OpenGLRenderer.cpp revision e5a4a3dc1648844f06d29efd42c9306c3cdf177e
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
147bool OpenGLRenderer::isDeferred() {
148    return false;
149}
150
151void OpenGLRenderer::setViewport(int width, int height) {
152    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
153
154    mWidth = width;
155    mHeight = height;
156
157    mFirstSnapshot->height = height;
158    mFirstSnapshot->viewport.set(0, 0, width, height);
159
160    glDisable(GL_DITHER);
161    glEnable(GL_SCISSOR_TEST);
162    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
163
164    glEnableVertexAttribArray(Program::kBindingPosition);
165}
166
167void OpenGLRenderer::prepare(bool opaque) {
168    prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
169}
170
171void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
172    mCaches.clearGarbage();
173
174    mSnapshot = new Snapshot(mFirstSnapshot,
175            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
176    mSnapshot->fbo = getTargetFbo();
177    mSaveCount = 1;
178
179    mSnapshot->setClip(left, top, right, bottom);
180    mDirtyClip = opaque;
181
182    syncState();
183
184    if (!opaque) {
185        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
186        glClear(GL_COLOR_BUFFER_BIT);
187    } else {
188        mCaches.resetScissor();
189    }
190}
191
192void OpenGLRenderer::syncState() {
193    glViewport(0, 0, mWidth, mHeight);
194
195    if (mCaches.blend) {
196        glEnable(GL_BLEND);
197    } else {
198        glDisable(GL_BLEND);
199    }
200}
201
202void OpenGLRenderer::finish() {
203#if DEBUG_OPENGL
204    GLenum status = GL_NO_ERROR;
205    while ((status = glGetError()) != GL_NO_ERROR) {
206        ALOGD("GL error from OpenGLRenderer: 0x%x", status);
207        switch (status) {
208            case GL_INVALID_ENUM:
209                ALOGE("  GL_INVALID_ENUM");
210                break;
211            case GL_INVALID_VALUE:
212                ALOGE("  GL_INVALID_VALUE");
213                break;
214            case GL_INVALID_OPERATION:
215                ALOGE("  GL_INVALID_OPERATION");
216                break;
217            case GL_OUT_OF_MEMORY:
218                ALOGE("  Out of memory!");
219                break;
220        }
221    }
222#endif
223#if DEBUG_MEMORY_USAGE
224    mCaches.dumpMemoryUsage();
225#else
226    if (mCaches.getDebugLevel() & kDebugMemory) {
227        mCaches.dumpMemoryUsage();
228    }
229#endif
230}
231
232void OpenGLRenderer::interrupt() {
233    if (mCaches.currentProgram) {
234        if (mCaches.currentProgram->isInUse()) {
235            mCaches.currentProgram->remove();
236            mCaches.currentProgram = NULL;
237        }
238    }
239    mCaches.unbindMeshBuffer();
240    mCaches.unbindIndicesBuffer();
241    mCaches.resetVertexPointers();
242    mCaches.disbaleTexCoordsVertexArray();
243}
244
245void OpenGLRenderer::resume() {
246    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
247
248    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
249    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
250
251    glEnable(GL_SCISSOR_TEST);
252    mCaches.resetScissor();
253    dirtyClip();
254
255    mCaches.activeTexture(0);
256    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
257
258    mCaches.blend = true;
259    glEnable(GL_BLEND);
260    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
261    glBlendEquation(GL_FUNC_ADD);
262}
263
264void OpenGLRenderer::detachFunctor(Functor* functor) {
265    mFunctors.remove(functor);
266}
267
268void OpenGLRenderer::attachFunctor(Functor* functor) {
269    mFunctors.add(functor);
270}
271
272status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
273    status_t result = DrawGlInfo::kStatusDone;
274    size_t count = mFunctors.size();
275
276    if (count > 0) {
277        SortedVector<Functor*> functors(mFunctors);
278        mFunctors.clear();
279
280        DrawGlInfo info;
281        info.clipLeft = 0;
282        info.clipTop = 0;
283        info.clipRight = 0;
284        info.clipBottom = 0;
285        info.isLayer = false;
286        info.width = 0;
287        info.height = 0;
288        memset(info.transform, 0, sizeof(float) * 16);
289
290        for (size_t i = 0; i < count; i++) {
291            Functor* f = functors.itemAt(i);
292            result |= (*f)(DrawGlInfo::kModeProcess, &info);
293
294            if (result & DrawGlInfo::kStatusDraw) {
295                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
296                dirty.unionWith(localDirty);
297            }
298
299            if (result & DrawGlInfo::kStatusInvoke) {
300                mFunctors.add(f);
301            }
302        }
303    }
304
305    mCaches.activeTexture(0);
306
307    return result;
308}
309
310status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
311    interrupt();
312    detachFunctor(functor);
313
314    if (mDirtyClip) {
315        setScissorFromClip();
316    }
317
318    Rect clip(*mSnapshot->clipRect);
319    clip.snapToPixelBoundaries();
320
321#if RENDER_LAYERS_AS_REGIONS
322    // Since we don't know what the functor will draw, let's dirty
323    // tne entire clip region
324    if (hasLayer()) {
325        dirtyLayerUnchecked(clip, getRegion());
326    }
327#endif
328
329    DrawGlInfo info;
330    info.clipLeft = clip.left;
331    info.clipTop = clip.top;
332    info.clipRight = clip.right;
333    info.clipBottom = clip.bottom;
334    info.isLayer = hasLayer();
335    info.width = getSnapshot()->viewport.getWidth();
336    info.height = getSnapshot()->height;
337    getSnapshot()->transform->copyTo(&info.transform[0]);
338
339    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info);
340
341    if (result != DrawGlInfo::kStatusDone) {
342        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
343        dirty.unionWith(localDirty);
344
345        if (result & DrawGlInfo::kStatusInvoke) {
346            mFunctors.add(functor);
347        }
348    }
349
350    resume();
351    return result;
352}
353
354///////////////////////////////////////////////////////////////////////////////
355// State management
356///////////////////////////////////////////////////////////////////////////////
357
358int OpenGLRenderer::getSaveCount() const {
359    return mSaveCount;
360}
361
362int OpenGLRenderer::save(int flags) {
363    return saveSnapshot(flags);
364}
365
366void OpenGLRenderer::restore() {
367    if (mSaveCount > 1) {
368        restoreSnapshot();
369    }
370}
371
372void OpenGLRenderer::restoreToCount(int saveCount) {
373    if (saveCount < 1) saveCount = 1;
374
375    while (mSaveCount > saveCount) {
376        restoreSnapshot();
377    }
378}
379
380int OpenGLRenderer::saveSnapshot(int flags) {
381    mSnapshot = new Snapshot(mSnapshot, flags);
382    return mSaveCount++;
383}
384
385bool OpenGLRenderer::restoreSnapshot() {
386    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
387    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
388    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
389
390    sp<Snapshot> current = mSnapshot;
391    sp<Snapshot> previous = mSnapshot->previous;
392
393    if (restoreOrtho) {
394        Rect& r = previous->viewport;
395        glViewport(r.left, r.top, r.right, r.bottom);
396        mOrthoMatrix.load(current->orthoMatrix);
397    }
398
399    mSaveCount--;
400    mSnapshot = previous;
401
402    if (restoreClip) {
403        dirtyClip();
404    }
405
406    if (restoreLayer) {
407        composeLayer(current, previous);
408    }
409
410    return restoreClip;
411}
412
413///////////////////////////////////////////////////////////////////////////////
414// Layers
415///////////////////////////////////////////////////////////////////////////////
416
417int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
418        SkPaint* p, int flags) {
419    const GLuint previousFbo = mSnapshot->fbo;
420    const int count = saveSnapshot(flags);
421
422    if (!mSnapshot->isIgnored()) {
423        int alpha = 255;
424        SkXfermode::Mode mode;
425
426        if (p) {
427            alpha = p->getAlpha();
428            if (!mCaches.extensions.hasFramebufferFetch()) {
429                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
430                if (!isMode) {
431                    // Assume SRC_OVER
432                    mode = SkXfermode::kSrcOver_Mode;
433                }
434            } else {
435                mode = getXfermode(p->getXfermode());
436            }
437        } else {
438            mode = SkXfermode::kSrcOver_Mode;
439        }
440
441        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
442    }
443
444    return count;
445}
446
447int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
448        int alpha, int flags) {
449    if (alpha >= 255 - ALPHA_THRESHOLD) {
450        return saveLayer(left, top, right, bottom, NULL, flags);
451    } else {
452        SkPaint paint;
453        paint.setAlpha(alpha);
454        return saveLayer(left, top, right, bottom, &paint, flags);
455    }
456}
457
458/**
459 * Layers are viewed by Skia are slightly different than layers in image editing
460 * programs (for instance.) When a layer is created, previously created layers
461 * and the frame buffer still receive every drawing command. For instance, if a
462 * layer is created and a shape intersecting the bounds of the layers and the
463 * framebuffer is draw, the shape will be drawn on both (unless the layer was
464 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
465 *
466 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
467 * texture. Unfortunately, this is inefficient as it requires every primitive to
468 * be drawn n + 1 times, where n is the number of active layers. In practice this
469 * means, for every primitive:
470 *   - Switch active frame buffer
471 *   - Change viewport, clip and projection matrix
472 *   - Issue the drawing
473 *
474 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
475 * To avoid this, layers are implemented in a different way here, at least in the
476 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
477 * is set. When this flag is set we can redirect all drawing operations into a
478 * single FBO.
479 *
480 * This implementation relies on the frame buffer being at least RGBA 8888. When
481 * a layer is created, only a texture is created, not an FBO. The content of the
482 * frame buffer contained within the layer's bounds is copied into this texture
483 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
484 * buffer and drawing continues as normal. This technique therefore treats the
485 * frame buffer as a scratch buffer for the layers.
486 *
487 * To compose the layers back onto the frame buffer, each layer texture
488 * (containing the original frame buffer data) is drawn as a simple quad over
489 * the frame buffer. The trick is that the quad is set as the composition
490 * destination in the blending equation, and the frame buffer becomes the source
491 * of the composition.
492 *
493 * Drawing layers with an alpha value requires an extra step before composition.
494 * An empty quad is drawn over the layer's region in the frame buffer. This quad
495 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
496 * quad is used to multiply the colors in the frame buffer. This is achieved by
497 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
498 * GL_ZERO, GL_SRC_ALPHA.
499 *
500 * Because glCopyTexImage2D() can be slow, an alternative implementation might
501 * be use to draw a single clipped layer. The implementation described above
502 * is correct in every case.
503 *
504 * (1) The frame buffer is actually not cleared right away. To allow the GPU
505 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
506 *     buffer is left untouched until the first drawing operation. Only when
507 *     something actually gets drawn are the layers regions cleared.
508 */
509bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
510        float right, float bottom, int alpha, SkXfermode::Mode mode,
511        int flags, GLuint previousFbo) {
512    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
513    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
514
515    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
516
517    // Window coordinates of the layer
518    Rect bounds(left, top, right, bottom);
519    if (!fboLayer) {
520        mSnapshot->transform->mapRect(bounds);
521
522        // Layers only make sense if they are in the framebuffer's bounds
523        if (bounds.intersect(*snapshot->clipRect)) {
524            // We cannot work with sub-pixels in this case
525            bounds.snapToPixelBoundaries();
526
527            // When the layer is not an FBO, we may use glCopyTexImage so we
528            // need to make sure the layer does not extend outside the bounds
529            // of the framebuffer
530            if (!bounds.intersect(snapshot->previous->viewport)) {
531                bounds.setEmpty();
532            }
533        } else {
534            bounds.setEmpty();
535        }
536    }
537
538    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
539            bounds.getHeight() > mCaches.maxTextureSize) {
540        snapshot->empty = fboLayer;
541    } else {
542        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
543    }
544
545    // Bail out if we won't draw in this snapshot
546    if (snapshot->invisible || snapshot->empty) {
547        return false;
548    }
549
550    mCaches.activeTexture(0);
551    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
552    if (!layer) {
553        return false;
554    }
555
556    layer->setAlpha(alpha, mode);
557    layer->layer.set(bounds);
558    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
559            bounds.getWidth() / float(layer->getWidth()), 0.0f);
560    layer->setColorFilter(mColorFilter);
561    layer->setBlend(true);
562
563    // Save the layer in the snapshot
564    snapshot->flags |= Snapshot::kFlagIsLayer;
565    snapshot->layer = layer;
566
567    if (fboLayer) {
568        return createFboLayer(layer, bounds, snapshot, previousFbo);
569    } else {
570        // Copy the framebuffer into the layer
571        layer->bindTexture();
572        if (!bounds.isEmpty()) {
573            if (layer->isEmpty()) {
574                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
575                        bounds.left, snapshot->height - bounds.bottom,
576                        layer->getWidth(), layer->getHeight(), 0);
577                layer->setEmpty(false);
578            } else {
579                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
580                        snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
581            }
582
583            // Enqueue the buffer coordinates to clear the corresponding region later
584            mLayers.push(new Rect(bounds));
585        }
586    }
587
588    return true;
589}
590
591bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
592        GLuint previousFbo) {
593    layer->setFbo(mCaches.fboCache.get());
594
595#if RENDER_LAYERS_AS_REGIONS
596    snapshot->region = &snapshot->layer->region;
597    snapshot->flags |= Snapshot::kFlagFboTarget;
598#endif
599
600    Rect clip(bounds);
601    snapshot->transform->mapRect(clip);
602    clip.intersect(*snapshot->clipRect);
603    clip.snapToPixelBoundaries();
604    clip.intersect(snapshot->previous->viewport);
605
606    mat4 inverse;
607    inverse.loadInverse(*mSnapshot->transform);
608
609    inverse.mapRect(clip);
610    clip.snapToPixelBoundaries();
611    clip.intersect(bounds);
612    clip.translate(-bounds.left, -bounds.top);
613
614    snapshot->flags |= Snapshot::kFlagIsFboLayer;
615    snapshot->fbo = layer->getFbo();
616    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
617    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
618    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
619    snapshot->height = bounds.getHeight();
620    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
621    snapshot->orthoMatrix.load(mOrthoMatrix);
622
623    // Bind texture to FBO
624    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
625    layer->bindTexture();
626
627    // Initialize the texture if needed
628    if (layer->isEmpty()) {
629        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
630        layer->setEmpty(false);
631    }
632
633    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
634            layer->getTexture(), 0);
635
636#if DEBUG_LAYERS_AS_REGIONS
637    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
638    if (status != GL_FRAMEBUFFER_COMPLETE) {
639        ALOGE("Framebuffer incomplete (GL error code 0x%x)", status);
640
641        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
642        layer->deleteTexture();
643        mCaches.fboCache.put(layer->getFbo());
644
645        delete layer;
646
647        return false;
648    }
649#endif
650
651    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
652    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
653            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
654    glClear(GL_COLOR_BUFFER_BIT);
655
656    dirtyClip();
657
658    // Change the ortho projection
659    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
660    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
661
662    return true;
663}
664
665/**
666 * Read the documentation of createLayer() before doing anything in this method.
667 */
668void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
669    if (!current->layer) {
670        ALOGE("Attempting to compose a layer that does not exist");
671        return;
672    }
673
674    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
675
676    if (fboLayer) {
677        // Detach the texture from the FBO
678        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
679
680        // Unbind current FBO and restore previous one
681        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
682    }
683
684    Layer* layer = current->layer;
685    const Rect& rect = layer->layer;
686
687    if (!fboLayer && layer->getAlpha() < 255) {
688        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
689                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
690        // Required below, composeLayerRect() will divide by 255
691        layer->setAlpha(255);
692    }
693
694    mCaches.unbindMeshBuffer();
695
696    mCaches.activeTexture(0);
697
698    // When the layer is stored in an FBO, we can save a bit of fillrate by
699    // drawing only the dirty region
700    if (fboLayer) {
701        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
702        if (layer->getColorFilter()) {
703            setupColorFilter(layer->getColorFilter());
704        }
705        composeLayerRegion(layer, rect);
706        if (layer->getColorFilter()) {
707            resetColorFilter();
708        }
709    } else if (!rect.isEmpty()) {
710        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
711        composeLayerRect(layer, rect, true);
712    }
713
714    if (fboLayer) {
715        // Note: No need to use glDiscardFramebufferEXT() since we never
716        //       create/compose layers that are not on screen with this
717        //       code path
718        // See LayerRenderer::destroyLayer(Layer*)
719
720        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
721        mCaches.fboCache.put(current->fbo);
722        layer->setFbo(0);
723    }
724
725    dirtyClip();
726
727    // Failing to add the layer to the cache should happen only if the layer is too large
728    if (!mCaches.layerCache.put(layer)) {
729        LAYER_LOGD("Deleting layer");
730        layer->deleteTexture();
731        delete layer;
732    }
733}
734
735void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
736    float alpha = layer->getAlpha() / 255.0f;
737
738    mat4& transform = layer->getTransform();
739    if (!transform.isIdentity()) {
740        save(0);
741        mSnapshot->transform->multiply(transform);
742    }
743
744    setupDraw();
745    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
746        setupDrawWithTexture();
747    } else {
748        setupDrawWithExternalTexture();
749    }
750    setupDrawTextureTransform();
751    setupDrawColor(alpha, alpha, alpha, alpha);
752    setupDrawColorFilter();
753    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
754    setupDrawProgram();
755    setupDrawPureColorUniforms();
756    setupDrawColorFilterUniforms();
757    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
758        setupDrawTexture(layer->getTexture());
759    } else {
760        setupDrawExternalTexture(layer->getTexture());
761    }
762    if (mSnapshot->transform->isPureTranslate() &&
763            layer->getWidth() == (uint32_t) rect.getWidth() &&
764            layer->getHeight() == (uint32_t) rect.getHeight()) {
765        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
766        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
767
768        layer->setFilter(GL_NEAREST);
769        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
770    } else {
771        layer->setFilter(GL_LINEAR);
772        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
773    }
774    setupDrawTextureTransformUniforms(layer->getTexTransform());
775    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
776
777    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
778
779    finishDrawTexture();
780
781    if (!transform.isIdentity()) {
782        restore();
783    }
784}
785
786void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
787    if (!layer->isTextureLayer()) {
788        const Rect& texCoords = layer->texCoords;
789        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
790                texCoords.right, texCoords.bottom);
791
792        float x = rect.left;
793        float y = rect.top;
794        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
795                layer->getWidth() == (uint32_t) rect.getWidth() &&
796                layer->getHeight() == (uint32_t) rect.getHeight();
797
798        if (simpleTransform) {
799            // When we're swapping, the layer is already in screen coordinates
800            if (!swap) {
801                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
802                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
803            }
804
805            layer->setFilter(GL_NEAREST, true);
806        } else {
807            layer->setFilter(GL_LINEAR, true);
808        }
809
810        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
811                layer->getTexture(), layer->getAlpha() / 255.0f,
812                layer->getMode(), layer->isBlend(),
813                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
814                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
815
816        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
817    } else {
818        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
819        drawTextureLayer(layer, rect);
820        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
821    }
822}
823
824void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
825#if RENDER_LAYERS_AS_REGIONS
826    if (layer->region.isRect()) {
827        layer->setRegionAsRect();
828
829        composeLayerRect(layer, layer->regionRect);
830
831        layer->region.clear();
832        return;
833    }
834
835    // TODO: See LayerRenderer.cpp::generateMesh() for important
836    //       information about this implementation
837    if (CC_LIKELY(!layer->region.isEmpty())) {
838        size_t count;
839        const android::Rect* rects = layer->region.getArray(&count);
840
841        const float alpha = layer->getAlpha() / 255.0f;
842        const float texX = 1.0f / float(layer->getWidth());
843        const float texY = 1.0f / float(layer->getHeight());
844        const float height = rect.getHeight();
845
846        TextureVertex* mesh = mCaches.getRegionMesh();
847        GLsizei numQuads = 0;
848
849        setupDraw();
850        setupDrawWithTexture();
851        setupDrawColor(alpha, alpha, alpha, alpha);
852        setupDrawColorFilter();
853        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
854        setupDrawProgram();
855        setupDrawDirtyRegionsDisabled();
856        setupDrawPureColorUniforms();
857        setupDrawColorFilterUniforms();
858        setupDrawTexture(layer->getTexture());
859        if (mSnapshot->transform->isPureTranslate()) {
860            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
861            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
862
863            layer->setFilter(GL_NEAREST);
864            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
865        } else {
866            layer->setFilter(GL_LINEAR);
867            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
868        }
869        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
870
871        for (size_t i = 0; i < count; i++) {
872            const android::Rect* r = &rects[i];
873
874            const float u1 = r->left * texX;
875            const float v1 = (height - r->top) * texY;
876            const float u2 = r->right * texX;
877            const float v2 = (height - r->bottom) * texY;
878
879            // TODO: Reject quads outside of the clip
880            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
881            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
882            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
883            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
884
885            numQuads++;
886
887            if (numQuads >= REGION_MESH_QUAD_COUNT) {
888                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
889                numQuads = 0;
890                mesh = mCaches.getRegionMesh();
891            }
892        }
893
894        if (numQuads > 0) {
895            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
896        }
897
898        finishDrawTexture();
899
900#if DEBUG_LAYERS_AS_REGIONS
901        drawRegionRects(layer->region);
902#endif
903
904        layer->region.clear();
905    }
906#else
907    composeLayerRect(layer, rect);
908#endif
909}
910
911void OpenGLRenderer::drawRegionRects(const Region& region) {
912#if DEBUG_LAYERS_AS_REGIONS
913    size_t count;
914    const android::Rect* rects = region.getArray(&count);
915
916    uint32_t colors[] = {
917            0x7fff0000, 0x7f00ff00,
918            0x7f0000ff, 0x7fff00ff,
919    };
920
921    int offset = 0;
922    int32_t top = rects[0].top;
923
924    for (size_t i = 0; i < count; i++) {
925        if (top != rects[i].top) {
926            offset ^= 0x2;
927            top = rects[i].top;
928        }
929
930        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
931        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
932                SkXfermode::kSrcOver_Mode);
933    }
934#endif
935}
936
937void OpenGLRenderer::dirtyLayer(const float left, const float top,
938        const float right, const float bottom, const mat4 transform) {
939#if RENDER_LAYERS_AS_REGIONS
940    if (hasLayer()) {
941        Rect bounds(left, top, right, bottom);
942        transform.mapRect(bounds);
943        dirtyLayerUnchecked(bounds, getRegion());
944    }
945#endif
946}
947
948void OpenGLRenderer::dirtyLayer(const float left, const float top,
949        const float right, const float bottom) {
950#if RENDER_LAYERS_AS_REGIONS
951    if (hasLayer()) {
952        Rect bounds(left, top, right, bottom);
953        dirtyLayerUnchecked(bounds, getRegion());
954    }
955#endif
956}
957
958void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
959#if RENDER_LAYERS_AS_REGIONS
960    if (bounds.intersect(*mSnapshot->clipRect)) {
961        bounds.snapToPixelBoundaries();
962        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
963        if (!dirty.isEmpty()) {
964            region->orSelf(dirty);
965        }
966    }
967#endif
968}
969
970void OpenGLRenderer::clearLayerRegions() {
971    const size_t count = mLayers.size();
972    if (count == 0) return;
973
974    if (!mSnapshot->isIgnored()) {
975        // Doing several glScissor/glClear here can negatively impact
976        // GPUs with a tiler architecture, instead we draw quads with
977        // the Clear blending mode
978
979        // The list contains bounds that have already been clipped
980        // against their initial clip rect, and the current clip
981        // is likely different so we need to disable clipping here
982        glDisable(GL_SCISSOR_TEST);
983
984        Vertex mesh[count * 6];
985        Vertex* vertex = mesh;
986
987        for (uint32_t i = 0; i < count; i++) {
988            Rect* bounds = mLayers.itemAt(i);
989
990            Vertex::set(vertex++, bounds->left, bounds->bottom);
991            Vertex::set(vertex++, bounds->left, bounds->top);
992            Vertex::set(vertex++, bounds->right, bounds->top);
993            Vertex::set(vertex++, bounds->left, bounds->bottom);
994            Vertex::set(vertex++, bounds->right, bounds->top);
995            Vertex::set(vertex++, bounds->right, bounds->bottom);
996
997            delete bounds;
998        }
999
1000        setupDraw(false);
1001        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1002        setupDrawBlending(true, SkXfermode::kClear_Mode);
1003        setupDrawProgram();
1004        setupDrawPureColorUniforms();
1005        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1006        setupDrawVertices(&mesh[0].position[0]);
1007
1008        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1009
1010        glEnable(GL_SCISSOR_TEST);
1011    } else {
1012        for (uint32_t i = 0; i < count; i++) {
1013            delete mLayers.itemAt(i);
1014        }
1015    }
1016
1017    mLayers.clear();
1018}
1019
1020///////////////////////////////////////////////////////////////////////////////
1021// Transforms
1022///////////////////////////////////////////////////////////////////////////////
1023
1024void OpenGLRenderer::translate(float dx, float dy) {
1025    mSnapshot->transform->translate(dx, dy, 0.0f);
1026}
1027
1028void OpenGLRenderer::rotate(float degrees) {
1029    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
1030}
1031
1032void OpenGLRenderer::scale(float sx, float sy) {
1033    mSnapshot->transform->scale(sx, sy, 1.0f);
1034}
1035
1036void OpenGLRenderer::skew(float sx, float sy) {
1037    mSnapshot->transform->skew(sx, sy);
1038}
1039
1040void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1041    if (matrix) {
1042        mSnapshot->transform->load(*matrix);
1043    } else {
1044        mSnapshot->transform->loadIdentity();
1045    }
1046}
1047
1048void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1049    mSnapshot->transform->copyTo(*matrix);
1050}
1051
1052void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1053    SkMatrix transform;
1054    mSnapshot->transform->copyTo(transform);
1055    transform.preConcat(*matrix);
1056    mSnapshot->transform->load(transform);
1057}
1058
1059///////////////////////////////////////////////////////////////////////////////
1060// Clipping
1061///////////////////////////////////////////////////////////////////////////////
1062
1063void OpenGLRenderer::setScissorFromClip() {
1064    Rect clip(*mSnapshot->clipRect);
1065    clip.snapToPixelBoundaries();
1066
1067    mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1068            clip.getWidth(), clip.getHeight());
1069
1070    mDirtyClip = false;
1071}
1072
1073const Rect& OpenGLRenderer::getClipBounds() {
1074    return mSnapshot->getLocalClip();
1075}
1076
1077bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1078    if (mSnapshot->isIgnored()) {
1079        return true;
1080    }
1081
1082    Rect r(left, top, right, bottom);
1083    mSnapshot->transform->mapRect(r);
1084    r.snapToPixelBoundaries();
1085
1086    Rect clipRect(*mSnapshot->clipRect);
1087    clipRect.snapToPixelBoundaries();
1088
1089    return !clipRect.intersects(r);
1090}
1091
1092bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1093    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1094    if (clipped) {
1095        dirtyClip();
1096    }
1097    return !mSnapshot->clipRect->isEmpty();
1098}
1099
1100Rect* OpenGLRenderer::getClipRect() {
1101    return mSnapshot->clipRect;
1102}
1103
1104///////////////////////////////////////////////////////////////////////////////
1105// Drawing commands
1106///////////////////////////////////////////////////////////////////////////////
1107
1108void OpenGLRenderer::setupDraw(bool clear) {
1109    if (clear) clearLayerRegions();
1110    if (mDirtyClip) {
1111        setScissorFromClip();
1112    }
1113    mDescription.reset();
1114    mSetShaderColor = false;
1115    mColorSet = false;
1116    mColorA = mColorR = mColorG = mColorB = 0.0f;
1117    mTextureUnit = 0;
1118    mTrackDirtyRegions = true;
1119}
1120
1121void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1122    mDescription.hasTexture = true;
1123    mDescription.hasAlpha8Texture = isAlpha8;
1124}
1125
1126void OpenGLRenderer::setupDrawWithExternalTexture() {
1127    mDescription.hasExternalTexture = true;
1128}
1129
1130void OpenGLRenderer::setupDrawNoTexture() {
1131    mCaches.disbaleTexCoordsVertexArray();
1132}
1133
1134void OpenGLRenderer::setupDrawAALine() {
1135    mDescription.isAA = true;
1136}
1137
1138void OpenGLRenderer::setupDrawPoint(float pointSize) {
1139    mDescription.isPoint = true;
1140    mDescription.pointSize = pointSize;
1141}
1142
1143void OpenGLRenderer::setupDrawColor(int color) {
1144    setupDrawColor(color, (color >> 24) & 0xFF);
1145}
1146
1147void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1148    mColorA = alpha / 255.0f;
1149    mColorA *= mSnapshot->alpha;
1150    // Second divide of a by 255 is an optimization, allowing us to simply multiply
1151    // the rgb values by a instead of also dividing by 255
1152    const float a = mColorA / 255.0f;
1153    mColorR = a * ((color >> 16) & 0xFF);
1154    mColorG = a * ((color >>  8) & 0xFF);
1155    mColorB = a * ((color      ) & 0xFF);
1156    mColorSet = true;
1157    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1158}
1159
1160void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1161    mColorA = alpha / 255.0f;
1162    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1163    // the rgb values by a instead of also dividing by 255
1164    const float a = mColorA / 255.0f;
1165    mColorR = a * ((color >> 16) & 0xFF);
1166    mColorG = a * ((color >>  8) & 0xFF);
1167    mColorB = a * ((color      ) & 0xFF);
1168    mColorSet = true;
1169    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1170}
1171
1172void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1173    mColorA = a;
1174    mColorR = r;
1175    mColorG = g;
1176    mColorB = b;
1177    mColorSet = true;
1178    mSetShaderColor = mDescription.setColor(r, g, b, a);
1179}
1180
1181void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) {
1182    mColorA = a;
1183    mColorR = r;
1184    mColorG = g;
1185    mColorB = b;
1186    mColorSet = true;
1187    mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a);
1188}
1189
1190void OpenGLRenderer::setupDrawShader() {
1191    if (mShader) {
1192        mShader->describe(mDescription, mCaches.extensions);
1193    }
1194}
1195
1196void OpenGLRenderer::setupDrawColorFilter() {
1197    if (mColorFilter) {
1198        mColorFilter->describe(mDescription, mCaches.extensions);
1199    }
1200}
1201
1202void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1203    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1204        mColorA = 1.0f;
1205        mColorR = mColorG = mColorB = 0.0f;
1206        mSetShaderColor = mDescription.modulate = true;
1207    }
1208}
1209
1210void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1211    // When the blending mode is kClear_Mode, we need to use a modulate color
1212    // argb=1,0,0,0
1213    accountForClear(mode);
1214    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1215            mDescription, swapSrcDst);
1216}
1217
1218void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1219    // When the blending mode is kClear_Mode, we need to use a modulate color
1220    // argb=1,0,0,0
1221    accountForClear(mode);
1222    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1223            mDescription, swapSrcDst);
1224}
1225
1226void OpenGLRenderer::setupDrawProgram() {
1227    useProgram(mCaches.programCache.get(mDescription));
1228}
1229
1230void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1231    mTrackDirtyRegions = false;
1232}
1233
1234void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1235        bool ignoreTransform) {
1236    mModelView.loadTranslate(left, top, 0.0f);
1237    if (!ignoreTransform) {
1238        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1239        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1240    } else {
1241        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1242        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1243    }
1244}
1245
1246void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1247    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1248}
1249
1250void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1251        bool ignoreTransform, bool ignoreModelView) {
1252    if (!ignoreModelView) {
1253        mModelView.loadTranslate(left, top, 0.0f);
1254        mModelView.scale(right - left, bottom - top, 1.0f);
1255    } else {
1256        mModelView.loadIdentity();
1257    }
1258    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1259    if (!ignoreTransform) {
1260        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1261        if (mTrackDirtyRegions && dirty) {
1262            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1263        }
1264    } else {
1265        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1266        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1267    }
1268}
1269
1270void OpenGLRenderer::setupDrawPointUniforms() {
1271    int slot = mCaches.currentProgram->getUniform("pointSize");
1272    glUniform1f(slot, mDescription.pointSize);
1273}
1274
1275void OpenGLRenderer::setupDrawColorUniforms() {
1276    if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) {
1277        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1278    }
1279}
1280
1281void OpenGLRenderer::setupDrawPureColorUniforms() {
1282    if (mSetShaderColor) {
1283        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1284    }
1285}
1286
1287void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1288    if (mShader) {
1289        if (ignoreTransform) {
1290            mModelView.loadInverse(*mSnapshot->transform);
1291        }
1292        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1293    }
1294}
1295
1296void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1297    if (mShader) {
1298        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1299    }
1300}
1301
1302void OpenGLRenderer::setupDrawColorFilterUniforms() {
1303    if (mColorFilter) {
1304        mColorFilter->setupProgram(mCaches.currentProgram);
1305    }
1306}
1307
1308void OpenGLRenderer::setupDrawSimpleMesh() {
1309    bool force = mCaches.bindMeshBuffer();
1310    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0);
1311    mCaches.unbindIndicesBuffer();
1312}
1313
1314void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1315    bindTexture(texture);
1316    mTextureUnit++;
1317    mCaches.enableTexCoordsVertexArray();
1318}
1319
1320void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1321    bindExternalTexture(texture);
1322    mTextureUnit++;
1323    mCaches.enableTexCoordsVertexArray();
1324}
1325
1326void OpenGLRenderer::setupDrawTextureTransform() {
1327    mDescription.hasTextureTransform = true;
1328}
1329
1330void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1331    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1332            GL_FALSE, &transform.data[0]);
1333}
1334
1335void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1336    bool force = false;
1337    if (!vertices) {
1338        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1339    } else {
1340        force = mCaches.unbindMeshBuffer();
1341    }
1342
1343    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1344    if (mCaches.currentProgram->texCoords >= 0) {
1345        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1346    }
1347
1348    mCaches.unbindIndicesBuffer();
1349}
1350
1351void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1352    bool force = mCaches.unbindMeshBuffer();
1353    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1354    if (mCaches.currentProgram->texCoords >= 0) {
1355        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1356    }
1357}
1358
1359void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1360    bool force = mCaches.unbindMeshBuffer();
1361    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1362            vertices, gVertexStride);
1363    mCaches.unbindIndicesBuffer();
1364}
1365
1366/**
1367 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1368 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1369 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1370 * attributes (one per vertex) are values from zero to one that tells the fragment
1371 * shader where the fragment is in relation to the line width/length overall; these values are
1372 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1373 * region of the line.
1374 * Note that we only pass down the width values in this setup function. The length coordinates
1375 * are set up for each individual segment.
1376 */
1377void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1378        GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) {
1379    bool force = mCaches.unbindMeshBuffer();
1380    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1381            vertices, gAAVertexStride);
1382    mCaches.resetTexCoordsVertexPointer();
1383    mCaches.unbindIndicesBuffer();
1384
1385    widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1386    glEnableVertexAttribArray(widthSlot);
1387    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1388
1389    lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1390    glEnableVertexAttribArray(lengthSlot);
1391    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1392
1393    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1394    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1395
1396    // Setting the inverse value saves computations per-fragment in the shader
1397    int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1398    glUniform1f(inverseBoundaryWidthSlot, 1.0f / boundaryWidthProportion);
1399}
1400
1401void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) {
1402    glDisableVertexAttribArray(widthSlot);
1403    glDisableVertexAttribArray(lengthSlot);
1404}
1405
1406void OpenGLRenderer::finishDrawTexture() {
1407}
1408
1409///////////////////////////////////////////////////////////////////////////////
1410// Drawing
1411///////////////////////////////////////////////////////////////////////////////
1412
1413status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList,
1414        Rect& dirty, int32_t flags, uint32_t level) {
1415
1416    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1417    // will be performed by the display list itself
1418    if (displayList && displayList->isRenderable()) {
1419        return displayList->replay(*this, dirty, flags, level);
1420    }
1421
1422    return DrawGlInfo::kStatusDone;
1423}
1424
1425void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1426    if (displayList) {
1427        displayList->output(*this, level);
1428    }
1429}
1430
1431void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1432    int alpha;
1433    SkXfermode::Mode mode;
1434    getAlphaAndMode(paint, &alpha, &mode);
1435
1436    float x = left;
1437    float y = top;
1438
1439    GLenum filter = GL_LINEAR;
1440    bool ignoreTransform = false;
1441    if (mSnapshot->transform->isPureTranslate()) {
1442        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1443        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1444        ignoreTransform = true;
1445        filter = GL_NEAREST;
1446    } else {
1447        filter = FILTER(paint);
1448    }
1449
1450    setupDraw();
1451    setupDrawWithTexture(true);
1452    if (paint) {
1453        setupDrawAlpha8Color(paint->getColor(), alpha);
1454    }
1455    setupDrawColorFilter();
1456    setupDrawShader();
1457    setupDrawBlending(true, mode);
1458    setupDrawProgram();
1459    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1460
1461    setupDrawTexture(texture->id);
1462    texture->setWrap(GL_CLAMP_TO_EDGE);
1463    texture->setFilter(filter);
1464
1465    setupDrawPureColorUniforms();
1466    setupDrawColorFilterUniforms();
1467    setupDrawShaderUniforms();
1468    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1469
1470    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1471
1472    finishDrawTexture();
1473}
1474
1475void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1476    const float right = left + bitmap->width();
1477    const float bottom = top + bitmap->height();
1478
1479    if (quickReject(left, top, right, 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    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1489        drawAlphaBitmap(texture, left, top, paint);
1490    } else {
1491        drawTextureRect(left, top, right, bottom, texture, paint);
1492    }
1493}
1494
1495void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1496    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1497    const mat4 transform(*matrix);
1498    transform.mapRect(r);
1499
1500    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1501        return;
1502    }
1503
1504    mCaches.activeTexture(0);
1505    Texture* texture = mCaches.textureCache.get(bitmap);
1506    if (!texture) return;
1507    const AutoTexture autoCleanup(texture);
1508
1509    // This could be done in a cheaper way, all we need is pass the matrix
1510    // to the vertex shader. The save/restore is a bit overkill.
1511    save(SkCanvas::kMatrix_SaveFlag);
1512    concatMatrix(matrix);
1513    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1514    restore();
1515}
1516
1517void OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1518    const float right = left + bitmap->width();
1519    const float bottom = top + bitmap->height();
1520
1521    if (quickReject(left, top, right, bottom)) {
1522        return;
1523    }
1524
1525    mCaches.activeTexture(0);
1526    Texture* texture = mCaches.textureCache.getTransient(bitmap);
1527    const AutoTexture autoCleanup(texture);
1528
1529    drawTextureRect(left, top, right, bottom, texture, paint);
1530}
1531
1532void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1533        float* vertices, int* colors, SkPaint* paint) {
1534    // TODO: Do a quickReject
1535    if (!vertices || mSnapshot->isIgnored()) {
1536        return;
1537    }
1538
1539    mCaches.activeTexture(0);
1540    Texture* texture = mCaches.textureCache.get(bitmap);
1541    if (!texture) return;
1542    const AutoTexture autoCleanup(texture);
1543
1544    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1545    texture->setFilter(FILTER(paint), true);
1546
1547    int alpha;
1548    SkXfermode::Mode mode;
1549    getAlphaAndMode(paint, &alpha, &mode);
1550
1551    const uint32_t count = meshWidth * meshHeight * 6;
1552
1553    float left = FLT_MAX;
1554    float top = FLT_MAX;
1555    float right = FLT_MIN;
1556    float bottom = FLT_MIN;
1557
1558#if RENDER_LAYERS_AS_REGIONS
1559    const bool hasActiveLayer = hasLayer();
1560#else
1561    const bool hasActiveLayer = false;
1562#endif
1563
1564    // TODO: Support the colors array
1565    TextureVertex mesh[count];
1566    TextureVertex* vertex = mesh;
1567    for (int32_t y = 0; y < meshHeight; y++) {
1568        for (int32_t x = 0; x < meshWidth; x++) {
1569            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1570
1571            float u1 = float(x) / meshWidth;
1572            float u2 = float(x + 1) / meshWidth;
1573            float v1 = float(y) / meshHeight;
1574            float v2 = float(y + 1) / meshHeight;
1575
1576            int ax = i + (meshWidth + 1) * 2;
1577            int ay = ax + 1;
1578            int bx = i;
1579            int by = bx + 1;
1580            int cx = i + 2;
1581            int cy = cx + 1;
1582            int dx = i + (meshWidth + 1) * 2 + 2;
1583            int dy = dx + 1;
1584
1585            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1586            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1587            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1588
1589            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1590            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1591            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1592
1593#if RENDER_LAYERS_AS_REGIONS
1594            if (hasActiveLayer) {
1595                // TODO: This could be optimized to avoid unnecessary ops
1596                left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1597                top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1598                right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1599                bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1600            }
1601#endif
1602        }
1603    }
1604
1605#if RENDER_LAYERS_AS_REGIONS
1606    if (hasActiveLayer) {
1607        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1608    }
1609#endif
1610
1611    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1612            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1613            GL_TRIANGLES, count, false, false, 0, false, false);
1614}
1615
1616void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1617         float srcLeft, float srcTop, float srcRight, float srcBottom,
1618         float dstLeft, float dstTop, float dstRight, float dstBottom,
1619         SkPaint* paint) {
1620    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1621        return;
1622    }
1623
1624    mCaches.activeTexture(0);
1625    Texture* texture = mCaches.textureCache.get(bitmap);
1626    if (!texture) return;
1627    const AutoTexture autoCleanup(texture);
1628
1629    const float width = texture->width;
1630    const float height = texture->height;
1631
1632    const float u1 = fmax(0.0f, srcLeft / width);
1633    const float v1 = fmax(0.0f, srcTop / height);
1634    const float u2 = fmin(1.0f, srcRight / width);
1635    const float v2 = fmin(1.0f, srcBottom / height);
1636
1637    mCaches.unbindMeshBuffer();
1638    resetDrawTextureTexCoords(u1, v1, u2, v2);
1639
1640    int alpha;
1641    SkXfermode::Mode mode;
1642    getAlphaAndMode(paint, &alpha, &mode);
1643
1644    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1645
1646    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
1647        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1648        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1649
1650        GLenum filter = GL_NEAREST;
1651        // Enable linear filtering if the source rectangle is scaled
1652        if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
1653            filter = FILTER(paint);
1654        }
1655
1656        texture->setFilter(filter, true);
1657        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1658                texture->id, alpha / 255.0f, mode, texture->blend,
1659                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1660                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1661    } else {
1662        texture->setFilter(FILTER(paint), true);
1663        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1664                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1665                GL_TRIANGLE_STRIP, gMeshCount);
1666    }
1667
1668    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1669}
1670
1671void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1672        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1673        float left, float top, float right, float bottom, SkPaint* paint) {
1674    if (quickReject(left, top, right, bottom)) {
1675        return;
1676    }
1677
1678    mCaches.activeTexture(0);
1679    Texture* texture = mCaches.textureCache.get(bitmap);
1680    if (!texture) return;
1681    const AutoTexture autoCleanup(texture);
1682    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1683    texture->setFilter(GL_LINEAR, true);
1684
1685    int alpha;
1686    SkXfermode::Mode mode;
1687    getAlphaAndMode(paint, &alpha, &mode);
1688
1689    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1690            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1691
1692    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
1693        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1694#if RENDER_LAYERS_AS_REGIONS
1695        // Mark the current layer dirty where we are going to draw the patch
1696        if (hasLayer() && mesh->hasEmptyQuads) {
1697            const float offsetX = left + mSnapshot->transform->getTranslateX();
1698            const float offsetY = top + mSnapshot->transform->getTranslateY();
1699            const size_t count = mesh->quads.size();
1700            for (size_t i = 0; i < count; i++) {
1701                const Rect& bounds = mesh->quads.itemAt(i);
1702                if (CC_LIKELY(pureTranslate)) {
1703                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1704                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1705                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1706                } else {
1707                    dirtyLayer(left + bounds.left, top + bounds.top,
1708                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1709                }
1710            }
1711        }
1712#endif
1713
1714        if (CC_LIKELY(pureTranslate)) {
1715            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1716            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1717
1718            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1719                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1720                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1721                    true, !mesh->hasEmptyQuads);
1722        } else {
1723            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1724                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1725                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1726                    true, !mesh->hasEmptyQuads);
1727        }
1728    }
1729}
1730
1731/**
1732 * This function uses a similar approach to that of AA lines in the drawLines() function.
1733 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
1734 * shader to compute the translucency of the color, determined by whether a given pixel is
1735 * within that boundary region and how far into the region it is.
1736 */
1737void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
1738        int color, SkXfermode::Mode mode) {
1739    float inverseScaleX = 1.0f;
1740    float inverseScaleY = 1.0f;
1741    // The quad that we use needs to account for scaling.
1742    if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1743        Matrix4 *mat = mSnapshot->transform;
1744        float m00 = mat->data[Matrix4::kScaleX];
1745        float m01 = mat->data[Matrix4::kSkewY];
1746        float m02 = mat->data[2];
1747        float m10 = mat->data[Matrix4::kSkewX];
1748        float m11 = mat->data[Matrix4::kScaleX];
1749        float m12 = mat->data[6];
1750        float scaleX = sqrt(m00 * m00 + m01 * m01);
1751        float scaleY = sqrt(m10 * m10 + m11 * m11);
1752        inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1753        inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1754    }
1755
1756    setupDraw();
1757    setupDrawNoTexture();
1758    setupDrawAALine();
1759    setupDrawColor(color);
1760    setupDrawColorFilter();
1761    setupDrawShader();
1762    setupDrawBlending(true, mode);
1763    setupDrawProgram();
1764    setupDrawModelViewIdentity(true);
1765    setupDrawColorUniforms();
1766    setupDrawColorFilterUniforms();
1767    setupDrawShaderIdentityUniforms();
1768
1769    AAVertex rects[4];
1770    AAVertex* aaVertices = &rects[0];
1771    void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1772    void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1773
1774    float boundarySizeX = .5 * inverseScaleX;
1775    float boundarySizeY = .5 * inverseScaleY;
1776
1777    // Adjust the rect by the AA boundary padding
1778    left -= boundarySizeX;
1779    right += boundarySizeX;
1780    top -= boundarySizeY;
1781    bottom += boundarySizeY;
1782
1783    float width = right - left;
1784    float height = bottom - top;
1785
1786    int widthSlot;
1787    int lengthSlot;
1788
1789    float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0;
1790    float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0;
1791    setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1792            boundaryWidthProportion, widthSlot, lengthSlot);
1793
1794    int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1795    int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength");
1796    glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
1797    glUniform1f(inverseBoundaryLengthSlot, (1.0f / boundaryHeightProportion));
1798
1799    if (!quickReject(left, top, right, bottom)) {
1800        AAVertex::set(aaVertices++, left, bottom, 1, 1);
1801        AAVertex::set(aaVertices++, left, top, 1, 0);
1802        AAVertex::set(aaVertices++, right, bottom, 0, 1);
1803        AAVertex::set(aaVertices++, right, top, 0, 0);
1804        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1805        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1806    }
1807
1808    finishDrawAALine(widthSlot, lengthSlot);
1809}
1810
1811/**
1812 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
1813 * rules for those lines produces some unexpected results, and may vary between hardware devices.
1814 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
1815 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
1816 * of the line. Hairlines are more involved because we need to account for transform scaling
1817 * to end up with a one-pixel-wide line in screen space..
1818 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
1819 * in combination with values that we calculate and pass down in this method. The basic approach
1820 * is that the quad we create contains both the core line area plus a bounding area in which
1821 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
1822 * proportion of the width and the length of a given segment is represented by the boundary
1823 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
1824 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
1825 * on the inside). This ends up giving the result we want, with pixels that are completely
1826 * 'inside' the line area being filled opaquely and the other pixels being filled according to
1827 * how far into the boundary region they are, which is determined by shader interpolation.
1828 */
1829void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1830    if (mSnapshot->isIgnored()) return;
1831
1832    const bool isAA = paint->isAntiAlias();
1833    // We use half the stroke width here because we're going to position the quad
1834    // corner vertices half of the width away from the line endpoints
1835    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
1836    // A stroke width of 0 has a special meaning in Skia:
1837    // it draws a line 1 px wide regardless of current transform
1838    bool isHairLine = paint->getStrokeWidth() == 0.0f;
1839
1840    float inverseScaleX = 1.0f;
1841    float inverseScaleY = 1.0f;
1842    bool scaled = false;
1843
1844    int alpha;
1845    SkXfermode::Mode mode;
1846
1847    int generatedVerticesCount = 0;
1848    int verticesCount = count;
1849    if (count > 4) {
1850        // Polyline: account for extra vertices needed for continuous tri-strip
1851        verticesCount += (count - 4);
1852    }
1853
1854    if (isHairLine || isAA) {
1855        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
1856        // the line on the screen should always be one pixel wide regardless of scale. For
1857        // AA lines, we only want one pixel of translucent boundary around the quad.
1858        if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1859            Matrix4 *mat = mSnapshot->transform;
1860            float m00 = mat->data[Matrix4::kScaleX];
1861            float m01 = mat->data[Matrix4::kSkewY];
1862            float m02 = mat->data[2];
1863            float m10 = mat->data[Matrix4::kSkewX];
1864            float m11 = mat->data[Matrix4::kScaleX];
1865            float m12 = mat->data[6];
1866
1867            float scaleX = sqrtf(m00 * m00 + m01 * m01);
1868            float scaleY = sqrtf(m10 * m10 + m11 * m11);
1869
1870            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1871            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1872
1873            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
1874                scaled = true;
1875            }
1876        }
1877    }
1878
1879    getAlphaAndMode(paint, &alpha, &mode);
1880    setupDraw();
1881    setupDrawNoTexture();
1882    if (isAA) {
1883        setupDrawAALine();
1884    }
1885    setupDrawColor(paint->getColor(), alpha);
1886    setupDrawColorFilter();
1887    setupDrawShader();
1888    setupDrawBlending(isAA, mode);
1889    setupDrawProgram();
1890    setupDrawModelViewIdentity(true);
1891    setupDrawColorUniforms();
1892    setupDrawColorFilterUniforms();
1893    setupDrawShaderIdentityUniforms();
1894
1895    if (isHairLine) {
1896        // Set a real stroke width to be used in quad construction
1897        halfStrokeWidth = isAA? 1 : .5;
1898    } else if (isAA && !scaled) {
1899        // Expand boundary to enable AA calculations on the quad border
1900        halfStrokeWidth += .5f;
1901    }
1902
1903    int widthSlot;
1904    int lengthSlot;
1905
1906    Vertex lines[verticesCount];
1907    Vertex* vertices = &lines[0];
1908
1909    AAVertex wLines[verticesCount];
1910    AAVertex* aaVertices = &wLines[0];
1911
1912    if (CC_UNLIKELY(!isAA)) {
1913        setupDrawVertices(vertices);
1914    } else {
1915        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1916        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1917        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
1918        // AA stroke width (the base stroke width expanded by a half pixel on either side).
1919        // This value is used in the fragment shader to determine how to fill fragments.
1920        // We will need to calculate the actual width proportion on each segment for
1921        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
1922        float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
1923        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1924                boundaryWidthProportion, widthSlot, lengthSlot);
1925    }
1926
1927    AAVertex* prevAAVertex = NULL;
1928    Vertex* prevVertex = NULL;
1929
1930    int boundaryLengthSlot = -1;
1931    int inverseBoundaryLengthSlot = -1;
1932    int boundaryWidthSlot = -1;
1933    int inverseBoundaryWidthSlot = -1;
1934
1935    for (int i = 0; i < count; i += 4) {
1936        // a = start point, b = end point
1937        vec2 a(points[i], points[i + 1]);
1938        vec2 b(points[i + 2], points[i + 3]);
1939
1940        float length = 0;
1941        float boundaryLengthProportion = 0;
1942        float boundaryWidthProportion = 0;
1943
1944        // Find the normal to the line
1945        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
1946        if (isHairLine) {
1947            if (isAA) {
1948                float wideningFactor;
1949                if (fabs(n.x) >= fabs(n.y)) {
1950                    wideningFactor = fabs(1.0f / n.x);
1951                } else {
1952                    wideningFactor = fabs(1.0f / n.y);
1953                }
1954                n *= wideningFactor;
1955            }
1956
1957            if (scaled) {
1958                n.x *= inverseScaleX;
1959                n.y *= inverseScaleY;
1960            }
1961        } else if (scaled) {
1962            // Extend n by .5 pixel on each side, post-transform
1963            vec2 extendedN = n.copyNormalized();
1964            extendedN /= 2;
1965            extendedN.x *= inverseScaleX;
1966            extendedN.y *= inverseScaleY;
1967
1968            float extendedNLength = extendedN.length();
1969            // We need to set this value on the shader prior to drawing
1970            boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength);
1971            n += extendedN;
1972        }
1973
1974        float x = n.x;
1975        n.x = -n.y;
1976        n.y = x;
1977
1978        // aa lines expand the endpoint vertices to encompass the AA boundary
1979        if (isAA) {
1980            vec2 abVector = (b - a);
1981            length = abVector.length();
1982            abVector.normalize();
1983
1984            if (scaled) {
1985                abVector.x *= inverseScaleX;
1986                abVector.y *= inverseScaleY;
1987                float abLength = abVector.length();
1988                boundaryLengthProportion = abLength / (length + abLength);
1989            } else {
1990                boundaryLengthProportion = .5 / (length + 1);
1991            }
1992
1993            abVector /= 2;
1994            a -= abVector;
1995            b += abVector;
1996        }
1997
1998        // Four corners of the rectangle defining a thick line
1999        vec2 p1 = a - n;
2000        vec2 p2 = a + n;
2001        vec2 p3 = b + n;
2002        vec2 p4 = b - n;
2003
2004
2005        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
2006        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
2007        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
2008        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
2009
2010        if (!quickReject(left, top, right, bottom)) {
2011            if (!isAA) {
2012                if (prevVertex != NULL) {
2013                    // Issue two repeat vertices to create degenerate triangles to bridge
2014                    // between the previous line and the new one. This is necessary because
2015                    // we are creating a single triangle_strip which will contain
2016                    // potentially discontinuous line segments.
2017                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
2018                    Vertex::set(vertices++, p1.x, p1.y);
2019                    generatedVerticesCount += 2;
2020                }
2021
2022                Vertex::set(vertices++, p1.x, p1.y);
2023                Vertex::set(vertices++, p2.x, p2.y);
2024                Vertex::set(vertices++, p4.x, p4.y);
2025                Vertex::set(vertices++, p3.x, p3.y);
2026
2027                prevVertex = vertices - 1;
2028                generatedVerticesCount += 4;
2029            } else {
2030                if (!isHairLine && scaled) {
2031                    // Must set width proportions per-segment for scaled non-hairlines to use the
2032                    // correct AA boundary dimensions
2033                    if (boundaryWidthSlot < 0) {
2034                        boundaryWidthSlot =
2035                                mCaches.currentProgram->getUniform("boundaryWidth");
2036                        inverseBoundaryWidthSlot =
2037                                mCaches.currentProgram->getUniform("inverseBoundaryWidth");
2038                    }
2039
2040                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
2041                    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
2042                }
2043
2044                if (boundaryLengthSlot < 0) {
2045                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
2046                    inverseBoundaryLengthSlot =
2047                            mCaches.currentProgram->getUniform("inverseBoundaryLength");
2048                }
2049
2050                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
2051                glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion));
2052
2053                if (prevAAVertex != NULL) {
2054                    // Issue two repeat vertices to create degenerate triangles to bridge
2055                    // between the previous line and the new one. This is necessary because
2056                    // we are creating a single triangle_strip which will contain
2057                    // potentially discontinuous line segments.
2058                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
2059                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
2060                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2061                    generatedVerticesCount += 2;
2062                }
2063
2064                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2065                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
2066                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
2067                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
2068
2069                prevAAVertex = aaVertices - 1;
2070                generatedVerticesCount += 4;
2071            }
2072
2073            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
2074                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
2075                    *mSnapshot->transform);
2076        }
2077    }
2078
2079    if (generatedVerticesCount > 0) {
2080       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
2081    }
2082
2083    if (isAA) {
2084        finishDrawAALine(widthSlot, lengthSlot);
2085    }
2086}
2087
2088void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2089    if (mSnapshot->isIgnored()) return;
2090
2091    // TODO: The paint's cap style defines whether the points are square or circular
2092    // TODO: Handle AA for round points
2093
2094    // A stroke width of 0 has a special meaning in Skia:
2095    // it draws an unscaled 1px point
2096    float strokeWidth = paint->getStrokeWidth();
2097    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2098    if (isHairLine) {
2099        // Now that we know it's hairline, we can set the effective width, to be used later
2100        strokeWidth = 1.0f;
2101    }
2102    const float halfWidth = strokeWidth / 2;
2103    int alpha;
2104    SkXfermode::Mode mode;
2105    getAlphaAndMode(paint, &alpha, &mode);
2106
2107    int verticesCount = count >> 1;
2108    int generatedVerticesCount = 0;
2109
2110    TextureVertex pointsData[verticesCount];
2111    TextureVertex* vertex = &pointsData[0];
2112
2113    setupDraw();
2114    setupDrawNoTexture();
2115    setupDrawPoint(strokeWidth);
2116    setupDrawColor(paint->getColor(), alpha);
2117    setupDrawColorFilter();
2118    setupDrawShader();
2119    setupDrawBlending(mode);
2120    setupDrawProgram();
2121    setupDrawModelViewIdentity(true);
2122    setupDrawColorUniforms();
2123    setupDrawColorFilterUniforms();
2124    setupDrawPointUniforms();
2125    setupDrawShaderIdentityUniforms();
2126    setupDrawMesh(vertex);
2127
2128    for (int i = 0; i < count; i += 2) {
2129        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2130        generatedVerticesCount++;
2131
2132        float left = points[i] - halfWidth;
2133        float right = points[i] + halfWidth;
2134        float top = points[i + 1] - halfWidth;
2135        float bottom = points [i + 1] + halfWidth;
2136
2137        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
2138    }
2139
2140    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2141}
2142
2143void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2144    // No need to check against the clip, we fill the clip region
2145    if (mSnapshot->isIgnored()) return;
2146
2147    Rect& clip(*mSnapshot->clipRect);
2148    clip.snapToPixelBoundaries();
2149
2150    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2151}
2152
2153void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) {
2154    if (!texture) return;
2155    const AutoTexture autoCleanup(texture);
2156
2157    const float x = left + texture->left - texture->offset;
2158    const float y = top + texture->top - texture->offset;
2159
2160    drawPathTexture(texture, x, y, paint);
2161}
2162
2163void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2164        float rx, float ry, SkPaint* paint) {
2165    if (mSnapshot->isIgnored()) return;
2166
2167    mCaches.activeTexture(0);
2168    const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2169            right - left, bottom - top, rx, ry, paint);
2170    drawShape(left, top, texture, paint);
2171}
2172
2173void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
2174    if (mSnapshot->isIgnored()) return;
2175
2176    mCaches.activeTexture(0);
2177    const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
2178    drawShape(x - radius, y - radius, texture, paint);
2179}
2180
2181void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) {
2182    if (mSnapshot->isIgnored()) return;
2183
2184    mCaches.activeTexture(0);
2185    const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
2186    drawShape(left, top, texture, paint);
2187}
2188
2189void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2190        float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
2191    if (mSnapshot->isIgnored()) return;
2192
2193    if (fabs(sweepAngle) >= 360.0f) {
2194        drawOval(left, top, right, bottom, paint);
2195        return;
2196    }
2197
2198    mCaches.activeTexture(0);
2199    const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2200            startAngle, sweepAngle, useCenter, paint);
2201    drawShape(left, top, texture, paint);
2202}
2203
2204void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
2205        SkPaint* paint) {
2206    if (mSnapshot->isIgnored()) return;
2207
2208    mCaches.activeTexture(0);
2209    const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
2210    drawShape(left, top, texture, paint);
2211}
2212
2213void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2214    if (p->getStyle() != SkPaint::kFill_Style) {
2215        drawRectAsShape(left, top, right, bottom, p);
2216        return;
2217    }
2218
2219    if (quickReject(left, top, right, bottom)) {
2220        return;
2221    }
2222
2223    SkXfermode::Mode mode;
2224    if (!mCaches.extensions.hasFramebufferFetch()) {
2225        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
2226        if (!isMode) {
2227            // Assume SRC_OVER
2228            mode = SkXfermode::kSrcOver_Mode;
2229        }
2230    } else {
2231        mode = getXfermode(p->getXfermode());
2232    }
2233
2234    int color = p->getColor();
2235    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2236        drawAARect(left, top, right, bottom, color, mode);
2237    } else {
2238        drawColorRect(left, top, right, bottom, color, mode);
2239    }
2240}
2241
2242void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2243        const float* positions, SkPaint* paint) {
2244    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2245            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2246        return;
2247    }
2248
2249    // NOTE: Skia does not support perspective transform on drawPosText yet
2250    if (!mSnapshot->transform->isSimple()) {
2251        return;
2252    }
2253
2254    float x = 0.0f;
2255    float y = 0.0f;
2256    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2257    if (pureTranslate) {
2258        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2259        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2260    }
2261
2262    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2263    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2264            paint->getTextSize());
2265
2266    int alpha;
2267    SkXfermode::Mode mode;
2268    getAlphaAndMode(paint, &alpha, &mode);
2269
2270    // Pick the appropriate texture filtering
2271    bool linearFilter = mSnapshot->transform->changesBounds();
2272    if (pureTranslate && !linearFilter) {
2273        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2274    }
2275
2276    mCaches.activeTexture(0);
2277    setupDraw();
2278    setupDrawDirtyRegionsDisabled();
2279    setupDrawWithTexture(true);
2280    setupDrawAlpha8Color(paint->getColor(), alpha);
2281    setupDrawColorFilter();
2282    setupDrawShader();
2283    setupDrawBlending(true, mode);
2284    setupDrawProgram();
2285    setupDrawModelView(x, y, x, y, pureTranslate, true);
2286    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2287    setupDrawPureColorUniforms();
2288    setupDrawColorFilterUniforms();
2289    setupDrawShaderUniforms(pureTranslate);
2290
2291    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2292    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2293
2294#if RENDER_LAYERS_AS_REGIONS
2295    const bool hasActiveLayer = hasLayer();
2296#else
2297    const bool hasActiveLayer = false;
2298#endif
2299
2300    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2301            positions, hasActiveLayer ? &bounds : NULL)) {
2302#if RENDER_LAYERS_AS_REGIONS
2303        if (hasActiveLayer) {
2304            if (!pureTranslate) {
2305                mSnapshot->transform->mapRect(bounds);
2306            }
2307            dirtyLayerUnchecked(bounds, getRegion());
2308        }
2309#endif
2310    }
2311}
2312
2313void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2314        float x, float y, SkPaint* paint, float length) {
2315    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2316            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2317        return;
2318    }
2319
2320    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2321    switch (paint->getTextAlign()) {
2322        case SkPaint::kCenter_Align:
2323            x -= length / 2.0f;
2324            break;
2325        case SkPaint::kRight_Align:
2326            x -= length;
2327            break;
2328        default:
2329            break;
2330    }
2331
2332    SkPaint::FontMetrics metrics;
2333    paint->getFontMetrics(&metrics, 0.0f);
2334    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2335        return;
2336    }
2337
2338    const float oldX = x;
2339    const float oldY = y;
2340    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2341    if (CC_LIKELY(pureTranslate)) {
2342        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2343        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2344    }
2345
2346#if DEBUG_GLYPHS
2347    ALOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface()));
2348#endif
2349
2350    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2351    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2352            paint->getTextSize());
2353
2354    int alpha;
2355    SkXfermode::Mode mode;
2356    getAlphaAndMode(paint, &alpha, &mode);
2357
2358    if (CC_UNLIKELY(mHasShadow)) {
2359        mCaches.activeTexture(0);
2360
2361        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2362        const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2363                paint, text, bytesCount, count, mShadowRadius);
2364        const AutoTexture autoCleanup(shadow);
2365
2366        const float sx = oldX - shadow->left + mShadowDx;
2367        const float sy = oldY - shadow->top + mShadowDy;
2368
2369        const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
2370        int shadowColor = mShadowColor;
2371        if (mShader) {
2372            shadowColor = 0xffffffff;
2373        }
2374
2375        setupDraw();
2376        setupDrawWithTexture(true);
2377        setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2378        setupDrawColorFilter();
2379        setupDrawShader();
2380        setupDrawBlending(true, mode);
2381        setupDrawProgram();
2382        setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2383        setupDrawTexture(shadow->id);
2384        setupDrawPureColorUniforms();
2385        setupDrawColorFilterUniforms();
2386        setupDrawShaderUniforms();
2387        setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2388
2389        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2390    }
2391
2392    // Pick the appropriate texture filtering
2393    bool linearFilter = mSnapshot->transform->changesBounds();
2394    if (pureTranslate && !linearFilter) {
2395        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2396    }
2397
2398    mCaches.activeTexture(0);
2399    setupDraw();
2400    setupDrawDirtyRegionsDisabled();
2401    setupDrawWithTexture(true);
2402    setupDrawAlpha8Color(paint->getColor(), alpha);
2403    setupDrawColorFilter();
2404    setupDrawShader();
2405    setupDrawBlending(true, mode);
2406    setupDrawProgram();
2407    setupDrawModelView(x, y, x, y, pureTranslate, true);
2408    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2409    setupDrawPureColorUniforms();
2410    setupDrawColorFilterUniforms();
2411    setupDrawShaderUniforms(pureTranslate);
2412
2413    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2414    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2415
2416#if RENDER_LAYERS_AS_REGIONS
2417    const bool hasActiveLayer = hasLayer();
2418#else
2419    const bool hasActiveLayer = false;
2420#endif
2421
2422    if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
2423            hasActiveLayer ? &bounds : NULL)) {
2424#if RENDER_LAYERS_AS_REGIONS
2425        if (hasActiveLayer) {
2426            if (!pureTranslate) {
2427                mSnapshot->transform->mapRect(bounds);
2428            }
2429            dirtyLayerUnchecked(bounds, getRegion());
2430        }
2431#endif
2432    }
2433
2434    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2435}
2436
2437void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2438        float hOffset, float vOffset, SkPaint* paint) {
2439    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2440            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2441        return;
2442    }
2443
2444    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2445    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2446            paint->getTextSize());
2447
2448    int alpha;
2449    SkXfermode::Mode mode;
2450    getAlphaAndMode(paint, &alpha, &mode);
2451
2452    mCaches.activeTexture(0);
2453    setupDraw();
2454    setupDrawDirtyRegionsDisabled();
2455    setupDrawWithTexture(true);
2456    setupDrawAlpha8Color(paint->getColor(), alpha);
2457    setupDrawColorFilter();
2458    setupDrawShader();
2459    setupDrawBlending(true, mode);
2460    setupDrawProgram();
2461    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2462    setupDrawTexture(fontRenderer.getTexture(true));
2463    setupDrawPureColorUniforms();
2464    setupDrawColorFilterUniforms();
2465    setupDrawShaderUniforms(false);
2466
2467    const Rect* clip = &mSnapshot->getLocalClip();
2468    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2469
2470#if RENDER_LAYERS_AS_REGIONS
2471    const bool hasActiveLayer = hasLayer();
2472#else
2473    const bool hasActiveLayer = false;
2474#endif
2475
2476    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2477            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2478#if RENDER_LAYERS_AS_REGIONS
2479        if (hasActiveLayer) {
2480            mSnapshot->transform->mapRect(bounds);
2481            dirtyLayerUnchecked(bounds, getRegion());
2482        }
2483#endif
2484    }
2485}
2486
2487void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2488    if (mSnapshot->isIgnored()) return;
2489
2490    mCaches.activeTexture(0);
2491
2492    // TODO: Perform early clip test before we rasterize the path
2493    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2494    if (!texture) return;
2495    const AutoTexture autoCleanup(texture);
2496
2497    const float x = texture->left - texture->offset;
2498    const float y = texture->top - texture->offset;
2499
2500    drawPathTexture(texture, x, y, paint);
2501}
2502
2503void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2504    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
2505        return;
2506    }
2507
2508    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
2509        OpenGLRenderer* renderer = layer->renderer;
2510        Rect& dirty = layer->dirtyRect;
2511
2512        interrupt();
2513        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
2514        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
2515        renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren);
2516        renderer->finish();
2517        resume();
2518
2519        dirty.setEmpty();
2520        layer->deferredUpdateScheduled = false;
2521        layer->renderer = NULL;
2522        layer->displayList = NULL;
2523    }
2524
2525    mCaches.activeTexture(0);
2526
2527    int alpha;
2528    SkXfermode::Mode mode;
2529    getAlphaAndMode(paint, &alpha, &mode);
2530
2531    layer->setAlpha(alpha, mode);
2532
2533#if RENDER_LAYERS_AS_REGIONS
2534    if (CC_LIKELY(!layer->region.isEmpty())) {
2535        if (layer->region.isRect()) {
2536            composeLayerRect(layer, layer->regionRect);
2537        } else if (layer->mesh) {
2538            const float a = alpha / 255.0f;
2539            const Rect& rect = layer->layer;
2540
2541            setupDraw();
2542            setupDrawWithTexture();
2543            setupDrawColor(a, a, a, a);
2544            setupDrawColorFilter();
2545            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2546            setupDrawProgram();
2547            setupDrawPureColorUniforms();
2548            setupDrawColorFilterUniforms();
2549            setupDrawTexture(layer->getTexture());
2550            if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2551                x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2552                y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2553
2554                layer->setFilter(GL_NEAREST);
2555                setupDrawModelViewTranslate(x, y,
2556                        x + layer->layer.getWidth(), y + layer->layer.getHeight(), true);
2557            } else {
2558                layer->setFilter(GL_LINEAR);
2559                setupDrawModelViewTranslate(x, y,
2560                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2561            }
2562            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2563
2564            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2565                    GL_UNSIGNED_SHORT, layer->meshIndices);
2566
2567            finishDrawTexture();
2568
2569#if DEBUG_LAYERS_AS_REGIONS
2570            drawRegionRects(layer->region);
2571#endif
2572        }
2573    }
2574#else
2575    const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
2576    composeLayerRect(layer, r);
2577#endif
2578}
2579
2580///////////////////////////////////////////////////////////////////////////////
2581// Shaders
2582///////////////////////////////////////////////////////////////////////////////
2583
2584void OpenGLRenderer::resetShader() {
2585    mShader = NULL;
2586}
2587
2588void OpenGLRenderer::setupShader(SkiaShader* shader) {
2589    mShader = shader;
2590    if (mShader) {
2591        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2592    }
2593}
2594
2595///////////////////////////////////////////////////////////////////////////////
2596// Color filters
2597///////////////////////////////////////////////////////////////////////////////
2598
2599void OpenGLRenderer::resetColorFilter() {
2600    mColorFilter = NULL;
2601}
2602
2603void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2604    mColorFilter = filter;
2605}
2606
2607///////////////////////////////////////////////////////////////////////////////
2608// Drop shadow
2609///////////////////////////////////////////////////////////////////////////////
2610
2611void OpenGLRenderer::resetShadow() {
2612    mHasShadow = false;
2613}
2614
2615void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2616    mHasShadow = true;
2617    mShadowRadius = radius;
2618    mShadowDx = dx;
2619    mShadowDy = dy;
2620    mShadowColor = color;
2621}
2622
2623///////////////////////////////////////////////////////////////////////////////
2624// Draw filters
2625///////////////////////////////////////////////////////////////////////////////
2626
2627void OpenGLRenderer::resetPaintFilter() {
2628    mHasDrawFilter = false;
2629}
2630
2631void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2632    mHasDrawFilter = true;
2633    mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2634    mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2635}
2636
2637SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
2638    if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint;
2639
2640    uint32_t flags = paint->getFlags();
2641
2642    mFilteredPaint = *paint;
2643    mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits);
2644
2645    return &mFilteredPaint;
2646}
2647
2648///////////////////////////////////////////////////////////////////////////////
2649// Drawing implementation
2650///////////////////////////////////////////////////////////////////////////////
2651
2652void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2653        float x, float y, SkPaint* paint) {
2654    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2655        return;
2656    }
2657
2658    int alpha;
2659    SkXfermode::Mode mode;
2660    getAlphaAndMode(paint, &alpha, &mode);
2661
2662    setupDraw();
2663    setupDrawWithTexture(true);
2664    setupDrawAlpha8Color(paint->getColor(), alpha);
2665    setupDrawColorFilter();
2666    setupDrawShader();
2667    setupDrawBlending(true, mode);
2668    setupDrawProgram();
2669    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2670    setupDrawTexture(texture->id);
2671    setupDrawPureColorUniforms();
2672    setupDrawColorFilterUniforms();
2673    setupDrawShaderUniforms();
2674    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2675
2676    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2677
2678    finishDrawTexture();
2679}
2680
2681// Same values used by Skia
2682#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2683#define kStdUnderline_Offset    (1.0f / 9.0f)
2684#define kStdUnderline_Thickness (1.0f / 18.0f)
2685
2686void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2687        float x, float y, SkPaint* paint) {
2688    // Handle underline and strike-through
2689    uint32_t flags = paint->getFlags();
2690    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2691        SkPaint paintCopy(*paint);
2692        float underlineWidth = length;
2693        // If length is > 0.0f, we already measured the text for the text alignment
2694        if (length <= 0.0f) {
2695            underlineWidth = paintCopy.measureText(text, bytesCount);
2696        }
2697
2698        float offsetX = 0;
2699        switch (paintCopy.getTextAlign()) {
2700            case SkPaint::kCenter_Align:
2701                offsetX = underlineWidth * 0.5f;
2702                break;
2703            case SkPaint::kRight_Align:
2704                offsetX = underlineWidth;
2705                break;
2706            default:
2707                break;
2708        }
2709
2710        if (CC_LIKELY(underlineWidth > 0.0f)) {
2711            const float textSize = paintCopy.getTextSize();
2712            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2713
2714            const float left = x - offsetX;
2715            float top = 0.0f;
2716
2717            int linesCount = 0;
2718            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2719            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2720
2721            const int pointsCount = 4 * linesCount;
2722            float points[pointsCount];
2723            int currentPoint = 0;
2724
2725            if (flags & SkPaint::kUnderlineText_Flag) {
2726                top = y + textSize * kStdUnderline_Offset;
2727                points[currentPoint++] = left;
2728                points[currentPoint++] = top;
2729                points[currentPoint++] = left + underlineWidth;
2730                points[currentPoint++] = top;
2731            }
2732
2733            if (flags & SkPaint::kStrikeThruText_Flag) {
2734                top = y + textSize * kStdStrikeThru_Offset;
2735                points[currentPoint++] = left;
2736                points[currentPoint++] = top;
2737                points[currentPoint++] = left + underlineWidth;
2738                points[currentPoint++] = top;
2739            }
2740
2741            paintCopy.setStrokeWidth(strokeWidth);
2742
2743            drawLines(&points[0], pointsCount, &paintCopy);
2744        }
2745    }
2746}
2747
2748void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2749        int color, SkXfermode::Mode mode, bool ignoreTransform) {
2750    // If a shader is set, preserve only the alpha
2751    if (mShader) {
2752        color |= 0x00ffffff;
2753    }
2754
2755    setupDraw();
2756    setupDrawNoTexture();
2757    setupDrawColor(color);
2758    setupDrawShader();
2759    setupDrawColorFilter();
2760    setupDrawBlending(mode);
2761    setupDrawProgram();
2762    setupDrawModelView(left, top, right, bottom, ignoreTransform);
2763    setupDrawColorUniforms();
2764    setupDrawShaderUniforms(ignoreTransform);
2765    setupDrawColorFilterUniforms();
2766    setupDrawSimpleMesh();
2767
2768    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2769}
2770
2771void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2772        Texture* texture, SkPaint* paint) {
2773    int alpha;
2774    SkXfermode::Mode mode;
2775    getAlphaAndMode(paint, &alpha, &mode);
2776
2777    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2778
2779    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2780        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2781        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2782
2783        texture->setFilter(GL_NEAREST, true);
2784        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2785                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
2786                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
2787    } else {
2788        texture->setFilter(FILTER(paint), true);
2789        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
2790                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2791                GL_TRIANGLE_STRIP, gMeshCount);
2792    }
2793}
2794
2795void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2796        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
2797    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
2798            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
2799}
2800
2801void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
2802        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
2803        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
2804        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
2805
2806    setupDraw();
2807    setupDrawWithTexture();
2808    setupDrawColor(alpha, alpha, alpha, alpha);
2809    setupDrawColorFilter();
2810    setupDrawBlending(blend, mode, swapSrcDst);
2811    setupDrawProgram();
2812    if (!dirty) {
2813        setupDrawDirtyRegionsDisabled();
2814    }
2815    if (!ignoreScale) {
2816        setupDrawModelView(left, top, right, bottom, ignoreTransform);
2817    } else {
2818        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
2819    }
2820    setupDrawPureColorUniforms();
2821    setupDrawColorFilterUniforms();
2822    setupDrawTexture(texture);
2823    setupDrawMesh(vertices, texCoords, vbo);
2824
2825    glDrawArrays(drawMode, 0, elementsCount);
2826
2827    finishDrawTexture();
2828}
2829
2830void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
2831        ProgramDescription& description, bool swapSrcDst) {
2832    blend = blend || mode != SkXfermode::kSrcOver_Mode;
2833
2834    if (blend) {
2835        // These blend modes are not supported by OpenGL directly and have
2836        // to be implemented using shaders. Since the shader will perform
2837        // the blending, turn blending off here
2838        // If the blend mode cannot be implemented using shaders, fall
2839        // back to the default SrcOver blend mode instead
2840        if CC_UNLIKELY((mode > SkXfermode::kScreen_Mode)) {
2841            if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) {
2842                description.framebufferMode = mode;
2843                description.swapSrcDst = swapSrcDst;
2844
2845                if (mCaches.blend) {
2846                    glDisable(GL_BLEND);
2847                    mCaches.blend = false;
2848                }
2849
2850                return;
2851            } else {
2852                mode = SkXfermode::kSrcOver_Mode;
2853            }
2854        }
2855
2856        if (!mCaches.blend) {
2857            glEnable(GL_BLEND);
2858        }
2859
2860        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
2861        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
2862
2863        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
2864            glBlendFunc(sourceMode, destMode);
2865            mCaches.lastSrcMode = sourceMode;
2866            mCaches.lastDstMode = destMode;
2867        }
2868    } else if (mCaches.blend) {
2869        glDisable(GL_BLEND);
2870    }
2871    mCaches.blend = blend;
2872}
2873
2874bool OpenGLRenderer::useProgram(Program* program) {
2875    if (!program->isInUse()) {
2876        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
2877        program->use();
2878        mCaches.currentProgram = program;
2879        return false;
2880    }
2881    return true;
2882}
2883
2884void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
2885    TextureVertex* v = &mMeshVertices[0];
2886    TextureVertex::setUV(v++, u1, v1);
2887    TextureVertex::setUV(v++, u2, v1);
2888    TextureVertex::setUV(v++, u1, v2);
2889    TextureVertex::setUV(v++, u2, v2);
2890}
2891
2892void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
2893    if (paint) {
2894        *mode = getXfermode(paint->getXfermode());
2895
2896        // Skia draws using the color's alpha channel if < 255
2897        // Otherwise, it uses the paint's alpha
2898        int color = paint->getColor();
2899        *alpha = (color >> 24) & 0xFF;
2900        if (*alpha == 255) {
2901            *alpha = paint->getAlpha();
2902        }
2903    } else {
2904        *mode = SkXfermode::kSrcOver_Mode;
2905        *alpha = 255;
2906    }
2907    *alpha *= mSnapshot->alpha;
2908}
2909
2910SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
2911    SkXfermode::Mode resultMode;
2912    if (!SkXfermode::AsMode(mode, &resultMode)) {
2913        resultMode = SkXfermode::kSrcOver_Mode;
2914    }
2915    return resultMode;
2916}
2917
2918}; // namespace uirenderer
2919}; // namespace android
2920