OpenGLRenderer.cpp revision 9c4b79af221b53f602f946faa9ff317a596a0c39
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkTypeface.h>
25
26#include <utils/Log.h>
27#include <utils/StopWatch.h>
28
29#include <private/hwui/DrawGlInfo.h>
30
31#include <ui/Rect.h>
32
33#include "OpenGLRenderer.h"
34#include "DisplayListRenderer.h"
35#include "Vector.h"
36
37namespace android {
38namespace uirenderer {
39
40///////////////////////////////////////////////////////////////////////////////
41// Defines
42///////////////////////////////////////////////////////////////////////////////
43
44#define RAD_TO_DEG (180.0f / 3.14159265f)
45#define MIN_ANGLE 0.001f
46
47// TODO: This should be set in properties
48#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH)
49
50#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
51
52///////////////////////////////////////////////////////////////////////////////
53// Globals
54///////////////////////////////////////////////////////////////////////////////
55
56/**
57 * Structure mapping Skia xfermodes to OpenGL blending factors.
58 */
59struct Blender {
60    SkXfermode::Mode mode;
61    GLenum src;
62    GLenum dst;
63}; // struct Blender
64
65// In this array, the index of each Blender equals the value of the first
66// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
67static const Blender gBlends[] = {
68    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
69    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
70    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
71    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
73    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
74    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
75    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
76    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
77    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
78    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
79    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
81    { SkXfermode::kMultiply_Mode, GL_ZERO,                GL_SRC_COLOR },
82    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
83};
84
85// This array contains the swapped version of each SkXfermode. For instance
86// this array's SrcOver blending mode is actually DstOver. You can refer to
87// createLayer() for more information on the purpose of this array.
88static const Blender gBlendsSwap[] = {
89    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
90    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
91    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
92    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
93    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
94    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
95    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
96    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
98    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
99    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
101    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
102    { SkXfermode::kMultiply_Mode, GL_DST_COLOR,           GL_ZERO },
103    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
104};
105
106static const GLenum gTextureUnits[] = {
107    GL_TEXTURE0,
108    GL_TEXTURE1,
109    GL_TEXTURE2
110};
111
112///////////////////////////////////////////////////////////////////////////////
113// Constructors/destructor
114///////////////////////////////////////////////////////////////////////////////
115
116OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
117    mShader = NULL;
118    mColorFilter = NULL;
119    mHasShadow = false;
120
121    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
122
123    mFirstSnapshot = new Snapshot;
124}
125
126OpenGLRenderer::~OpenGLRenderer() {
127    // The context has already been destroyed at this point, do not call
128    // GL APIs. All GL state should be kept in Caches.h
129}
130
131///////////////////////////////////////////////////////////////////////////////
132// Setup
133///////////////////////////////////////////////////////////////////////////////
134
135void OpenGLRenderer::setViewport(int width, int height) {
136    glDisable(GL_DITHER);
137    glViewport(0, 0, width, height);
138    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
139
140    mWidth = width;
141    mHeight = height;
142
143    mFirstSnapshot->height = height;
144    mFirstSnapshot->viewport.set(0, 0, width, height);
145
146    mDirtyClip = false;
147}
148
149void OpenGLRenderer::prepare(bool opaque) {
150    prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
151}
152
153void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
154    mCaches.clearGarbage();
155
156    mSnapshot = new Snapshot(mFirstSnapshot,
157            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
158    mSnapshot->fbo = getTargetFbo();
159
160    mSaveCount = 1;
161
162    glViewport(0, 0, mWidth, mHeight);
163
164    glEnable(GL_SCISSOR_TEST);
165    glScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
166    mSnapshot->setClip(left, top, right, bottom);
167
168    if (!opaque) {
169        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
170        glClear(GL_COLOR_BUFFER_BIT);
171    }
172}
173
174void OpenGLRenderer::finish() {
175#if DEBUG_OPENGL
176    GLenum status = GL_NO_ERROR;
177    while ((status = glGetError()) != GL_NO_ERROR) {
178        LOGD("GL error from OpenGLRenderer: 0x%x", status);
179        switch (status) {
180            case GL_OUT_OF_MEMORY:
181                LOGE("  OpenGLRenderer is out of memory!");
182                break;
183        }
184    }
185#endif
186#if DEBUG_MEMORY_USAGE
187    mCaches.dumpMemoryUsage();
188#else
189    if (mCaches.getDebugLevel() & kDebugMemory) {
190        mCaches.dumpMemoryUsage();
191    }
192#endif
193}
194
195void OpenGLRenderer::interrupt() {
196    if (mCaches.currentProgram) {
197        if (mCaches.currentProgram->isInUse()) {
198            mCaches.currentProgram->remove();
199            mCaches.currentProgram = NULL;
200        }
201    }
202    mCaches.unbindMeshBuffer();
203}
204
205void OpenGLRenderer::resume() {
206    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
207
208    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
209
210    glEnable(GL_SCISSOR_TEST);
211    dirtyClip();
212
213    glDisable(GL_DITHER);
214
215    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
216    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
217
218    mCaches.blend = true;
219    glEnable(GL_BLEND);
220    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
221    glBlendEquation(GL_FUNC_ADD);
222}
223
224bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) {
225    interrupt();
226    if (mDirtyClip) {
227        setScissorFromClip();
228    }
229
230    Rect clip(*mSnapshot->clipRect);
231    clip.snapToPixelBoundaries();
232
233#if RENDER_LAYERS_AS_REGIONS
234    // Since we don't know what the functor will draw, let's dirty
235    // tne entire clip region
236    if (hasLayer()) {
237        dirtyLayerUnchecked(clip, getRegion());
238    }
239#endif
240
241    DrawGlInfo info;
242    info.clipLeft = clip.left;
243    info.clipTop = clip.top;
244    info.clipRight = clip.right;
245    info.clipBottom = clip.bottom;
246    info.isLayer = hasLayer();
247    getSnapshot()->transform->copyTo(&info.transform[0]);
248
249    status_t result = (*functor)(0, &info);
250
251    if (result != 0) {
252        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
253        dirty.unionWith(localDirty);
254    }
255
256    resume();
257    return result != 0;
258}
259
260///////////////////////////////////////////////////////////////////////////////
261// State management
262///////////////////////////////////////////////////////////////////////////////
263
264int OpenGLRenderer::getSaveCount() const {
265    return mSaveCount;
266}
267
268int OpenGLRenderer::save(int flags) {
269    return saveSnapshot(flags);
270}
271
272void OpenGLRenderer::restore() {
273    if (mSaveCount > 1) {
274        restoreSnapshot();
275    }
276}
277
278void OpenGLRenderer::restoreToCount(int saveCount) {
279    if (saveCount < 1) saveCount = 1;
280
281    while (mSaveCount > saveCount) {
282        restoreSnapshot();
283    }
284}
285
286int OpenGLRenderer::saveSnapshot(int flags) {
287    mSnapshot = new Snapshot(mSnapshot, flags);
288    return mSaveCount++;
289}
290
291bool OpenGLRenderer::restoreSnapshot() {
292    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
293    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
294    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
295
296    sp<Snapshot> current = mSnapshot;
297    sp<Snapshot> previous = mSnapshot->previous;
298
299    if (restoreOrtho) {
300        Rect& r = previous->viewport;
301        glViewport(r.left, r.top, r.right, r.bottom);
302        mOrthoMatrix.load(current->orthoMatrix);
303    }
304
305    mSaveCount--;
306    mSnapshot = previous;
307
308    if (restoreClip) {
309        dirtyClip();
310    }
311
312    if (restoreLayer) {
313        composeLayer(current, previous);
314    }
315
316    return restoreClip;
317}
318
319///////////////////////////////////////////////////////////////////////////////
320// Layers
321///////////////////////////////////////////////////////////////////////////////
322
323int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
324        SkPaint* p, int flags) {
325    const GLuint previousFbo = mSnapshot->fbo;
326    const int count = saveSnapshot(flags);
327
328    if (!mSnapshot->isIgnored()) {
329        int alpha = 255;
330        SkXfermode::Mode mode;
331
332        if (p) {
333            alpha = p->getAlpha();
334            if (!mCaches.extensions.hasFramebufferFetch()) {
335                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
336                if (!isMode) {
337                    // Assume SRC_OVER
338                    mode = SkXfermode::kSrcOver_Mode;
339                }
340            } else {
341                mode = getXfermode(p->getXfermode());
342            }
343        } else {
344            mode = SkXfermode::kSrcOver_Mode;
345        }
346
347        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
348    }
349
350    return count;
351}
352
353int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
354        int alpha, int flags) {
355    if (alpha >= 255 - ALPHA_THRESHOLD) {
356        return saveLayer(left, top, right, bottom, NULL, flags);
357    } else {
358        SkPaint paint;
359        paint.setAlpha(alpha);
360        return saveLayer(left, top, right, bottom, &paint, flags);
361    }
362}
363
364/**
365 * Layers are viewed by Skia are slightly different than layers in image editing
366 * programs (for instance.) When a layer is created, previously created layers
367 * and the frame buffer still receive every drawing command. For instance, if a
368 * layer is created and a shape intersecting the bounds of the layers and the
369 * framebuffer is draw, the shape will be drawn on both (unless the layer was
370 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
371 *
372 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
373 * texture. Unfortunately, this is inefficient as it requires every primitive to
374 * be drawn n + 1 times, where n is the number of active layers. In practice this
375 * means, for every primitive:
376 *   - Switch active frame buffer
377 *   - Change viewport, clip and projection matrix
378 *   - Issue the drawing
379 *
380 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
381 * To avoid this, layers are implemented in a different way here, at least in the
382 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
383 * is set. When this flag is set we can redirect all drawing operations into a
384 * single FBO.
385 *
386 * This implementation relies on the frame buffer being at least RGBA 8888. When
387 * a layer is created, only a texture is created, not an FBO. The content of the
388 * frame buffer contained within the layer's bounds is copied into this texture
389 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
390 * buffer and drawing continues as normal. This technique therefore treats the
391 * frame buffer as a scratch buffer for the layers.
392 *
393 * To compose the layers back onto the frame buffer, each layer texture
394 * (containing the original frame buffer data) is drawn as a simple quad over
395 * the frame buffer. The trick is that the quad is set as the composition
396 * destination in the blending equation, and the frame buffer becomes the source
397 * of the composition.
398 *
399 * Drawing layers with an alpha value requires an extra step before composition.
400 * An empty quad is drawn over the layer's region in the frame buffer. This quad
401 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
402 * quad is used to multiply the colors in the frame buffer. This is achieved by
403 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
404 * GL_ZERO, GL_SRC_ALPHA.
405 *
406 * Because glCopyTexImage2D() can be slow, an alternative implementation might
407 * be use to draw a single clipped layer. The implementation described above
408 * is correct in every case.
409 *
410 * (1) The frame buffer is actually not cleared right away. To allow the GPU
411 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
412 *     buffer is left untouched until the first drawing operation. Only when
413 *     something actually gets drawn are the layers regions cleared.
414 */
415bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
416        float right, float bottom, int alpha, SkXfermode::Mode mode,
417        int flags, GLuint previousFbo) {
418    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
419    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
420
421    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
422
423    // Window coordinates of the layer
424    Rect bounds(left, top, right, bottom);
425    if (!fboLayer) {
426        mSnapshot->transform->mapRect(bounds);
427
428        // Layers only make sense if they are in the framebuffer's bounds
429        if (bounds.intersect(*snapshot->clipRect)) {
430            // We cannot work with sub-pixels in this case
431            bounds.snapToPixelBoundaries();
432
433            // When the layer is not an FBO, we may use glCopyTexImage so we
434            // need to make sure the layer does not extend outside the bounds
435            // of the framebuffer
436            if (!bounds.intersect(snapshot->previous->viewport)) {
437                bounds.setEmpty();
438            }
439        } else {
440            bounds.setEmpty();
441        }
442    }
443
444    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
445            bounds.getHeight() > mCaches.maxTextureSize) {
446        snapshot->empty = fboLayer;
447    } else {
448        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
449    }
450
451    // Bail out if we won't draw in this snapshot
452    if (snapshot->invisible || snapshot->empty) {
453        return false;
454    }
455
456    glActiveTexture(gTextureUnits[0]);
457    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
458    if (!layer) {
459        return false;
460    }
461
462    layer->setAlpha(alpha, mode);
463    layer->layer.set(bounds);
464    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
465            bounds.getWidth() / float(layer->getWidth()), 0.0f);
466    layer->setColorFilter(mColorFilter);
467
468    // Save the layer in the snapshot
469    snapshot->flags |= Snapshot::kFlagIsLayer;
470    snapshot->layer = layer;
471
472    if (fboLayer) {
473        return createFboLayer(layer, bounds, snapshot, previousFbo);
474    } else {
475        // Copy the framebuffer into the layer
476        layer->bindTexture();
477        if (!bounds.isEmpty()) {
478            if (layer->isEmpty()) {
479                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
480                        bounds.left, snapshot->height - bounds.bottom,
481                        layer->getWidth(), layer->getHeight(), 0);
482                layer->setEmpty(false);
483            } else {
484                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
485                        snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
486            }
487
488            // Enqueue the buffer coordinates to clear the corresponding region later
489            mLayers.push(new Rect(bounds));
490        }
491    }
492
493    return true;
494}
495
496bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
497        GLuint previousFbo) {
498    layer->setFbo(mCaches.fboCache.get());
499
500#if RENDER_LAYERS_AS_REGIONS
501    snapshot->region = &snapshot->layer->region;
502    snapshot->flags |= Snapshot::kFlagFboTarget;
503#endif
504
505    Rect clip(bounds);
506    snapshot->transform->mapRect(clip);
507    clip.intersect(*snapshot->clipRect);
508    clip.snapToPixelBoundaries();
509    clip.intersect(snapshot->previous->viewport);
510
511    mat4 inverse;
512    inverse.loadInverse(*mSnapshot->transform);
513
514    inverse.mapRect(clip);
515    clip.snapToPixelBoundaries();
516    clip.intersect(bounds);
517    clip.translate(-bounds.left, -bounds.top);
518
519    snapshot->flags |= Snapshot::kFlagIsFboLayer;
520    snapshot->fbo = layer->getFbo();
521    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
522    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
523    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
524    snapshot->height = bounds.getHeight();
525    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
526    snapshot->orthoMatrix.load(mOrthoMatrix);
527
528    // Bind texture to FBO
529    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
530    layer->bindTexture();
531
532    // Initialize the texture if needed
533    if (layer->isEmpty()) {
534        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
535        layer->setEmpty(false);
536    }
537
538    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
539            layer->getTexture(), 0);
540
541#if DEBUG_LAYERS_AS_REGIONS
542    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
543    if (status != GL_FRAMEBUFFER_COMPLETE) {
544        LOGE("Framebuffer incomplete (GL error code 0x%x)", status);
545
546        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
547        layer->deleteTexture();
548        mCaches.fboCache.put(layer->getFbo());
549
550        delete layer;
551
552        return false;
553    }
554#endif
555
556    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
557    glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
558            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
559    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
560    glClear(GL_COLOR_BUFFER_BIT);
561
562    dirtyClip();
563
564    // Change the ortho projection
565    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
566    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
567
568    return true;
569}
570
571/**
572 * Read the documentation of createLayer() before doing anything in this method.
573 */
574void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
575    if (!current->layer) {
576        LOGE("Attempting to compose a layer that does not exist");
577        return;
578    }
579
580    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
581
582    if (fboLayer) {
583        // Unbind current FBO and restore previous one
584        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
585    }
586
587    Layer* layer = current->layer;
588    const Rect& rect = layer->layer;
589
590    if (!fboLayer && layer->getAlpha() < 255) {
591        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
592                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
593        // Required below, composeLayerRect() will divide by 255
594        layer->setAlpha(255);
595    }
596
597    mCaches.unbindMeshBuffer();
598
599    glActiveTexture(gTextureUnits[0]);
600
601    // When the layer is stored in an FBO, we can save a bit of fillrate by
602    // drawing only the dirty region
603    if (fboLayer) {
604        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
605        if (layer->getColorFilter()) {
606            setupColorFilter(layer->getColorFilter());
607        }
608        composeLayerRegion(layer, rect);
609        if (layer->getColorFilter()) {
610            resetColorFilter();
611        }
612    } else if (!rect.isEmpty()) {
613        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
614        composeLayerRect(layer, rect, true);
615    }
616
617    if (fboLayer) {
618        // Note: No need to use glDiscardFramebufferEXT() since we never
619        //       create/compose layers that are not on screen with this
620        //       code path
621        // See LayerRenderer::destroyLayer(Layer*)
622
623        // Detach the texture from the FBO
624        glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
625        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
626        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
627
628        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
629        mCaches.fboCache.put(current->fbo);
630    }
631
632    dirtyClip();
633
634    // Failing to add the layer to the cache should happen only if the layer is too large
635    if (!mCaches.layerCache.put(layer)) {
636        LAYER_LOGD("Deleting layer");
637        layer->deleteTexture();
638        delete layer;
639    }
640}
641
642void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
643    float alpha = layer->getAlpha() / 255.0f;
644
645    mat4& transform = layer->getTransform();
646    if (!transform.isIdentity()) {
647        save(0);
648        mSnapshot->transform->multiply(transform);
649    }
650
651    setupDraw();
652    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
653        setupDrawWithTexture();
654    } else {
655        setupDrawWithExternalTexture();
656    }
657    setupDrawTextureTransform();
658    setupDrawColor(alpha, alpha, alpha, alpha);
659    setupDrawColorFilter();
660    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
661    setupDrawProgram();
662    setupDrawPureColorUniforms();
663    setupDrawColorFilterUniforms();
664    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
665        setupDrawTexture(layer->getTexture());
666    } else {
667        setupDrawExternalTexture(layer->getTexture());
668    }
669    if (mSnapshot->transform->isPureTranslate() &&
670            layer->getWidth() == (uint32_t) rect.getWidth() &&
671            layer->getHeight() == (uint32_t) rect.getHeight()) {
672        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
673        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
674
675        layer->setFilter(GL_NEAREST);
676        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
677    } else {
678        layer->setFilter(GL_LINEAR);
679        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
680    }
681    setupDrawTextureTransformUniforms(layer->getTexTransform());
682    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
683
684    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
685
686    finishDrawTexture();
687
688    if (!transform.isIdentity()) {
689        restore();
690    }
691}
692
693void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
694    if (!layer->isTextureLayer()) {
695        const Rect& texCoords = layer->texCoords;
696        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
697                texCoords.right, texCoords.bottom);
698
699        float x = rect.left;
700        float y = rect.top;
701        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
702                layer->getWidth() == (uint32_t) rect.getWidth() &&
703                layer->getHeight() == (uint32_t) rect.getHeight();
704
705        if (simpleTransform) {
706            // When we're swapping, the layer is already in screen coordinates
707            if (!swap) {
708                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
709                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
710            }
711
712            layer->setFilter(GL_NEAREST, true);
713        } else {
714            layer->setFilter(GL_LINEAR, true);
715        }
716
717        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
718                layer->getTexture(), layer->getAlpha() / 255.0f,
719                layer->getMode(), layer->isBlend(),
720                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
721                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
722
723        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
724    } else {
725        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
726        drawTextureLayer(layer, rect);
727        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
728    }
729}
730
731void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
732#if RENDER_LAYERS_AS_REGIONS
733    if (layer->region.isRect()) {
734        layer->setRegionAsRect();
735
736        composeLayerRect(layer, layer->regionRect);
737
738        layer->region.clear();
739        return;
740    }
741
742    // TODO: See LayerRenderer.cpp::generateMesh() for important
743    //       information about this implementation
744    if (!layer->region.isEmpty()) {
745        size_t count;
746        const android::Rect* rects = layer->region.getArray(&count);
747
748        const float alpha = layer->getAlpha() / 255.0f;
749        const float texX = 1.0f / float(layer->getWidth());
750        const float texY = 1.0f / float(layer->getHeight());
751        const float height = rect.getHeight();
752
753        TextureVertex* mesh = mCaches.getRegionMesh();
754        GLsizei numQuads = 0;
755
756        setupDraw();
757        setupDrawWithTexture();
758        setupDrawColor(alpha, alpha, alpha, alpha);
759        setupDrawColorFilter();
760        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
761        setupDrawProgram();
762        setupDrawDirtyRegionsDisabled();
763        setupDrawPureColorUniforms();
764        setupDrawColorFilterUniforms();
765        setupDrawTexture(layer->getTexture());
766        if (mSnapshot->transform->isPureTranslate()) {
767            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
768            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
769
770            layer->setFilter(GL_NEAREST);
771            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
772        } else {
773            layer->setFilter(GL_LINEAR);
774            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
775        }
776        setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]);
777
778        for (size_t i = 0; i < count; i++) {
779            const android::Rect* r = &rects[i];
780
781            const float u1 = r->left * texX;
782            const float v1 = (height - r->top) * texY;
783            const float u2 = r->right * texX;
784            const float v2 = (height - r->bottom) * texY;
785
786            // TODO: Reject quads outside of the clip
787            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
788            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
789            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
790            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
791
792            numQuads++;
793
794            if (numQuads >= REGION_MESH_QUAD_COUNT) {
795                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
796                numQuads = 0;
797                mesh = mCaches.getRegionMesh();
798            }
799        }
800
801        if (numQuads > 0) {
802            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
803        }
804
805        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
806        finishDrawTexture();
807
808#if DEBUG_LAYERS_AS_REGIONS
809        drawRegionRects(layer->region);
810#endif
811
812        layer->region.clear();
813    }
814#else
815    composeLayerRect(layer, rect);
816#endif
817}
818
819void OpenGLRenderer::drawRegionRects(const Region& region) {
820#if DEBUG_LAYERS_AS_REGIONS
821    size_t count;
822    const android::Rect* rects = region.getArray(&count);
823
824    uint32_t colors[] = {
825            0x7fff0000, 0x7f00ff00,
826            0x7f0000ff, 0x7fff00ff,
827    };
828
829    int offset = 0;
830    int32_t top = rects[0].top;
831
832    for (size_t i = 0; i < count; i++) {
833        if (top != rects[i].top) {
834            offset ^= 0x2;
835            top = rects[i].top;
836        }
837
838        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
839        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
840                SkXfermode::kSrcOver_Mode);
841    }
842#endif
843}
844
845void OpenGLRenderer::dirtyLayer(const float left, const float top,
846        const float right, const float bottom, const mat4 transform) {
847#if RENDER_LAYERS_AS_REGIONS
848    if (hasLayer()) {
849        Rect bounds(left, top, right, bottom);
850        transform.mapRect(bounds);
851        dirtyLayerUnchecked(bounds, getRegion());
852    }
853#endif
854}
855
856void OpenGLRenderer::dirtyLayer(const float left, const float top,
857        const float right, const float bottom) {
858#if RENDER_LAYERS_AS_REGIONS
859    if (hasLayer()) {
860        Rect bounds(left, top, right, bottom);
861        dirtyLayerUnchecked(bounds, getRegion());
862    }
863#endif
864}
865
866void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
867#if RENDER_LAYERS_AS_REGIONS
868    if (bounds.intersect(*mSnapshot->clipRect)) {
869        bounds.snapToPixelBoundaries();
870        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
871        if (!dirty.isEmpty()) {
872            region->orSelf(dirty);
873        }
874    }
875#endif
876}
877
878void OpenGLRenderer::clearLayerRegions() {
879    const size_t count = mLayers.size();
880    if (count == 0) return;
881
882    if (!mSnapshot->isIgnored()) {
883        // Doing several glScissor/glClear here can negatively impact
884        // GPUs with a tiler architecture, instead we draw quads with
885        // the Clear blending mode
886
887        // The list contains bounds that have already been clipped
888        // against their initial clip rect, and the current clip
889        // is likely different so we need to disable clipping here
890        glDisable(GL_SCISSOR_TEST);
891
892        Vertex mesh[count * 6];
893        Vertex* vertex = mesh;
894
895        for (uint32_t i = 0; i < count; i++) {
896            Rect* bounds = mLayers.itemAt(i);
897
898            Vertex::set(vertex++, bounds->left, bounds->bottom);
899            Vertex::set(vertex++, bounds->left, bounds->top);
900            Vertex::set(vertex++, bounds->right, bounds->top);
901            Vertex::set(vertex++, bounds->left, bounds->bottom);
902            Vertex::set(vertex++, bounds->right, bounds->top);
903            Vertex::set(vertex++, bounds->right, bounds->bottom);
904
905            delete bounds;
906        }
907
908        setupDraw(false);
909        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
910        setupDrawBlending(true, SkXfermode::kClear_Mode);
911        setupDrawProgram();
912        setupDrawPureColorUniforms();
913        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
914
915        mCaches.unbindMeshBuffer();
916        glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
917                gVertexStride, &mesh[0].position[0]);
918        glDrawArrays(GL_TRIANGLES, 0, count * 6);
919
920        glEnable(GL_SCISSOR_TEST);
921    } else {
922        for (uint32_t i = 0; i < count; i++) {
923            delete mLayers.itemAt(i);
924        }
925    }
926
927    mLayers.clear();
928}
929
930///////////////////////////////////////////////////////////////////////////////
931// Transforms
932///////////////////////////////////////////////////////////////////////////////
933
934void OpenGLRenderer::translate(float dx, float dy) {
935    mSnapshot->transform->translate(dx, dy, 0.0f);
936}
937
938void OpenGLRenderer::rotate(float degrees) {
939    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
940}
941
942void OpenGLRenderer::scale(float sx, float sy) {
943    mSnapshot->transform->scale(sx, sy, 1.0f);
944}
945
946void OpenGLRenderer::skew(float sx, float sy) {
947    mSnapshot->transform->skew(sx, sy);
948}
949
950void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
951    if (matrix) {
952        mSnapshot->transform->load(*matrix);
953    } else {
954        mSnapshot->transform->loadIdentity();
955    }
956}
957
958void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
959    mSnapshot->transform->copyTo(*matrix);
960}
961
962void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
963    SkMatrix transform;
964    mSnapshot->transform->copyTo(transform);
965    transform.preConcat(*matrix);
966    mSnapshot->transform->load(transform);
967}
968
969///////////////////////////////////////////////////////////////////////////////
970// Clipping
971///////////////////////////////////////////////////////////////////////////////
972
973void OpenGLRenderer::setScissorFromClip() {
974    Rect clip(*mSnapshot->clipRect);
975    clip.snapToPixelBoundaries();
976    glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
977    mDirtyClip = false;
978}
979
980const Rect& OpenGLRenderer::getClipBounds() {
981    return mSnapshot->getLocalClip();
982}
983
984bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
985    if (mSnapshot->isIgnored()) {
986        return true;
987    }
988
989    Rect r(left, top, right, bottom);
990    mSnapshot->transform->mapRect(r);
991    r.snapToPixelBoundaries();
992
993    Rect clipRect(*mSnapshot->clipRect);
994    clipRect.snapToPixelBoundaries();
995
996    return !clipRect.intersects(r);
997}
998
999bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1000    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1001    if (clipped) {
1002        dirtyClip();
1003    }
1004    return !mSnapshot->clipRect->isEmpty();
1005}
1006
1007///////////////////////////////////////////////////////////////////////////////
1008// Drawing commands
1009///////////////////////////////////////////////////////////////////////////////
1010
1011void OpenGLRenderer::setupDraw(bool clear) {
1012    if (clear) clearLayerRegions();
1013    if (mDirtyClip) {
1014        setScissorFromClip();
1015    }
1016    mDescription.reset();
1017    mSetShaderColor = false;
1018    mColorSet = false;
1019    mColorA = mColorR = mColorG = mColorB = 0.0f;
1020    mTextureUnit = 0;
1021    mTrackDirtyRegions = true;
1022    mTexCoordsSlot = -1;
1023}
1024
1025void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1026    mDescription.hasTexture = true;
1027    mDescription.hasAlpha8Texture = isAlpha8;
1028}
1029
1030void OpenGLRenderer::setupDrawWithExternalTexture() {
1031    mDescription.hasExternalTexture = true;
1032}
1033
1034void OpenGLRenderer::setupDrawAALine() {
1035    mDescription.isAA = true;
1036}
1037
1038void OpenGLRenderer::setupDrawPoint(float pointSize) {
1039    mDescription.isPoint = true;
1040    mDescription.pointSize = pointSize;
1041}
1042
1043void OpenGLRenderer::setupDrawColor(int color) {
1044    setupDrawColor(color, (color >> 24) & 0xFF);
1045}
1046
1047void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1048    mColorA = alpha / 255.0f;
1049    // Second divide of a by 255 is an optimization, allowing us to simply multiply
1050    // the rgb values by a instead of also dividing by 255
1051    const float a = mColorA / 255.0f;
1052    mColorR = a * ((color >> 16) & 0xFF);
1053    mColorG = a * ((color >>  8) & 0xFF);
1054    mColorB = a * ((color      ) & 0xFF);
1055    mColorSet = true;
1056    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1057}
1058
1059void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1060    mColorA = alpha / 255.0f;
1061    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1062    // the rgb values by a instead of also dividing by 255
1063    const float a = mColorA / 255.0f;
1064    mColorR = a * ((color >> 16) & 0xFF);
1065    mColorG = a * ((color >>  8) & 0xFF);
1066    mColorB = a * ((color      ) & 0xFF);
1067    mColorSet = true;
1068    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1069}
1070
1071void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1072    mColorA = a;
1073    mColorR = r;
1074    mColorG = g;
1075    mColorB = b;
1076    mColorSet = true;
1077    mSetShaderColor = mDescription.setColor(r, g, b, a);
1078}
1079
1080void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) {
1081    mColorA = a;
1082    mColorR = r;
1083    mColorG = g;
1084    mColorB = b;
1085    mColorSet = true;
1086    mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a);
1087}
1088
1089void OpenGLRenderer::setupDrawShader() {
1090    if (mShader) {
1091        mShader->describe(mDescription, mCaches.extensions);
1092    }
1093}
1094
1095void OpenGLRenderer::setupDrawColorFilter() {
1096    if (mColorFilter) {
1097        mColorFilter->describe(mDescription, mCaches.extensions);
1098    }
1099}
1100
1101void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1102    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1103        mColorA = 1.0f;
1104        mColorR = mColorG = mColorB = 0.0f;
1105        mSetShaderColor = mDescription.modulate = true;
1106    }
1107}
1108
1109void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1110    // When the blending mode is kClear_Mode, we need to use a modulate color
1111    // argb=1,0,0,0
1112    accountForClear(mode);
1113    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1114            mDescription, swapSrcDst);
1115}
1116
1117void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1118    // When the blending mode is kClear_Mode, we need to use a modulate color
1119    // argb=1,0,0,0
1120    accountForClear(mode);
1121    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1122            mDescription, swapSrcDst);
1123}
1124
1125void OpenGLRenderer::setupDrawProgram() {
1126    useProgram(mCaches.programCache.get(mDescription));
1127}
1128
1129void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1130    mTrackDirtyRegions = false;
1131}
1132
1133void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1134        bool ignoreTransform) {
1135    mModelView.loadTranslate(left, top, 0.0f);
1136    if (!ignoreTransform) {
1137        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1138        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1139    } else {
1140        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1141        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1142    }
1143}
1144
1145void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1146    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1147}
1148
1149void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1150        bool ignoreTransform, bool ignoreModelView) {
1151    if (!ignoreModelView) {
1152        mModelView.loadTranslate(left, top, 0.0f);
1153        mModelView.scale(right - left, bottom - top, 1.0f);
1154    } else {
1155        mModelView.loadIdentity();
1156    }
1157    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1158    if (!ignoreTransform) {
1159        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1160        if (mTrackDirtyRegions && dirty) {
1161            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1162        }
1163    } else {
1164        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1165        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1166    }
1167}
1168
1169void OpenGLRenderer::setupDrawPointUniforms() {
1170    int slot = mCaches.currentProgram->getUniform("pointSize");
1171    glUniform1f(slot, mDescription.pointSize);
1172}
1173
1174void OpenGLRenderer::setupDrawColorUniforms() {
1175    if (mColorSet || (mShader && mSetShaderColor)) {
1176        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1177    }
1178}
1179
1180void OpenGLRenderer::setupDrawPureColorUniforms() {
1181    if (mSetShaderColor) {
1182        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1183    }
1184}
1185
1186void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1187    if (mShader) {
1188        if (ignoreTransform) {
1189            mModelView.loadInverse(*mSnapshot->transform);
1190        }
1191        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1192    }
1193}
1194
1195void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1196    if (mShader) {
1197        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1198    }
1199}
1200
1201void OpenGLRenderer::setupDrawColorFilterUniforms() {
1202    if (mColorFilter) {
1203        mColorFilter->setupProgram(mCaches.currentProgram);
1204    }
1205}
1206
1207void OpenGLRenderer::setupDrawSimpleMesh() {
1208    mCaches.bindMeshBuffer();
1209    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1210            gMeshStride, 0);
1211}
1212
1213void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1214    bindTexture(texture);
1215    glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++);
1216
1217    mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1218    glEnableVertexAttribArray(mTexCoordsSlot);
1219}
1220
1221void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1222    bindExternalTexture(texture);
1223    glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++);
1224
1225    mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1226    glEnableVertexAttribArray(mTexCoordsSlot);
1227}
1228
1229void OpenGLRenderer::setupDrawTextureTransform() {
1230    mDescription.hasTextureTransform = true;
1231}
1232
1233void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1234    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1235            GL_FALSE, &transform.data[0]);
1236}
1237
1238void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1239    if (!vertices) {
1240        mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1241    } else {
1242        mCaches.unbindMeshBuffer();
1243    }
1244    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1245            gMeshStride, vertices);
1246    if (mTexCoordsSlot >= 0) {
1247        glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1248    }
1249}
1250
1251void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1252    mCaches.unbindMeshBuffer();
1253    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1254            gVertexStride, vertices);
1255}
1256
1257/**
1258 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1259 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1260 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1261 * attributes (one per vertex) are values from zero to one that tells the fragment
1262 * shader where the fragment is in relation to the line width/length overall; these values are
1263 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1264 * region of the line.
1265 * Note that we only pass down the width values in this setup function. The length coordinates
1266 * are set up for each individual segment.
1267 */
1268void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1269        GLvoid* lengthCoords, float boundaryWidthProportion) {
1270    mCaches.unbindMeshBuffer();
1271    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1272            gAAVertexStride, vertices);
1273    int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1274    glEnableVertexAttribArray(widthSlot);
1275    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1276    int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1277    glEnableVertexAttribArray(lengthSlot);
1278    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1279    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1280    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1281    // Setting the inverse value saves computations per-fragment in the shader
1282    int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1283    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
1284}
1285
1286void OpenGLRenderer::finishDrawTexture() {
1287    glDisableVertexAttribArray(mTexCoordsSlot);
1288}
1289
1290///////////////////////////////////////////////////////////////////////////////
1291// Drawing
1292///////////////////////////////////////////////////////////////////////////////
1293
1294bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height,
1295        Rect& dirty, uint32_t level) {
1296    if (quickReject(0.0f, 0.0f, width, height)) {
1297        return false;
1298    }
1299
1300    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1301    // will be performed by the display list itself
1302    if (displayList && displayList->isRenderable()) {
1303        return displayList->replay(*this, dirty, level);
1304    }
1305
1306    return false;
1307}
1308
1309void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1310    if (displayList) {
1311        displayList->output(*this, level);
1312    }
1313}
1314
1315void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1316    int alpha;
1317    SkXfermode::Mode mode;
1318    getAlphaAndMode(paint, &alpha, &mode);
1319
1320    float x = left;
1321    float y = top;
1322
1323    GLenum filter = GL_LINEAR;
1324    bool ignoreTransform = false;
1325    if (mSnapshot->transform->isPureTranslate()) {
1326        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1327        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1328        ignoreTransform = true;
1329        filter = GL_NEAREST;
1330    } else {
1331        filter = FILTER(paint);
1332    }
1333
1334    setupDraw();
1335    setupDrawWithTexture(true);
1336    if (paint) {
1337        setupDrawAlpha8Color(paint->getColor(), alpha);
1338    }
1339    setupDrawColorFilter();
1340    setupDrawShader();
1341    setupDrawBlending(true, mode);
1342    setupDrawProgram();
1343    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1344
1345    setupDrawTexture(texture->id);
1346    texture->setWrap(GL_CLAMP_TO_EDGE);
1347    texture->setFilter(filter);
1348
1349    setupDrawPureColorUniforms();
1350    setupDrawColorFilterUniforms();
1351    setupDrawShaderUniforms();
1352    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1353
1354    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1355
1356    finishDrawTexture();
1357}
1358
1359void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1360    const float right = left + bitmap->width();
1361    const float bottom = top + bitmap->height();
1362
1363    if (quickReject(left, top, right, bottom)) {
1364        return;
1365    }
1366
1367    glActiveTexture(gTextureUnits[0]);
1368    Texture* texture = mCaches.textureCache.get(bitmap);
1369    if (!texture) return;
1370    const AutoTexture autoCleanup(texture);
1371
1372    if (bitmap->getConfig() == SkBitmap::kA8_Config) {
1373        drawAlphaBitmap(texture, left, top, paint);
1374    } else {
1375        drawTextureRect(left, top, right, bottom, texture, paint);
1376    }
1377}
1378
1379void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1380    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1381    const mat4 transform(*matrix);
1382    transform.mapRect(r);
1383
1384    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1385        return;
1386    }
1387
1388    glActiveTexture(gTextureUnits[0]);
1389    Texture* texture = mCaches.textureCache.get(bitmap);
1390    if (!texture) return;
1391    const AutoTexture autoCleanup(texture);
1392
1393    // This could be done in a cheaper way, all we need is pass the matrix
1394    // to the vertex shader. The save/restore is a bit overkill.
1395    save(SkCanvas::kMatrix_SaveFlag);
1396    concatMatrix(matrix);
1397    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1398    restore();
1399}
1400
1401void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1402        float* vertices, int* colors, SkPaint* paint) {
1403    // TODO: Do a quickReject
1404    if (!vertices || mSnapshot->isIgnored()) {
1405        return;
1406    }
1407
1408    glActiveTexture(gTextureUnits[0]);
1409    Texture* texture = mCaches.textureCache.get(bitmap);
1410    if (!texture) return;
1411    const AutoTexture autoCleanup(texture);
1412
1413    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1414    texture->setFilter(FILTER(paint), true);
1415
1416    int alpha;
1417    SkXfermode::Mode mode;
1418    getAlphaAndMode(paint, &alpha, &mode);
1419
1420    const uint32_t count = meshWidth * meshHeight * 6;
1421
1422    float left = FLT_MAX;
1423    float top = FLT_MAX;
1424    float right = FLT_MIN;
1425    float bottom = FLT_MIN;
1426
1427#if RENDER_LAYERS_AS_REGIONS
1428    bool hasActiveLayer = hasLayer();
1429#else
1430    bool hasActiveLayer = false;
1431#endif
1432
1433    // TODO: Support the colors array
1434    TextureVertex mesh[count];
1435    TextureVertex* vertex = mesh;
1436    for (int32_t y = 0; y < meshHeight; y++) {
1437        for (int32_t x = 0; x < meshWidth; x++) {
1438            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1439
1440            float u1 = float(x) / meshWidth;
1441            float u2 = float(x + 1) / meshWidth;
1442            float v1 = float(y) / meshHeight;
1443            float v2 = float(y + 1) / meshHeight;
1444
1445            int ax = i + (meshWidth + 1) * 2;
1446            int ay = ax + 1;
1447            int bx = i;
1448            int by = bx + 1;
1449            int cx = i + 2;
1450            int cy = cx + 1;
1451            int dx = i + (meshWidth + 1) * 2 + 2;
1452            int dy = dx + 1;
1453
1454            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1455            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1456            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1457
1458            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1459            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1460            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1461
1462#if RENDER_LAYERS_AS_REGIONS
1463            if (hasActiveLayer) {
1464                // TODO: This could be optimized to avoid unnecessary ops
1465                left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1466                top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1467                right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1468                bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1469            }
1470#endif
1471        }
1472    }
1473
1474#if RENDER_LAYERS_AS_REGIONS
1475    if (hasActiveLayer) {
1476        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1477    }
1478#endif
1479
1480    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1481            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1482            GL_TRIANGLES, count, false, false, 0, false, false);
1483}
1484
1485void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1486         float srcLeft, float srcTop, float srcRight, float srcBottom,
1487         float dstLeft, float dstTop, float dstRight, float dstBottom,
1488         SkPaint* paint) {
1489    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1490        return;
1491    }
1492
1493    glActiveTexture(gTextureUnits[0]);
1494    Texture* texture = mCaches.textureCache.get(bitmap);
1495    if (!texture) return;
1496    const AutoTexture autoCleanup(texture);
1497
1498    const float width = texture->width;
1499    const float height = texture->height;
1500
1501    const float u1 = fmax(0.0f, srcLeft / width);
1502    const float v1 = fmax(0.0f, srcTop / height);
1503    const float u2 = fmin(1.0f, srcRight / width);
1504    const float v2 = fmin(1.0f, srcBottom / height);
1505
1506    mCaches.unbindMeshBuffer();
1507    resetDrawTextureTexCoords(u1, v1, u2, v2);
1508
1509    int alpha;
1510    SkXfermode::Mode mode;
1511    getAlphaAndMode(paint, &alpha, &mode);
1512
1513    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1514
1515    if (mSnapshot->transform->isPureTranslate()) {
1516        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1517        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1518
1519        GLenum filter = GL_NEAREST;
1520        // Enable linear filtering if the source rectangle is scaled
1521        if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
1522            filter = FILTER(paint);
1523        }
1524
1525        texture->setFilter(filter, true);
1526        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1527                texture->id, alpha / 255.0f, mode, texture->blend,
1528                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1529                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1530    } else {
1531        texture->setFilter(FILTER(paint), true);
1532        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1533                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1534                GL_TRIANGLE_STRIP, gMeshCount);
1535    }
1536
1537    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1538}
1539
1540void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1541        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1542        float left, float top, float right, float bottom, SkPaint* paint) {
1543    if (quickReject(left, top, right, bottom)) {
1544        return;
1545    }
1546
1547    glActiveTexture(gTextureUnits[0]);
1548    Texture* texture = mCaches.textureCache.get(bitmap);
1549    if (!texture) return;
1550    const AutoTexture autoCleanup(texture);
1551    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1552    texture->setFilter(GL_LINEAR, true);
1553
1554    int alpha;
1555    SkXfermode::Mode mode;
1556    getAlphaAndMode(paint, &alpha, &mode);
1557
1558    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1559            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1560
1561    if (mesh && mesh->verticesCount > 0) {
1562        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1563#if RENDER_LAYERS_AS_REGIONS
1564        // Mark the current layer dirty where we are going to draw the patch
1565        if (hasLayer() && mesh->hasEmptyQuads) {
1566            const float offsetX = left + mSnapshot->transform->getTranslateX();
1567            const float offsetY = top + mSnapshot->transform->getTranslateY();
1568            const size_t count = mesh->quads.size();
1569            for (size_t i = 0; i < count; i++) {
1570                const Rect& bounds = mesh->quads.itemAt(i);
1571                if (pureTranslate) {
1572                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1573                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1574                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1575                } else {
1576                    dirtyLayer(left + bounds.left, top + bounds.top,
1577                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1578                }
1579            }
1580        }
1581#endif
1582
1583        if (pureTranslate) {
1584            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1585            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1586
1587            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1588                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1589                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1590                    true, !mesh->hasEmptyQuads);
1591        } else {
1592            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1593                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1594                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1595                    true, !mesh->hasEmptyQuads);
1596        }
1597    }
1598}
1599
1600/**
1601 * This function uses a similar approach to that of AA lines in the drawLines() function.
1602 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
1603 * shader to compute the translucency of the color, determined by whether a given pixel is
1604 * within that boundary region and how far into the region it is.
1605 */
1606void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
1607        int color, SkXfermode::Mode mode) {
1608    float inverseScaleX = 1.0f;
1609    float inverseScaleY = 1.0f;
1610    // The quad that we use needs to account for scaling.
1611    if (!mSnapshot->transform->isPureTranslate()) {
1612        Matrix4 *mat = mSnapshot->transform;
1613        float m00 = mat->data[Matrix4::kScaleX];
1614        float m01 = mat->data[Matrix4::kSkewY];
1615        float m02 = mat->data[2];
1616        float m10 = mat->data[Matrix4::kSkewX];
1617        float m11 = mat->data[Matrix4::kScaleX];
1618        float m12 = mat->data[6];
1619        float scaleX = sqrt(m00 * m00 + m01 * m01);
1620        float scaleY = sqrt(m10 * m10 + m11 * m11);
1621        inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1622        inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1623    }
1624
1625    setupDraw();
1626    setupDrawAALine();
1627    setupDrawColor(color);
1628    setupDrawColorFilter();
1629    setupDrawShader();
1630    setupDrawBlending(true, mode);
1631    setupDrawProgram();
1632    setupDrawModelViewIdentity(true);
1633    setupDrawColorUniforms();
1634    setupDrawColorFilterUniforms();
1635    setupDrawShaderIdentityUniforms();
1636
1637    AAVertex rects[4];
1638    AAVertex* aaVertices = &rects[0];
1639    void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1640    void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1641
1642    float boundarySizeX = .5 * inverseScaleX;
1643    float boundarySizeY = .5 * inverseScaleY;
1644
1645    // Adjust the rect by the AA boundary padding
1646    left -= boundarySizeX;
1647    right += boundarySizeX;
1648    top -= boundarySizeY;
1649    bottom += boundarySizeY;
1650
1651    float width = right - left;
1652    float height = bottom - top;
1653
1654    float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0;
1655    float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0;
1656    setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion);
1657    int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1658    int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength");
1659    glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
1660    glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion));
1661
1662    if (!quickReject(left, top, right, bottom)) {
1663        AAVertex::set(aaVertices++, left, bottom, 1, 1);
1664        AAVertex::set(aaVertices++, left, top, 1, 0);
1665        AAVertex::set(aaVertices++, right, bottom, 0, 1);
1666        AAVertex::set(aaVertices++, right, top, 0, 0);
1667        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1668        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1669    }
1670}
1671
1672/**
1673 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
1674 * rules for those lines produces some unexpected results, and may vary between hardware devices.
1675 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
1676 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
1677 * of the line. Hairlines are more involved because we need to account for transform scaling
1678 * to end up with a one-pixel-wide line in screen space..
1679 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
1680 * in combination with values that we calculate and pass down in this method. The basic approach
1681 * is that the quad we create contains both the core line area plus a bounding area in which
1682 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
1683 * proportion of the width and the length of a given segment is represented by the boundary
1684 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
1685 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
1686 * on the inside). This ends up giving the result we want, with pixels that are completely
1687 * 'inside' the line area being filled opaquely and the other pixels being filled according to
1688 * how far into the boundary region they are, which is determined by shader interpolation.
1689 */
1690void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1691    if (mSnapshot->isIgnored()) return;
1692
1693    const bool isAA = paint->isAntiAlias();
1694    // We use half the stroke width here because we're going to position the quad
1695    // corner vertices half of the width away from the line endpoints
1696    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
1697    // A stroke width of 0 has a special meaning in Skia:
1698    // it draws a line 1 px wide regardless of current transform
1699    bool isHairLine = paint->getStrokeWidth() == 0.0f;
1700    float inverseScaleX = 1.0f;
1701    float inverseScaleY = 1.0f;
1702    bool scaled = false;
1703    int alpha;
1704    SkXfermode::Mode mode;
1705    int generatedVerticesCount = 0;
1706    int verticesCount = count;
1707    if (count > 4) {
1708        // Polyline: account for extra vertices needed for continuous tri-strip
1709        verticesCount += (count - 4);
1710    }
1711
1712    if (isHairLine || isAA) {
1713        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
1714        // the line on the screen should always be one pixel wide regardless of scale. For
1715        // AA lines, we only want one pixel of translucent boundary around the quad.
1716        if (!mSnapshot->transform->isPureTranslate()) {
1717            Matrix4 *mat = mSnapshot->transform;
1718            float m00 = mat->data[Matrix4::kScaleX];
1719            float m01 = mat->data[Matrix4::kSkewY];
1720            float m02 = mat->data[2];
1721            float m10 = mat->data[Matrix4::kSkewX];
1722            float m11 = mat->data[Matrix4::kScaleX];
1723            float m12 = mat->data[6];
1724            float scaleX = sqrt(m00*m00 + m01*m01);
1725            float scaleY = sqrt(m10*m10 + m11*m11);
1726            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1727            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1728            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
1729                scaled = true;
1730            }
1731        }
1732    }
1733
1734    getAlphaAndMode(paint, &alpha, &mode);
1735    setupDraw();
1736    if (isAA) {
1737        setupDrawAALine();
1738    }
1739    setupDrawColor(paint->getColor(), alpha);
1740    setupDrawColorFilter();
1741    setupDrawShader();
1742    if (isAA) {
1743        setupDrawBlending(true, mode);
1744    } else {
1745        setupDrawBlending(mode);
1746    }
1747    setupDrawProgram();
1748    setupDrawModelViewIdentity(true);
1749    setupDrawColorUniforms();
1750    setupDrawColorFilterUniforms();
1751    setupDrawShaderIdentityUniforms();
1752
1753    if (isHairLine) {
1754        // Set a real stroke width to be used in quad construction
1755        halfStrokeWidth = isAA? 1 : .5;
1756    } else if (isAA && !scaled) {
1757        // Expand boundary to enable AA calculations on the quad border
1758        halfStrokeWidth += .5f;
1759    }
1760    Vertex lines[verticesCount];
1761    Vertex* vertices = &lines[0];
1762    AAVertex wLines[verticesCount];
1763    AAVertex* aaVertices = &wLines[0];
1764    if (!isAA) {
1765        setupDrawVertices(vertices);
1766    } else {
1767        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1768        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1769        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
1770        // AA stroke width (the base stroke width expanded by a half pixel on either side).
1771        // This value is used in the fragment shader to determine how to fill fragments.
1772        // We will need to calculate the actual width proportion on each segment for
1773        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
1774        float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
1775        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion);
1776    }
1777
1778    AAVertex* prevAAVertex = NULL;
1779    Vertex* prevVertex = NULL;
1780
1781    int boundaryLengthSlot = -1;
1782    int inverseBoundaryLengthSlot = -1;
1783    int boundaryWidthSlot = -1;
1784    int inverseBoundaryWidthSlot = -1;
1785    for (int i = 0; i < count; i += 4) {
1786        // a = start point, b = end point
1787        vec2 a(points[i], points[i + 1]);
1788        vec2 b(points[i + 2], points[i + 3]);
1789        float length = 0;
1790        float boundaryLengthProportion = 0;
1791        float boundaryWidthProportion = 0;
1792
1793        // Find the normal to the line
1794        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
1795        if (isHairLine) {
1796            if (isAA) {
1797                float wideningFactor;
1798                if (fabs(n.x) >= fabs(n.y)) {
1799                    wideningFactor = fabs(1.0f / n.x);
1800                } else {
1801                    wideningFactor = fabs(1.0f / n.y);
1802                }
1803                n *= wideningFactor;
1804            }
1805            if (scaled) {
1806                n.x *= inverseScaleX;
1807                n.y *= inverseScaleY;
1808            }
1809        } else if (scaled) {
1810            // Extend n by .5 pixel on each side, post-transform
1811            vec2 extendedN = n.copyNormalized();
1812            extendedN /= 2;
1813            extendedN.x *= inverseScaleX;
1814            extendedN.y *= inverseScaleY;
1815            float extendedNLength = extendedN.length();
1816            // We need to set this value on the shader prior to drawing
1817            boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength);
1818            n += extendedN;
1819        }
1820        float x = n.x;
1821        n.x = -n.y;
1822        n.y = x;
1823
1824        // aa lines expand the endpoint vertices to encompass the AA boundary
1825        if (isAA) {
1826            vec2 abVector = (b - a);
1827            length = abVector.length();
1828            abVector.normalize();
1829            if (scaled) {
1830                abVector.x *= inverseScaleX;
1831                abVector.y *= inverseScaleY;
1832                float abLength = abVector.length();
1833                boundaryLengthProportion = abLength / (length + abLength);
1834            } else {
1835                boundaryLengthProportion = .5 / (length + 1);
1836            }
1837            abVector /= 2;
1838            a -= abVector;
1839            b += abVector;
1840        }
1841
1842        // Four corners of the rectangle defining a thick line
1843        vec2 p1 = a - n;
1844        vec2 p2 = a + n;
1845        vec2 p3 = b + n;
1846        vec2 p4 = b - n;
1847
1848
1849        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
1850        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
1851        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
1852        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
1853
1854        if (!quickReject(left, top, right, bottom)) {
1855            if (!isAA) {
1856                if (prevVertex != NULL) {
1857                    // Issue two repeat vertices to create degenerate triangles to bridge
1858                    // between the previous line and the new one. This is necessary because
1859                    // we are creating a single triangle_strip which will contain
1860                    // potentially discontinuous line segments.
1861                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
1862                    Vertex::set(vertices++, p1.x, p1.y);
1863                    generatedVerticesCount += 2;
1864                }
1865                Vertex::set(vertices++, p1.x, p1.y);
1866                Vertex::set(vertices++, p2.x, p2.y);
1867                Vertex::set(vertices++, p4.x, p4.y);
1868                Vertex::set(vertices++, p3.x, p3.y);
1869                prevVertex = vertices - 1;
1870                generatedVerticesCount += 4;
1871            } else {
1872                if (!isHairLine && scaled) {
1873                    // Must set width proportions per-segment for scaled non-hairlines to use the
1874                    // correct AA boundary dimensions
1875                    if (boundaryWidthSlot < 0) {
1876                        boundaryWidthSlot =
1877                                mCaches.currentProgram->getUniform("boundaryWidth");
1878                        inverseBoundaryWidthSlot =
1879                                mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1880                    }
1881                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1882                    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
1883                }
1884                if (boundaryLengthSlot < 0) {
1885                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1886                    inverseBoundaryLengthSlot =
1887                            mCaches.currentProgram->getUniform("inverseBoundaryLength");
1888                }
1889                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
1890                glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion));
1891
1892                if (prevAAVertex != NULL) {
1893                    // Issue two repeat vertices to create degenerate triangles to bridge
1894                    // between the previous line and the new one. This is necessary because
1895                    // we are creating a single triangle_strip which will contain
1896                    // potentially discontinuous line segments.
1897                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
1898                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
1899                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
1900                    generatedVerticesCount += 2;
1901                }
1902                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
1903                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
1904                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
1905                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
1906                prevAAVertex = aaVertices - 1;
1907                generatedVerticesCount += 4;
1908            }
1909            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
1910                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
1911                    *mSnapshot->transform);
1912        }
1913    }
1914    if (generatedVerticesCount > 0) {
1915       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
1916    }
1917}
1918
1919void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
1920    if (mSnapshot->isIgnored()) return;
1921
1922    // TODO: The paint's cap style defines whether the points are square or circular
1923    // TODO: Handle AA for round points
1924
1925    // A stroke width of 0 has a special meaning in Skia:
1926    // it draws an unscaled 1px point
1927    float strokeWidth = paint->getStrokeWidth();
1928    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
1929    if (isHairLine) {
1930        // Now that we know it's hairline, we can set the effective width, to be used later
1931        strokeWidth = 1.0f;
1932    }
1933    const float halfWidth = strokeWidth / 2;
1934    int alpha;
1935    SkXfermode::Mode mode;
1936    getAlphaAndMode(paint, &alpha, &mode);
1937
1938    int verticesCount = count >> 1;
1939    int generatedVerticesCount = 0;
1940
1941    TextureVertex pointsData[verticesCount];
1942    TextureVertex* vertex = &pointsData[0];
1943
1944    setupDraw();
1945    setupDrawPoint(strokeWidth);
1946    setupDrawColor(paint->getColor(), alpha);
1947    setupDrawColorFilter();
1948    setupDrawShader();
1949    setupDrawBlending(mode);
1950    setupDrawProgram();
1951    setupDrawModelViewIdentity(true);
1952    setupDrawColorUniforms();
1953    setupDrawColorFilterUniforms();
1954    setupDrawPointUniforms();
1955    setupDrawShaderIdentityUniforms();
1956    setupDrawMesh(vertex);
1957
1958    for (int i = 0; i < count; i += 2) {
1959        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
1960        generatedVerticesCount++;
1961        float left = points[i] - halfWidth;
1962        float right = points[i] + halfWidth;
1963        float top = points[i + 1] - halfWidth;
1964        float bottom = points [i + 1] + halfWidth;
1965        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1966    }
1967
1968    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
1969}
1970
1971void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
1972    // No need to check against the clip, we fill the clip region
1973    if (mSnapshot->isIgnored()) return;
1974
1975    Rect& clip(*mSnapshot->clipRect);
1976    clip.snapToPixelBoundaries();
1977
1978    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
1979}
1980
1981void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) {
1982    if (!texture) return;
1983    const AutoTexture autoCleanup(texture);
1984
1985    const float x = left + texture->left - texture->offset;
1986    const float y = top + texture->top - texture->offset;
1987
1988    drawPathTexture(texture, x, y, paint);
1989}
1990
1991void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
1992        float rx, float ry, SkPaint* paint) {
1993    if (mSnapshot->isIgnored()) return;
1994
1995    glActiveTexture(gTextureUnits[0]);
1996    const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
1997            right - left, bottom - top, rx, ry, paint);
1998    drawShape(left, top, texture, paint);
1999}
2000
2001void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
2002    if (mSnapshot->isIgnored()) return;
2003
2004    glActiveTexture(gTextureUnits[0]);
2005    const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
2006    drawShape(x - radius, y - radius, texture, paint);
2007}
2008
2009void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) {
2010    if (mSnapshot->isIgnored()) return;
2011
2012    glActiveTexture(gTextureUnits[0]);
2013    const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
2014    drawShape(left, top, texture, paint);
2015}
2016
2017void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2018        float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
2019    if (mSnapshot->isIgnored()) return;
2020
2021    if (fabs(sweepAngle) >= 360.0f) {
2022        drawOval(left, top, right, bottom, paint);
2023        return;
2024    }
2025
2026    glActiveTexture(gTextureUnits[0]);
2027    const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2028            startAngle, sweepAngle, useCenter, paint);
2029    drawShape(left, top, texture, paint);
2030}
2031
2032void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
2033        SkPaint* paint) {
2034    if (mSnapshot->isIgnored()) return;
2035
2036    glActiveTexture(gTextureUnits[0]);
2037    const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
2038    drawShape(left, top, texture, paint);
2039}
2040
2041void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2042    if (p->getStyle() != SkPaint::kFill_Style) {
2043        drawRectAsShape(left, top, right, bottom, p);
2044        return;
2045    }
2046
2047    if (quickReject(left, top, right, bottom)) {
2048        return;
2049    }
2050
2051    SkXfermode::Mode mode;
2052    if (!mCaches.extensions.hasFramebufferFetch()) {
2053        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
2054        if (!isMode) {
2055            // Assume SRC_OVER
2056            mode = SkXfermode::kSrcOver_Mode;
2057        }
2058    } else {
2059        mode = getXfermode(p->getXfermode());
2060    }
2061
2062    int color = p->getColor();
2063    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2064        drawAARect(left, top, right, bottom, color, mode);
2065    } else {
2066        drawColorRect(left, top, right, bottom, color, mode);
2067    }
2068}
2069
2070void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2071        float x, float y, SkPaint* paint, float length) {
2072    if (text == NULL || count == 0) {
2073        return;
2074    }
2075    if (mSnapshot->isIgnored()) return;
2076
2077    // NOTE: AA and glyph id encoding are set in DisplayListRenderer.cpp
2078
2079    switch (paint->getTextAlign()) {
2080        case SkPaint::kCenter_Align:
2081            if (length < 0.0f) length = paint->measureText(text, bytesCount);
2082            x -= length / 2.0f;
2083            break;
2084        case SkPaint::kRight_Align:
2085            if (length < 0.0f) length = paint->measureText(text, bytesCount);
2086            x -= length;
2087            break;
2088        default:
2089            break;
2090    }
2091
2092    SkPaint::FontMetrics metrics;
2093    paint->getFontMetrics(&metrics, 0.0f);
2094    // If no length was specified, just perform the hit test on the Y axis
2095    if (quickReject(x, y + metrics.fTop,
2096            x + (length >= 0.0f ? length : INT_MAX / 2), y + metrics.fBottom)) {
2097        return;
2098    }
2099
2100    const float oldX = x;
2101    const float oldY = y;
2102    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2103    if (pureTranslate) {
2104        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2105        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2106    }
2107
2108    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2109#if DEBUG_GLYPHS
2110    LOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface()));
2111#endif
2112    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2113            paint->getTextSize());
2114
2115    int alpha;
2116    SkXfermode::Mode mode;
2117    getAlphaAndMode(paint, &alpha, &mode);
2118
2119    if (mHasShadow) {
2120        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2121        const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2122                paint, text, bytesCount, count, mShadowRadius);
2123        const AutoTexture autoCleanup(shadow);
2124
2125        const float sx = oldX - shadow->left + mShadowDx;
2126        const float sy = oldY - shadow->top + mShadowDy;
2127
2128        const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
2129        int shadowColor = mShadowColor;
2130        if (mShader) {
2131            shadowColor = 0xffffffff;
2132        }
2133
2134        glActiveTexture(gTextureUnits[0]);
2135        setupDraw();
2136        setupDrawWithTexture(true);
2137        setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2138        setupDrawColorFilter();
2139        setupDrawShader();
2140        setupDrawBlending(true, mode);
2141        setupDrawProgram();
2142        setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2143        setupDrawTexture(shadow->id);
2144        setupDrawPureColorUniforms();
2145        setupDrawColorFilterUniforms();
2146        setupDrawShaderUniforms();
2147        setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2148
2149        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2150
2151        finishDrawTexture();
2152    }
2153
2154    if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) {
2155        return;
2156    }
2157
2158    // Pick the appropriate texture filtering
2159    bool linearFilter = mSnapshot->transform->changesBounds();
2160    if (pureTranslate && !linearFilter) {
2161        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2162    }
2163
2164    glActiveTexture(gTextureUnits[0]);
2165    setupDraw();
2166    setupDrawDirtyRegionsDisabled();
2167    setupDrawWithTexture(true);
2168    setupDrawAlpha8Color(paint->getColor(), alpha);
2169    setupDrawColorFilter();
2170    setupDrawShader();
2171    setupDrawBlending(true, mode);
2172    setupDrawProgram();
2173    setupDrawModelView(x, y, x, y, pureTranslate, true);
2174    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2175    setupDrawPureColorUniforms();
2176    setupDrawColorFilterUniforms();
2177    setupDrawShaderUniforms(pureTranslate);
2178
2179    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2180    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2181
2182#if RENDER_LAYERS_AS_REGIONS
2183    bool hasActiveLayer = hasLayer();
2184#else
2185    bool hasActiveLayer = false;
2186#endif
2187    mCaches.unbindMeshBuffer();
2188
2189    // Tell font renderer the locations of position and texture coord
2190    // attributes so it can bind its data properly
2191    int positionSlot = mCaches.currentProgram->position;
2192    fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot);
2193    if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
2194            hasActiveLayer ? &bounds : NULL)) {
2195#if RENDER_LAYERS_AS_REGIONS
2196        if (hasActiveLayer) {
2197            if (!pureTranslate) {
2198                mSnapshot->transform->mapRect(bounds);
2199            }
2200            dirtyLayerUnchecked(bounds, getRegion());
2201        }
2202#endif
2203    }
2204
2205    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
2206    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
2207
2208    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2209}
2210
2211void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2212    if (mSnapshot->isIgnored()) return;
2213
2214    glActiveTexture(gTextureUnits[0]);
2215
2216    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2217    if (!texture) return;
2218    const AutoTexture autoCleanup(texture);
2219
2220    const float x = texture->left - texture->offset;
2221    const float y = texture->top - texture->offset;
2222
2223    drawPathTexture(texture, x, y, paint);
2224}
2225
2226void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2227    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
2228        return;
2229    }
2230
2231    glActiveTexture(gTextureUnits[0]);
2232
2233    int alpha;
2234    SkXfermode::Mode mode;
2235    getAlphaAndMode(paint, &alpha, &mode);
2236
2237    layer->setAlpha(alpha, mode);
2238
2239#if RENDER_LAYERS_AS_REGIONS
2240    if (!layer->region.isEmpty()) {
2241        if (layer->region.isRect()) {
2242            composeLayerRect(layer, layer->regionRect);
2243        } else if (layer->mesh) {
2244            const float a = alpha / 255.0f;
2245            const Rect& rect = layer->layer;
2246
2247            setupDraw();
2248            setupDrawWithTexture();
2249            setupDrawColor(a, a, a, a);
2250            setupDrawColorFilter();
2251            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2252            setupDrawProgram();
2253            setupDrawPureColorUniforms();
2254            setupDrawColorFilterUniforms();
2255            setupDrawTexture(layer->getTexture());
2256            if (mSnapshot->transform->isPureTranslate()) {
2257                x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2258                y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2259
2260                layer->setFilter(GL_NEAREST);
2261                setupDrawModelViewTranslate(x, y,
2262                        x + layer->layer.getWidth(), y + layer->layer.getHeight(), true);
2263            } else {
2264                layer->setFilter(GL_LINEAR);
2265                setupDrawModelViewTranslate(x, y,
2266                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2267            }
2268            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2269
2270            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2271                    GL_UNSIGNED_SHORT, layer->meshIndices);
2272
2273            finishDrawTexture();
2274
2275#if DEBUG_LAYERS_AS_REGIONS
2276            drawRegionRects(layer->region);
2277#endif
2278        }
2279    }
2280#else
2281    const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
2282    composeLayerRect(layer, r);
2283#endif
2284}
2285
2286///////////////////////////////////////////////////////////////////////////////
2287// Shaders
2288///////////////////////////////////////////////////////////////////////////////
2289
2290void OpenGLRenderer::resetShader() {
2291    mShader = NULL;
2292}
2293
2294void OpenGLRenderer::setupShader(SkiaShader* shader) {
2295    mShader = shader;
2296    if (mShader) {
2297        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2298    }
2299}
2300
2301///////////////////////////////////////////////////////////////////////////////
2302// Color filters
2303///////////////////////////////////////////////////////////////////////////////
2304
2305void OpenGLRenderer::resetColorFilter() {
2306    mColorFilter = NULL;
2307}
2308
2309void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2310    mColorFilter = filter;
2311}
2312
2313///////////////////////////////////////////////////////////////////////////////
2314// Drop shadow
2315///////////////////////////////////////////////////////////////////////////////
2316
2317void OpenGLRenderer::resetShadow() {
2318    mHasShadow = false;
2319}
2320
2321void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2322    mHasShadow = true;
2323    mShadowRadius = radius;
2324    mShadowDx = dx;
2325    mShadowDy = dy;
2326    mShadowColor = color;
2327}
2328
2329///////////////////////////////////////////////////////////////////////////////
2330// Drawing implementation
2331///////////////////////////////////////////////////////////////////////////////
2332
2333void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2334        float x, float y, SkPaint* paint) {
2335    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2336        return;
2337    }
2338
2339    int alpha;
2340    SkXfermode::Mode mode;
2341    getAlphaAndMode(paint, &alpha, &mode);
2342
2343    setupDraw();
2344    setupDrawWithTexture(true);
2345    setupDrawAlpha8Color(paint->getColor(), alpha);
2346    setupDrawColorFilter();
2347    setupDrawShader();
2348    setupDrawBlending(true, mode);
2349    setupDrawProgram();
2350    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2351    setupDrawTexture(texture->id);
2352    setupDrawPureColorUniforms();
2353    setupDrawColorFilterUniforms();
2354    setupDrawShaderUniforms();
2355    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2356
2357    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2358
2359    finishDrawTexture();
2360}
2361
2362// Same values used by Skia
2363#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2364#define kStdUnderline_Offset    (1.0f / 9.0f)
2365#define kStdUnderline_Thickness (1.0f / 18.0f)
2366
2367void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2368        float x, float y, SkPaint* paint) {
2369    // Handle underline and strike-through
2370    uint32_t flags = paint->getFlags();
2371    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2372        SkPaint paintCopy(*paint);
2373        float underlineWidth = length;
2374        // If length is > 0.0f, we already measured the text for the text alignment
2375        if (length <= 0.0f) {
2376            underlineWidth = paintCopy.measureText(text, bytesCount);
2377        }
2378
2379        float offsetX = 0;
2380        switch (paintCopy.getTextAlign()) {
2381            case SkPaint::kCenter_Align:
2382                offsetX = underlineWidth * 0.5f;
2383                break;
2384            case SkPaint::kRight_Align:
2385                offsetX = underlineWidth;
2386                break;
2387            default:
2388                break;
2389        }
2390
2391        if (underlineWidth > 0.0f) {
2392            const float textSize = paintCopy.getTextSize();
2393            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2394
2395            const float left = x - offsetX;
2396            float top = 0.0f;
2397
2398            int linesCount = 0;
2399            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2400            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2401
2402            const int pointsCount = 4 * linesCount;
2403            float points[pointsCount];
2404            int currentPoint = 0;
2405
2406            if (flags & SkPaint::kUnderlineText_Flag) {
2407                top = y + textSize * kStdUnderline_Offset;
2408                points[currentPoint++] = left;
2409                points[currentPoint++] = top;
2410                points[currentPoint++] = left + underlineWidth;
2411                points[currentPoint++] = top;
2412            }
2413
2414            if (flags & SkPaint::kStrikeThruText_Flag) {
2415                top = y + textSize * kStdStrikeThru_Offset;
2416                points[currentPoint++] = left;
2417                points[currentPoint++] = top;
2418                points[currentPoint++] = left + underlineWidth;
2419                points[currentPoint++] = top;
2420            }
2421
2422            paintCopy.setStrokeWidth(strokeWidth);
2423
2424            drawLines(&points[0], pointsCount, &paintCopy);
2425        }
2426    }
2427}
2428
2429void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2430        int color, SkXfermode::Mode mode, bool ignoreTransform) {
2431    // If a shader is set, preserve only the alpha
2432    if (mShader) {
2433        color |= 0x00ffffff;
2434    }
2435
2436    setupDraw();
2437    setupDrawColor(color);
2438    setupDrawShader();
2439    setupDrawColorFilter();
2440    setupDrawBlending(mode);
2441    setupDrawProgram();
2442    setupDrawModelView(left, top, right, bottom, ignoreTransform);
2443    setupDrawColorUniforms();
2444    setupDrawShaderUniforms(ignoreTransform);
2445    setupDrawColorFilterUniforms();
2446    setupDrawSimpleMesh();
2447
2448    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2449}
2450
2451void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2452        Texture* texture, SkPaint* paint) {
2453    int alpha;
2454    SkXfermode::Mode mode;
2455    getAlphaAndMode(paint, &alpha, &mode);
2456
2457    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2458
2459    if (mSnapshot->transform->isPureTranslate()) {
2460        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2461        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2462
2463        texture->setFilter(GL_NEAREST, true);
2464        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2465                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
2466                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
2467    } else {
2468        texture->setFilter(FILTER(paint), true);
2469        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
2470                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2471                GL_TRIANGLE_STRIP, gMeshCount);
2472    }
2473}
2474
2475void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2476        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
2477    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
2478            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
2479}
2480
2481void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
2482        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
2483        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
2484        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
2485
2486    setupDraw();
2487    setupDrawWithTexture();
2488    setupDrawColor(alpha, alpha, alpha, alpha);
2489    setupDrawColorFilter();
2490    setupDrawBlending(blend, mode, swapSrcDst);
2491    setupDrawProgram();
2492    if (!dirty) {
2493        setupDrawDirtyRegionsDisabled();
2494    }
2495    if (!ignoreScale) {
2496        setupDrawModelView(left, top, right, bottom, ignoreTransform);
2497    } else {
2498        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
2499    }
2500    setupDrawPureColorUniforms();
2501    setupDrawColorFilterUniforms();
2502    setupDrawTexture(texture);
2503    setupDrawMesh(vertices, texCoords, vbo);
2504
2505    glDrawArrays(drawMode, 0, elementsCount);
2506
2507    finishDrawTexture();
2508}
2509
2510void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
2511        ProgramDescription& description, bool swapSrcDst) {
2512    blend = blend || mode != SkXfermode::kSrcOver_Mode;
2513    if (blend) {
2514        if (mode <= SkXfermode::kScreen_Mode) {
2515            if (!mCaches.blend) {
2516                glEnable(GL_BLEND);
2517            }
2518
2519            GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
2520            GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
2521
2522            if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
2523                glBlendFunc(sourceMode, destMode);
2524                mCaches.lastSrcMode = sourceMode;
2525                mCaches.lastDstMode = destMode;
2526            }
2527        } else {
2528            // These blend modes are not supported by OpenGL directly and have
2529            // to be implemented using shaders. Since the shader will perform
2530            // the blending, turn blending off here
2531            if (mCaches.extensions.hasFramebufferFetch()) {
2532                description.framebufferMode = mode;
2533                description.swapSrcDst = swapSrcDst;
2534            }
2535
2536            if (mCaches.blend) {
2537                glDisable(GL_BLEND);
2538            }
2539            blend = false;
2540        }
2541    } else if (mCaches.blend) {
2542        glDisable(GL_BLEND);
2543    }
2544    mCaches.blend = blend;
2545}
2546
2547bool OpenGLRenderer::useProgram(Program* program) {
2548    if (!program->isInUse()) {
2549        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
2550        program->use();
2551        mCaches.currentProgram = program;
2552        return false;
2553    }
2554    return true;
2555}
2556
2557void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
2558    TextureVertex* v = &mMeshVertices[0];
2559    TextureVertex::setUV(v++, u1, v1);
2560    TextureVertex::setUV(v++, u2, v1);
2561    TextureVertex::setUV(v++, u1, v2);
2562    TextureVertex::setUV(v++, u2, v2);
2563}
2564
2565void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
2566    if (paint) {
2567        *mode = getXfermode(paint->getXfermode());
2568
2569        // Skia draws using the color's alpha channel if < 255
2570        // Otherwise, it uses the paint's alpha
2571        int color = paint->getColor();
2572        *alpha = (color >> 24) & 0xFF;
2573        if (*alpha == 255) {
2574            *alpha = paint->getAlpha();
2575        }
2576    } else {
2577        *mode = SkXfermode::kSrcOver_Mode;
2578        *alpha = 255;
2579    }
2580}
2581
2582SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
2583    SkXfermode::Mode resultMode;
2584    if (!SkXfermode::AsMode(mode, &resultMode)) {
2585        resultMode = SkXfermode::kSrcOver_Mode;
2586    }
2587    return resultMode;
2588}
2589
2590}; // namespace uirenderer
2591}; // namespace android
2592