OpenGLRenderer.cpp revision a75fbc3c76dfe6a1c678b66f83cef878e3f3cdf4
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkPathMeasure.h>
25#include <SkTypeface.h>
26
27#include <utils/Log.h>
28#include <utils/StopWatch.h>
29
30#include <private/hwui/DrawGlInfo.h>
31
32#include <ui/Rect.h>
33
34#include "OpenGLRenderer.h"
35#include "DisplayListRenderer.h"
36#include "Vector.h"
37
38namespace android {
39namespace uirenderer {
40
41///////////////////////////////////////////////////////////////////////////////
42// Defines
43///////////////////////////////////////////////////////////////////////////////
44
45#define RAD_TO_DEG (180.0f / 3.14159265f)
46#define MIN_ANGLE 0.001f
47
48// TODO: This should be set in properties
49#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH)
50
51#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
52
53///////////////////////////////////////////////////////////////////////////////
54// Globals
55///////////////////////////////////////////////////////////////////////////////
56
57/**
58 * Structure mapping Skia xfermodes to OpenGL blending factors.
59 */
60struct Blender {
61    SkXfermode::Mode mode;
62    GLenum src;
63    GLenum dst;
64}; // struct Blender
65
66// In this array, the index of each Blender equals the value of the first
67// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
68static const Blender gBlends[] = {
69    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
70    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
71    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
72    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
73    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
74    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
75    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
76    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
77    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
78    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
79    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
80    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
81    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
82    { SkXfermode::kMultiply_Mode, GL_ZERO,                GL_SRC_COLOR },
83    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
84};
85
86// This array contains the swapped version of each SkXfermode. For instance
87// this array's SrcOver blending mode is actually DstOver. You can refer to
88// createLayer() for more information on the purpose of this array.
89static const Blender gBlendsSwap[] = {
90    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
91    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
92    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
93    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
94    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
95    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
96    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
97    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
98    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
99    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
100    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
101    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
102    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
103    { SkXfermode::kMultiply_Mode, GL_DST_COLOR,           GL_ZERO },
104    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
105};
106
107///////////////////////////////////////////////////////////////////////////////
108// Constructors/destructor
109///////////////////////////////////////////////////////////////////////////////
110
111OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
112    mShader = NULL;
113    mColorFilter = NULL;
114    mHasShadow = false;
115    mHasDrawFilter = false;
116
117    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
118
119    mFirstSnapshot = new Snapshot;
120}
121
122OpenGLRenderer::~OpenGLRenderer() {
123    // The context has already been destroyed at this point, do not call
124    // GL APIs. All GL state should be kept in Caches.h
125}
126
127///////////////////////////////////////////////////////////////////////////////
128// Debug
129///////////////////////////////////////////////////////////////////////////////
130
131void OpenGLRenderer::startMark(const char* name) const {
132    mCaches.startMark(0, name);
133}
134
135void OpenGLRenderer::endMark() const {
136    mCaches.endMark();
137}
138
139///////////////////////////////////////////////////////////////////////////////
140// Setup
141///////////////////////////////////////////////////////////////////////////////
142
143uint32_t OpenGLRenderer::getStencilSize() {
144    return STENCIL_BUFFER_SIZE;
145}
146
147void OpenGLRenderer::setViewport(int width, int height) {
148    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
149
150    mWidth = width;
151    mHeight = height;
152
153    mFirstSnapshot->height = height;
154    mFirstSnapshot->viewport.set(0, 0, width, height);
155
156    glDisable(GL_DITHER);
157    glEnable(GL_SCISSOR_TEST);
158    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
159
160    glEnableVertexAttribArray(Program::kBindingPosition);
161}
162
163void OpenGLRenderer::prepare(bool opaque) {
164    prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
165}
166
167void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
168    mCaches.clearGarbage();
169    mFunctors.clear();
170
171    mSnapshot = new Snapshot(mFirstSnapshot,
172            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
173    mSnapshot->fbo = getTargetFbo();
174    mSaveCount = 1;
175
176    glViewport(0, 0, mWidth, mHeight);
177    mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
178
179    mSnapshot->setClip(left, top, right, bottom);
180    mDirtyClip = false;
181
182    if (!opaque) {
183        glClear(GL_COLOR_BUFFER_BIT);
184    }
185}
186
187void OpenGLRenderer::finish() {
188#if DEBUG_OPENGL
189    GLenum status = GL_NO_ERROR;
190    while ((status = glGetError()) != GL_NO_ERROR) {
191        ALOGD("GL error from OpenGLRenderer: 0x%x", status);
192        switch (status) {
193            case GL_OUT_OF_MEMORY:
194                ALOGE("  OpenGLRenderer is out of memory!");
195                break;
196        }
197    }
198#endif
199#if DEBUG_MEMORY_USAGE
200    mCaches.dumpMemoryUsage();
201#else
202    if (mCaches.getDebugLevel() & kDebugMemory) {
203        mCaches.dumpMemoryUsage();
204    }
205#endif
206}
207
208void OpenGLRenderer::interrupt() {
209    if (mCaches.currentProgram) {
210        if (mCaches.currentProgram->isInUse()) {
211            mCaches.currentProgram->remove();
212            mCaches.currentProgram = NULL;
213        }
214    }
215    mCaches.unbindMeshBuffer();
216    mCaches.unbindIndicesBuffer();
217    mCaches.resetVertexPointers();
218    mCaches.disbaleTexCoordsVertexArray();
219}
220
221void OpenGLRenderer::resume() {
222    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
223
224    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
225    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
226
227    glEnable(GL_SCISSOR_TEST);
228    mCaches.resetScissor();
229    dirtyClip();
230
231    mCaches.activeTexture(0);
232    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
233
234    mCaches.blend = true;
235    glEnable(GL_BLEND);
236    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
237    glBlendEquation(GL_FUNC_ADD);
238}
239
240void OpenGLRenderer::detachFunctor(Functor* functor) {
241    mFunctors.remove(functor);
242}
243
244void OpenGLRenderer::attachFunctor(Functor* functor) {
245    mFunctors.add(functor);
246}
247
248status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
249    status_t result = DrawGlInfo::kStatusDone;
250    size_t count = mFunctors.size();
251
252    if (count > 0) {
253        SortedVector<Functor*> functors(mFunctors);
254        mFunctors.clear();
255
256        DrawGlInfo info;
257        info.clipLeft = 0;
258        info.clipTop = 0;
259        info.clipRight = 0;
260        info.clipBottom = 0;
261        info.isLayer = false;
262        info.width = 0;
263        info.height = 0;
264        memset(info.transform, 0, sizeof(float) * 16);
265
266        for (size_t i = 0; i < count; i++) {
267            Functor* f = functors.itemAt(i);
268            result |= (*f)(DrawGlInfo::kModeProcess, &info);
269
270            if (result & DrawGlInfo::kStatusDraw) {
271                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
272                dirty.unionWith(localDirty);
273            }
274
275            if (result & DrawGlInfo::kStatusInvoke) {
276                mFunctors.add(f);
277            }
278        }
279    }
280
281    // Restore state possibly changed by the functors in process mode
282    GLboolean value;
283    glGetBooleanv(GL_BLEND, &value);
284    mCaches.blend = value;
285
286    mCaches.activeTexture(0);
287
288    return result;
289}
290
291status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
292    interrupt();
293    if (mDirtyClip) {
294        setScissorFromClip();
295    }
296
297    Rect clip(*mSnapshot->clipRect);
298    clip.snapToPixelBoundaries();
299
300#if RENDER_LAYERS_AS_REGIONS
301    // Since we don't know what the functor will draw, let's dirty
302    // tne entire clip region
303    if (hasLayer()) {
304        dirtyLayerUnchecked(clip, getRegion());
305    }
306#endif
307
308    DrawGlInfo info;
309    info.clipLeft = clip.left;
310    info.clipTop = clip.top;
311    info.clipRight = clip.right;
312    info.clipBottom = clip.bottom;
313    info.isLayer = hasLayer();
314    info.width = getSnapshot()->viewport.getWidth();
315    info.height = getSnapshot()->height;
316    getSnapshot()->transform->copyTo(&info.transform[0]);
317
318    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info);
319
320    if (result != DrawGlInfo::kStatusDone) {
321        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
322        dirty.unionWith(localDirty);
323
324        if (result & DrawGlInfo::kStatusInvoke) {
325            mFunctors.add(functor);
326        }
327    }
328
329    resume();
330    return result;
331}
332
333///////////////////////////////////////////////////////////////////////////////
334// State management
335///////////////////////////////////////////////////////////////////////////////
336
337int OpenGLRenderer::getSaveCount() const {
338    return mSaveCount;
339}
340
341int OpenGLRenderer::save(int flags) {
342    return saveSnapshot(flags);
343}
344
345void OpenGLRenderer::restore() {
346    if (mSaveCount > 1) {
347        restoreSnapshot();
348    }
349}
350
351void OpenGLRenderer::restoreToCount(int saveCount) {
352    if (saveCount < 1) saveCount = 1;
353
354    while (mSaveCount > saveCount) {
355        restoreSnapshot();
356    }
357}
358
359int OpenGLRenderer::saveSnapshot(int flags) {
360    mSnapshot = new Snapshot(mSnapshot, flags);
361    return mSaveCount++;
362}
363
364bool OpenGLRenderer::restoreSnapshot() {
365    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
366    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
367    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
368
369    sp<Snapshot> current = mSnapshot;
370    sp<Snapshot> previous = mSnapshot->previous;
371
372    if (restoreOrtho) {
373        Rect& r = previous->viewport;
374        glViewport(r.left, r.top, r.right, r.bottom);
375        mOrthoMatrix.load(current->orthoMatrix);
376    }
377
378    mSaveCount--;
379    mSnapshot = previous;
380
381    if (restoreClip) {
382        dirtyClip();
383    }
384
385    if (restoreLayer) {
386        composeLayer(current, previous);
387    }
388
389    return restoreClip;
390}
391
392///////////////////////////////////////////////////////////////////////////////
393// Layers
394///////////////////////////////////////////////////////////////////////////////
395
396int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
397        SkPaint* p, int flags) {
398    const GLuint previousFbo = mSnapshot->fbo;
399    const int count = saveSnapshot(flags);
400
401    if (!mSnapshot->isIgnored()) {
402        int alpha = 255;
403        SkXfermode::Mode mode;
404
405        if (p) {
406            alpha = p->getAlpha();
407            if (!mCaches.extensions.hasFramebufferFetch()) {
408                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
409                if (!isMode) {
410                    // Assume SRC_OVER
411                    mode = SkXfermode::kSrcOver_Mode;
412                }
413            } else {
414                mode = getXfermode(p->getXfermode());
415            }
416        } else {
417            mode = SkXfermode::kSrcOver_Mode;
418        }
419
420        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
421    }
422
423    return count;
424}
425
426int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
427        int alpha, int flags) {
428    if (alpha >= 255 - ALPHA_THRESHOLD) {
429        return saveLayer(left, top, right, bottom, NULL, flags);
430    } else {
431        SkPaint paint;
432        paint.setAlpha(alpha);
433        return saveLayer(left, top, right, bottom, &paint, flags);
434    }
435}
436
437/**
438 * Layers are viewed by Skia are slightly different than layers in image editing
439 * programs (for instance.) When a layer is created, previously created layers
440 * and the frame buffer still receive every drawing command. For instance, if a
441 * layer is created and a shape intersecting the bounds of the layers and the
442 * framebuffer is draw, the shape will be drawn on both (unless the layer was
443 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
444 *
445 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
446 * texture. Unfortunately, this is inefficient as it requires every primitive to
447 * be drawn n + 1 times, where n is the number of active layers. In practice this
448 * means, for every primitive:
449 *   - Switch active frame buffer
450 *   - Change viewport, clip and projection matrix
451 *   - Issue the drawing
452 *
453 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
454 * To avoid this, layers are implemented in a different way here, at least in the
455 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
456 * is set. When this flag is set we can redirect all drawing operations into a
457 * single FBO.
458 *
459 * This implementation relies on the frame buffer being at least RGBA 8888. When
460 * a layer is created, only a texture is created, not an FBO. The content of the
461 * frame buffer contained within the layer's bounds is copied into this texture
462 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
463 * buffer and drawing continues as normal. This technique therefore treats the
464 * frame buffer as a scratch buffer for the layers.
465 *
466 * To compose the layers back onto the frame buffer, each layer texture
467 * (containing the original frame buffer data) is drawn as a simple quad over
468 * the frame buffer. The trick is that the quad is set as the composition
469 * destination in the blending equation, and the frame buffer becomes the source
470 * of the composition.
471 *
472 * Drawing layers with an alpha value requires an extra step before composition.
473 * An empty quad is drawn over the layer's region in the frame buffer. This quad
474 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
475 * quad is used to multiply the colors in the frame buffer. This is achieved by
476 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
477 * GL_ZERO, GL_SRC_ALPHA.
478 *
479 * Because glCopyTexImage2D() can be slow, an alternative implementation might
480 * be use to draw a single clipped layer. The implementation described above
481 * is correct in every case.
482 *
483 * (1) The frame buffer is actually not cleared right away. To allow the GPU
484 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
485 *     buffer is left untouched until the first drawing operation. Only when
486 *     something actually gets drawn are the layers regions cleared.
487 */
488bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
489        float right, float bottom, int alpha, SkXfermode::Mode mode,
490        int flags, GLuint previousFbo) {
491    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
492    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
493
494    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
495
496    // Window coordinates of the layer
497    Rect bounds(left, top, right, bottom);
498    if (!fboLayer) {
499        mSnapshot->transform->mapRect(bounds);
500
501        // Layers only make sense if they are in the framebuffer's bounds
502        if (bounds.intersect(*snapshot->clipRect)) {
503            // We cannot work with sub-pixels in this case
504            bounds.snapToPixelBoundaries();
505
506            // When the layer is not an FBO, we may use glCopyTexImage so we
507            // need to make sure the layer does not extend outside the bounds
508            // of the framebuffer
509            if (!bounds.intersect(snapshot->previous->viewport)) {
510                bounds.setEmpty();
511            }
512        } else {
513            bounds.setEmpty();
514        }
515    }
516
517    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
518            bounds.getHeight() > mCaches.maxTextureSize) {
519        snapshot->empty = fboLayer;
520    } else {
521        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
522    }
523
524    // Bail out if we won't draw in this snapshot
525    if (snapshot->invisible || snapshot->empty) {
526        return false;
527    }
528
529    mCaches.activeTexture(0);
530    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
531    if (!layer) {
532        return false;
533    }
534
535    layer->setAlpha(alpha, mode);
536    layer->layer.set(bounds);
537    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
538            bounds.getWidth() / float(layer->getWidth()), 0.0f);
539    layer->setColorFilter(mColorFilter);
540    layer->setBlend(true);
541
542    // Save the layer in the snapshot
543    snapshot->flags |= Snapshot::kFlagIsLayer;
544    snapshot->layer = layer;
545
546    if (fboLayer) {
547        return createFboLayer(layer, bounds, snapshot, previousFbo);
548    } else {
549        // Copy the framebuffer into the layer
550        layer->bindTexture();
551        if (!bounds.isEmpty()) {
552            if (layer->isEmpty()) {
553                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
554                        bounds.left, snapshot->height - bounds.bottom,
555                        layer->getWidth(), layer->getHeight(), 0);
556                layer->setEmpty(false);
557            } else {
558                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
559                        snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
560            }
561
562            // Enqueue the buffer coordinates to clear the corresponding region later
563            mLayers.push(new Rect(bounds));
564        }
565    }
566
567    return true;
568}
569
570bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
571        GLuint previousFbo) {
572    layer->setFbo(mCaches.fboCache.get());
573
574#if RENDER_LAYERS_AS_REGIONS
575    snapshot->region = &snapshot->layer->region;
576    snapshot->flags |= Snapshot::kFlagFboTarget;
577#endif
578
579    Rect clip(bounds);
580    snapshot->transform->mapRect(clip);
581    clip.intersect(*snapshot->clipRect);
582    clip.snapToPixelBoundaries();
583    clip.intersect(snapshot->previous->viewport);
584
585    mat4 inverse;
586    inverse.loadInverse(*mSnapshot->transform);
587
588    inverse.mapRect(clip);
589    clip.snapToPixelBoundaries();
590    clip.intersect(bounds);
591    clip.translate(-bounds.left, -bounds.top);
592
593    snapshot->flags |= Snapshot::kFlagIsFboLayer;
594    snapshot->fbo = layer->getFbo();
595    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
596    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
597    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
598    snapshot->height = bounds.getHeight();
599    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
600    snapshot->orthoMatrix.load(mOrthoMatrix);
601
602    // Bind texture to FBO
603    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
604    layer->bindTexture();
605
606    // Initialize the texture if needed
607    if (layer->isEmpty()) {
608        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
609        layer->setEmpty(false);
610    }
611
612    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
613            layer->getTexture(), 0);
614
615#if DEBUG_LAYERS_AS_REGIONS
616    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
617    if (status != GL_FRAMEBUFFER_COMPLETE) {
618        ALOGE("Framebuffer incomplete (GL error code 0x%x)", status);
619
620        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
621        layer->deleteTexture();
622        mCaches.fboCache.put(layer->getFbo());
623
624        delete layer;
625
626        return false;
627    }
628#endif
629
630    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
631    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
632            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
633    glClear(GL_COLOR_BUFFER_BIT);
634
635    dirtyClip();
636
637    // Change the ortho projection
638    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
639    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
640
641    return true;
642}
643
644/**
645 * Read the documentation of createLayer() before doing anything in this method.
646 */
647void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
648    if (!current->layer) {
649        ALOGE("Attempting to compose a layer that does not exist");
650        return;
651    }
652
653    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
654
655    if (fboLayer) {
656        // Detach the texture from the FBO
657        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
658
659        // Unbind current FBO and restore previous one
660        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
661    }
662
663    Layer* layer = current->layer;
664    const Rect& rect = layer->layer;
665
666    if (!fboLayer && layer->getAlpha() < 255) {
667        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
668                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
669        // Required below, composeLayerRect() will divide by 255
670        layer->setAlpha(255);
671    }
672
673    mCaches.unbindMeshBuffer();
674
675    mCaches.activeTexture(0);
676
677    // When the layer is stored in an FBO, we can save a bit of fillrate by
678    // drawing only the dirty region
679    if (fboLayer) {
680        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
681        if (layer->getColorFilter()) {
682            setupColorFilter(layer->getColorFilter());
683        }
684        composeLayerRegion(layer, rect);
685        if (layer->getColorFilter()) {
686            resetColorFilter();
687        }
688    } else if (!rect.isEmpty()) {
689        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
690        composeLayerRect(layer, rect, true);
691    }
692
693    if (fboLayer) {
694        // Note: No need to use glDiscardFramebufferEXT() since we never
695        //       create/compose layers that are not on screen with this
696        //       code path
697        // See LayerRenderer::destroyLayer(Layer*)
698
699        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
700        mCaches.fboCache.put(current->fbo);
701        layer->setFbo(0);
702    }
703
704    dirtyClip();
705
706    // Failing to add the layer to the cache should happen only if the layer is too large
707    if (!mCaches.layerCache.put(layer)) {
708        LAYER_LOGD("Deleting layer");
709        layer->deleteTexture();
710        delete layer;
711    }
712}
713
714void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
715    float alpha = layer->getAlpha() / 255.0f;
716
717    mat4& transform = layer->getTransform();
718    if (!transform.isIdentity()) {
719        save(0);
720        mSnapshot->transform->multiply(transform);
721    }
722
723    setupDraw();
724    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
725        setupDrawWithTexture();
726    } else {
727        setupDrawWithExternalTexture();
728    }
729    setupDrawTextureTransform();
730    setupDrawColor(alpha, alpha, alpha, alpha);
731    setupDrawColorFilter();
732    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
733    setupDrawProgram();
734    setupDrawPureColorUniforms();
735    setupDrawColorFilterUniforms();
736    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
737        setupDrawTexture(layer->getTexture());
738    } else {
739        setupDrawExternalTexture(layer->getTexture());
740    }
741    if (mSnapshot->transform->isPureTranslate() &&
742            layer->getWidth() == (uint32_t) rect.getWidth() &&
743            layer->getHeight() == (uint32_t) rect.getHeight()) {
744        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
745        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
746
747        layer->setFilter(GL_NEAREST);
748        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
749    } else {
750        layer->setFilter(GL_LINEAR);
751        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
752    }
753    setupDrawTextureTransformUniforms(layer->getTexTransform());
754    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
755
756    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
757
758    finishDrawTexture();
759
760    if (!transform.isIdentity()) {
761        restore();
762    }
763}
764
765void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
766    if (!layer->isTextureLayer()) {
767        const Rect& texCoords = layer->texCoords;
768        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
769                texCoords.right, texCoords.bottom);
770
771        float x = rect.left;
772        float y = rect.top;
773        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
774                layer->getWidth() == (uint32_t) rect.getWidth() &&
775                layer->getHeight() == (uint32_t) rect.getHeight();
776
777        if (simpleTransform) {
778            // When we're swapping, the layer is already in screen coordinates
779            if (!swap) {
780                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
781                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
782            }
783
784            layer->setFilter(GL_NEAREST, true);
785        } else {
786            layer->setFilter(GL_LINEAR, true);
787        }
788
789        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
790                layer->getTexture(), layer->getAlpha() / 255.0f,
791                layer->getMode(), layer->isBlend(),
792                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
793                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
794
795        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
796    } else {
797        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
798        drawTextureLayer(layer, rect);
799        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
800    }
801}
802
803void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
804#if RENDER_LAYERS_AS_REGIONS
805    if (layer->region.isRect()) {
806        layer->setRegionAsRect();
807
808        composeLayerRect(layer, layer->regionRect);
809
810        layer->region.clear();
811        return;
812    }
813
814    // TODO: See LayerRenderer.cpp::generateMesh() for important
815    //       information about this implementation
816    if (CC_LIKELY(!layer->region.isEmpty())) {
817        size_t count;
818        const android::Rect* rects = layer->region.getArray(&count);
819
820        const float alpha = layer->getAlpha() / 255.0f;
821        const float texX = 1.0f / float(layer->getWidth());
822        const float texY = 1.0f / float(layer->getHeight());
823        const float height = rect.getHeight();
824
825        TextureVertex* mesh = mCaches.getRegionMesh();
826        GLsizei numQuads = 0;
827
828        setupDraw();
829        setupDrawWithTexture();
830        setupDrawColor(alpha, alpha, alpha, alpha);
831        setupDrawColorFilter();
832        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
833        setupDrawProgram();
834        setupDrawDirtyRegionsDisabled();
835        setupDrawPureColorUniforms();
836        setupDrawColorFilterUniforms();
837        setupDrawTexture(layer->getTexture());
838        if (mSnapshot->transform->isPureTranslate()) {
839            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
840            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
841
842            layer->setFilter(GL_NEAREST);
843            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
844        } else {
845            layer->setFilter(GL_LINEAR);
846            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
847        }
848        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
849
850        for (size_t i = 0; i < count; i++) {
851            const android::Rect* r = &rects[i];
852
853            const float u1 = r->left * texX;
854            const float v1 = (height - r->top) * texY;
855            const float u2 = r->right * texX;
856            const float v2 = (height - r->bottom) * texY;
857
858            // TODO: Reject quads outside of the clip
859            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
860            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
861            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
862            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
863
864            numQuads++;
865
866            if (numQuads >= REGION_MESH_QUAD_COUNT) {
867                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
868                numQuads = 0;
869                mesh = mCaches.getRegionMesh();
870            }
871        }
872
873        if (numQuads > 0) {
874            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
875        }
876
877        finishDrawTexture();
878
879#if DEBUG_LAYERS_AS_REGIONS
880        drawRegionRects(layer->region);
881#endif
882
883        layer->region.clear();
884    }
885#else
886    composeLayerRect(layer, rect);
887#endif
888}
889
890void OpenGLRenderer::drawRegionRects(const Region& region) {
891#if DEBUG_LAYERS_AS_REGIONS
892    size_t count;
893    const android::Rect* rects = region.getArray(&count);
894
895    uint32_t colors[] = {
896            0x7fff0000, 0x7f00ff00,
897            0x7f0000ff, 0x7fff00ff,
898    };
899
900    int offset = 0;
901    int32_t top = rects[0].top;
902
903    for (size_t i = 0; i < count; i++) {
904        if (top != rects[i].top) {
905            offset ^= 0x2;
906            top = rects[i].top;
907        }
908
909        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
910        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
911                SkXfermode::kSrcOver_Mode);
912    }
913#endif
914}
915
916void OpenGLRenderer::dirtyLayer(const float left, const float top,
917        const float right, const float bottom, const mat4 transform) {
918#if RENDER_LAYERS_AS_REGIONS
919    if (hasLayer()) {
920        Rect bounds(left, top, right, bottom);
921        transform.mapRect(bounds);
922        dirtyLayerUnchecked(bounds, getRegion());
923    }
924#endif
925}
926
927void OpenGLRenderer::dirtyLayer(const float left, const float top,
928        const float right, const float bottom) {
929#if RENDER_LAYERS_AS_REGIONS
930    if (hasLayer()) {
931        Rect bounds(left, top, right, bottom);
932        dirtyLayerUnchecked(bounds, getRegion());
933    }
934#endif
935}
936
937void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
938#if RENDER_LAYERS_AS_REGIONS
939    if (bounds.intersect(*mSnapshot->clipRect)) {
940        bounds.snapToPixelBoundaries();
941        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
942        if (!dirty.isEmpty()) {
943            region->orSelf(dirty);
944        }
945    }
946#endif
947}
948
949void OpenGLRenderer::clearLayerRegions() {
950    const size_t count = mLayers.size();
951    if (count == 0) return;
952
953    if (!mSnapshot->isIgnored()) {
954        // Doing several glScissor/glClear here can negatively impact
955        // GPUs with a tiler architecture, instead we draw quads with
956        // the Clear blending mode
957
958        // The list contains bounds that have already been clipped
959        // against their initial clip rect, and the current clip
960        // is likely different so we need to disable clipping here
961        glDisable(GL_SCISSOR_TEST);
962
963        Vertex mesh[count * 6];
964        Vertex* vertex = mesh;
965
966        for (uint32_t i = 0; i < count; i++) {
967            Rect* bounds = mLayers.itemAt(i);
968
969            Vertex::set(vertex++, bounds->left, bounds->bottom);
970            Vertex::set(vertex++, bounds->left, bounds->top);
971            Vertex::set(vertex++, bounds->right, bounds->top);
972            Vertex::set(vertex++, bounds->left, bounds->bottom);
973            Vertex::set(vertex++, bounds->right, bounds->top);
974            Vertex::set(vertex++, bounds->right, bounds->bottom);
975
976            delete bounds;
977        }
978
979        setupDraw(false);
980        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
981        setupDrawBlending(true, SkXfermode::kClear_Mode);
982        setupDrawProgram();
983        setupDrawPureColorUniforms();
984        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
985        setupDrawVertices(&mesh[0].position[0]);
986
987        glDrawArrays(GL_TRIANGLES, 0, count * 6);
988
989        glEnable(GL_SCISSOR_TEST);
990    } else {
991        for (uint32_t i = 0; i < count; i++) {
992            delete mLayers.itemAt(i);
993        }
994    }
995
996    mLayers.clear();
997}
998
999///////////////////////////////////////////////////////////////////////////////
1000// Transforms
1001///////////////////////////////////////////////////////////////////////////////
1002
1003void OpenGLRenderer::translate(float dx, float dy) {
1004    mSnapshot->transform->translate(dx, dy, 0.0f);
1005}
1006
1007void OpenGLRenderer::rotate(float degrees) {
1008    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
1009}
1010
1011void OpenGLRenderer::scale(float sx, float sy) {
1012    mSnapshot->transform->scale(sx, sy, 1.0f);
1013}
1014
1015void OpenGLRenderer::skew(float sx, float sy) {
1016    mSnapshot->transform->skew(sx, sy);
1017}
1018
1019void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1020    if (matrix) {
1021        mSnapshot->transform->load(*matrix);
1022    } else {
1023        mSnapshot->transform->loadIdentity();
1024    }
1025}
1026
1027void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1028    mSnapshot->transform->copyTo(*matrix);
1029}
1030
1031void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1032    SkMatrix transform;
1033    mSnapshot->transform->copyTo(transform);
1034    transform.preConcat(*matrix);
1035    mSnapshot->transform->load(transform);
1036}
1037
1038///////////////////////////////////////////////////////////////////////////////
1039// Clipping
1040///////////////////////////////////////////////////////////////////////////////
1041
1042void OpenGLRenderer::setScissorFromClip() {
1043    Rect clip(*mSnapshot->clipRect);
1044    clip.snapToPixelBoundaries();
1045
1046    mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1047            clip.getWidth(), clip.getHeight());
1048
1049    mDirtyClip = false;
1050}
1051
1052const Rect& OpenGLRenderer::getClipBounds() {
1053    return mSnapshot->getLocalClip();
1054}
1055
1056bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1057    if (mSnapshot->isIgnored()) {
1058        return true;
1059    }
1060
1061    Rect r(left, top, right, bottom);
1062    mSnapshot->transform->mapRect(r);
1063    r.snapToPixelBoundaries();
1064
1065    Rect clipRect(*mSnapshot->clipRect);
1066    clipRect.snapToPixelBoundaries();
1067
1068    return !clipRect.intersects(r);
1069}
1070
1071bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1072    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1073    if (clipped) {
1074        dirtyClip();
1075    }
1076    return !mSnapshot->clipRect->isEmpty();
1077}
1078
1079Rect* OpenGLRenderer::getClipRect() {
1080    return mSnapshot->clipRect;
1081}
1082
1083///////////////////////////////////////////////////////////////////////////////
1084// Drawing commands
1085///////////////////////////////////////////////////////////////////////////////
1086
1087void OpenGLRenderer::setupDraw(bool clear) {
1088    if (clear) clearLayerRegions();
1089    if (mDirtyClip) {
1090        setScissorFromClip();
1091    }
1092    mDescription.reset();
1093    mSetShaderColor = false;
1094    mColorSet = false;
1095    mColorA = mColorR = mColorG = mColorB = 0.0f;
1096    mTextureUnit = 0;
1097    mTrackDirtyRegions = true;
1098}
1099
1100void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1101    mDescription.hasTexture = true;
1102    mDescription.hasAlpha8Texture = isAlpha8;
1103}
1104
1105void OpenGLRenderer::setupDrawWithExternalTexture() {
1106    mDescription.hasExternalTexture = true;
1107}
1108
1109void OpenGLRenderer::setupDrawNoTexture() {
1110    mCaches.disbaleTexCoordsVertexArray();
1111}
1112
1113void OpenGLRenderer::setupDrawAALine() {
1114    mDescription.isAA = true;
1115}
1116
1117void OpenGLRenderer::setupDrawPoint(float pointSize) {
1118    mDescription.isPoint = true;
1119    mDescription.pointSize = pointSize;
1120}
1121
1122void OpenGLRenderer::setupDrawColor(int color) {
1123    setupDrawColor(color, (color >> 24) & 0xFF);
1124}
1125
1126void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1127    mColorA = alpha / 255.0f;
1128    mColorA *= mSnapshot->alpha;
1129    // Second divide of a by 255 is an optimization, allowing us to simply multiply
1130    // the rgb values by a instead of also dividing by 255
1131    const float a = mColorA / 255.0f;
1132    mColorR = a * ((color >> 16) & 0xFF);
1133    mColorG = a * ((color >>  8) & 0xFF);
1134    mColorB = a * ((color      ) & 0xFF);
1135    mColorSet = true;
1136    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1137}
1138
1139void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1140    mColorA = alpha / 255.0f;
1141    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1142    // the rgb values by a instead of also dividing by 255
1143    const float a = mColorA / 255.0f;
1144    mColorR = a * ((color >> 16) & 0xFF);
1145    mColorG = a * ((color >>  8) & 0xFF);
1146    mColorB = a * ((color      ) & 0xFF);
1147    mColorSet = true;
1148    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1149}
1150
1151void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1152    mColorA = a;
1153    mColorR = r;
1154    mColorG = g;
1155    mColorB = b;
1156    mColorSet = true;
1157    mSetShaderColor = mDescription.setColor(r, g, b, a);
1158}
1159
1160void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) {
1161    mColorA = a;
1162    mColorR = r;
1163    mColorG = g;
1164    mColorB = b;
1165    mColorSet = true;
1166    mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a);
1167}
1168
1169void OpenGLRenderer::setupDrawShader() {
1170    if (mShader) {
1171        mShader->describe(mDescription, mCaches.extensions);
1172    }
1173}
1174
1175void OpenGLRenderer::setupDrawColorFilter() {
1176    if (mColorFilter) {
1177        mColorFilter->describe(mDescription, mCaches.extensions);
1178    }
1179}
1180
1181void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1182    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1183        mColorA = 1.0f;
1184        mColorR = mColorG = mColorB = 0.0f;
1185        mSetShaderColor = mDescription.modulate = true;
1186    }
1187}
1188
1189void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1190    // When the blending mode is kClear_Mode, we need to use a modulate color
1191    // argb=1,0,0,0
1192    accountForClear(mode);
1193    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1194            mDescription, swapSrcDst);
1195}
1196
1197void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1198    // When the blending mode is kClear_Mode, we need to use a modulate color
1199    // argb=1,0,0,0
1200    accountForClear(mode);
1201    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1202            mDescription, swapSrcDst);
1203}
1204
1205void OpenGLRenderer::setupDrawProgram() {
1206    useProgram(mCaches.programCache.get(mDescription));
1207}
1208
1209void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1210    mTrackDirtyRegions = false;
1211}
1212
1213void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1214        bool ignoreTransform) {
1215    mModelView.loadTranslate(left, top, 0.0f);
1216    if (!ignoreTransform) {
1217        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1218        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1219    } else {
1220        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1221        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1222    }
1223}
1224
1225void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1226    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1227}
1228
1229void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1230        bool ignoreTransform, bool ignoreModelView) {
1231    if (!ignoreModelView) {
1232        mModelView.loadTranslate(left, top, 0.0f);
1233        mModelView.scale(right - left, bottom - top, 1.0f);
1234    } else {
1235        mModelView.loadIdentity();
1236    }
1237    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1238    if (!ignoreTransform) {
1239        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1240        if (mTrackDirtyRegions && dirty) {
1241            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1242        }
1243    } else {
1244        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1245        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1246    }
1247}
1248
1249void OpenGLRenderer::setupDrawPointUniforms() {
1250    int slot = mCaches.currentProgram->getUniform("pointSize");
1251    glUniform1f(slot, mDescription.pointSize);
1252}
1253
1254void OpenGLRenderer::setupDrawColorUniforms() {
1255    if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) {
1256        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1257    }
1258}
1259
1260void OpenGLRenderer::setupDrawPureColorUniforms() {
1261    if (mSetShaderColor) {
1262        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1263    }
1264}
1265
1266void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1267    if (mShader) {
1268        if (ignoreTransform) {
1269            mModelView.loadInverse(*mSnapshot->transform);
1270        }
1271        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1272    }
1273}
1274
1275void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1276    if (mShader) {
1277        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1278    }
1279}
1280
1281void OpenGLRenderer::setupDrawColorFilterUniforms() {
1282    if (mColorFilter) {
1283        mColorFilter->setupProgram(mCaches.currentProgram);
1284    }
1285}
1286
1287void OpenGLRenderer::setupDrawSimpleMesh() {
1288    bool force = mCaches.bindMeshBuffer();
1289    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0);
1290    mCaches.unbindIndicesBuffer();
1291}
1292
1293void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1294    bindTexture(texture);
1295    mTextureUnit++;
1296    mCaches.enableTexCoordsVertexArray();
1297}
1298
1299void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1300    bindExternalTexture(texture);
1301    mTextureUnit++;
1302    mCaches.enableTexCoordsVertexArray();
1303}
1304
1305void OpenGLRenderer::setupDrawTextureTransform() {
1306    mDescription.hasTextureTransform = true;
1307}
1308
1309void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1310    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1311            GL_FALSE, &transform.data[0]);
1312}
1313
1314void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1315    bool force = false;
1316    if (!vertices) {
1317        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1318    } else {
1319        force = mCaches.unbindMeshBuffer();
1320    }
1321
1322    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1323    if (mCaches.currentProgram->texCoords >= 0) {
1324        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1325    }
1326
1327    mCaches.unbindIndicesBuffer();
1328}
1329
1330void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1331    bool force = mCaches.unbindMeshBuffer();
1332    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1333    if (mCaches.currentProgram->texCoords >= 0) {
1334        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1335    }
1336}
1337
1338void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1339    bool force = mCaches.unbindMeshBuffer();
1340    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1341            vertices, gVertexStride);
1342    mCaches.unbindIndicesBuffer();
1343}
1344
1345/**
1346 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1347 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1348 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1349 * attributes (one per vertex) are values from zero to one that tells the fragment
1350 * shader where the fragment is in relation to the line width/length overall; these values are
1351 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1352 * region of the line.
1353 * Note that we only pass down the width values in this setup function. The length coordinates
1354 * are set up for each individual segment.
1355 */
1356void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1357        GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) {
1358    bool force = mCaches.unbindMeshBuffer();
1359    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1360            vertices, gAAVertexStride);
1361    mCaches.resetTexCoordsVertexPointer();
1362    mCaches.unbindIndicesBuffer();
1363
1364    widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1365    glEnableVertexAttribArray(widthSlot);
1366    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1367
1368    lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1369    glEnableVertexAttribArray(lengthSlot);
1370    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1371
1372    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1373    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1374
1375    // Setting the inverse value saves computations per-fragment in the shader
1376    int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1377    glUniform1f(inverseBoundaryWidthSlot, 1.0f / boundaryWidthProportion);
1378}
1379
1380void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) {
1381    glDisableVertexAttribArray(widthSlot);
1382    glDisableVertexAttribArray(lengthSlot);
1383}
1384
1385void OpenGLRenderer::finishDrawTexture() {
1386}
1387
1388///////////////////////////////////////////////////////////////////////////////
1389// Drawing
1390///////////////////////////////////////////////////////////////////////////////
1391
1392status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList,
1393        Rect& dirty, int32_t flags, uint32_t level) {
1394
1395    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1396    // will be performed by the display list itself
1397    if (displayList && displayList->isRenderable()) {
1398        return displayList->replay(*this, dirty, flags, level);
1399    }
1400
1401    return DrawGlInfo::kStatusDone;
1402}
1403
1404void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1405    if (displayList) {
1406        displayList->output(*this, level);
1407    }
1408}
1409
1410void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1411    int alpha;
1412    SkXfermode::Mode mode;
1413    getAlphaAndMode(paint, &alpha, &mode);
1414
1415    float x = left;
1416    float y = top;
1417
1418    GLenum filter = GL_LINEAR;
1419    bool ignoreTransform = false;
1420    if (mSnapshot->transform->isPureTranslate()) {
1421        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1422        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1423        ignoreTransform = true;
1424        filter = GL_NEAREST;
1425    } else {
1426        filter = FILTER(paint);
1427    }
1428
1429    setupDraw();
1430    setupDrawWithTexture(true);
1431    if (paint) {
1432        setupDrawAlpha8Color(paint->getColor(), alpha);
1433    }
1434    setupDrawColorFilter();
1435    setupDrawShader();
1436    setupDrawBlending(true, mode);
1437    setupDrawProgram();
1438    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1439
1440    setupDrawTexture(texture->id);
1441    texture->setWrap(GL_CLAMP_TO_EDGE);
1442    texture->setFilter(filter);
1443
1444    setupDrawPureColorUniforms();
1445    setupDrawColorFilterUniforms();
1446    setupDrawShaderUniforms();
1447    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1448
1449    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1450
1451    finishDrawTexture();
1452}
1453
1454void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1455    const float right = left + bitmap->width();
1456    const float bottom = top + bitmap->height();
1457
1458    if (quickReject(left, top, right, bottom)) {
1459        return;
1460    }
1461
1462    mCaches.activeTexture(0);
1463    Texture* texture = mCaches.textureCache.get(bitmap);
1464    if (!texture) return;
1465    const AutoTexture autoCleanup(texture);
1466
1467    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1468        drawAlphaBitmap(texture, left, top, paint);
1469    } else {
1470        drawTextureRect(left, top, right, bottom, texture, paint);
1471    }
1472}
1473
1474void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1475    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1476    const mat4 transform(*matrix);
1477    transform.mapRect(r);
1478
1479    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1480        return;
1481    }
1482
1483    mCaches.activeTexture(0);
1484    Texture* texture = mCaches.textureCache.get(bitmap);
1485    if (!texture) return;
1486    const AutoTexture autoCleanup(texture);
1487
1488    // This could be done in a cheaper way, all we need is pass the matrix
1489    // to the vertex shader. The save/restore is a bit overkill.
1490    save(SkCanvas::kMatrix_SaveFlag);
1491    concatMatrix(matrix);
1492    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1493    restore();
1494}
1495
1496void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1497        float* vertices, int* colors, SkPaint* paint) {
1498    // TODO: Do a quickReject
1499    if (!vertices || mSnapshot->isIgnored()) {
1500        return;
1501    }
1502
1503    mCaches.activeTexture(0);
1504    Texture* texture = mCaches.textureCache.get(bitmap);
1505    if (!texture) return;
1506    const AutoTexture autoCleanup(texture);
1507
1508    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1509    texture->setFilter(FILTER(paint), true);
1510
1511    int alpha;
1512    SkXfermode::Mode mode;
1513    getAlphaAndMode(paint, &alpha, &mode);
1514
1515    const uint32_t count = meshWidth * meshHeight * 6;
1516
1517    float left = FLT_MAX;
1518    float top = FLT_MAX;
1519    float right = FLT_MIN;
1520    float bottom = FLT_MIN;
1521
1522#if RENDER_LAYERS_AS_REGIONS
1523    const bool hasActiveLayer = hasLayer();
1524#else
1525    const bool hasActiveLayer = false;
1526#endif
1527
1528    // TODO: Support the colors array
1529    TextureVertex mesh[count];
1530    TextureVertex* vertex = mesh;
1531    for (int32_t y = 0; y < meshHeight; y++) {
1532        for (int32_t x = 0; x < meshWidth; x++) {
1533            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1534
1535            float u1 = float(x) / meshWidth;
1536            float u2 = float(x + 1) / meshWidth;
1537            float v1 = float(y) / meshHeight;
1538            float v2 = float(y + 1) / meshHeight;
1539
1540            int ax = i + (meshWidth + 1) * 2;
1541            int ay = ax + 1;
1542            int bx = i;
1543            int by = bx + 1;
1544            int cx = i + 2;
1545            int cy = cx + 1;
1546            int dx = i + (meshWidth + 1) * 2 + 2;
1547            int dy = dx + 1;
1548
1549            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1550            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1551            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1552
1553            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1554            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1555            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1556
1557#if RENDER_LAYERS_AS_REGIONS
1558            if (hasActiveLayer) {
1559                // TODO: This could be optimized to avoid unnecessary ops
1560                left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1561                top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1562                right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1563                bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1564            }
1565#endif
1566        }
1567    }
1568
1569#if RENDER_LAYERS_AS_REGIONS
1570    if (hasActiveLayer) {
1571        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1572    }
1573#endif
1574
1575    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1576            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1577            GL_TRIANGLES, count, false, false, 0, false, false);
1578}
1579
1580void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1581         float srcLeft, float srcTop, float srcRight, float srcBottom,
1582         float dstLeft, float dstTop, float dstRight, float dstBottom,
1583         SkPaint* paint) {
1584    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1585        return;
1586    }
1587
1588    mCaches.activeTexture(0);
1589    Texture* texture = mCaches.textureCache.get(bitmap);
1590    if (!texture) return;
1591    const AutoTexture autoCleanup(texture);
1592
1593    const float width = texture->width;
1594    const float height = texture->height;
1595
1596    const float u1 = fmax(0.0f, srcLeft / width);
1597    const float v1 = fmax(0.0f, srcTop / height);
1598    const float u2 = fmin(1.0f, srcRight / width);
1599    const float v2 = fmin(1.0f, srcBottom / height);
1600
1601    mCaches.unbindMeshBuffer();
1602    resetDrawTextureTexCoords(u1, v1, u2, v2);
1603
1604    int alpha;
1605    SkXfermode::Mode mode;
1606    getAlphaAndMode(paint, &alpha, &mode);
1607
1608    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1609
1610    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
1611        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1612        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1613
1614        GLenum filter = GL_NEAREST;
1615        // Enable linear filtering if the source rectangle is scaled
1616        if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
1617            filter = FILTER(paint);
1618        }
1619
1620        texture->setFilter(filter, true);
1621        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1622                texture->id, alpha / 255.0f, mode, texture->blend,
1623                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1624                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1625    } else {
1626        texture->setFilter(FILTER(paint), true);
1627        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1628                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1629                GL_TRIANGLE_STRIP, gMeshCount);
1630    }
1631
1632    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1633}
1634
1635void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1636        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1637        float left, float top, float right, float bottom, SkPaint* paint) {
1638    if (quickReject(left, top, right, bottom)) {
1639        return;
1640    }
1641
1642    mCaches.activeTexture(0);
1643    Texture* texture = mCaches.textureCache.get(bitmap);
1644    if (!texture) return;
1645    const AutoTexture autoCleanup(texture);
1646    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1647    texture->setFilter(GL_LINEAR, true);
1648
1649    int alpha;
1650    SkXfermode::Mode mode;
1651    getAlphaAndMode(paint, &alpha, &mode);
1652
1653    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1654            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1655
1656    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
1657        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1658#if RENDER_LAYERS_AS_REGIONS
1659        // Mark the current layer dirty where we are going to draw the patch
1660        if (hasLayer() && mesh->hasEmptyQuads) {
1661            const float offsetX = left + mSnapshot->transform->getTranslateX();
1662            const float offsetY = top + mSnapshot->transform->getTranslateY();
1663            const size_t count = mesh->quads.size();
1664            for (size_t i = 0; i < count; i++) {
1665                const Rect& bounds = mesh->quads.itemAt(i);
1666                if (CC_LIKELY(pureTranslate)) {
1667                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1668                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1669                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1670                } else {
1671                    dirtyLayer(left + bounds.left, top + bounds.top,
1672                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1673                }
1674            }
1675        }
1676#endif
1677
1678        if (CC_LIKELY(pureTranslate)) {
1679            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1680            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1681
1682            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1683                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1684                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1685                    true, !mesh->hasEmptyQuads);
1686        } else {
1687            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1688                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1689                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1690                    true, !mesh->hasEmptyQuads);
1691        }
1692    }
1693}
1694
1695/**
1696 * This function uses a similar approach to that of AA lines in the drawLines() function.
1697 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
1698 * shader to compute the translucency of the color, determined by whether a given pixel is
1699 * within that boundary region and how far into the region it is.
1700 */
1701void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
1702        int color, SkXfermode::Mode mode) {
1703    float inverseScaleX = 1.0f;
1704    float inverseScaleY = 1.0f;
1705    // The quad that we use needs to account for scaling.
1706    if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1707        Matrix4 *mat = mSnapshot->transform;
1708        float m00 = mat->data[Matrix4::kScaleX];
1709        float m01 = mat->data[Matrix4::kSkewY];
1710        float m02 = mat->data[2];
1711        float m10 = mat->data[Matrix4::kSkewX];
1712        float m11 = mat->data[Matrix4::kScaleX];
1713        float m12 = mat->data[6];
1714        float scaleX = sqrt(m00 * m00 + m01 * m01);
1715        float scaleY = sqrt(m10 * m10 + m11 * m11);
1716        inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1717        inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1718    }
1719
1720    setupDraw();
1721    setupDrawNoTexture();
1722    setupDrawAALine();
1723    setupDrawColor(color);
1724    setupDrawColorFilter();
1725    setupDrawShader();
1726    setupDrawBlending(true, mode);
1727    setupDrawProgram();
1728    setupDrawModelViewIdentity(true);
1729    setupDrawColorUniforms();
1730    setupDrawColorFilterUniforms();
1731    setupDrawShaderIdentityUniforms();
1732
1733    AAVertex rects[4];
1734    AAVertex* aaVertices = &rects[0];
1735    void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1736    void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1737
1738    float boundarySizeX = .5 * inverseScaleX;
1739    float boundarySizeY = .5 * inverseScaleY;
1740
1741    // Adjust the rect by the AA boundary padding
1742    left -= boundarySizeX;
1743    right += boundarySizeX;
1744    top -= boundarySizeY;
1745    bottom += boundarySizeY;
1746
1747    float width = right - left;
1748    float height = bottom - top;
1749
1750    int widthSlot;
1751    int lengthSlot;
1752
1753    float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0;
1754    float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0;
1755    setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1756            boundaryWidthProportion, widthSlot, lengthSlot);
1757
1758    int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1759    int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength");
1760    glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
1761    glUniform1f(inverseBoundaryLengthSlot, (1.0f / boundaryHeightProportion));
1762
1763    if (!quickReject(left, top, right, bottom)) {
1764        AAVertex::set(aaVertices++, left, bottom, 1, 1);
1765        AAVertex::set(aaVertices++, left, top, 1, 0);
1766        AAVertex::set(aaVertices++, right, bottom, 0, 1);
1767        AAVertex::set(aaVertices++, right, top, 0, 0);
1768        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1769        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1770    }
1771
1772    finishDrawAALine(widthSlot, lengthSlot);
1773}
1774
1775/**
1776 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
1777 * rules for those lines produces some unexpected results, and may vary between hardware devices.
1778 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
1779 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
1780 * of the line. Hairlines are more involved because we need to account for transform scaling
1781 * to end up with a one-pixel-wide line in screen space..
1782 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
1783 * in combination with values that we calculate and pass down in this method. The basic approach
1784 * is that the quad we create contains both the core line area plus a bounding area in which
1785 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
1786 * proportion of the width and the length of a given segment is represented by the boundary
1787 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
1788 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
1789 * on the inside). This ends up giving the result we want, with pixels that are completely
1790 * 'inside' the line area being filled opaquely and the other pixels being filled according to
1791 * how far into the boundary region they are, which is determined by shader interpolation.
1792 */
1793void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1794    if (mSnapshot->isIgnored()) return;
1795
1796    const bool isAA = paint->isAntiAlias();
1797    // We use half the stroke width here because we're going to position the quad
1798    // corner vertices half of the width away from the line endpoints
1799    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
1800    // A stroke width of 0 has a special meaning in Skia:
1801    // it draws a line 1 px wide regardless of current transform
1802    bool isHairLine = paint->getStrokeWidth() == 0.0f;
1803
1804    float inverseScaleX = 1.0f;
1805    float inverseScaleY = 1.0f;
1806    bool scaled = false;
1807
1808    int alpha;
1809    SkXfermode::Mode mode;
1810
1811    int generatedVerticesCount = 0;
1812    int verticesCount = count;
1813    if (count > 4) {
1814        // Polyline: account for extra vertices needed for continuous tri-strip
1815        verticesCount += (count - 4);
1816    }
1817
1818    if (isHairLine || isAA) {
1819        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
1820        // the line on the screen should always be one pixel wide regardless of scale. For
1821        // AA lines, we only want one pixel of translucent boundary around the quad.
1822        if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1823            Matrix4 *mat = mSnapshot->transform;
1824            float m00 = mat->data[Matrix4::kScaleX];
1825            float m01 = mat->data[Matrix4::kSkewY];
1826            float m02 = mat->data[2];
1827            float m10 = mat->data[Matrix4::kSkewX];
1828            float m11 = mat->data[Matrix4::kScaleX];
1829            float m12 = mat->data[6];
1830
1831            float scaleX = sqrtf(m00 * m00 + m01 * m01);
1832            float scaleY = sqrtf(m10 * m10 + m11 * m11);
1833
1834            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1835            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1836
1837            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
1838                scaled = true;
1839            }
1840        }
1841    }
1842
1843    getAlphaAndMode(paint, &alpha, &mode);
1844    setupDraw();
1845    setupDrawNoTexture();
1846    if (isAA) {
1847        setupDrawAALine();
1848    }
1849    setupDrawColor(paint->getColor(), alpha);
1850    setupDrawColorFilter();
1851    setupDrawShader();
1852    setupDrawBlending(isAA, mode);
1853    setupDrawProgram();
1854    setupDrawModelViewIdentity(true);
1855    setupDrawColorUniforms();
1856    setupDrawColorFilterUniforms();
1857    setupDrawShaderIdentityUniforms();
1858
1859    if (isHairLine) {
1860        // Set a real stroke width to be used in quad construction
1861        halfStrokeWidth = isAA? 1 : .5;
1862    } else if (isAA && !scaled) {
1863        // Expand boundary to enable AA calculations on the quad border
1864        halfStrokeWidth += .5f;
1865    }
1866
1867    int widthSlot;
1868    int lengthSlot;
1869
1870    Vertex lines[verticesCount];
1871    Vertex* vertices = &lines[0];
1872
1873    AAVertex wLines[verticesCount];
1874    AAVertex* aaVertices = &wLines[0];
1875
1876    if (CC_UNLIKELY(!isAA)) {
1877        setupDrawVertices(vertices);
1878    } else {
1879        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1880        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1881        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
1882        // AA stroke width (the base stroke width expanded by a half pixel on either side).
1883        // This value is used in the fragment shader to determine how to fill fragments.
1884        // We will need to calculate the actual width proportion on each segment for
1885        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
1886        float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
1887        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1888                boundaryWidthProportion, widthSlot, lengthSlot);
1889    }
1890
1891    AAVertex* prevAAVertex = NULL;
1892    Vertex* prevVertex = NULL;
1893
1894    int boundaryLengthSlot = -1;
1895    int inverseBoundaryLengthSlot = -1;
1896    int boundaryWidthSlot = -1;
1897    int inverseBoundaryWidthSlot = -1;
1898
1899    for (int i = 0; i < count; i += 4) {
1900        // a = start point, b = end point
1901        vec2 a(points[i], points[i + 1]);
1902        vec2 b(points[i + 2], points[i + 3]);
1903
1904        float length = 0;
1905        float boundaryLengthProportion = 0;
1906        float boundaryWidthProportion = 0;
1907
1908        // Find the normal to the line
1909        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
1910        if (isHairLine) {
1911            if (isAA) {
1912                float wideningFactor;
1913                if (fabs(n.x) >= fabs(n.y)) {
1914                    wideningFactor = fabs(1.0f / n.x);
1915                } else {
1916                    wideningFactor = fabs(1.0f / n.y);
1917                }
1918                n *= wideningFactor;
1919            }
1920
1921            if (scaled) {
1922                n.x *= inverseScaleX;
1923                n.y *= inverseScaleY;
1924            }
1925        } else if (scaled) {
1926            // Extend n by .5 pixel on each side, post-transform
1927            vec2 extendedN = n.copyNormalized();
1928            extendedN /= 2;
1929            extendedN.x *= inverseScaleX;
1930            extendedN.y *= inverseScaleY;
1931
1932            float extendedNLength = extendedN.length();
1933            // We need to set this value on the shader prior to drawing
1934            boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength);
1935            n += extendedN;
1936        }
1937
1938        float x = n.x;
1939        n.x = -n.y;
1940        n.y = x;
1941
1942        // aa lines expand the endpoint vertices to encompass the AA boundary
1943        if (isAA) {
1944            vec2 abVector = (b - a);
1945            length = abVector.length();
1946            abVector.normalize();
1947
1948            if (scaled) {
1949                abVector.x *= inverseScaleX;
1950                abVector.y *= inverseScaleY;
1951                float abLength = abVector.length();
1952                boundaryLengthProportion = abLength / (length + abLength);
1953            } else {
1954                boundaryLengthProportion = .5 / (length + 1);
1955            }
1956
1957            abVector /= 2;
1958            a -= abVector;
1959            b += abVector;
1960        }
1961
1962        // Four corners of the rectangle defining a thick line
1963        vec2 p1 = a - n;
1964        vec2 p2 = a + n;
1965        vec2 p3 = b + n;
1966        vec2 p4 = b - n;
1967
1968
1969        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
1970        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
1971        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
1972        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
1973
1974        if (!quickReject(left, top, right, bottom)) {
1975            if (!isAA) {
1976                if (prevVertex != NULL) {
1977                    // Issue two repeat vertices to create degenerate triangles to bridge
1978                    // between the previous line and the new one. This is necessary because
1979                    // we are creating a single triangle_strip which will contain
1980                    // potentially discontinuous line segments.
1981                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
1982                    Vertex::set(vertices++, p1.x, p1.y);
1983                    generatedVerticesCount += 2;
1984                }
1985
1986                Vertex::set(vertices++, p1.x, p1.y);
1987                Vertex::set(vertices++, p2.x, p2.y);
1988                Vertex::set(vertices++, p4.x, p4.y);
1989                Vertex::set(vertices++, p3.x, p3.y);
1990
1991                prevVertex = vertices - 1;
1992                generatedVerticesCount += 4;
1993            } else {
1994                if (!isHairLine && scaled) {
1995                    // Must set width proportions per-segment for scaled non-hairlines to use the
1996                    // correct AA boundary dimensions
1997                    if (boundaryWidthSlot < 0) {
1998                        boundaryWidthSlot =
1999                                mCaches.currentProgram->getUniform("boundaryWidth");
2000                        inverseBoundaryWidthSlot =
2001                                mCaches.currentProgram->getUniform("inverseBoundaryWidth");
2002                    }
2003
2004                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
2005                    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
2006                }
2007
2008                if (boundaryLengthSlot < 0) {
2009                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
2010                    inverseBoundaryLengthSlot =
2011                            mCaches.currentProgram->getUniform("inverseBoundaryLength");
2012                }
2013
2014                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
2015                glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion));
2016
2017                if (prevAAVertex != NULL) {
2018                    // Issue two repeat vertices to create degenerate triangles to bridge
2019                    // between the previous line and the new one. This is necessary because
2020                    // we are creating a single triangle_strip which will contain
2021                    // potentially discontinuous line segments.
2022                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
2023                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
2024                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2025                    generatedVerticesCount += 2;
2026                }
2027
2028                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2029                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
2030                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
2031                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
2032
2033                prevAAVertex = aaVertices - 1;
2034                generatedVerticesCount += 4;
2035            }
2036
2037            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
2038                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
2039                    *mSnapshot->transform);
2040        }
2041    }
2042
2043    if (generatedVerticesCount > 0) {
2044       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
2045    }
2046
2047    if (isAA) {
2048        finishDrawAALine(widthSlot, lengthSlot);
2049    }
2050}
2051
2052void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2053    if (mSnapshot->isIgnored()) return;
2054
2055    // TODO: The paint's cap style defines whether the points are square or circular
2056    // TODO: Handle AA for round points
2057
2058    // A stroke width of 0 has a special meaning in Skia:
2059    // it draws an unscaled 1px point
2060    float strokeWidth = paint->getStrokeWidth();
2061    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2062    if (isHairLine) {
2063        // Now that we know it's hairline, we can set the effective width, to be used later
2064        strokeWidth = 1.0f;
2065    }
2066    const float halfWidth = strokeWidth / 2;
2067    int alpha;
2068    SkXfermode::Mode mode;
2069    getAlphaAndMode(paint, &alpha, &mode);
2070
2071    int verticesCount = count >> 1;
2072    int generatedVerticesCount = 0;
2073
2074    TextureVertex pointsData[verticesCount];
2075    TextureVertex* vertex = &pointsData[0];
2076
2077    setupDraw();
2078    setupDrawNoTexture();
2079    setupDrawPoint(strokeWidth);
2080    setupDrawColor(paint->getColor(), alpha);
2081    setupDrawColorFilter();
2082    setupDrawShader();
2083    setupDrawBlending(mode);
2084    setupDrawProgram();
2085    setupDrawModelViewIdentity(true);
2086    setupDrawColorUniforms();
2087    setupDrawColorFilterUniforms();
2088    setupDrawPointUniforms();
2089    setupDrawShaderIdentityUniforms();
2090    setupDrawMesh(vertex);
2091
2092    for (int i = 0; i < count; i += 2) {
2093        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2094        generatedVerticesCount++;
2095
2096        float left = points[i] - halfWidth;
2097        float right = points[i] + halfWidth;
2098        float top = points[i + 1] - halfWidth;
2099        float bottom = points [i + 1] + halfWidth;
2100
2101        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
2102    }
2103
2104    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2105}
2106
2107void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2108    // No need to check against the clip, we fill the clip region
2109    if (mSnapshot->isIgnored()) return;
2110
2111    Rect& clip(*mSnapshot->clipRect);
2112    clip.snapToPixelBoundaries();
2113
2114    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2115}
2116
2117void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) {
2118    if (!texture) return;
2119    const AutoTexture autoCleanup(texture);
2120
2121    const float x = left + texture->left - texture->offset;
2122    const float y = top + texture->top - texture->offset;
2123
2124    drawPathTexture(texture, x, y, paint);
2125}
2126
2127void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2128        float rx, float ry, SkPaint* paint) {
2129    if (mSnapshot->isIgnored()) return;
2130
2131    mCaches.activeTexture(0);
2132    const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2133            right - left, bottom - top, rx, ry, paint);
2134    drawShape(left, top, texture, paint);
2135}
2136
2137void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
2138    if (mSnapshot->isIgnored()) return;
2139
2140    mCaches.activeTexture(0);
2141    const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
2142    drawShape(x - radius, y - radius, texture, paint);
2143}
2144
2145void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) {
2146    if (mSnapshot->isIgnored()) return;
2147
2148    mCaches.activeTexture(0);
2149    const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
2150    drawShape(left, top, texture, paint);
2151}
2152
2153void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2154        float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
2155    if (mSnapshot->isIgnored()) return;
2156
2157    if (fabs(sweepAngle) >= 360.0f) {
2158        drawOval(left, top, right, bottom, paint);
2159        return;
2160    }
2161
2162    mCaches.activeTexture(0);
2163    const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2164            startAngle, sweepAngle, useCenter, paint);
2165    drawShape(left, top, texture, paint);
2166}
2167
2168void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
2169        SkPaint* paint) {
2170    if (mSnapshot->isIgnored()) return;
2171
2172    mCaches.activeTexture(0);
2173    const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
2174    drawShape(left, top, texture, paint);
2175}
2176
2177void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2178    if (p->getStyle() != SkPaint::kFill_Style) {
2179        drawRectAsShape(left, top, right, bottom, p);
2180        return;
2181    }
2182
2183    if (quickReject(left, top, right, bottom)) {
2184        return;
2185    }
2186
2187    SkXfermode::Mode mode;
2188    if (!mCaches.extensions.hasFramebufferFetch()) {
2189        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
2190        if (!isMode) {
2191            // Assume SRC_OVER
2192            mode = SkXfermode::kSrcOver_Mode;
2193        }
2194    } else {
2195        mode = getXfermode(p->getXfermode());
2196    }
2197
2198    int color = p->getColor();
2199    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2200        drawAARect(left, top, right, bottom, color, mode);
2201    } else {
2202        drawColorRect(left, top, right, bottom, color, mode);
2203    }
2204}
2205
2206void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2207        const float* positions, SkPaint* paint) {
2208    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2209            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2210        return;
2211    }
2212
2213    // NOTE: Skia does not support perspective transform on drawPosText yet
2214    if (!mSnapshot->transform->isSimple()) {
2215        return;
2216    }
2217
2218    float x = 0.0f;
2219    float y = 0.0f;
2220    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2221    if (pureTranslate) {
2222        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2223        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2224    }
2225
2226    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2227    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2228            paint->getTextSize());
2229
2230    int alpha;
2231    SkXfermode::Mode mode;
2232    getAlphaAndMode(paint, &alpha, &mode);
2233
2234    // Pick the appropriate texture filtering
2235    bool linearFilter = mSnapshot->transform->changesBounds();
2236    if (pureTranslate && !linearFilter) {
2237        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2238    }
2239
2240    mCaches.activeTexture(0);
2241    setupDraw();
2242    setupDrawDirtyRegionsDisabled();
2243    setupDrawWithTexture(true);
2244    setupDrawAlpha8Color(paint->getColor(), alpha);
2245    setupDrawColorFilter();
2246    setupDrawShader();
2247    setupDrawBlending(true, mode);
2248    setupDrawProgram();
2249    setupDrawModelView(x, y, x, y, pureTranslate, true);
2250    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2251    setupDrawPureColorUniforms();
2252    setupDrawColorFilterUniforms();
2253    setupDrawShaderUniforms(pureTranslate);
2254
2255    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2256    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2257
2258#if RENDER_LAYERS_AS_REGIONS
2259    const bool hasActiveLayer = hasLayer();
2260#else
2261    const bool hasActiveLayer = false;
2262#endif
2263
2264    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2265            positions, hasActiveLayer ? &bounds : NULL)) {
2266#if RENDER_LAYERS_AS_REGIONS
2267        if (hasActiveLayer) {
2268            if (!pureTranslate) {
2269                mSnapshot->transform->mapRect(bounds);
2270            }
2271            dirtyLayerUnchecked(bounds, getRegion());
2272        }
2273#endif
2274    }
2275}
2276
2277void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2278        float x, float y, SkPaint* paint, float length) {
2279    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2280            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2281        return;
2282    }
2283
2284    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2285    switch (paint->getTextAlign()) {
2286        case SkPaint::kCenter_Align:
2287            x -= length / 2.0f;
2288            break;
2289        case SkPaint::kRight_Align:
2290            x -= length;
2291            break;
2292        default:
2293            break;
2294    }
2295
2296    SkPaint::FontMetrics metrics;
2297    paint->getFontMetrics(&metrics, 0.0f);
2298    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2299        return;
2300    }
2301
2302    const float oldX = x;
2303    const float oldY = y;
2304    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2305    if (CC_LIKELY(pureTranslate)) {
2306        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2307        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2308    }
2309
2310#if DEBUG_GLYPHS
2311    ALOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface()));
2312#endif
2313
2314    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2315    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2316            paint->getTextSize());
2317
2318    int alpha;
2319    SkXfermode::Mode mode;
2320    getAlphaAndMode(paint, &alpha, &mode);
2321
2322    if (CC_UNLIKELY(mHasShadow)) {
2323        mCaches.activeTexture(0);
2324
2325        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2326        const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2327                paint, text, bytesCount, count, mShadowRadius);
2328        const AutoTexture autoCleanup(shadow);
2329
2330        const float sx = oldX - shadow->left + mShadowDx;
2331        const float sy = oldY - shadow->top + mShadowDy;
2332
2333        const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
2334        int shadowColor = mShadowColor;
2335        if (mShader) {
2336            shadowColor = 0xffffffff;
2337        }
2338
2339        setupDraw();
2340        setupDrawWithTexture(true);
2341        setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2342        setupDrawColorFilter();
2343        setupDrawShader();
2344        setupDrawBlending(true, mode);
2345        setupDrawProgram();
2346        setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2347        setupDrawTexture(shadow->id);
2348        setupDrawPureColorUniforms();
2349        setupDrawColorFilterUniforms();
2350        setupDrawShaderUniforms();
2351        setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2352
2353        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2354    }
2355
2356    // Pick the appropriate texture filtering
2357    bool linearFilter = mSnapshot->transform->changesBounds();
2358    if (pureTranslate && !linearFilter) {
2359        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2360    }
2361
2362    mCaches.activeTexture(0);
2363    setupDraw();
2364    setupDrawDirtyRegionsDisabled();
2365    setupDrawWithTexture(true);
2366    setupDrawAlpha8Color(paint->getColor(), alpha);
2367    setupDrawColorFilter();
2368    setupDrawShader();
2369    setupDrawBlending(true, mode);
2370    setupDrawProgram();
2371    setupDrawModelView(x, y, x, y, pureTranslate, true);
2372    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2373    setupDrawPureColorUniforms();
2374    setupDrawColorFilterUniforms();
2375    setupDrawShaderUniforms(pureTranslate);
2376
2377    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2378    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2379
2380#if RENDER_LAYERS_AS_REGIONS
2381    const bool hasActiveLayer = hasLayer();
2382#else
2383    const bool hasActiveLayer = false;
2384#endif
2385
2386    if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
2387            hasActiveLayer ? &bounds : NULL)) {
2388#if RENDER_LAYERS_AS_REGIONS
2389        if (hasActiveLayer) {
2390            if (!pureTranslate) {
2391                mSnapshot->transform->mapRect(bounds);
2392            }
2393            dirtyLayerUnchecked(bounds, getRegion());
2394        }
2395#endif
2396    }
2397
2398    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2399}
2400
2401void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2402        float hOffset, float vOffset, SkPaint* paint) {
2403    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2404            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2405        return;
2406    }
2407
2408    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2409    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2410            paint->getTextSize());
2411
2412    int alpha;
2413    SkXfermode::Mode mode;
2414    getAlphaAndMode(paint, &alpha, &mode);
2415
2416    mCaches.activeTexture(0);
2417    setupDraw();
2418    setupDrawDirtyRegionsDisabled();
2419    setupDrawWithTexture(true);
2420    setupDrawAlpha8Color(paint->getColor(), alpha);
2421    setupDrawColorFilter();
2422    setupDrawShader();
2423    setupDrawBlending(true, mode);
2424    setupDrawProgram();
2425    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2426    setupDrawTexture(fontRenderer.getTexture(true));
2427    setupDrawPureColorUniforms();
2428    setupDrawColorFilterUniforms();
2429    setupDrawShaderUniforms(false);
2430
2431    const Rect* clip = &mSnapshot->getLocalClip();
2432    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2433
2434#if RENDER_LAYERS_AS_REGIONS
2435    const bool hasActiveLayer = hasLayer();
2436#else
2437    const bool hasActiveLayer = false;
2438#endif
2439
2440    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2441            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2442#if RENDER_LAYERS_AS_REGIONS
2443        if (hasActiveLayer) {
2444            mSnapshot->transform->mapRect(bounds);
2445            dirtyLayerUnchecked(bounds, getRegion());
2446        }
2447#endif
2448    }
2449}
2450
2451void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2452    if (mSnapshot->isIgnored()) return;
2453
2454    mCaches.activeTexture(0);
2455
2456    // TODO: Perform early clip test before we rasterize the path
2457    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2458    if (!texture) return;
2459    const AutoTexture autoCleanup(texture);
2460
2461    const float x = texture->left - texture->offset;
2462    const float y = texture->top - texture->offset;
2463
2464    drawPathTexture(texture, x, y, paint);
2465}
2466
2467void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2468    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
2469        return;
2470    }
2471
2472    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
2473        OpenGLRenderer* renderer = layer->renderer;
2474        Rect& dirty = layer->dirtyRect;
2475
2476        interrupt();
2477        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
2478        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
2479        renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren);
2480        renderer->finish();
2481        resume();
2482
2483        dirty.setEmpty();
2484        layer->deferredUpdateScheduled = false;
2485        layer->renderer = NULL;
2486        layer->displayList = NULL;
2487    }
2488
2489    mCaches.activeTexture(0);
2490
2491    int alpha;
2492    SkXfermode::Mode mode;
2493    getAlphaAndMode(paint, &alpha, &mode);
2494
2495    layer->setAlpha(alpha, mode);
2496
2497#if RENDER_LAYERS_AS_REGIONS
2498    if (CC_LIKELY(!layer->region.isEmpty())) {
2499        if (layer->region.isRect()) {
2500            composeLayerRect(layer, layer->regionRect);
2501        } else if (layer->mesh) {
2502            const float a = alpha / 255.0f;
2503            const Rect& rect = layer->layer;
2504
2505            setupDraw();
2506            setupDrawWithTexture();
2507            setupDrawColor(a, a, a, a);
2508            setupDrawColorFilter();
2509            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2510            setupDrawProgram();
2511            setupDrawPureColorUniforms();
2512            setupDrawColorFilterUniforms();
2513            setupDrawTexture(layer->getTexture());
2514            if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2515                x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2516                y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2517
2518                layer->setFilter(GL_NEAREST);
2519                setupDrawModelViewTranslate(x, y,
2520                        x + layer->layer.getWidth(), y + layer->layer.getHeight(), true);
2521            } else {
2522                layer->setFilter(GL_LINEAR);
2523                setupDrawModelViewTranslate(x, y,
2524                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2525            }
2526            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2527
2528            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2529                    GL_UNSIGNED_SHORT, layer->meshIndices);
2530
2531            finishDrawTexture();
2532
2533#if DEBUG_LAYERS_AS_REGIONS
2534            drawRegionRects(layer->region);
2535#endif
2536        }
2537    }
2538#else
2539    const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
2540    composeLayerRect(layer, r);
2541#endif
2542}
2543
2544///////////////////////////////////////////////////////////////////////////////
2545// Shaders
2546///////////////////////////////////////////////////////////////////////////////
2547
2548void OpenGLRenderer::resetShader() {
2549    mShader = NULL;
2550}
2551
2552void OpenGLRenderer::setupShader(SkiaShader* shader) {
2553    mShader = shader;
2554    if (mShader) {
2555        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2556    }
2557}
2558
2559///////////////////////////////////////////////////////////////////////////////
2560// Color filters
2561///////////////////////////////////////////////////////////////////////////////
2562
2563void OpenGLRenderer::resetColorFilter() {
2564    mColorFilter = NULL;
2565}
2566
2567void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2568    mColorFilter = filter;
2569}
2570
2571///////////////////////////////////////////////////////////////////////////////
2572// Drop shadow
2573///////////////////////////////////////////////////////////////////////////////
2574
2575void OpenGLRenderer::resetShadow() {
2576    mHasShadow = false;
2577}
2578
2579void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2580    mHasShadow = true;
2581    mShadowRadius = radius;
2582    mShadowDx = dx;
2583    mShadowDy = dy;
2584    mShadowColor = color;
2585}
2586
2587///////////////////////////////////////////////////////////////////////////////
2588// Draw filters
2589///////////////////////////////////////////////////////////////////////////////
2590
2591void OpenGLRenderer::resetPaintFilter() {
2592    mHasDrawFilter = false;
2593}
2594
2595void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2596    mHasDrawFilter = true;
2597    mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2598    mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2599}
2600
2601SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
2602    if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint;
2603
2604    uint32_t flags = paint->getFlags();
2605
2606    mFilteredPaint = *paint;
2607    mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits);
2608
2609    return &mFilteredPaint;
2610}
2611
2612///////////////////////////////////////////////////////////////////////////////
2613// Drawing implementation
2614///////////////////////////////////////////////////////////////////////////////
2615
2616void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2617        float x, float y, SkPaint* paint) {
2618    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2619        return;
2620    }
2621
2622    int alpha;
2623    SkXfermode::Mode mode;
2624    getAlphaAndMode(paint, &alpha, &mode);
2625
2626    setupDraw();
2627    setupDrawWithTexture(true);
2628    setupDrawAlpha8Color(paint->getColor(), alpha);
2629    setupDrawColorFilter();
2630    setupDrawShader();
2631    setupDrawBlending(true, mode);
2632    setupDrawProgram();
2633    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2634    setupDrawTexture(texture->id);
2635    setupDrawPureColorUniforms();
2636    setupDrawColorFilterUniforms();
2637    setupDrawShaderUniforms();
2638    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2639
2640    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2641
2642    finishDrawTexture();
2643}
2644
2645// Same values used by Skia
2646#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2647#define kStdUnderline_Offset    (1.0f / 9.0f)
2648#define kStdUnderline_Thickness (1.0f / 18.0f)
2649
2650void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2651        float x, float y, SkPaint* paint) {
2652    // Handle underline and strike-through
2653    uint32_t flags = paint->getFlags();
2654    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2655        SkPaint paintCopy(*paint);
2656        float underlineWidth = length;
2657        // If length is > 0.0f, we already measured the text for the text alignment
2658        if (length <= 0.0f) {
2659            underlineWidth = paintCopy.measureText(text, bytesCount);
2660        }
2661
2662        float offsetX = 0;
2663        switch (paintCopy.getTextAlign()) {
2664            case SkPaint::kCenter_Align:
2665                offsetX = underlineWidth * 0.5f;
2666                break;
2667            case SkPaint::kRight_Align:
2668                offsetX = underlineWidth;
2669                break;
2670            default:
2671                break;
2672        }
2673
2674        if (CC_LIKELY(underlineWidth > 0.0f)) {
2675            const float textSize = paintCopy.getTextSize();
2676            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2677
2678            const float left = x - offsetX;
2679            float top = 0.0f;
2680
2681            int linesCount = 0;
2682            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2683            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2684
2685            const int pointsCount = 4 * linesCount;
2686            float points[pointsCount];
2687            int currentPoint = 0;
2688
2689            if (flags & SkPaint::kUnderlineText_Flag) {
2690                top = y + textSize * kStdUnderline_Offset;
2691                points[currentPoint++] = left;
2692                points[currentPoint++] = top;
2693                points[currentPoint++] = left + underlineWidth;
2694                points[currentPoint++] = top;
2695            }
2696
2697            if (flags & SkPaint::kStrikeThruText_Flag) {
2698                top = y + textSize * kStdStrikeThru_Offset;
2699                points[currentPoint++] = left;
2700                points[currentPoint++] = top;
2701                points[currentPoint++] = left + underlineWidth;
2702                points[currentPoint++] = top;
2703            }
2704
2705            paintCopy.setStrokeWidth(strokeWidth);
2706
2707            drawLines(&points[0], pointsCount, &paintCopy);
2708        }
2709    }
2710}
2711
2712void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2713        int color, SkXfermode::Mode mode, bool ignoreTransform) {
2714    // If a shader is set, preserve only the alpha
2715    if (mShader) {
2716        color |= 0x00ffffff;
2717    }
2718
2719    setupDraw();
2720    setupDrawNoTexture();
2721    setupDrawColor(color);
2722    setupDrawShader();
2723    setupDrawColorFilter();
2724    setupDrawBlending(mode);
2725    setupDrawProgram();
2726    setupDrawModelView(left, top, right, bottom, ignoreTransform);
2727    setupDrawColorUniforms();
2728    setupDrawShaderUniforms(ignoreTransform);
2729    setupDrawColorFilterUniforms();
2730    setupDrawSimpleMesh();
2731
2732    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2733}
2734
2735void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2736        Texture* texture, SkPaint* paint) {
2737    int alpha;
2738    SkXfermode::Mode mode;
2739    getAlphaAndMode(paint, &alpha, &mode);
2740
2741    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2742
2743    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2744        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2745        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2746
2747        texture->setFilter(GL_NEAREST, true);
2748        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2749                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
2750                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
2751    } else {
2752        texture->setFilter(FILTER(paint), true);
2753        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
2754                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2755                GL_TRIANGLE_STRIP, gMeshCount);
2756    }
2757}
2758
2759void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2760        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
2761    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
2762            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
2763}
2764
2765void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
2766        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
2767        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
2768        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
2769
2770    setupDraw();
2771    setupDrawWithTexture();
2772    setupDrawColor(alpha, alpha, alpha, alpha);
2773    setupDrawColorFilter();
2774    setupDrawBlending(blend, mode, swapSrcDst);
2775    setupDrawProgram();
2776    if (!dirty) {
2777        setupDrawDirtyRegionsDisabled();
2778    }
2779    if (!ignoreScale) {
2780        setupDrawModelView(left, top, right, bottom, ignoreTransform);
2781    } else {
2782        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
2783    }
2784    setupDrawPureColorUniforms();
2785    setupDrawColorFilterUniforms();
2786    setupDrawTexture(texture);
2787    setupDrawMesh(vertices, texCoords, vbo);
2788
2789    glDrawArrays(drawMode, 0, elementsCount);
2790
2791    finishDrawTexture();
2792}
2793
2794void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
2795        ProgramDescription& description, bool swapSrcDst) {
2796    blend = blend || mode != SkXfermode::kSrcOver_Mode;
2797
2798    if (blend) {
2799        // These blend modes are not supported by OpenGL directly and have
2800        // to be implemented using shaders. Since the shader will perform
2801        // the blending, turn blending off here
2802        // If the blend mode cannot be implemented using shaders, fall
2803        // back to the default SrcOver blend mode instead
2804        if CC_UNLIKELY((mode > SkXfermode::kScreen_Mode)) {
2805            if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) {
2806                description.framebufferMode = mode;
2807                description.swapSrcDst = swapSrcDst;
2808
2809                if (mCaches.blend) {
2810                    glDisable(GL_BLEND);
2811                    mCaches.blend = false;
2812                }
2813
2814                return;
2815            } else {
2816                mode = SkXfermode::kSrcOver_Mode;
2817            }
2818        }
2819
2820        if (!mCaches.blend) {
2821            glEnable(GL_BLEND);
2822        }
2823
2824        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
2825        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
2826
2827        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
2828            glBlendFunc(sourceMode, destMode);
2829            mCaches.lastSrcMode = sourceMode;
2830            mCaches.lastDstMode = destMode;
2831        }
2832    } else if (mCaches.blend) {
2833        glDisable(GL_BLEND);
2834    }
2835    mCaches.blend = blend;
2836}
2837
2838bool OpenGLRenderer::useProgram(Program* program) {
2839    if (!program->isInUse()) {
2840        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
2841        program->use();
2842        mCaches.currentProgram = program;
2843        return false;
2844    }
2845    return true;
2846}
2847
2848void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
2849    TextureVertex* v = &mMeshVertices[0];
2850    TextureVertex::setUV(v++, u1, v1);
2851    TextureVertex::setUV(v++, u2, v1);
2852    TextureVertex::setUV(v++, u1, v2);
2853    TextureVertex::setUV(v++, u2, v2);
2854}
2855
2856void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
2857    if (paint) {
2858        *mode = getXfermode(paint->getXfermode());
2859
2860        // Skia draws using the color's alpha channel if < 255
2861        // Otherwise, it uses the paint's alpha
2862        int color = paint->getColor();
2863        *alpha = (color >> 24) & 0xFF;
2864        if (*alpha == 255) {
2865            *alpha = paint->getAlpha();
2866        }
2867    } else {
2868        *mode = SkXfermode::kSrcOver_Mode;
2869        *alpha = 255;
2870    }
2871    *alpha *= mSnapshot->alpha;
2872}
2873
2874SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
2875    SkXfermode::Mode resultMode;
2876    if (!SkXfermode::AsMode(mode, &resultMode)) {
2877        resultMode = SkXfermode::kSrcOver_Mode;
2878    }
2879    return resultMode;
2880}
2881
2882}; // namespace uirenderer
2883}; // namespace android
2884