixel on each side, post-transform
1839            vec2 extendedN = n.copyNormalized();
1840            extendedN /= 2;
1841            extendedN.x *= inverseScaleX;
1842            extendedN.y *= inverseScaleY;
1843            float extendedNLength = extendedN.length();
1844            // We need to set this value on the shader prior to drawing
1845            boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength);
1846            n += extendedN;
1847        }
1848        float x = n.x;
1849        n.x = -n.y;
1850        n.y = x;
1851
1852        // aa lines expand the endpoint vertices to encompass the AA boundary
1853        if (isAA) {
1854            vec2 abVector = (b - a);
1855            length = abVector.length();
1856            abVector.normalize();
1857            if (scaled) {
1858                abVector.x *= inverseScaleX;
1859                abVector.y *= inverseScaleY;
1860                float abLength = abVector.length();
1861                boundaryLengthProportion = abLength / (length + abLength);
1862            } else {
1863                boundaryLengthProportion = .5 / (length + 1);
1864            }
1865            abVector /= 2;
1866            a -= abVector;
1867            b += abVector;
1868        }
1869
1870        // Four corners of the rectangle defining a thick line
1871        vec2 p1 = a - n;
1872        vec2 p2 = a + n;
1873        vec2 p3 = b + n;
1874        vec2 p4 = b - n;
1875
1876
1877        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
1878        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
1879        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
1880        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
1881
1882        if (!quickReject(left, top, right, bottom)) {
1883            if (!isAA) {
1884                if (prevVertex != NULL) {
1885                    // Issue two repeat vertices to create degenerate triangles to bridge
1886                    // between the previous line and the new one. This is necessary because
1887                    // we are creating a single triangle_strip which will contain
1888                    // potentially discontinuous line segments.
1889                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
1890                    Vertex::set(vertices++, p1.x, p1.y);
1891                    generatedVerticesCount += 2;
1892                }
1893                Vertex::set(vertices++, p1.x, p1.y);
1894                Vertex::set(vertices++, p2.x, p2.y);
1895                Vertex::set(vertices++, p4.x, p4.y);
1896                Vertex::set(vertices++, p3.x, p3.y);
1897                prevVertex = vertices - 1;
1898                generatedVerticesCount += 4;
1899            } else {
1900                if (!isHairLine && scaled) {
1901                    // Must set width proportions per-segment for scaled non-hairlines to use the
1902                    // correct AA boundary dimensions
1903                    if (boundaryWidthSlot < 0) {
1904                        boundaryWidthSlot =
1905                                mCaches.currentProgram->getUniform("boundaryWidth");
1906                        inverseBoundaryWidthSlot =
1907                                mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1908                    }
1909                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1910                    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
1911                }
1912                if (boundaryLengthSlot < 0) {
1913                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1914                    inverseBoundaryLengthSlot =
1915                            mCaches.currentProgram->getUniform("inverseBoundaryLength");
1916                }
1917                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
1918                glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion));
1919
1920                if (prevAAVertex != NULL) {
1921                    // Issue two repeat vertices to create degenerate triangles to bridge
1922                    // between the previous line and the new one. This is necessary because
1923                    // we are creating a single triangle_strip which will contain
1924                    // potentially discontinuous line segments.
1925                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
1926                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
1927                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
1928                    generatedVerticesCount += 2;
1929                }
1930                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
1931                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
1932                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
1933                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
1934                prevAAVertex = aaVertices - 1;
1935                generatedVerticesCount += 4;
1936            }
1937            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
1938                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
1939                    *mSnapshot->transform);
1940        }
1941    }
1942    if (generatedVerticesCount > 0) {
1943       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
1944    }
1945}
1946
1947void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
1948    if (mSnapshot->isIgnored()) return;
1949
1950    // TODO: The paint's cap style defines whether the points are square or circular
1951    // TODO: Handle AA for round points
1952
1953    // A stroke width of 0 has a special meaning in Skia:
1954    // it draws an unscaled 1px point
1955    float strokeWidth = paint->getStrokeWidth();
1956    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
1957    if (isHairLine) {
1958        // Now that we know it's hairline, we can set the effective width, to be used later
1959        strokeWidth = 1.0f;
1960    }
1961    const float halfWidth = strokeWidth / 2;
1962    int alpha;
1963    SkXfermode::Mode mode;
1964    getAlphaAndMode(paint, &alpha, &mode);
1965
1966    int verticesCount = count >> 1;
1967    int generatedVerticesCount = 0;
1968
1969    TextureVertex pointsData[verticesCount];
1970    TextureVertex* vertex = &pointsData[0];
1971
1972    setupDraw();
1973    setupDrawNoTexture();
1974    setupDrawPoint(strokeWidth);
1975    setupDrawColor(paint->getColor(), alpha);
1976    setupDrawColorFilter();
1977    setupDrawShader();
1978    setupDrawBlending(mode);
1979    setupDrawProgram();
1980    setupDrawModelViewIdentity(true);
1981    setupDrawColorUniforms();
1982    setupDrawColorFilterUniforms();
1983    setupDrawPointUniforms();
1984    setupDrawShaderIdentityUniforms();
1985    setupDrawMesh(vertex);
1986
1987    for (int i = 0; i < count; i += 2) {
1988        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
1989        generatedVerticesCount++;
1990        float left = points[i] - halfWidth;
1991        float right = points[i] + halfWidth;
1992        float top = points[i + 1] - halfWidth;
1993        float bottom = points [i + 1] + halfWidth;
1994        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1995    }
1996
1997    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
1998}
1999
2000void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2001    // No need to check against the clip, we fill the clip region
2002    if (mSnapshot->isIgnored()) return;
2003
2004    Rect& clip(*mSnapshot->clipRect);
2005    clip.snapToPixelBoundaries();
2006
2007    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2008}
2009
2010void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) {
2011    if (!texture) return;
2012    const AutoTexture autoCleanup(texture);
2013
2014    const float x = left + texture->left - texture->offset;
2015    const float y = top + texture->top - texture->offset;
2016
2017    drawPathTexture(texture, x, y, paint);
2018}
2019
2020void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2021        float rx, float ry, SkPaint* paint) {
2022    if (mSnapshot->isIgnored()) return;
2023
2024    mCaches.activeTexture(0);
2025    const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2026            right - left, bottom - top, rx, ry, paint);
2027    drawShape(left, top, texture, paint);
2028}
2029
2030void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
2031    if (mSnapshot->isIgnored()) return;
2032
2033    mCaches.activeTexture(0);
2034    const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
2035    drawShape(x - radius, y - radius, texture, paint);
2036}
2037
2038void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) {
2039    if (mSnapshot->isIgnored()) return;
2040
2041    mCaches.activeTexture(0);
2042    const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
2043    drawShape(left, top, texture, paint);
2044}
2045
2046void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2047        float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
2048    if (mSnapshot->isIgnored()) return;
2049
2050    if (fabs(sweepAngle) >= 360.0f) {
2051        drawOval(left, top, right, bottom, paint);
2052        return;
2053    }
2054
2055    mCaches.activeTexture(0);
2056    const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2057            startAngle, sweepAngle, useCenter, paint);
2058    drawShape(left, top, texture, paint);
2059}
2060
2061void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
2062        SkPaint* paint) {
2063    if (mSnapshot->isIgnored()) return;
2064
2065    mCaches.activeTexture(0);
2066    const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
2067    drawShape(left, top, texture, paint);
2068}
2069
2070void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2071    if (p->getStyle() != SkPaint::kFill_Style) {
2072        drawRectAsShape(left, top, right, bottom, p);
2073        return;
2074    }
2075
2076    if (quickReject(left, top, right, bottom)) {
2077        return;
2078    }
2079
2080    SkXfermode::Mode mode;
2081    if (!mCaches.extensions.hasFramebufferFetch()) {
2082        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
2083        if (!isMode) {
2084            // Assume SRC_OVER
2085            mode = SkXfermode::kSrcOver_Mode;
2086        }
2087    } else {
2088        mode = getXfermode(p->getXfermode());
2089    }
2090
2091    int color = p->getColor();
2092    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2093        drawAARect(left, top, right, bottom, color, mode);
2094    } else {
2095        drawColorRect(left, top, right, bottom, color, mode);
2096    }
2097}
2098
2099void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2100        const float* positions, SkPaint* paint) {
2101    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2102            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2103        return;
2104    }
2105
2106    // NOTE: Skia does not support perspective transform on drawPosText yet
2107    if (!mSnapshot->transform->isSimple()) {
2108        return;
2109    }
2110
2111    float x = 0.0f;
2112    float y = 0.0f;
2113    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2114    if (pureTranslate) {
2115        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2116        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2117    }
2118
2119    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2120    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2121            paint->getTextSize());
2122
2123    int alpha;
2124    SkXfermode::Mode mode;
2125    getAlphaAndMode(paint, &alpha, &mode);
2126
2127    // Pick the appropriate texture filtering
2128    bool linearFilter = mSnapshot->transform->changesBounds();
2129    if (pureTranslate && !linearFilter) {
2130        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2131    }
2132
2133    mCaches.activeTexture(0);
2134    setupDraw();
2135    setupDrawDirtyRegionsDisabled();
2136    setupDrawWithTexture(true);
2137    setupDrawAlpha8Color(paint->getColor(), alpha);
2138    setupDrawColorFilter();
2139    setupDrawShader();
2140    setupDrawBlending(true, mode);
2141    setupDrawProgram();
2142    setupDrawModelView(x, y, x, y, pureTranslate, true);
2143    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2144    setupDrawPureColorUniforms();
2145    setupDrawColorFilterUniforms();
2146    setupDrawShaderUniforms(pureTranslate);
2147
2148    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2149    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2150
2151#if RENDER_LAYERS_AS_REGIONS
2152    const bool hasActiveLayer = hasLayer();
2153#else
2154    const bool hasActiveLayer = false;
2155#endif
2156
2157    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2158            positions, hasActiveLayer ? &bounds : NULL)) {
2159#if RENDER_LAYERS_AS_REGIONS
2160        if (hasActiveLayer) {
2161            if (!pureTranslate) {
2162                mSnapshot->transform->mapRect(bounds);
2163            }
2164            dirtyLayerUnchecked(bounds, getRegion());
2165        }
2166#endif
2167    }
2168}
2169
2170void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2171        float x, float y, SkPaint* paint, float length) {
2172    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2173            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2174        return;
2175    }
2176
2177    switch (paint->getTextAlign()) {
2178        case SkPaint::kCenter_Align:
2179            if (length < 0.0f) length = paint->measureText(text, bytesCount);
2180            x -= length / 2.0f;
2181            break;
2182        case SkPaint::kRight_Align:
2183            if (length < 0.0f) length = paint->measureText(text, bytesCount);
2184            x -= length;
2185            break;
2186        default:
2187            break;
2188    }
2189
2190    SkPaint::FontMetrics metrics;
2191    paint->getFontMetrics(&metrics, 0.0f);
2192    // If no length was specified, just perform the hit test on the Y axis
2193    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2194        return;
2195    }
2196
2197    const float oldX = x;
2198    const float oldY = y;
2199    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2200    if (CC_LIKELY(pureTranslate)) {
2201        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2202        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2203    }
2204
2205#if DEBUG_GLYPHS
2206    ALOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface()));
2207#endif
2208
2209    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2210    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2211            paint->getTextSize());
2212
2213    int alpha;
2214    SkXfermode::Mode mode;
2215    getAlphaAndMode(paint, &alpha, &mode);
2216
2217    if (CC_UNLIKELY(mHasShadow)) {
2218        mCaches.activeTexture(0);
2219
2220        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2221        const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2222                paint, text, bytesCount, count, mShadowRadius);
2223        const AutoTexture autoCleanup(shadow);
2224
2225        const float sx = oldX - shadow->left + mShadowDx;
2226        const float sy = oldY - shadow->top + mShadowDy;
2227
2228        const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
2229        int shadowColor = mShadowColor;
2230        if (mShader) {
2231            shadowColor = 0xffffffff;
2232        }
2233
2234        setupDraw();
2235        setupDrawWithTexture(true);
2236        setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2237        setupDrawColorFilter();
2238        setupDrawShader();
2239        setupDrawBlending(true, mode);
2240        setupDrawProgram();
2241        setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2242        setupDrawTexture(shadow->id);
2243        setupDrawPureColorUniforms();
2244        setupDrawColorFilterUniforms();
2245        setupDrawShaderUniforms();
2246        setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2247
2248        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2249    }
2250
2251    // Pick the appropriate texture filtering
2252    bool linearFilter = mSnapshot->transform->changesBounds();
2253    if (pureTranslate && !linearFilter) {
2254        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2255    }
2256
2257    mCaches.activeTexture(0);
2258    setupDraw();
2259    setupDrawDirtyRegionsDisabled();
2260    setupDrawWithTexture(true);
2261    setupDrawAlpha8Color(paint->getColor(), alpha);
2262    setupDrawColorFilter();
2263    setupDrawShader();
2264    setupDrawBlending(true, mode);
2265    setupDrawProgram();
2266    setupDrawModelView(x, y, x, y, pureTranslate, true);
2267    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2268    setupDrawPureColorUniforms();
2269    setupDrawColorFilterUniforms();
2270    setupDrawShaderUniforms(pureTranslate);
2271
2272    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2273    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2274
2275#if RENDER_LAYERS_AS_REGIONS
2276    const bool hasActiveLayer = hasLayer();
2277#else
2278    const bool hasActiveLayer = false;
2279#endif
2280
2281    if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
2282            hasActiveLayer ? &bounds : NULL)) {
2283#if RENDER_LAYERS_AS_REGIONS
2284        if (hasActiveLayer) {
2285            if (!pureTranslate) {
2286                mSnapshot->transform->mapRect(bounds);
2287            }
2288            dirtyLayerUnchecked(bounds, getRegion());
2289        }
2290#endif
2291    }
2292
2293    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2294}
2295
2296void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2297        float hOffset, float vOffset, SkPaint* paint) {
2298    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2299            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2300        return;
2301    }
2302
2303    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2304    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2305            paint->getTextSize());
2306
2307    int alpha;
2308    SkXfermode::Mode mode;
2309    getAlphaAndMode(paint, &alpha, &mode);
2310
2311    mCaches.activeTexture(0);
2312    setupDraw();
2313    setupDrawDirtyRegionsDisabled();
2314    setupDrawWithTexture(true);
2315    setupDrawAlpha8Color(paint->getColor(), alpha);
2316    setupDrawColorFilter();
2317    setupDrawShader();
2318    setupDrawBlending(true, mode);
2319    setupDrawProgram();
2320    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2321    setupDrawTexture(fontRenderer.getTexture(true));
2322    setupDrawPureColorUniforms();
2323    setupDrawColorFilterUniforms();
2324    setupDrawShaderUniforms(false);
2325
2326    const Rect* clip = &mSnapshot->getLocalClip();
2327    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2328
2329#if RENDER_LAYERS_AS_REGIONS
2330    const bool hasActiveLayer = hasLayer();
2331#else
2332    const bool hasActiveLayer = false;
2333#endif
2334
2335    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2336            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2337#if RENDER_LAYERS_AS_REGIONS
2338        if (hasActiveLayer) {
2339            mSnapshot->transform->mapRect(bounds);
2340            dirtyLayerUnchecked(bounds, getRegion());
2341        }
2342#endif
2343    }
2344}
2345
2346void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2347    if (mSnapshot->isIgnored()) return;
2348
2349    mCaches.activeTexture(0);
2350
2351    // TODO: Perform early clip test before we rasterize the path
2352    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2353    if (!texture) return;
2354    const AutoTexture autoCleanup(texture);
2355
2356    const float x = texture->left - texture->offset;
2357    const float y = texture->top - texture->offset;
2358
2359    drawPathTexture(texture, x, y, paint);
2360}
2361
2362void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2363    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
2364        return;
2365    }
2366
2367    mCaches.activeTexture(0);
2368
2369    int alpha;
2370    SkXfermode::Mode mode;
2371    getAlphaAndMode(paint, &alpha, &mode);
2372
2373    layer->setAlpha(alpha, mode);
2374
2375#if RENDER_LAYERS_AS_REGIONS
2376    if (CC_LIKELY(!layer->region.isEmpty())) {
2377        if (layer->region.isRect()) {
2378            composeLayerRect(layer, layer->regionRect);
2379        } else if (layer->mesh) {
2380            const float a = alpha / 255.0f;
2381            const Rect& rect = layer->layer;
2382
2383            setupDraw();
2384            setupDrawWithTexture();
2385            setupDrawColor(a, a, a, a);
2386            setupDrawColorFilter();
2387            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2388            setupDrawProgram();
2389            setupDrawPureColorUniforms();
2390            setupDrawColorFilterUniforms();
2391            setupDrawTexture(layer->getTexture());
2392            if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2393                x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2394                y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2395
2396                layer->setFilter(GL_NEAREST);
2397                setupDrawModelViewTranslate(x, y,
2398                        x + layer->layer.getWidth(), y + layer->layer.getHeight(), true);
2399            } else {
2400                layer->setFilter(GL_LINEAR);
2401                setupDrawModelViewTranslate(x, y,
2402                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2403            }
2404            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2405
2406            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2407                    GL_UNSIGNED_SHORT, layer->meshIndices);
2408
2409            finishDrawTexture();
2410
2411#if DEBUG_LAYERS_AS_REGIONS
2412            drawRegionRects(layer->region);
2413#endif
2414        }
2415    }
2416#else
2417    const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
2418    composeLayerRect(layer, r);
2419#endif
2420}
2421
2422///////////////////////////////////////////////////////////////////////////////
2423// Shaders
2424///////////////////////////////////////////////////////////////////////////////
2425
2426void OpenGLRenderer::resetShader() {
2427    mShader = NULL;
2428}
2429
2430void OpenGLRenderer::setupShader(SkiaShader* shader) {
2431    mShader = shader;
2432    if (mShader) {
2433        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2434    }
2435}
2436
2437///////////////////////////////////////////////////////////////////////////////
2438// Color filters
2439///////////////////////////////////////////////////////////////////////////////
2440
2441void OpenGLRenderer::resetColorFilter() {
2442    mColorFilter = NULL;
2443}
2444
2445void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2446    mColorFilter = filter;
2447}
2448
2449///////////////////////////////////////////////////////////////////////////////
2450// Drop shadow
2451///////////////////////////////////////////////////////////////////////////////
2452
2453void OpenGLRenderer::resetShadow() {
2454    mHasShadow = false;
2455}
2456
2457void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2458    mHasShadow = true;
2459    mShadowRadius = radius;
2460    mShadowDx = dx;
2461    mShadowDy = dy;
2462    mShadowColor = color;
2463}
2464
2465///////////////////////////////////////////////////////////////////////////////
2466// Draw filters
2467///////////////////////////////////////////////////////////////////////////////
2468
2469void OpenGLRenderer::resetPaintFilter() {
2470    mHasDrawFilter = false;
2471}
2472
2473void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2474    mHasDrawFilter = true;
2475    mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2476    mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2477}
2478
2479SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
2480    if (!mHasDrawFilter || !paint) return paint;
2481
2482    uint32_t flags = paint->getFlags();
2483
2484    mFilteredPaint = *paint;
2485    mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits);
2486
2487    return &mFilteredPaint;
2488}
2489
2490///////////////////////////////////////////////////////////////////////////////
2491// Drawing implementation
2492///////////////////////////////////////////////////////////////////////////////
2493
2494void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2495        float x, float y, SkPaint* paint) {
2496    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2497        return;
2498    }
2499
2500    int alpha;
2501    SkXfermode::Mode mode;
2502    getAlphaAndMode(paint, &alpha, &mode);
2503
2504    setupDraw();
2505    setupDrawWithTexture(true);
2506    setupDrawAlpha8Color(paint->getColor(), alpha);
2507    setupDrawColorFilter();
2508    setupDrawShader();
2509    setupDrawBlending(true, mode);
2510    setupDrawProgram();
2511    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2512    setupDrawTexture(texture->id);
2513    setupDrawPureColorUniforms();
2514    setupDrawColorFilterUniforms();
2515    setupDrawShaderUniforms();
2516    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2517
2518    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2519
2520    finishDrawTexture();
2521}
2522
2523// Same values used by Skia
2524#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2525#define kStdUnderline_Offset    (1.0f / 9.0f)
2526#define kStdUnderline_Thickness (1.0f / 18.0f)
2527
2528void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2529        float x, float y, SkPaint* paint) {
2530    // Handle underline and strike-through
2531    uint32_t flags = paint->getFlags();
2532    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2533        SkPaint paintCopy(*paint);
2534        float underlineWidth = length;
2535        // If length is > 0.0f, we already measured the text for the text alignment
2536        if (length <= 0.0f) {
2537            underlineWidth = paintCopy.measureText(text, bytesCount);
2538        }
2539
2540        float offsetX = 0;
2541        switch (paintCopy.getTextAlign()) {
2542            case SkPaint::kCenter_Align:
2543                offsetX = underlineWidth * 0.5f;
2544                break;
2545            case SkPaint::kRight_Align:
2546                offsetX = underlineWidth;
2547                break;
2548            default:
2549                break;
2550        }
2551
2552        if (CC_LIKELY(underlineWidth > 0.0f)) {
2553            const float textSize = paintCopy.getTextSize();
2554            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2555
2556            const float left = x - offsetX;
2557            float top = 0.0f;
2558
2559            int linesCount = 0;
2560            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2561            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2562
2563            const int pointsCount = 4 * linesCount;
2564            float points[pointsCount];
2565            int currentPoint = 0;
2566
2567            if (flags & SkPaint::kUnderlineText_Flag) {
2568                top = y + textSize * kStdUnderline_Offset;
2569                points[currentPoint++] = left;
2570                points[currentPoint++] = top;
2571                points[currentPoint++] = left + underlineWidth;
2572                points[currentPoint++] = top;
2573            }
2574
2575            if (flags & SkPaint::kStrikeThruText_Flag) {
2576                top = y + textSize * kStdStrikeThru_Offset;
2577                points[currentPoint++] = left;
2578                points[currentPoint++] = top;
2579                points[currentPoint++] = left + underlineWidth;
2580                points[currentPoint++] = top;
2581            }
2582
2583            paintCopy.setStrokeWidth(strokeWidth);
2584
2585            drawLines(&points[0], pointsCount, &paintCopy);
2586        }
2587    }
2588}
2589
2590void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2591        int color, SkXfermode::Mode mode, bool ignoreTransform) {
2592    // If a shader is set, preserve only the alpha
2593    if (mShader) {
2594        color |= 0x00ffffff;
2595    }
2596
2597    setupDraw();
2598    setupDrawNoTexture();
2599    setupDrawColor(color);
2600    setupDrawShader();
2601    setupDrawColorFilter();
2602    setupDrawBlending(mode);
2603    setupDrawProgram();
2604    setupDrawModelView(left, top, right, bottom, ignoreTransform);
2605    setupDrawColorUniforms();
2606    setupDrawShaderUniforms(ignoreTransform);
2607    setupDrawColorFilterUniforms();
2608    setupDrawSimpleMesh();
2609
2610    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2611}
2612
2613void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2614        Texture* texture, SkPaint* paint) {
2615    int alpha;
2616    SkXfermode::Mode mode;
2617    getAlphaAndMode(paint, &alpha, &mode);
2618
2619    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2620
2621    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2622        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2623        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2624
2625        texture->setFilter(GL_NEAREST, true);
2626        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2627                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
2628                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
2629    } else {
2630        texture->setFilter(FILTER(paint), true);
2631        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
2632                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2633                GL_TRIANGLE_STRIP, gMeshCount);
2634    }
2635}
2636
2637void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2638        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
2639    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
2640            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
2641}
2642
2643void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
2644        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
2645        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
2646        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
2647
2648    setupDraw();
2649    setupDrawWithTexture();
2650    setupDrawColor(alpha, alpha, alpha, alpha);
2651    setupDrawColorFilter();
2652    setupDrawBlending(blend, mode, swapSrcDst);
2653    setupDrawProgram();
2654    if (!dirty) {
2655        setupDrawDirtyRegionsDisabled();
2656    }
2657    if (!ignoreScale) {
2658        setupDrawModelView(left, top, right, bottom, ignoreTransform);
2659    } else {
2660        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
2661    }
2662    setupDrawPureColorUniforms();
2663    setupDrawColorFilterUniforms();
2664    setupDrawTexture(texture);
2665    setupDrawMesh(vertices, texCoords, vbo);
2666
2667    glDrawArrays(drawMode, 0, elementsCount);
2668
2669    finishDrawTexture();
2670}
2671
2672void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
2673        ProgramDescription& description, bool swapSrcDst) {
2674    blend = blend || mode != SkXfermode::kSrcOver_Mode;
2675    if (blend) {
2676        // These blend modes are not supported by OpenGL directly and have
2677        // to be implemented using shaders. Since the shader will perform
2678        // the blending, turn blending off here
2679        // If the blend mode cannot be implemented using shaders, fall
2680        // back to the default SrcOver blend mode instead
2681        if CC_UNLIKELY((mode > SkXfermode::kScreen_Mode)) {
2682            if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) {
2683                description.framebufferMode = mode;
2684                description.swapSrcDst = swapSrcDst;
2685
2686                if (mCaches.blend) {
2687                    glDisable(GL_BLEND);
2688                    mCaches.blend = false;
2689                }
2690
2691                return;
2692            } else {
2693                mode = SkXfermode::kSrcOver_Mode;
2694            }
2695        }
2696
2697        if (!mCaches.blend) {
2698            glEnable(GL_BLEND);
2699        }
2700
2701        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
2702        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
2703
2704        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
2705            glBlendFunc(sourceMode, destMode);
2706            mCaches.lastSrcMode = sourceMode;
2707            mCaches.lastDstMode = destMode;
2708        }
2709    } else if (mCaches.blend) {
2710        glDisable(GL_BLEND);
2711    }
2712    mCaches.blend = blend;
2713}
2714
2715bool OpenGLRenderer::useProgram(Program* program) {
2716    if (!program->isInUse()) {
2717        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
2718        program->use();
2719        mCaches.currentProgram = program;
2720        return false;
2721    }
2722    return true;
2723}
2724
2725void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
2726    TextureVertex* v = &mMeshVertices[0];
2727    TextureVertex::setUV(v++, u1, v1);
2728    TextureVertex::setUV(v++, u2, v1);
2729    TextureVertex::setUV(v++, u1, v2);
2730    TextureVertex::setUV(v++, u2, v2);
2731}
2732
2733void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
2734    if (paint) {
2735        *mode = getXfermode(paint->getXfermode());
2736
2737        // Skia draws using the color's alpha channel if < 255
2738        // Otherwise, it uses the paint's alpha
2739        int color = paint->getColor();
2740        *alpha = (color >> 24) & 0xFF;
2741        if (*alpha == 255) {
2742            *alpha = paint->getAlpha();
2743        }
2744    } else {
2745        *mode = SkXfermode::kSrcOver_Mode;
2746        *alpha = 255;
2747    }
2748}
2749
2750SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
2751    SkXfermode::Mode resultMode;
2752    if (!SkXfermode::AsMode(mode, &resultMode)) {
2753        resultMode = SkXfermode::kSrcOver_Mode;
2754    }
2755    return resultMode;
2756}
2757
2758}; // namespace uirenderer
2759}; // namespace android
2760