OpenGLRenderer.cpp revision 9d865512f1a39bac6bed612b24023213d5a1fb1d
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///////////////////////////////////////////////////////////////////////////////
51// Globals
52///////////////////////////////////////////////////////////////////////////////
53
54/**
55 * Structure mapping Skia xfermodes to OpenGL blending factors.
56 */
57struct Blender {
58    SkXfermode::Mode mode;
59    GLenum src;
60    GLenum dst;
61}; // struct Blender
62
63// In this array, the index of each Blender equals the value of the first
64// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
65static const Blender gBlends[] = {
66    { SkXfermode::kClear_Mode,   GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
67    { SkXfermode::kSrc_Mode,     GL_ONE,                  GL_ZERO },
68    { SkXfermode::kDst_Mode,     GL_ZERO,                 GL_ONE },
69    { SkXfermode::kSrcOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
70    { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
71    { SkXfermode::kSrcIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
72    { SkXfermode::kDstIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
73    { SkXfermode::kSrcOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
74    { SkXfermode::kDstOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
75    { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
76    { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
77    { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
78};
79
80// This array contains the swapped version of each SkXfermode. For instance
81// this array's SrcOver blending mode is actually DstOver. You can refer to
82// createLayer() for more information on the purpose of this array.
83static const Blender gBlendsSwap[] = {
84    { SkXfermode::kClear_Mode,   GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
85    { SkXfermode::kSrc_Mode,     GL_ZERO,                 GL_ONE },
86    { SkXfermode::kDst_Mode,     GL_ONE,                  GL_ZERO },
87    { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_ONE },
88    { SkXfermode::kDstOver_Mode, GL_ONE,                  GL_ONE_MINUS_SRC_ALPHA },
89    { SkXfermode::kSrcIn_Mode,   GL_ZERO,                 GL_SRC_ALPHA },
90    { SkXfermode::kDstIn_Mode,   GL_DST_ALPHA,            GL_ZERO },
91    { SkXfermode::kSrcOut_Mode,  GL_ZERO,                 GL_ONE_MINUS_SRC_ALPHA },
92    { SkXfermode::kDstOut_Mode,  GL_ONE_MINUS_DST_ALPHA,  GL_ZERO },
93    { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA,  GL_SRC_ALPHA },
94    { SkXfermode::kDstATop_Mode, GL_DST_ALPHA,            GL_ONE_MINUS_SRC_ALPHA },
95    { SkXfermode::kXor_Mode,     GL_ONE_MINUS_DST_ALPHA,  GL_ONE_MINUS_SRC_ALPHA }
96};
97
98static const GLenum gTextureUnits[] = {
99    GL_TEXTURE0,
100    GL_TEXTURE1,
101    GL_TEXTURE2
102};
103
104///////////////////////////////////////////////////////////////////////////////
105// Constructors/destructor
106///////////////////////////////////////////////////////////////////////////////
107
108OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
109    mShader = NULL;
110    mColorFilter = NULL;
111    mHasShadow = false;
112
113    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
114
115    mFirstSnapshot = new Snapshot;
116}
117
118OpenGLRenderer::~OpenGLRenderer() {
119    // The context has already been destroyed at this point, do not call
120    // GL APIs. All GL state should be kept in Caches.h
121}
122
123///////////////////////////////////////////////////////////////////////////////
124// Setup
125///////////////////////////////////////////////////////////////////////////////
126
127void OpenGLRenderer::setViewport(int width, int height) {
128    glDisable(GL_DITHER);
129    glViewport(0, 0, width, height);
130    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
131
132    mWidth = width;
133    mHeight = height;
134
135    mFirstSnapshot->height = height;
136    mFirstSnapshot->viewport.set(0, 0, width, height);
137
138    mDirtyClip = false;
139}
140
141void OpenGLRenderer::prepare(bool opaque) {
142    prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
143}
144
145void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
146    mCaches.clearGarbage();
147
148    mSnapshot = new Snapshot(mFirstSnapshot,
149            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
150    mSnapshot->fbo = getTargetFbo();
151
152    mSaveCount = 1;
153
154    glViewport(0, 0, mWidth, mHeight);
155
156    glEnable(GL_SCISSOR_TEST);
157    glScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
158    mSnapshot->setClip(left, top, right, bottom);
159
160    if (!opaque) {
161        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
162        glClear(GL_COLOR_BUFFER_BIT);
163    }
164}
165
166void OpenGLRenderer::finish() {
167#if DEBUG_OPENGL
168    GLenum status = GL_NO_ERROR;
169    while ((status = glGetError()) != GL_NO_ERROR) {
170        LOGD("GL error from OpenGLRenderer: 0x%x", status);
171        switch (status) {
172            case GL_OUT_OF_MEMORY:
173                LOGE("  OpenGLRenderer is out of memory!");
174                break;
175        }
176    }
177#endif
178#if DEBUG_MEMORY_USAGE
179    mCaches.dumpMemoryUsage();
180#else
181    if (mCaches.getDebugLevel() & kDebugMemory) {
182        mCaches.dumpMemoryUsage();
183    }
184#endif
185}
186
187void OpenGLRenderer::interrupt() {
188    if (mCaches.currentProgram) {
189        if (mCaches.currentProgram->isInUse()) {
190            mCaches.currentProgram->remove();
191            mCaches.currentProgram = NULL;
192        }
193    }
194    mCaches.unbindMeshBuffer();
195}
196
197void OpenGLRenderer::resume() {
198    glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight());
199
200    glEnable(GL_SCISSOR_TEST);
201    dirtyClip();
202
203    glDisable(GL_DITHER);
204
205    glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
206    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
207
208    mCaches.blend = true;
209    glEnable(GL_BLEND);
210    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
211    glBlendEquation(GL_FUNC_ADD);
212}
213
214bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) {
215    interrupt();
216    if (mDirtyClip) {
217        setScissorFromClip();
218    }
219
220    Rect clip(*mSnapshot->clipRect);
221    clip.snapToPixelBoundaries();
222
223#if RENDER_LAYERS_AS_REGIONS
224    // Since we don't know what the functor will draw, let's dirty
225    // tne entire clip region
226    if (hasLayer()) {
227        dirtyLayerUnchecked(clip, getRegion());
228    }
229#endif
230
231    DrawGlInfo info;
232    info.clipLeft = clip.left;
233    info.clipTop = clip.top;
234    info.clipRight = clip.right;
235    info.clipBottom = clip.bottom;
236    info.isLayer = hasLayer();
237    getSnapshot()->transform->copyTo(&info.transform[0]);
238
239    status_t result = (*functor)(0, &info);
240
241    if (result != 0) {
242        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
243        dirty.unionWith(localDirty);
244    }
245
246    resume();
247    return result != 0;
248}
249
250///////////////////////////////////////////////////////////////////////////////
251// State management
252///////////////////////////////////////////////////////////////////////////////
253
254int OpenGLRenderer::getSaveCount() const {
255    return mSaveCount;
256}
257
258int OpenGLRenderer::save(int flags) {
259    return saveSnapshot(flags);
260}
261
262void OpenGLRenderer::restore() {
263    if (mSaveCount > 1) {
264        restoreSnapshot();
265    }
266}
267
268void OpenGLRenderer::restoreToCount(int saveCount) {
269    if (saveCount < 1) saveCount = 1;
270
271    while (mSaveCount > saveCount) {
272        restoreSnapshot();
273    }
274}
275
276int OpenGLRenderer::saveSnapshot(int flags) {
277    mSnapshot = new Snapshot(mSnapshot, flags);
278    return mSaveCount++;
279}
280
281bool OpenGLRenderer::restoreSnapshot() {
282    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
283    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
284    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
285
286    sp<Snapshot> current = mSnapshot;
287    sp<Snapshot> previous = mSnapshot->previous;
288
289    if (restoreOrtho) {
290        Rect& r = previous->viewport;
291        glViewport(r.left, r.top, r.right, r.bottom);
292        mOrthoMatrix.load(current->orthoMatrix);
293    }
294
295    mSaveCount--;
296    mSnapshot = previous;
297
298    if (restoreClip) {
299        dirtyClip();
300    }
301
302    if (restoreLayer) {
303        composeLayer(current, previous);
304    }
305
306    return restoreClip;
307}
308
309///////////////////////////////////////////////////////////////////////////////
310// Layers
311///////////////////////////////////////////////////////////////////////////////
312
313int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
314        SkPaint* p, int flags) {
315    const GLuint previousFbo = mSnapshot->fbo;
316    const int count = saveSnapshot(flags);
317
318    if (!mSnapshot->isIgnored()) {
319        int alpha = 255;
320        SkXfermode::Mode mode;
321
322        if (p) {
323            alpha = p->getAlpha();
324            if (!mCaches.extensions.hasFramebufferFetch()) {
325                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
326                if (!isMode) {
327                    // Assume SRC_OVER
328                    mode = SkXfermode::kSrcOver_Mode;
329                }
330            } else {
331                mode = getXfermode(p->getXfermode());
332            }
333        } else {
334            mode = SkXfermode::kSrcOver_Mode;
335        }
336
337        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
338    }
339
340    return count;
341}
342
343int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
344        int alpha, int flags) {
345    if (alpha >= 255 - ALPHA_THRESHOLD) {
346        return saveLayer(left, top, right, bottom, NULL, flags);
347    } else {
348        SkPaint paint;
349        paint.setAlpha(alpha);
350        return saveLayer(left, top, right, bottom, &paint, flags);
351    }
352}
353
354/**
355 * Layers are viewed by Skia are slightly different than layers in image editing
356 * programs (for instance.) When a layer is created, previously created layers
357 * and the frame buffer still receive every drawing command. For instance, if a
358 * layer is created and a shape intersecting the bounds of the layers and the
359 * framebuffer is draw, the shape will be drawn on both (unless the layer was
360 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
361 *
362 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
363 * texture. Unfortunately, this is inefficient as it requires every primitive to
364 * be drawn n + 1 times, where n is the number of active layers. In practice this
365 * means, for every primitive:
366 *   - Switch active frame buffer
367 *   - Change viewport, clip and projection matrix
368 *   - Issue the drawing
369 *
370 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
371 * To avoid this, layers are implemented in a different way here, at least in the
372 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
373 * is set. When this flag is set we can redirect all drawing operations into a
374 * single FBO.
375 *
376 * This implementation relies on the frame buffer being at least RGBA 8888. When
377 * a layer is created, only a texture is created, not an FBO. The content of the
378 * frame buffer contained within the layer's bounds is copied into this texture
379 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
380 * buffer and drawing continues as normal. This technique therefore treats the
381 * frame buffer as a scratch buffer for the layers.
382 *
383 * To compose the layers back onto the frame buffer, each layer texture
384 * (containing the original frame buffer data) is drawn as a simple quad over
385 * the frame buffer. The trick is that the quad is set as the composition
386 * destination in the blending equation, and the frame buffer becomes the source
387 * of the composition.
388 *
389 * Drawing layers with an alpha value requires an extra step before composition.
390 * An empty quad is drawn over the layer's region in the frame buffer. This quad
391 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
392 * quad is used to multiply the colors in the frame buffer. This is achieved by
393 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
394 * GL_ZERO, GL_SRC_ALPHA.
395 *
396 * Because glCopyTexImage2D() can be slow, an alternative implementation might
397 * be use to draw a single clipped layer. The implementation described above
398 * is correct in every case.
399 *
400 * (1) The frame buffer is actually not cleared right away. To allow the GPU
401 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
402 *     buffer is left untouched until the first drawing operation. Only when
403 *     something actually gets drawn are the layers regions cleared.
404 */
405bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
406        float right, float bottom, int alpha, SkXfermode::Mode mode,
407        int flags, GLuint previousFbo) {
408    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
409    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
410
411    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
412
413    // Window coordinates of the layer
414    Rect bounds(left, top, right, bottom);
415    if (!fboLayer) {
416        mSnapshot->transform->mapRect(bounds);
417
418        // Layers only make sense if they are in the framebuffer's bounds
419        if (bounds.intersect(*snapshot->clipRect)) {
420            // We cannot work with sub-pixels in this case
421            bounds.snapToPixelBoundaries();
422
423            // When the layer is not an FBO, we may use glCopyTexImage so we
424            // need to make sure the layer does not extend outside the bounds
425            // of the framebuffer
426            if (!bounds.intersect(snapshot->previous->viewport)) {
427                bounds.setEmpty();
428            }
429        } else {
430            bounds.setEmpty();
431        }
432    }
433
434    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
435            bounds.getHeight() > mCaches.maxTextureSize) {
436        snapshot->empty = fboLayer;
437    } else {
438        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
439    }
440
441    // Bail out if we won't draw in this snapshot
442    if (snapshot->invisible || snapshot->empty) {
443        return false;
444    }
445
446    glActiveTexture(gTextureUnits[0]);
447    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
448    if (!layer) {
449        return false;
450    }
451
452    layer->setAlpha(alpha, mode);
453    layer->layer.set(bounds);
454    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
455            bounds.getWidth() / float(layer->getWidth()), 0.0f);
456    layer->setColorFilter(mColorFilter);
457
458    // Save the layer in the snapshot
459    snapshot->flags |= Snapshot::kFlagIsLayer;
460    snapshot->layer = layer;
461
462    if (fboLayer) {
463        return createFboLayer(layer, bounds, snapshot, previousFbo);
464    } else {
465        // Copy the framebuffer into the layer
466        layer->bindTexture();
467        if (!bounds.isEmpty()) {
468            if (layer->isEmpty()) {
469                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
470                        bounds.left, snapshot->height - bounds.bottom,
471                        layer->getWidth(), layer->getHeight(), 0);
472                layer->setEmpty(false);
473            } else {
474                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
475                        snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
476            }
477
478            // Enqueue the buffer coordinates to clear the corresponding region later
479            mLayers.push(new Rect(bounds));
480        }
481    }
482
483    return true;
484}
485
486bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
487        GLuint previousFbo) {
488    layer->setFbo(mCaches.fboCache.get());
489
490#if RENDER_LAYERS_AS_REGIONS
491    snapshot->region = &snapshot->layer->region;
492    snapshot->flags |= Snapshot::kFlagFboTarget;
493#endif
494
495    Rect clip(bounds);
496    snapshot->transform->mapRect(clip);
497    clip.intersect(*snapshot->clipRect);
498    clip.snapToPixelBoundaries();
499    clip.intersect(snapshot->previous->viewport);
500
501    mat4 inverse;
502    inverse.loadInverse(*mSnapshot->transform);
503
504    inverse.mapRect(clip);
505    clip.snapToPixelBoundaries();
506    clip.intersect(bounds);
507    clip.translate(-bounds.left, -bounds.top);
508
509    snapshot->flags |= Snapshot::kFlagIsFboLayer;
510    snapshot->fbo = layer->getFbo();
511    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
512    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
513    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
514    snapshot->height = bounds.getHeight();
515    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
516    snapshot->orthoMatrix.load(mOrthoMatrix);
517
518    // Bind texture to FBO
519    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
520    layer->bindTexture();
521
522    // Initialize the texture if needed
523    if (layer->isEmpty()) {
524        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
525        layer->setEmpty(false);
526    }
527
528    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
529            layer->getTexture(), 0);
530
531#if DEBUG_LAYERS_AS_REGIONS
532    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
533    if (status != GL_FRAMEBUFFER_COMPLETE) {
534        LOGE("Framebuffer incomplete (GL error code 0x%x)", status);
535
536        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
537        layer->deleteTexture();
538        mCaches.fboCache.put(layer->getFbo());
539
540        delete layer;
541
542        return false;
543    }
544#endif
545
546    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
547    glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
548            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
549    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
550    glClear(GL_COLOR_BUFFER_BIT);
551
552    dirtyClip();
553
554    // Change the ortho projection
555    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
556    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
557
558    return true;
559}
560
561/**
562 * Read the documentation of createLayer() before doing anything in this method.
563 */
564void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
565    if (!current->layer) {
566        LOGE("Attempting to compose a layer that does not exist");
567        return;
568    }
569
570    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
571
572    if (fboLayer) {
573        // Unbind current FBO and restore previous one
574        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
575    }
576
577    Layer* layer = current->layer;
578    const Rect& rect = layer->layer;
579
580    if (!fboLayer && layer->getAlpha() < 255) {
581        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
582                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
583        // Required below, composeLayerRect() will divide by 255
584        layer->setAlpha(255);
585    }
586
587    mCaches.unbindMeshBuffer();
588
589    glActiveTexture(gTextureUnits[0]);
590
591    // When the layer is stored in an FBO, we can save a bit of fillrate by
592    // drawing only the dirty region
593    if (fboLayer) {
594        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
595        if (layer->getColorFilter()) {
596            setupColorFilter(layer->getColorFilter());
597        }
598        composeLayerRegion(layer, rect);
599        if (layer->getColorFilter()) {
600            resetColorFilter();
601        }
602    } else if (!rect.isEmpty()) {
603        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
604        composeLayerRect(layer, rect, true);
605    }
606
607    if (fboLayer) {
608        // Detach the texture from the FBO
609        glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
610        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
611        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
612
613        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
614        mCaches.fboCache.put(current->fbo);
615    }
616
617    dirtyClip();
618
619    // Failing to add the layer to the cache should happen only if the layer is too large
620    if (!mCaches.layerCache.put(layer)) {
621        LAYER_LOGD("Deleting layer");
622        layer->deleteTexture();
623        delete layer;
624    }
625}
626
627void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
628    float alpha = layer->getAlpha() / 255.0f;
629
630    setupDraw();
631    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
632        setupDrawWithTexture();
633    } else {
634        setupDrawWithExternalTexture();
635    }
636    setupDrawTextureTransform();
637    setupDrawColor(alpha, alpha, alpha, alpha);
638    setupDrawColorFilter();
639    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
640    setupDrawProgram();
641    setupDrawPureColorUniforms();
642    setupDrawColorFilterUniforms();
643    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
644        setupDrawTexture(layer->getTexture());
645    } else {
646        setupDrawExternalTexture(layer->getTexture());
647    }
648    if (mSnapshot->transform->isPureTranslate() &&
649            layer->getWidth() == (uint32_t) rect.getWidth() &&
650            layer->getHeight() == (uint32_t) rect.getHeight()) {
651        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
652        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
653
654        layer->setFilter(GL_NEAREST, GL_NEAREST);
655        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
656    } else {
657        layer->setFilter(GL_LINEAR, GL_LINEAR);
658        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
659    }
660    setupDrawTextureTransformUniforms(layer->getTexTransform());
661    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
662
663    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
664
665    finishDrawTexture();
666}
667
668void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
669    if (!layer->isTextureLayer()) {
670        const Rect& texCoords = layer->texCoords;
671        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
672                texCoords.right, texCoords.bottom);
673
674        float x = rect.left;
675        float y = rect.top;
676        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
677                layer->getWidth() == (uint32_t) rect.getWidth() &&
678                layer->getHeight() == (uint32_t) rect.getHeight();
679
680        if (simpleTransform) {
681            // When we're swapping, the layer is already in screen coordinates
682            if (!swap) {
683                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
684                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
685            }
686
687            layer->setFilter(GL_NEAREST, GL_NEAREST, true);
688        } else {
689            layer->setFilter(GL_LINEAR, GL_LINEAR, true);
690        }
691
692        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
693                layer->getTexture(), layer->getAlpha() / 255.0f,
694                layer->getMode(), layer->isBlend(),
695                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
696                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
697
698        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
699    } else {
700        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
701        drawTextureLayer(layer, rect);
702        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
703    }
704}
705
706void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
707#if RENDER_LAYERS_AS_REGIONS
708    if (layer->region.isRect()) {
709        layer->setRegionAsRect();
710
711        composeLayerRect(layer, layer->regionRect);
712
713        layer->region.clear();
714        return;
715    }
716
717    if (!layer->region.isEmpty()) {
718        size_t count;
719        const android::Rect* rects = layer->region.getArray(&count);
720
721        const float alpha = layer->getAlpha() / 255.0f;
722        const float texX = 1.0f / float(layer->getWidth());
723        const float texY = 1.0f / float(layer->getHeight());
724        const float height = rect.getHeight();
725
726        TextureVertex* mesh = mCaches.getRegionMesh();
727        GLsizei numQuads = 0;
728
729        setupDraw();
730        setupDrawWithTexture();
731        setupDrawColor(alpha, alpha, alpha, alpha);
732        setupDrawColorFilter();
733        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
734        setupDrawProgram();
735        setupDrawDirtyRegionsDisabled();
736        setupDrawPureColorUniforms();
737        setupDrawColorFilterUniforms();
738        setupDrawTexture(layer->getTexture());
739        if (mSnapshot->transform->isPureTranslate()) {
740            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
741            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
742
743            layer->setFilter(GL_NEAREST, GL_NEAREST);
744            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
745        } else {
746            layer->setFilter(GL_LINEAR, GL_LINEAR);
747            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
748        }
749        setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]);
750
751        for (size_t i = 0; i < count; i++) {
752            const android::Rect* r = &rects[i];
753
754            const float u1 = r->left * texX;
755            const float v1 = (height - r->top) * texY;
756            const float u2 = r->right * texX;
757            const float v2 = (height - r->bottom) * texY;
758
759            // TODO: Reject quads outside of the clip
760            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
761            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
762            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
763            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
764
765            numQuads++;
766
767            if (numQuads >= REGION_MESH_QUAD_COUNT) {
768                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
769                numQuads = 0;
770                mesh = mCaches.getRegionMesh();
771            }
772        }
773
774        if (numQuads > 0) {
775            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
776        }
777
778        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
779        finishDrawTexture();
780
781#if DEBUG_LAYERS_AS_REGIONS
782        drawRegionRects(layer->region);
783#endif
784
785        layer->region.clear();
786    }
787#else
788    composeLayerRect(layer, rect);
789#endif
790}
791
792void OpenGLRenderer::drawRegionRects(const Region& region) {
793#if DEBUG_LAYERS_AS_REGIONS
794    size_t count;
795    const android::Rect* rects = region.getArray(&count);
796
797    uint32_t colors[] = {
798            0x7fff0000, 0x7f00ff00,
799            0x7f0000ff, 0x7fff00ff,
800    };
801
802    int offset = 0;
803    int32_t top = rects[0].top;
804
805    for (size_t i = 0; i < count; i++) {
806        if (top != rects[i].top) {
807            offset ^= 0x2;
808            top = rects[i].top;
809        }
810
811        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
812        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
813                SkXfermode::kSrcOver_Mode);
814    }
815#endif
816}
817
818void OpenGLRenderer::dirtyLayer(const float left, const float top,
819        const float right, const float bottom, const mat4 transform) {
820#if RENDER_LAYERS_AS_REGIONS
821    if (hasLayer()) {
822        Rect bounds(left, top, right, bottom);
823        transform.mapRect(bounds);
824        dirtyLayerUnchecked(bounds, getRegion());
825    }
826#endif
827}
828
829void OpenGLRenderer::dirtyLayer(const float left, const float top,
830        const float right, const float bottom) {
831#if RENDER_LAYERS_AS_REGIONS
832    if (hasLayer()) {
833        Rect bounds(left, top, right, bottom);
834        dirtyLayerUnchecked(bounds, getRegion());
835    }
836#endif
837}
838
839void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
840#if RENDER_LAYERS_AS_REGIONS
841    if (bounds.intersect(*mSnapshot->clipRect)) {
842        bounds.snapToPixelBoundaries();
843        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
844        if (!dirty.isEmpty()) {
845            region->orSelf(dirty);
846        }
847    }
848#endif
849}
850
851void OpenGLRenderer::clearLayerRegions() {
852    const size_t count = mLayers.size();
853    if (count == 0) return;
854
855    if (!mSnapshot->isIgnored()) {
856        // Doing several glScissor/glClear here can negatively impact
857        // GPUs with a tiler architecture, instead we draw quads with
858        // the Clear blending mode
859
860        // The list contains bounds that have already been clipped
861        // against their initial clip rect, and the current clip
862        // is likely different so we need to disable clipping here
863        glDisable(GL_SCISSOR_TEST);
864
865        Vertex mesh[count * 6];
866        Vertex* vertex = mesh;
867
868        for (uint32_t i = 0; i < count; i++) {
869            Rect* bounds = mLayers.itemAt(i);
870
871            Vertex::set(vertex++, bounds->left, bounds->bottom);
872            Vertex::set(vertex++, bounds->left, bounds->top);
873            Vertex::set(vertex++, bounds->right, bounds->top);
874            Vertex::set(vertex++, bounds->left, bounds->bottom);
875            Vertex::set(vertex++, bounds->right, bounds->top);
876            Vertex::set(vertex++, bounds->right, bounds->bottom);
877
878            delete bounds;
879        }
880
881        setupDraw(false);
882        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
883        setupDrawBlending(true, SkXfermode::kClear_Mode);
884        setupDrawProgram();
885        setupDrawPureColorUniforms();
886        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
887
888        mCaches.unbindMeshBuffer();
889        glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
890                gVertexStride, &mesh[0].position[0]);
891        glDrawArrays(GL_TRIANGLES, 0, count * 6);
892
893        glEnable(GL_SCISSOR_TEST);
894    } else {
895        for (uint32_t i = 0; i < count; i++) {
896            delete mLayers.itemAt(i);
897        }
898    }
899
900    mLayers.clear();
901}
902
903///////////////////////////////////////////////////////////////////////////////
904// Transforms
905///////////////////////////////////////////////////////////////////////////////
906
907void OpenGLRenderer::translate(float dx, float dy) {
908    mSnapshot->transform->translate(dx, dy, 0.0f);
909}
910
911void OpenGLRenderer::rotate(float degrees) {
912    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
913}
914
915void OpenGLRenderer::scale(float sx, float sy) {
916    mSnapshot->transform->scale(sx, sy, 1.0f);
917}
918
919void OpenGLRenderer::skew(float sx, float sy) {
920    mSnapshot->transform->skew(sx, sy);
921}
922
923void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
924    mSnapshot->transform->load(*matrix);
925}
926
927void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
928    mSnapshot->transform->copyTo(*matrix);
929}
930
931void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
932    SkMatrix transform;
933    mSnapshot->transform->copyTo(transform);
934    transform.preConcat(*matrix);
935    mSnapshot->transform->load(transform);
936}
937
938///////////////////////////////////////////////////////////////////////////////
939// Clipping
940///////////////////////////////////////////////////////////////////////////////
941
942void OpenGLRenderer::setScissorFromClip() {
943    Rect clip(*mSnapshot->clipRect);
944    clip.snapToPixelBoundaries();
945    glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
946    mDirtyClip = false;
947}
948
949const Rect& OpenGLRenderer::getClipBounds() {
950    return mSnapshot->getLocalClip();
951}
952
953bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
954    if (mSnapshot->isIgnored()) {
955        return true;
956    }
957
958    Rect r(left, top, right, bottom);
959    mSnapshot->transform->mapRect(r);
960    r.snapToPixelBoundaries();
961
962    Rect clipRect(*mSnapshot->clipRect);
963    clipRect.snapToPixelBoundaries();
964
965    return !clipRect.intersects(r);
966}
967
968bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
969    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
970    if (clipped) {
971        dirtyClip();
972    }
973    return !mSnapshot->clipRect->isEmpty();
974}
975
976///////////////////////////////////////////////////////////////////////////////
977// Drawing commands
978///////////////////////////////////////////////////////////////////////////////
979
980void OpenGLRenderer::setupDraw(bool clear) {
981    if (clear) clearLayerRegions();
982    if (mDirtyClip) {
983        setScissorFromClip();
984    }
985    mDescription.reset();
986    mSetShaderColor = false;
987    mColorSet = false;
988    mColorA = mColorR = mColorG = mColorB = 0.0f;
989    mTextureUnit = 0;
990    mTrackDirtyRegions = true;
991    mTexCoordsSlot = -1;
992}
993
994void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
995    mDescription.hasTexture = true;
996    mDescription.hasAlpha8Texture = isAlpha8;
997}
998
999void OpenGLRenderer::setupDrawWithExternalTexture() {
1000    mDescription.hasExternalTexture = true;
1001}
1002
1003void OpenGLRenderer::setupDrawAALine() {
1004    mDescription.isAA = true;
1005}
1006
1007void OpenGLRenderer::setupDrawPoint(float pointSize) {
1008    mDescription.isPoint = true;
1009    mDescription.pointSize = pointSize;
1010}
1011
1012void OpenGLRenderer::setupDrawColor(int color) {
1013    setupDrawColor(color, (color >> 24) & 0xFF);
1014}
1015
1016void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1017    mColorA = alpha / 255.0f;
1018    // Second divide of a by 255 is an optimization, allowing us to simply multiply
1019    // the rgb values by a instead of also dividing by 255
1020    const float a = mColorA / 255.0f;
1021    mColorR = a * ((color >> 16) & 0xFF);
1022    mColorG = a * ((color >>  8) & 0xFF);
1023    mColorB = a * ((color      ) & 0xFF);
1024    mColorSet = true;
1025    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1026}
1027
1028void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1029    mColorA = alpha / 255.0f;
1030    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1031    // the rgb values by a instead of also dividing by 255
1032    const float a = mColorA / 255.0f;
1033    mColorR = a * ((color >> 16) & 0xFF);
1034    mColorG = a * ((color >>  8) & 0xFF);
1035    mColorB = a * ((color      ) & 0xFF);
1036    mColorSet = true;
1037    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1038}
1039
1040void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1041    mColorA = a;
1042    mColorR = r;
1043    mColorG = g;
1044    mColorB = b;
1045    mColorSet = true;
1046    mSetShaderColor = mDescription.setColor(r, g, b, a);
1047}
1048
1049void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) {
1050    mColorA = a;
1051    mColorR = r;
1052    mColorG = g;
1053    mColorB = b;
1054    mColorSet = true;
1055    mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a);
1056}
1057
1058void OpenGLRenderer::setupDrawShader() {
1059    if (mShader) {
1060        mShader->describe(mDescription, mCaches.extensions);
1061    }
1062}
1063
1064void OpenGLRenderer::setupDrawColorFilter() {
1065    if (mColorFilter) {
1066        mColorFilter->describe(mDescription, mCaches.extensions);
1067    }
1068}
1069
1070void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1071    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1072        mColorA = 1.0f;
1073        mColorR = mColorG = mColorB = 0.0f;
1074        mSetShaderColor = mDescription.modulate = true;
1075    }
1076}
1077
1078void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1079    // When the blending mode is kClear_Mode, we need to use a modulate color
1080    // argb=1,0,0,0
1081    accountForClear(mode);
1082    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1083            mDescription, swapSrcDst);
1084}
1085
1086void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1087    // When the blending mode is kClear_Mode, we need to use a modulate color
1088    // argb=1,0,0,0
1089    accountForClear(mode);
1090    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1091            mDescription, swapSrcDst);
1092}
1093
1094void OpenGLRenderer::setupDrawProgram() {
1095    useProgram(mCaches.programCache.get(mDescription));
1096}
1097
1098void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1099    mTrackDirtyRegions = false;
1100}
1101
1102void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1103        bool ignoreTransform) {
1104    mModelView.loadTranslate(left, top, 0.0f);
1105    if (!ignoreTransform) {
1106        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1107        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1108    } else {
1109        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1110        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1111    }
1112}
1113
1114void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1115    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1116}
1117
1118void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1119        bool ignoreTransform, bool ignoreModelView) {
1120    if (!ignoreModelView) {
1121        mModelView.loadTranslate(left, top, 0.0f);
1122        mModelView.scale(right - left, bottom - top, 1.0f);
1123    } else {
1124        mModelView.loadIdentity();
1125    }
1126    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1127    if (!ignoreTransform) {
1128        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1129        if (mTrackDirtyRegions && dirty) {
1130            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1131        }
1132    } else {
1133        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1134        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1135    }
1136}
1137
1138void OpenGLRenderer::setupDrawPointUniforms() {
1139    int slot = mCaches.currentProgram->getUniform("pointSize");
1140    glUniform1f(slot, mDescription.pointSize);
1141}
1142
1143void OpenGLRenderer::setupDrawColorUniforms() {
1144    if (mColorSet || (mShader && mSetShaderColor)) {
1145        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1146    }
1147}
1148
1149void OpenGLRenderer::setupDrawPureColorUniforms() {
1150    if (mSetShaderColor) {
1151        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1152    }
1153}
1154
1155void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1156    if (mShader) {
1157        if (ignoreTransform) {
1158            mModelView.loadInverse(*mSnapshot->transform);
1159        }
1160        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1161    }
1162}
1163
1164void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1165    if (mShader) {
1166        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1167    }
1168}
1169
1170void OpenGLRenderer::setupDrawColorFilterUniforms() {
1171    if (mColorFilter) {
1172        mColorFilter->setupProgram(mCaches.currentProgram);
1173    }
1174}
1175
1176void OpenGLRenderer::setupDrawSimpleMesh() {
1177    mCaches.bindMeshBuffer();
1178    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1179            gMeshStride, 0);
1180}
1181
1182void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1183    bindTexture(texture);
1184    glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++);
1185
1186    mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1187    glEnableVertexAttribArray(mTexCoordsSlot);
1188}
1189
1190void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1191    bindExternalTexture(texture);
1192    glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++);
1193
1194    mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1195    glEnableVertexAttribArray(mTexCoordsSlot);
1196}
1197
1198void OpenGLRenderer::setupDrawTextureTransform() {
1199    mDescription.hasTextureTransform = true;
1200}
1201
1202void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1203    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1204            GL_FALSE, &transform.data[0]);
1205}
1206
1207void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1208    if (!vertices) {
1209        mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1210    } else {
1211        mCaches.unbindMeshBuffer();
1212    }
1213    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1214            gMeshStride, vertices);
1215    if (mTexCoordsSlot >= 0) {
1216        glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1217    }
1218}
1219
1220void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1221    mCaches.unbindMeshBuffer();
1222    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1223            gVertexStride, vertices);
1224}
1225
1226/**
1227 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1228 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1229 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1230 * attributes (one per vertex) are values from zero to one that tells the fragment
1231 * shader where the fragment is in relation to the line width/length overall; these values are
1232 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1233 * region of the line.
1234 * Note that we only pass down the width values in this setup function. The length coordinates
1235 * are set up for each individual segment.
1236 */
1237void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1238        GLvoid* lengthCoords, float boundaryWidthProportion) {
1239    mCaches.unbindMeshBuffer();
1240    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1241            gAAVertexStride, vertices);
1242    int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1243    glEnableVertexAttribArray(widthSlot);
1244    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1245    int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1246    glEnableVertexAttribArray(lengthSlot);
1247    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1248    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1249    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1250    // Setting the inverse value saves computations per-fragment in the shader
1251    int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1252    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
1253}
1254
1255void OpenGLRenderer::finishDrawTexture() {
1256    glDisableVertexAttribArray(mTexCoordsSlot);
1257}
1258
1259///////////////////////////////////////////////////////////////////////////////
1260// Drawing
1261///////////////////////////////////////////////////////////////////////////////
1262
1263bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height,
1264        Rect& dirty, uint32_t level) {
1265    if (quickReject(0.0f, 0.0f, width, height)) {
1266        return false;
1267    }
1268
1269    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1270    // will be performed by the display list itself
1271    if (displayList) {
1272        return displayList->replay(*this, dirty, level);
1273    }
1274
1275    return false;
1276}
1277
1278void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1279    if (displayList) {
1280        displayList->output(*this, level);
1281    }
1282}
1283
1284void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1285    int alpha;
1286    SkXfermode::Mode mode;
1287    getAlphaAndMode(paint, &alpha, &mode);
1288
1289    float x = left;
1290    float y = top;
1291
1292    GLenum filter = GL_LINEAR;
1293    bool ignoreTransform = false;
1294    if (mSnapshot->transform->isPureTranslate()) {
1295        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1296        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1297        ignoreTransform = true;
1298        filter = GL_NEAREST;
1299    }
1300
1301    setupDraw();
1302    setupDrawWithTexture(true);
1303    if (paint) {
1304        setupDrawAlpha8Color(paint->getColor(), alpha);
1305    }
1306    setupDrawColorFilter();
1307    setupDrawShader();
1308    setupDrawBlending(true, mode);
1309    setupDrawProgram();
1310    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1311
1312    setupDrawTexture(texture->id);
1313    texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
1314    texture->setFilter(filter, filter);
1315
1316    setupDrawPureColorUniforms();
1317    setupDrawColorFilterUniforms();
1318    setupDrawShaderUniforms();
1319    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1320
1321    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1322
1323    finishDrawTexture();
1324}
1325
1326void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1327    const float right = left + bitmap->width();
1328    const float bottom = top + bitmap->height();
1329
1330    if (quickReject(left, top, right, bottom)) {
1331        return;
1332    }
1333
1334    glActiveTexture(gTextureUnits[0]);
1335    Texture* texture = mCaches.textureCache.get(bitmap);
1336    if (!texture) return;
1337    const AutoTexture autoCleanup(texture);
1338
1339    if (bitmap->getConfig() == SkBitmap::kA8_Config) {
1340        drawAlphaBitmap(texture, left, top, paint);
1341    } else {
1342        drawTextureRect(left, top, right, bottom, texture, paint);
1343    }
1344}
1345
1346void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1347    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1348    const mat4 transform(*matrix);
1349    transform.mapRect(r);
1350
1351    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1352        return;
1353    }
1354
1355    glActiveTexture(gTextureUnits[0]);
1356    Texture* texture = mCaches.textureCache.get(bitmap);
1357    if (!texture) return;
1358    const AutoTexture autoCleanup(texture);
1359
1360    // This could be done in a cheaper way, all we need is pass the matrix
1361    // to the vertex shader. The save/restore is a bit overkill.
1362    save(SkCanvas::kMatrix_SaveFlag);
1363    concatMatrix(matrix);
1364    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1365    restore();
1366}
1367
1368void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1369        float* vertices, int* colors, SkPaint* paint) {
1370    // TODO: Do a quickReject
1371    if (!vertices || mSnapshot->isIgnored()) {
1372        return;
1373    }
1374
1375    glActiveTexture(gTextureUnits[0]);
1376    Texture* texture = mCaches.textureCache.get(bitmap);
1377    if (!texture) return;
1378    const AutoTexture autoCleanup(texture);
1379
1380    texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true);
1381    texture->setFilter(GL_LINEAR, GL_LINEAR, true);
1382
1383    int alpha;
1384    SkXfermode::Mode mode;
1385    getAlphaAndMode(paint, &alpha, &mode);
1386
1387    const uint32_t count = meshWidth * meshHeight * 6;
1388
1389    float left = FLT_MAX;
1390    float top = FLT_MAX;
1391    float right = FLT_MIN;
1392    float bottom = FLT_MIN;
1393
1394#if RENDER_LAYERS_AS_REGIONS
1395    bool hasActiveLayer = hasLayer();
1396#else
1397    bool hasActiveLayer = false;
1398#endif
1399
1400    // TODO: Support the colors array
1401    TextureVertex mesh[count];
1402    TextureVertex* vertex = mesh;
1403    for (int32_t y = 0; y < meshHeight; y++) {
1404        for (int32_t x = 0; x < meshWidth; x++) {
1405            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1406
1407            float u1 = float(x) / meshWidth;
1408            float u2 = float(x + 1) / meshWidth;
1409            float v1 = float(y) / meshHeight;
1410            float v2 = float(y + 1) / meshHeight;
1411
1412            int ax = i + (meshWidth + 1) * 2;
1413            int ay = ax + 1;
1414            int bx = i;
1415            int by = bx + 1;
1416            int cx = i + 2;
1417            int cy = cx + 1;
1418            int dx = i + (meshWidth + 1) * 2 + 2;
1419            int dy = dx + 1;
1420
1421            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1422            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1423            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1424
1425            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1426            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1427            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1428
1429#if RENDER_LAYERS_AS_REGIONS
1430            if (hasActiveLayer) {
1431                // TODO: This could be optimized to avoid unnecessary ops
1432                left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1433                top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1434                right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1435                bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1436            }
1437#endif
1438        }
1439    }
1440
1441#if RENDER_LAYERS_AS_REGIONS
1442    if (hasActiveLayer) {
1443        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1444    }
1445#endif
1446
1447    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1448            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1449            GL_TRIANGLES, count, false, false, 0, false, false);
1450}
1451
1452void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1453         float srcLeft, float srcTop, float srcRight, float srcBottom,
1454         float dstLeft, float dstTop, float dstRight, float dstBottom,
1455         SkPaint* paint) {
1456    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1457        return;
1458    }
1459
1460    glActiveTexture(gTextureUnits[0]);
1461    Texture* texture = mCaches.textureCache.get(bitmap);
1462    if (!texture) return;
1463    const AutoTexture autoCleanup(texture);
1464    texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true);
1465
1466    const float width = texture->width;
1467    const float height = texture->height;
1468
1469    const float u1 = (srcLeft + 0.5f) / width;
1470    const float v1 = (srcTop + 0.5f)  / height;
1471    const float u2 = (srcRight - 0.5f) / width;
1472    const float v2 = (srcBottom - 0.5f) / height;
1473
1474    mCaches.unbindMeshBuffer();
1475    resetDrawTextureTexCoords(u1, v1, u2, v2);
1476
1477    int alpha;
1478    SkXfermode::Mode mode;
1479    getAlphaAndMode(paint, &alpha, &mode);
1480
1481    if (mSnapshot->transform->isPureTranslate()) {
1482        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1483        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1484
1485        GLenum filter = GL_NEAREST;
1486        if (u1 > 0.0f || u2 < 1.0f || v1 > 0.0f || v2 < 1.0f) {
1487            filter = GL_LINEAR;
1488        }
1489        texture->setFilter(filter, filter, true);
1490
1491        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1492                texture->id, alpha / 255.0f, mode, texture->blend,
1493                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1494                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1495    } else {
1496        texture->setFilter(GL_LINEAR, GL_LINEAR, true);
1497
1498        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1499                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1500                GL_TRIANGLE_STRIP, gMeshCount);
1501    }
1502
1503    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1504}
1505
1506void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1507        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1508        float left, float top, float right, float bottom, SkPaint* paint) {
1509    if (quickReject(left, top, right, bottom)) {
1510        return;
1511    }
1512
1513    glActiveTexture(gTextureUnits[0]);
1514    Texture* texture = mCaches.textureCache.get(bitmap);
1515    if (!texture) return;
1516    const AutoTexture autoCleanup(texture);
1517    texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true);
1518    texture->setFilter(GL_LINEAR, GL_LINEAR, true);
1519
1520    int alpha;
1521    SkXfermode::Mode mode;
1522    getAlphaAndMode(paint, &alpha, &mode);
1523
1524    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1525            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1526
1527    if (mesh && mesh->verticesCount > 0) {
1528        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1529#if RENDER_LAYERS_AS_REGIONS
1530        // Mark the current layer dirty where we are going to draw the patch
1531        if (hasLayer() && mesh->hasEmptyQuads) {
1532            const float offsetX = left + mSnapshot->transform->getTranslateX();
1533            const float offsetY = top + mSnapshot->transform->getTranslateY();
1534            const size_t count = mesh->quads.size();
1535            for (size_t i = 0; i < count; i++) {
1536                const Rect& bounds = mesh->quads.itemAt(i);
1537                if (pureTranslate) {
1538                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1539                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1540                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1541                } else {
1542                    dirtyLayer(left + bounds.left, top + bounds.top,
1543                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1544                }
1545            }
1546        }
1547#endif
1548
1549        if (pureTranslate) {
1550            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1551            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1552
1553            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1554                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1555                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1556                    true, !mesh->hasEmptyQuads);
1557        } else {
1558            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1559                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1560                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1561                    true, !mesh->hasEmptyQuads);
1562        }
1563    }
1564}
1565
1566/**
1567 * This function uses a similar approach to that of AA lines in the drawLines() function.
1568 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
1569 * shader to compute the translucency of the color, determined by whether a given pixel is
1570 * within that boundary region and how far into the region it is.
1571 */
1572void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
1573        int color, SkXfermode::Mode mode) {
1574    float inverseScaleX = 1.0f;
1575    float inverseScaleY = 1.0f;
1576    // The quad that we use needs to account for scaling.
1577    if (!mSnapshot->transform->isPureTranslate()) {
1578        Matrix4 *mat = mSnapshot->transform;
1579        float m00 = mat->data[Matrix4::kScaleX];
1580        float m01 = mat->data[Matrix4::kSkewY];
1581        float m02 = mat->data[2];
1582        float m10 = mat->data[Matrix4::kSkewX];
1583        float m11 = mat->data[Matrix4::kScaleX];
1584        float m12 = mat->data[6];
1585        float scaleX = sqrt(m00 * m00 + m01 * m01);
1586        float scaleY = sqrt(m10 * m10 + m11 * m11);
1587        inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1588        inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1589    }
1590
1591    setupDraw();
1592    setupDrawAALine();
1593    setupDrawColor(color);
1594    setupDrawColorFilter();
1595    setupDrawShader();
1596    setupDrawBlending(true, mode);
1597    setupDrawProgram();
1598    setupDrawModelViewIdentity(true);
1599    setupDrawColorUniforms();
1600    setupDrawColorFilterUniforms();
1601    setupDrawShaderIdentityUniforms();
1602
1603    AAVertex rects[4];
1604    AAVertex* aaVertices = &rects[0];
1605    void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1606    void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1607
1608    float boundarySizeX = .5 * inverseScaleX;
1609    float boundarySizeY = .5 * inverseScaleY;
1610
1611    // Adjust the rect by the AA boundary padding
1612    left -= boundarySizeX;
1613    right += boundarySizeX;
1614    top -= boundarySizeY;
1615    bottom += boundarySizeY;
1616
1617    float width = right - left;
1618    float height = bottom - top;
1619
1620    float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0;
1621    float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0;
1622    setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion);
1623    int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1624    int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength");
1625    glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
1626    glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion));
1627
1628    if (!quickReject(left, top, right, bottom)) {
1629        AAVertex::set(aaVertices++, left, bottom, 1, 1);
1630        AAVertex::set(aaVertices++, left, top, 1, 0);
1631        AAVertex::set(aaVertices++, right, bottom, 0, 1);
1632        AAVertex::set(aaVertices++, right, top, 0, 0);
1633        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1634        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1635    }
1636}
1637
1638/**
1639 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
1640 * rules for those lines produces some unexpected results, and may vary between hardware devices.
1641 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
1642 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
1643 * of the line. Hairlines are more involved because we need to account for transform scaling
1644 * to end up with a one-pixel-wide line in screen space..
1645 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
1646 * in combination with values that we calculate and pass down in this method. The basic approach
1647 * is that the quad we create contains both the core line area plus a bounding area in which
1648 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
1649 * proportion of the width and the length of a given segment is represented by the boundary
1650 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
1651 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
1652 * on the inside). This ends up giving the result we want, with pixels that are completely
1653 * 'inside' the line area being filled opaquely and the other pixels being filled according to
1654 * how far into the boundary region they are, which is determined by shader interpolation.
1655 */
1656void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1657    if (mSnapshot->isIgnored()) return;
1658
1659    const bool isAA = paint->isAntiAlias();
1660    // We use half the stroke width here because we're going to position the quad
1661    // corner vertices half of the width away from the line endpoints
1662    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
1663    // A stroke width of 0 has a special meaning in Skia:
1664    // it draws a line 1 px wide regardless of current transform
1665    bool isHairLine = paint->getStrokeWidth() == 0.0f;
1666    float inverseScaleX = 1.0f;
1667    float inverseScaleY = 1.0f;
1668    bool scaled = false;
1669    int alpha;
1670    SkXfermode::Mode mode;
1671    int generatedVerticesCount = 0;
1672    int verticesCount = count;
1673    if (count > 4) {
1674        // Polyline: account for extra vertices needed for continuous tri-strip
1675        verticesCount += (count - 4);
1676    }
1677
1678    if (isHairLine || isAA) {
1679        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
1680        // the line on the screen should always be one pixel wide regardless of scale. For
1681        // AA lines, we only want one pixel of translucent boundary around the quad.
1682        if (!mSnapshot->transform->isPureTranslate()) {
1683            Matrix4 *mat = mSnapshot->transform;
1684            float m00 = mat->data[Matrix4::kScaleX];
1685            float m01 = mat->data[Matrix4::kSkewY];
1686            float m02 = mat->data[2];
1687            float m10 = mat->data[Matrix4::kSkewX];
1688            float m11 = mat->data[Matrix4::kScaleX];
1689            float m12 = mat->data[6];
1690            float scaleX = sqrt(m00*m00 + m01*m01);
1691            float scaleY = sqrt(m10*m10 + m11*m11);
1692            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1693            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1694            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
1695                scaled = true;
1696            }
1697        }
1698    }
1699
1700    getAlphaAndMode(paint, &alpha, &mode);
1701    setupDraw();
1702    if (isAA) {
1703        setupDrawAALine();
1704    }
1705    setupDrawColor(paint->getColor(), alpha);
1706    setupDrawColorFilter();
1707    setupDrawShader();
1708    if (isAA) {
1709        setupDrawBlending(true, mode);
1710    } else {
1711        setupDrawBlending(mode);
1712    }
1713    setupDrawProgram();
1714    setupDrawModelViewIdentity(true);
1715    setupDrawColorUniforms();
1716    setupDrawColorFilterUniforms();
1717    setupDrawShaderIdentityUniforms();
1718
1719    if (isHairLine) {
1720        // Set a real stroke width to be used in quad construction
1721        halfStrokeWidth = isAA? 1 : .5;
1722    } else if (isAA && !scaled) {
1723        // Expand boundary to enable AA calculations on the quad border
1724        halfStrokeWidth += .5f;
1725    }
1726    Vertex lines[verticesCount];
1727    Vertex* vertices = &lines[0];
1728    AAVertex wLines[verticesCount];
1729    AAVertex* aaVertices = &wLines[0];
1730    if (!isAA) {
1731        setupDrawVertices(vertices);
1732    } else {
1733        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1734        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1735        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
1736        // AA stroke width (the base stroke width expanded by a half pixel on either side).
1737        // This value is used in the fragment shader to determine how to fill fragments.
1738        // We will need to calculate the actual width proportion on each segment for
1739        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
1740        float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
1741        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion);
1742    }
1743
1744    AAVertex* prevAAVertex = NULL;
1745    Vertex* prevVertex = NULL;
1746
1747    int boundaryLengthSlot = -1;
1748    int inverseBoundaryLengthSlot = -1;
1749    int boundaryWidthSlot = -1;
1750    int inverseBoundaryWidthSlot = -1;
1751    for (int i = 0; i < count; i += 4) {
1752        // a = start point, b = end point
1753        vec2 a(points[i], points[i + 1]);
1754        vec2 b(points[i + 2], points[i + 3]);
1755        float length = 0;
1756        float boundaryLengthProportion = 0;
1757        float boundaryWidthProportion = 0;
1758
1759        // Find the normal to the line
1760        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
1761        if (isHairLine) {
1762            if (isAA) {
1763                float wideningFactor;
1764                if (fabs(n.x) >= fabs(n.y)) {
1765                    wideningFactor = fabs(1.0f / n.x);
1766                } else {
1767                    wideningFactor = fabs(1.0f / n.y);
1768                }
1769                n *= wideningFactor;
1770            }
1771            if (scaled) {
1772                n.x *= inverseScaleX;
1773                n.y *= inverseScaleY;
1774            }
1775        } else if (scaled) {
1776            // Extend n by .5 pixel on each side, post-transform
1777            vec2 extendedN = n.copyNormalized();
1778            extendedN /= 2;
1779            extendedN.x *= inverseScaleX;
1780            extendedN.y *= inverseScaleY;
1781            float extendedNLength = extendedN.length();
1782            // We need to set this value on the shader prior to drawing
1783            boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength);
1784            n += extendedN;
1785        }
1786        float x = n.x;
1787        n.x = -n.y;
1788        n.y = x;
1789
1790        // aa lines expand the endpoint vertices to encompass the AA boundary
1791        if (isAA) {
1792            vec2 abVector = (b - a);
1793            length = abVector.length();
1794            abVector.normalize();
1795            if (scaled) {
1796                abVector.x *= inverseScaleX;
1797                abVector.y *= inverseScaleY;
1798                float abLength = abVector.length();
1799                boundaryLengthProportion = abLength / (length + abLength);
1800            } else {
1801                boundaryLengthProportion = .5 / (length + 1);
1802            }
1803            abVector /= 2;
1804            a -= abVector;
1805            b += abVector;
1806        }
1807
1808        // Four corners of the rectangle defining a thick line
1809        vec2 p1 = a - n;
1810        vec2 p2 = a + n;
1811        vec2 p3 = b + n;
1812        vec2 p4 = b - n;
1813
1814
1815        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
1816        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
1817        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
1818        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
1819
1820        if (!quickReject(left, top, right, bottom)) {
1821            if (!isAA) {
1822                if (prevVertex != NULL) {
1823                    // Issue two repeat vertices to create degenerate triangles to bridge
1824                    // between the previous line and the new one. This is necessary because
1825                    // we are creating a single triangle_strip which will contain
1826                    // potentially discontinuous line segments.
1827                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
1828                    Vertex::set(vertices++, p1.x, p1.y);
1829                    generatedVerticesCount += 2;
1830                }
1831                Vertex::set(vertices++, p1.x, p1.y);
1832                Vertex::set(vertices++, p2.x, p2.y);
1833                Vertex::set(vertices++, p4.x, p4.y);
1834                Vertex::set(vertices++, p3.x, p3.y);
1835                prevVertex = vertices - 1;
1836                generatedVerticesCount += 4;
1837            } else {
1838                if (!isHairLine && scaled) {
1839                    // Must set width proportions per-segment for scaled non-hairlines to use the
1840                    // correct AA boundary dimensions
1841                    if (boundaryWidthSlot < 0) {
1842                        boundaryWidthSlot =
1843                                mCaches.currentProgram->getUniform("boundaryWidth");
1844                        inverseBoundaryWidthSlot =
1845                                mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1846                    }
1847                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1848                    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
1849                }
1850                if (boundaryLengthSlot < 0) {
1851                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1852                    inverseBoundaryLengthSlot =
1853                            mCaches.currentProgram->getUniform("inverseBoundaryLength");
1854                }
1855                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
1856                glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion));
1857
1858                if (prevAAVertex != NULL) {
1859                    // Issue two repeat vertices to create degenerate triangles to bridge
1860                    // between the previous line and the new one. This is necessary because
1861                    // we are creating a single triangle_strip which will contain
1862                    // potentially discontinuous line segments.
1863                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
1864                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
1865                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
1866                    generatedVerticesCount += 2;
1867                }
1868                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
1869                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
1870                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
1871                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
1872                prevAAVertex = aaVertices - 1;
1873                generatedVerticesCount += 4;
1874            }
1875            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
1876                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
1877                    *mSnapshot->transform);
1878        }
1879    }
1880    if (generatedVerticesCount > 0) {
1881       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
1882    }
1883}
1884
1885void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
1886    if (mSnapshot->isIgnored()) return;
1887
1888    // TODO: The paint's cap style defines whether the points are square or circular
1889    // TODO: Handle AA for round points
1890
1891    // A stroke width of 0 has a special meaning in Skia:
1892    // it draws an unscaled 1px point
1893    float strokeWidth = paint->getStrokeWidth();
1894    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
1895    if (isHairLine) {
1896        // Now that we know it's hairline, we can set the effective width, to be used later
1897        strokeWidth = 1.0f;
1898    }
1899    const float halfWidth = strokeWidth / 2;
1900    int alpha;
1901    SkXfermode::Mode mode;
1902    getAlphaAndMode(paint, &alpha, &mode);
1903
1904    int verticesCount = count >> 1;
1905    int generatedVerticesCount = 0;
1906
1907    TextureVertex pointsData[verticesCount];
1908    TextureVertex* vertex = &pointsData[0];
1909
1910    setupDraw();
1911    setupDrawPoint(strokeWidth);
1912    setupDrawColor(paint->getColor(), alpha);
1913    setupDrawColorFilter();
1914    setupDrawShader();
1915    setupDrawBlending(mode);
1916    setupDrawProgram();
1917    setupDrawModelViewIdentity(true);
1918    setupDrawColorUniforms();
1919    setupDrawColorFilterUniforms();
1920    setupDrawPointUniforms();
1921    setupDrawShaderIdentityUniforms();
1922    setupDrawMesh(vertex);
1923
1924    for (int i = 0; i < count; i += 2) {
1925        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
1926        generatedVerticesCount++;
1927        float left = points[i] - halfWidth;
1928        float right = points[i] + halfWidth;
1929        float top = points[i + 1] - halfWidth;
1930        float bottom = points [i + 1] + halfWidth;
1931        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1932    }
1933
1934    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
1935}
1936
1937void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
1938    // No need to check against the clip, we fill the clip region
1939    if (mSnapshot->isIgnored()) return;
1940
1941    Rect& clip(*mSnapshot->clipRect);
1942    clip.snapToPixelBoundaries();
1943
1944    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
1945}
1946
1947void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) {
1948    if (!texture) return;
1949    const AutoTexture autoCleanup(texture);
1950
1951    const float x = left + texture->left - texture->offset;
1952    const float y = top + texture->top - texture->offset;
1953
1954    drawPathTexture(texture, x, y, paint);
1955}
1956
1957void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
1958        float rx, float ry, SkPaint* paint) {
1959    if (mSnapshot->isIgnored()) return;
1960
1961    glActiveTexture(gTextureUnits[0]);
1962    const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
1963            right - left, bottom - top, rx, ry, paint);
1964    drawShape(left, top, texture, paint);
1965}
1966
1967void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
1968    if (mSnapshot->isIgnored()) return;
1969
1970    glActiveTexture(gTextureUnits[0]);
1971    const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
1972    drawShape(x - radius, y - radius, texture, paint);
1973}
1974
1975void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) {
1976    if (mSnapshot->isIgnored()) return;
1977
1978    glActiveTexture(gTextureUnits[0]);
1979    const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
1980    drawShape(left, top, texture, paint);
1981}
1982
1983void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
1984        float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
1985    if (mSnapshot->isIgnored()) return;
1986
1987    if (fabs(sweepAngle) >= 360.0f) {
1988        drawOval(left, top, right, bottom, paint);
1989        return;
1990    }
1991
1992    glActiveTexture(gTextureUnits[0]);
1993    const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
1994            startAngle, sweepAngle, useCenter, paint);
1995    drawShape(left, top, texture, paint);
1996}
1997
1998void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
1999        SkPaint* paint) {
2000    if (mSnapshot->isIgnored()) return;
2001
2002    glActiveTexture(gTextureUnits[0]);
2003    const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
2004    drawShape(left, top, texture, paint);
2005}
2006
2007void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2008    if (p->getStyle() != SkPaint::kFill_Style) {
2009        drawRectAsShape(left, top, right, bottom, p);
2010        return;
2011    }
2012
2013    if (quickReject(left, top, right, bottom)) {
2014        return;
2015    }
2016
2017    SkXfermode::Mode mode;
2018    if (!mCaches.extensions.hasFramebufferFetch()) {
2019        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
2020        if (!isMode) {
2021            // Assume SRC_OVER
2022            mode = SkXfermode::kSrcOver_Mode;
2023        }
2024    } else {
2025        mode = getXfermode(p->getXfermode());
2026    }
2027
2028    int color = p->getColor();
2029    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2030        drawAARect(left, top, right, bottom, color, mode);
2031    } else {
2032        drawColorRect(left, top, right, bottom, color, mode);
2033    }
2034}
2035
2036void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2037        float x, float y, SkPaint* paint) {
2038    if (text == NULL || count == 0) {
2039        return;
2040    }
2041    if (mSnapshot->isIgnored()) return;
2042
2043    // TODO: We should probably make a copy of the paint instead of modifying
2044    //       it; modifying the paint will change its generationID the first
2045    //       time, which might impact caches. More investigation needed to
2046    //       see if it matters.
2047    //       If we make a copy, then drawTextDecorations() should *not* make
2048    //       its own copy as it does right now.
2049    paint->setAntiAlias(true);
2050#if RENDER_TEXT_AS_GLYPHS
2051    paint->setTextEncoding(SkPaint::kGlyphID_TextEncoding);
2052#endif
2053
2054    float length = -1.0f;
2055    switch (paint->getTextAlign()) {
2056        case SkPaint::kCenter_Align:
2057            length = paint->measureText(text, bytesCount);
2058            x -= length / 2.0f;
2059            break;
2060        case SkPaint::kRight_Align:
2061            length = paint->measureText(text, bytesCount);
2062            x -= length;
2063            break;
2064        default:
2065            break;
2066    }
2067
2068    const float oldX = x;
2069    const float oldY = y;
2070    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2071    if (pureTranslate) {
2072        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2073        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2074    }
2075
2076    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2077    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2078            paint->getTextSize());
2079
2080    int alpha;
2081    SkXfermode::Mode mode;
2082    getAlphaAndMode(paint, &alpha, &mode);
2083
2084    if (mHasShadow) {
2085        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2086        const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2087                paint, text, bytesCount, count, mShadowRadius);
2088        const AutoTexture autoCleanup(shadow);
2089
2090        const float sx = oldX - shadow->left + mShadowDx;
2091        const float sy = oldY - shadow->top + mShadowDy;
2092
2093        const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
2094        int shadowColor = mShadowColor;
2095        if (mShader) {
2096            shadowColor = 0xffffffff;
2097        }
2098
2099        glActiveTexture(gTextureUnits[0]);
2100        setupDraw();
2101        setupDrawWithTexture(true);
2102        setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2103        setupDrawColorFilter();
2104        setupDrawShader();
2105        setupDrawBlending(true, mode);
2106        setupDrawProgram();
2107        setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2108        setupDrawTexture(shadow->id);
2109        setupDrawPureColorUniforms();
2110        setupDrawColorFilterUniforms();
2111        setupDrawShaderUniforms();
2112        setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2113
2114        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2115
2116        finishDrawTexture();
2117    }
2118
2119    if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) {
2120        return;
2121    }
2122
2123    // Pick the appropriate texture filtering
2124    bool linearFilter = mSnapshot->transform->changesBounds();
2125    if (pureTranslate && !linearFilter) {
2126        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2127    }
2128
2129    glActiveTexture(gTextureUnits[0]);
2130    setupDraw();
2131    setupDrawDirtyRegionsDisabled();
2132    setupDrawWithTexture(true);
2133    setupDrawAlpha8Color(paint->getColor(), alpha);
2134    setupDrawColorFilter();
2135    setupDrawShader();
2136    setupDrawBlending(true, mode);
2137    setupDrawProgram();
2138    setupDrawModelView(x, y, x, y, pureTranslate, true);
2139    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2140    setupDrawPureColorUniforms();
2141    setupDrawColorFilterUniforms();
2142    setupDrawShaderUniforms(pureTranslate);
2143
2144    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2145    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2146
2147#if RENDER_LAYERS_AS_REGIONS
2148    bool hasActiveLayer = hasLayer();
2149#else
2150    bool hasActiveLayer = false;
2151#endif
2152    mCaches.unbindMeshBuffer();
2153
2154    // Tell font renderer the locations of position and texture coord
2155    // attributes so it can bind its data properly
2156    int positionSlot = mCaches.currentProgram->position;
2157    fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot);
2158    if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
2159            hasActiveLayer ? &bounds : NULL)) {
2160#if RENDER_LAYERS_AS_REGIONS
2161        if (hasActiveLayer) {
2162            if (!pureTranslate) {
2163                mSnapshot->transform->mapRect(bounds);
2164            }
2165            dirtyLayerUnchecked(bounds, getRegion());
2166        }
2167#endif
2168    }
2169
2170    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
2171    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
2172
2173    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2174}
2175
2176void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2177    if (mSnapshot->isIgnored()) return;
2178
2179    glActiveTexture(gTextureUnits[0]);
2180
2181    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2182    if (!texture) return;
2183    const AutoTexture autoCleanup(texture);
2184
2185    const float x = texture->left - texture->offset;
2186    const float y = texture->top - texture->offset;
2187
2188    drawPathTexture(texture, x, y, paint);
2189}
2190
2191void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2192    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
2193        return;
2194    }
2195
2196    glActiveTexture(gTextureUnits[0]);
2197
2198    int alpha;
2199    SkXfermode::Mode mode;
2200    getAlphaAndMode(paint, &alpha, &mode);
2201
2202    layer->setAlpha(alpha, mode);
2203
2204#if RENDER_LAYERS_AS_REGIONS
2205    if (!layer->region.isEmpty()) {
2206        if (layer->region.isRect()) {
2207            composeLayerRect(layer, layer->regionRect);
2208        } else if (layer->mesh) {
2209            const float a = alpha / 255.0f;
2210            const Rect& rect = layer->layer;
2211
2212            setupDraw();
2213            setupDrawWithTexture();
2214            setupDrawColor(a, a, a, a);
2215            setupDrawColorFilter();
2216            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2217            setupDrawProgram();
2218            setupDrawPureColorUniforms();
2219            setupDrawColorFilterUniforms();
2220            setupDrawTexture(layer->getTexture());
2221            if (mSnapshot->transform->isPureTranslate()) {
2222                x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2223                y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2224
2225                layer->setFilter(GL_NEAREST, GL_NEAREST);
2226                setupDrawModelViewTranslate(x, y,
2227                        x + layer->layer.getWidth(), y + layer->layer.getHeight(), true);
2228            } else {
2229                layer->setFilter(GL_LINEAR, GL_LINEAR);
2230                setupDrawModelViewTranslate(x, y,
2231                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2232            }
2233            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2234
2235            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2236                    GL_UNSIGNED_SHORT, layer->meshIndices);
2237
2238            finishDrawTexture();
2239
2240#if DEBUG_LAYERS_AS_REGIONS
2241            drawRegionRects(layer->region);
2242#endif
2243        }
2244    }
2245#else
2246    const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
2247    composeLayerRect(layer, r);
2248#endif
2249}
2250
2251///////////////////////////////////////////////////////////////////////////////
2252// Shaders
2253///////////////////////////////////////////////////////////////////////////////
2254
2255void OpenGLRenderer::resetShader() {
2256    mShader = NULL;
2257}
2258
2259void OpenGLRenderer::setupShader(SkiaShader* shader) {
2260    mShader = shader;
2261    if (mShader) {
2262        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2263    }
2264}
2265
2266///////////////////////////////////////////////////////////////////////////////
2267// Color filters
2268///////////////////////////////////////////////////////////////////////////////
2269
2270void OpenGLRenderer::resetColorFilter() {
2271    mColorFilter = NULL;
2272}
2273
2274void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2275    mColorFilter = filter;
2276}
2277
2278///////////////////////////////////////////////////////////////////////////////
2279// Drop shadow
2280///////////////////////////////////////////////////////////////////////////////
2281
2282void OpenGLRenderer::resetShadow() {
2283    mHasShadow = false;
2284}
2285
2286void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2287    mHasShadow = true;
2288    mShadowRadius = radius;
2289    mShadowDx = dx;
2290    mShadowDy = dy;
2291    mShadowColor = color;
2292}
2293
2294///////////////////////////////////////////////////////////////////////////////
2295// Drawing implementation
2296///////////////////////////////////////////////////////////////////////////////
2297
2298void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2299        float x, float y, SkPaint* paint) {
2300    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2301        return;
2302    }
2303
2304    int alpha;
2305    SkXfermode::Mode mode;
2306    getAlphaAndMode(paint, &alpha, &mode);
2307
2308    setupDraw();
2309    setupDrawWithTexture(true);
2310    setupDrawAlpha8Color(paint->getColor(), alpha);
2311    setupDrawColorFilter();
2312    setupDrawShader();
2313    setupDrawBlending(true, mode);
2314    setupDrawProgram();
2315    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2316    setupDrawTexture(texture->id);
2317    setupDrawPureColorUniforms();
2318    setupDrawColorFilterUniforms();
2319    setupDrawShaderUniforms();
2320    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2321
2322    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2323
2324    finishDrawTexture();
2325}
2326
2327// Same values used by Skia
2328#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2329#define kStdUnderline_Offset    (1.0f / 9.0f)
2330#define kStdUnderline_Thickness (1.0f / 18.0f)
2331
2332void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2333        float x, float y, SkPaint* paint) {
2334    // Handle underline and strike-through
2335    uint32_t flags = paint->getFlags();
2336    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2337        SkPaint paintCopy(*paint);
2338        float underlineWidth = length;
2339        // If length is > 0.0f, we already measured the text for the text alignment
2340        if (length <= 0.0f) {
2341            underlineWidth = paintCopy.measureText(text, bytesCount);
2342        }
2343
2344        float offsetX = 0;
2345        switch (paintCopy.getTextAlign()) {
2346            case SkPaint::kCenter_Align:
2347                offsetX = underlineWidth * 0.5f;
2348                break;
2349            case SkPaint::kRight_Align:
2350                offsetX = underlineWidth;
2351                break;
2352            default:
2353                break;
2354        }
2355
2356        if (underlineWidth > 0.0f) {
2357            const float textSize = paintCopy.getTextSize();
2358            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2359
2360            const float left = x - offsetX;
2361            float top = 0.0f;
2362
2363            int linesCount = 0;
2364            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2365            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2366
2367            const int pointsCount = 4 * linesCount;
2368            float points[pointsCount];
2369            int currentPoint = 0;
2370
2371            if (flags & SkPaint::kUnderlineText_Flag) {
2372                top = y + textSize * kStdUnderline_Offset;
2373                points[currentPoint++] = left;
2374                points[currentPoint++] = top;
2375                points[currentPoint++] = left + underlineWidth;
2376                points[currentPoint++] = top;
2377            }
2378
2379            if (flags & SkPaint::kStrikeThruText_Flag) {
2380                top = y + textSize * kStdStrikeThru_Offset;
2381                points[currentPoint++] = left;
2382                points[currentPoint++] = top;
2383                points[currentPoint++] = left + underlineWidth;
2384                points[currentPoint++] = top;
2385            }
2386
2387            paintCopy.setStrokeWidth(strokeWidth);
2388
2389            drawLines(&points[0], pointsCount, &paintCopy);
2390        }
2391    }
2392}
2393
2394void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2395        int color, SkXfermode::Mode mode, bool ignoreTransform) {
2396    // If a shader is set, preserve only the alpha
2397    if (mShader) {
2398        color |= 0x00ffffff;
2399    }
2400
2401    setupDraw();
2402    setupDrawColor(color);
2403    setupDrawShader();
2404    setupDrawColorFilter();
2405    setupDrawBlending(mode);
2406    setupDrawProgram();
2407    setupDrawModelView(left, top, right, bottom, ignoreTransform);
2408    setupDrawColorUniforms();
2409    setupDrawShaderUniforms(ignoreTransform);
2410    setupDrawColorFilterUniforms();
2411    setupDrawSimpleMesh();
2412
2413    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2414}
2415
2416void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2417        Texture* texture, SkPaint* paint) {
2418    int alpha;
2419    SkXfermode::Mode mode;
2420    getAlphaAndMode(paint, &alpha, &mode);
2421
2422    texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true);
2423
2424    if (mSnapshot->transform->isPureTranslate()) {
2425        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2426        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2427
2428        texture->setFilter(GL_NEAREST, GL_NEAREST, true);
2429        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2430                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
2431                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
2432    } else {
2433        texture->setFilter(GL_LINEAR, GL_LINEAR, true);
2434        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
2435                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2436                GL_TRIANGLE_STRIP, gMeshCount);
2437    }
2438}
2439
2440void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2441        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
2442    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
2443            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
2444}
2445
2446void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
2447        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
2448        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
2449        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
2450
2451    setupDraw();
2452    setupDrawWithTexture();
2453    setupDrawColor(alpha, alpha, alpha, alpha);
2454    setupDrawColorFilter();
2455    setupDrawBlending(blend, mode, swapSrcDst);
2456    setupDrawProgram();
2457    if (!dirty) {
2458        setupDrawDirtyRegionsDisabled();
2459    }
2460    if (!ignoreScale) {
2461        setupDrawModelView(left, top, right, bottom, ignoreTransform);
2462    } else {
2463        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
2464    }
2465    setupDrawPureColorUniforms();
2466    setupDrawColorFilterUniforms();
2467    setupDrawTexture(texture);
2468    setupDrawMesh(vertices, texCoords, vbo);
2469
2470    glDrawArrays(drawMode, 0, elementsCount);
2471
2472    finishDrawTexture();
2473}
2474
2475void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
2476        ProgramDescription& description, bool swapSrcDst) {
2477    blend = blend || mode != SkXfermode::kSrcOver_Mode;
2478    if (blend) {
2479        if (mode < SkXfermode::kPlus_Mode) {
2480            if (!mCaches.blend) {
2481                glEnable(GL_BLEND);
2482            }
2483
2484            GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
2485            GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
2486
2487            if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
2488                glBlendFunc(sourceMode, destMode);
2489                mCaches.lastSrcMode = sourceMode;
2490                mCaches.lastDstMode = destMode;
2491            }
2492        } else {
2493            // These blend modes are not supported by OpenGL directly and have
2494            // to be implemented using shaders. Since the shader will perform
2495            // the blending, turn blending off here
2496            if (mCaches.extensions.hasFramebufferFetch()) {
2497                description.framebufferMode = mode;
2498                description.swapSrcDst = swapSrcDst;
2499            }
2500
2501            if (mCaches.blend) {
2502                glDisable(GL_BLEND);
2503            }
2504            blend = false;
2505        }
2506    } else if (mCaches.blend) {
2507        glDisable(GL_BLEND);
2508    }
2509    mCaches.blend = blend;
2510}
2511
2512bool OpenGLRenderer::useProgram(Program* program) {
2513    if (!program->isInUse()) {
2514        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
2515        program->use();
2516        mCaches.currentProgram = program;
2517        return false;
2518    }
2519    return true;
2520}
2521
2522void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
2523    TextureVertex* v = &mMeshVertices[0];
2524    TextureVertex::setUV(v++, u1, v1);
2525    TextureVertex::setUV(v++, u2, v1);
2526    TextureVertex::setUV(v++, u1, v2);
2527    TextureVertex::setUV(v++, u2, v2);
2528}
2529
2530void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
2531    if (paint) {
2532        if (!mCaches.extensions.hasFramebufferFetch()) {
2533            const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode);
2534            if (!isMode) {
2535                // Assume SRC_OVER
2536                *mode = SkXfermode::kSrcOver_Mode;
2537            }
2538        } else {
2539            *mode = getXfermode(paint->getXfermode());
2540        }
2541
2542        // Skia draws using the color's alpha channel if < 255
2543        // Otherwise, it uses the paint's alpha
2544        int color = paint->getColor();
2545        *alpha = (color >> 24) & 0xFF;
2546        if (*alpha == 255) {
2547            *alpha = paint->getAlpha();
2548        }
2549    } else {
2550        *mode = SkXfermode::kSrcOver_Mode;
2551        *alpha = 255;
2552    }
2553}
2554
2555SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
2556    SkXfermode::Mode resultMode;
2557    if (!SkXfermode::AsMode(mode, &resultMode)) {
2558        resultMode = SkXfermode::kSrcOver_Mode;
2559    }
2560    return resultMode;
2561}
2562
2563}; // namespace uirenderer
2564}; // namespace android
2565