OpenGLRenderer.cpp revision 2af4635e4a9e448a65ff541252f8f94bc6ac48e0
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 "PathRenderer.h"
37#include "Properties.h"
38#include "Vector.h"
39
40namespace android {
41namespace uirenderer {
42
43///////////////////////////////////////////////////////////////////////////////
44// Defines
45///////////////////////////////////////////////////////////////////////////////
46
47#define RAD_TO_DEG (180.0f / 3.14159265f)
48#define MIN_ANGLE 0.001f
49
50#define ALPHA_THRESHOLD 0
51
52#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
53
54///////////////////////////////////////////////////////////////////////////////
55// Globals
56///////////////////////////////////////////////////////////////////////////////
57
58/**
59 * Structure mapping Skia xfermodes to OpenGL blending factors.
60 */
61struct Blender {
62    SkXfermode::Mode mode;
63    GLenum src;
64    GLenum dst;
65}; // struct Blender
66
67// In this array, the index of each Blender equals the value of the first
68// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
69static const Blender gBlends[] = {
70    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
71    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
72    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
73    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
74    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
75    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
76    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
77    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
78    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
79    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
81    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
82    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
83    { SkXfermode::kMultiply_Mode, GL_ZERO,                GL_SRC_COLOR },
84    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
85};
86
87// This array contains the swapped version of each SkXfermode. For instance
88// this array's SrcOver blending mode is actually DstOver. You can refer to
89// createLayer() for more information on the purpose of this array.
90static const Blender gBlendsSwap[] = {
91    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
92    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
93    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
94    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
95    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
96    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
97    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
98    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
99    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
100    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
101    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
102    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
103    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
104    { SkXfermode::kMultiply_Mode, GL_DST_COLOR,           GL_ZERO },
105    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
106};
107
108///////////////////////////////////////////////////////////////////////////////
109// Constructors/destructor
110///////////////////////////////////////////////////////////////////////////////
111
112OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
113    mShader = NULL;
114    mColorFilter = NULL;
115    mHasShadow = false;
116    mHasDrawFilter = false;
117
118    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
119
120    mFirstSnapshot = new Snapshot;
121
122    mScissorOptimizationDisabled = false;
123}
124
125OpenGLRenderer::~OpenGLRenderer() {
126    // The context has already been destroyed at this point, do not call
127    // GL APIs. All GL state should be kept in Caches.h
128}
129
130void OpenGLRenderer::initProperties() {
131    char property[PROPERTY_VALUE_MAX];
132    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
133        mScissorOptimizationDisabled = !strcasecmp(property, "true");
134        INIT_LOGD("  Scissor optimization %s",
135                mScissorOptimizationDisabled ? "disabled" : "enabled");
136    } else {
137        INIT_LOGD("  Scissor optimization enabled");
138    }
139}
140
141///////////////////////////////////////////////////////////////////////////////
142// Setup
143///////////////////////////////////////////////////////////////////////////////
144
145bool OpenGLRenderer::isDeferred() {
146    return false;
147}
148
149void OpenGLRenderer::setViewport(int width, int height) {
150    initViewport(width, height);
151
152    glDisable(GL_DITHER);
153    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
154
155    glEnableVertexAttribArray(Program::kBindingPosition);
156}
157
158void OpenGLRenderer::initViewport(int width, int height) {
159    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
160
161    mWidth = width;
162    mHeight = height;
163
164    mFirstSnapshot->height = height;
165    mFirstSnapshot->viewport.set(0, 0, width, height);
166}
167
168status_t OpenGLRenderer::prepare(bool opaque) {
169    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
170}
171
172status_t OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom,
173        bool opaque) {
174    mCaches.clearGarbage();
175
176    mSnapshot = new Snapshot(mFirstSnapshot,
177            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
178    mSnapshot->fbo = getTargetFbo();
179    mSaveCount = 1;
180
181    mSnapshot->setClip(left, top, right, bottom);
182    mDirtyClip = true;
183
184    updateLayers();
185
186    discardFramebuffer(left, top, right, bottom);
187
188    syncState();
189
190    // Functors break the tiling extension in pretty spectacular ways
191    // This ensures we don't use tiling when a functor is going to be
192    // invoked during the frame
193    mSuppressTiling = mCaches.hasRegisteredFunctors();
194
195    mTilingSnapshot = mSnapshot;
196    startTiling(mTilingSnapshot, true);
197
198    debugOverdraw(true, true);
199
200    return clear(left, top, right, bottom, opaque);
201}
202
203void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
204    // If we know that we are going to redraw the entire framebuffer,
205    // perform a discard to let the driver know we don't need to preserve
206    // the back buffer for this frame.
207    if (mCaches.extensions.hasDiscardFramebuffer() &&
208            left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
209        const GLenum attachments[] = { getTargetFbo() == 0 ? (const GLenum) GL_COLOR_EXT :
210                (const GLenum) GL_COLOR_ATTACHMENT0 };
211        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
212    }
213}
214
215status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
216    if (!opaque) {
217        mCaches.enableScissor();
218        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
219        glClear(GL_COLOR_BUFFER_BIT);
220        return DrawGlInfo::kStatusDrew;
221    }
222
223    mCaches.resetScissor();
224    return DrawGlInfo::kStatusDone;
225}
226
227void OpenGLRenderer::syncState() {
228    glViewport(0, 0, mWidth, mHeight);
229
230    if (mCaches.blend) {
231        glEnable(GL_BLEND);
232    } else {
233        glDisable(GL_BLEND);
234    }
235}
236
237void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
238    if (!mSuppressTiling) {
239        Rect* clip = mTilingSnapshot->clipRect;
240        if (s->flags & Snapshot::kFlagIsFboLayer) {
241            clip = s->clipRect;
242        }
243
244        mCaches.startTiling(clip->left, s->height - clip->bottom,
245                clip->right - clip->left, clip->bottom - clip->top, opaque);
246    }
247}
248
249void OpenGLRenderer::endTiling() {
250    if (!mSuppressTiling) mCaches.endTiling();
251}
252
253void OpenGLRenderer::finish() {
254    renderOverdraw();
255    endTiling();
256
257    if (!suppressErrorChecks()) {
258#if DEBUG_OPENGL
259        GLenum status = GL_NO_ERROR;
260        while ((status = glGetError()) != GL_NO_ERROR) {
261            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
262            switch (status) {
263                case GL_INVALID_ENUM:
264                    ALOGE("  GL_INVALID_ENUM");
265                    break;
266                case GL_INVALID_VALUE:
267                    ALOGE("  GL_INVALID_VALUE");
268                    break;
269                case GL_INVALID_OPERATION:
270                    ALOGE("  GL_INVALID_OPERATION");
271                    break;
272                case GL_OUT_OF_MEMORY:
273                    ALOGE("  Out of memory!");
274                    break;
275            }
276        }
277#endif
278
279#if DEBUG_MEMORY_USAGE
280        mCaches.dumpMemoryUsage();
281#else
282        if (mCaches.getDebugLevel() & kDebugMemory) {
283            mCaches.dumpMemoryUsage();
284        }
285#endif
286    }
287}
288
289void OpenGLRenderer::interrupt() {
290    if (mCaches.currentProgram) {
291        if (mCaches.currentProgram->isInUse()) {
292            mCaches.currentProgram->remove();
293            mCaches.currentProgram = NULL;
294        }
295    }
296    mCaches.unbindMeshBuffer();
297    mCaches.unbindIndicesBuffer();
298    mCaches.resetVertexPointers();
299    mCaches.disbaleTexCoordsVertexArray();
300    debugOverdraw(false, false);
301}
302
303void OpenGLRenderer::resume() {
304    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
305    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
306    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
307    debugOverdraw(true, false);
308
309    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
310
311    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
312    mCaches.enableScissor();
313    mCaches.resetScissor();
314    dirtyClip();
315
316    mCaches.activeTexture(0);
317
318    mCaches.blend = true;
319    glEnable(GL_BLEND);
320    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
321    glBlendEquation(GL_FUNC_ADD);
322}
323
324void OpenGLRenderer::resumeAfterLayer() {
325    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
326    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
327    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
328    debugOverdraw(true, false);
329
330    mCaches.resetScissor();
331    dirtyClip();
332}
333
334void OpenGLRenderer::detachFunctor(Functor* functor) {
335    mFunctors.remove(functor);
336}
337
338void OpenGLRenderer::attachFunctor(Functor* functor) {
339    mFunctors.add(functor);
340}
341
342status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
343    status_t result = DrawGlInfo::kStatusDone;
344    size_t count = mFunctors.size();
345
346    if (count > 0) {
347        interrupt();
348        SortedVector<Functor*> functors(mFunctors);
349        mFunctors.clear();
350
351        DrawGlInfo info;
352        info.clipLeft = 0;
353        info.clipTop = 0;
354        info.clipRight = 0;
355        info.clipBottom = 0;
356        info.isLayer = false;
357        info.width = 0;
358        info.height = 0;
359        memset(info.transform, 0, sizeof(float) * 16);
360
361        for (size_t i = 0; i < count; i++) {
362            Functor* f = functors.itemAt(i);
363            result |= (*f)(DrawGlInfo::kModeProcess, &info);
364
365            if (result & DrawGlInfo::kStatusDraw) {
366                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
367                dirty.unionWith(localDirty);
368            }
369
370            if (result & DrawGlInfo::kStatusInvoke) {
371                mFunctors.add(f);
372            }
373        }
374        resume();
375    }
376
377    return result;
378}
379
380status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
381    interrupt();
382    detachFunctor(functor);
383
384    mCaches.enableScissor();
385    if (mDirtyClip) {
386        setScissorFromClip();
387    }
388
389    Rect clip(*mSnapshot->clipRect);
390    clip.snapToPixelBoundaries();
391
392    // Since we don't know what the functor will draw, let's dirty
393    // tne entire clip region
394    if (hasLayer()) {
395        dirtyLayerUnchecked(clip, getRegion());
396    }
397
398    DrawGlInfo info;
399    info.clipLeft = clip.left;
400    info.clipTop = clip.top;
401    info.clipRight = clip.right;
402    info.clipBottom = clip.bottom;
403    info.isLayer = hasLayer();
404    info.width = getSnapshot()->viewport.getWidth();
405    info.height = getSnapshot()->height;
406    getSnapshot()->transform->copyTo(&info.transform[0]);
407
408    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew;
409
410    if (result != DrawGlInfo::kStatusDone) {
411        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
412        dirty.unionWith(localDirty);
413
414        if (result & DrawGlInfo::kStatusInvoke) {
415            mFunctors.add(functor);
416        }
417    }
418
419    resume();
420    return result;
421}
422
423///////////////////////////////////////////////////////////////////////////////
424// Debug
425///////////////////////////////////////////////////////////////////////////////
426
427void OpenGLRenderer::startMark(const char* name) const {
428    mCaches.startMark(0, name);
429}
430
431void OpenGLRenderer::endMark() const {
432    mCaches.endMark();
433}
434
435void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
436    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
437        if (clear) {
438            mCaches.disableScissor();
439            mCaches.stencil.clear();
440        }
441        if (enable) {
442            mCaches.stencil.enableDebugWrite();
443        } else {
444            mCaches.stencil.disable();
445        }
446    }
447}
448
449void OpenGLRenderer::renderOverdraw() {
450    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
451        const Rect* clip = mTilingSnapshot->clipRect;
452
453        mCaches.enableScissor();
454        mCaches.setScissor(clip->left, mTilingSnapshot->height - clip->bottom,
455                clip->right - clip->left, clip->bottom - clip->top);
456
457        mCaches.stencil.enableDebugTest(2);
458        drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode);
459        mCaches.stencil.enableDebugTest(3);
460        drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode);
461        mCaches.stencil.enableDebugTest(4);
462        drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode);
463        mCaches.stencil.enableDebugTest(4, true);
464        drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode);
465        mCaches.stencil.disable();
466    }
467}
468
469///////////////////////////////////////////////////////////////////////////////
470// Layers
471///////////////////////////////////////////////////////////////////////////////
472
473bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
474    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
475        OpenGLRenderer* renderer = layer->renderer;
476        Rect& dirty = layer->dirtyRect;
477
478        if (inFrame) {
479            endTiling();
480            debugOverdraw(false, false);
481        }
482
483        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
484        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
485        renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren);
486        renderer->finish();
487
488        if (inFrame) {
489            resumeAfterLayer();
490            startTiling(mSnapshot);
491        }
492
493        dirty.setEmpty();
494        layer->deferredUpdateScheduled = false;
495        layer->renderer = NULL;
496        layer->displayList = NULL;
497        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
498
499        return true;
500    }
501
502    return false;
503}
504
505void OpenGLRenderer::updateLayers() {
506    int count = mLayerUpdates.size();
507    if (count > 0) {
508        startMark("Layer Updates");
509
510        // Note: it is very important to update the layers in reverse order
511        for (int i = count - 1; i >= 0; i--) {
512            Layer* layer = mLayerUpdates.itemAt(i);
513            updateLayer(layer, false);
514            mCaches.resourceCache.decrementRefcount(layer);
515        }
516        mLayerUpdates.clear();
517
518        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
519        endMark();
520    }
521}
522
523void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
524    if (layer) {
525        mLayerUpdates.push_back(layer);
526        mCaches.resourceCache.incrementRefcount(layer);
527    }
528}
529
530void OpenGLRenderer::clearLayerUpdates() {
531    size_t count = mLayerUpdates.size();
532    if (count > 0) {
533        mCaches.resourceCache.lock();
534        for (size_t i = 0; i < count; i++) {
535            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
536        }
537        mCaches.resourceCache.unlock();
538        mLayerUpdates.clear();
539    }
540}
541
542///////////////////////////////////////////////////////////////////////////////
543// State management
544///////////////////////////////////////////////////////////////////////////////
545
546int OpenGLRenderer::getSaveCount() const {
547    return mSaveCount;
548}
549
550int OpenGLRenderer::save(int flags) {
551    return saveSnapshot(flags);
552}
553
554void OpenGLRenderer::restore() {
555    if (mSaveCount > 1) {
556        restoreSnapshot();
557    }
558}
559
560void OpenGLRenderer::restoreToCount(int saveCount) {
561    if (saveCount < 1) saveCount = 1;
562
563    while (mSaveCount > saveCount) {
564        restoreSnapshot();
565    }
566}
567
568int OpenGLRenderer::saveSnapshot(int flags) {
569    mSnapshot = new Snapshot(mSnapshot, flags);
570    return mSaveCount++;
571}
572
573bool OpenGLRenderer::restoreSnapshot() {
574    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
575    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
576    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
577
578    sp<Snapshot> current = mSnapshot;
579    sp<Snapshot> previous = mSnapshot->previous;
580
581    if (restoreOrtho) {
582        Rect& r = previous->viewport;
583        glViewport(r.left, r.top, r.right, r.bottom);
584        mOrthoMatrix.load(current->orthoMatrix);
585    }
586
587    mSaveCount--;
588    mSnapshot = previous;
589
590    if (restoreClip) {
591        dirtyClip();
592    }
593
594    if (restoreLayer) {
595        composeLayer(current, previous);
596    }
597
598    return restoreClip;
599}
600
601///////////////////////////////////////////////////////////////////////////////
602// Layers
603///////////////////////////////////////////////////////////////////////////////
604
605int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
606        SkPaint* p, int flags) {
607    const GLuint previousFbo = mSnapshot->fbo;
608    const int count = saveSnapshot(flags);
609
610    if (!mSnapshot->isIgnored()) {
611        int alpha = 255;
612        SkXfermode::Mode mode;
613
614        if (p) {
615            alpha = p->getAlpha();
616            mode = getXfermode(p->getXfermode());
617        } else {
618            mode = SkXfermode::kSrcOver_Mode;
619        }
620
621        createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
622    }
623
624    return count;
625}
626
627int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
628        int alpha, int flags) {
629    if (alpha >= 255) {
630        return saveLayer(left, top, right, bottom, NULL, flags);
631    } else {
632        SkPaint paint;
633        paint.setAlpha(alpha);
634        return saveLayer(left, top, right, bottom, &paint, flags);
635    }
636}
637
638/**
639 * Layers are viewed by Skia are slightly different than layers in image editing
640 * programs (for instance.) When a layer is created, previously created layers
641 * and the frame buffer still receive every drawing command. For instance, if a
642 * layer is created and a shape intersecting the bounds of the layers and the
643 * framebuffer is draw, the shape will be drawn on both (unless the layer was
644 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
645 *
646 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
647 * texture. Unfortunately, this is inefficient as it requires every primitive to
648 * be drawn n + 1 times, where n is the number of active layers. In practice this
649 * means, for every primitive:
650 *   - Switch active frame buffer
651 *   - Change viewport, clip and projection matrix
652 *   - Issue the drawing
653 *
654 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
655 * To avoid this, layers are implemented in a different way here, at least in the
656 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
657 * is set. When this flag is set we can redirect all drawing operations into a
658 * single FBO.
659 *
660 * This implementation relies on the frame buffer being at least RGBA 8888. When
661 * a layer is created, only a texture is created, not an FBO. The content of the
662 * frame buffer contained within the layer's bounds is copied into this texture
663 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
664 * buffer and drawing continues as normal. This technique therefore treats the
665 * frame buffer as a scratch buffer for the layers.
666 *
667 * To compose the layers back onto the frame buffer, each layer texture
668 * (containing the original frame buffer data) is drawn as a simple quad over
669 * the frame buffer. The trick is that the quad is set as the composition
670 * destination in the blending equation, and the frame buffer becomes the source
671 * of the composition.
672 *
673 * Drawing layers with an alpha value requires an extra step before composition.
674 * An empty quad is drawn over the layer's region in the frame buffer. This quad
675 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
676 * quad is used to multiply the colors in the frame buffer. This is achieved by
677 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
678 * GL_ZERO, GL_SRC_ALPHA.
679 *
680 * Because glCopyTexImage2D() can be slow, an alternative implementation might
681 * be use to draw a single clipped layer. The implementation described above
682 * is correct in every case.
683 *
684 * (1) The frame buffer is actually not cleared right away. To allow the GPU
685 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
686 *     buffer is left untouched until the first drawing operation. Only when
687 *     something actually gets drawn are the layers regions cleared.
688 */
689bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
690        int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) {
691    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
692    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
693
694    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
695
696    // Window coordinates of the layer
697    Rect clip;
698    Rect bounds(left, top, right, bottom);
699    Rect untransformedBounds(bounds);
700    mSnapshot->transform->mapRect(bounds);
701
702    // Layers only make sense if they are in the framebuffer's bounds
703    if (bounds.intersect(*mSnapshot->clipRect)) {
704        // We cannot work with sub-pixels in this case
705        bounds.snapToPixelBoundaries();
706
707        // When the layer is not an FBO, we may use glCopyTexImage so we
708        // need to make sure the layer does not extend outside the bounds
709        // of the framebuffer
710        if (!bounds.intersect(mSnapshot->previous->viewport)) {
711            bounds.setEmpty();
712        } else if (fboLayer) {
713            clip.set(bounds);
714            mat4 inverse;
715            inverse.loadInverse(*mSnapshot->transform);
716            inverse.mapRect(clip);
717            clip.snapToPixelBoundaries();
718            if (clip.intersect(untransformedBounds)) {
719                clip.translate(-left, -top);
720                bounds.set(untransformedBounds);
721            } else {
722                clip.setEmpty();
723            }
724        }
725    } else {
726        bounds.setEmpty();
727    }
728
729    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
730            bounds.getHeight() > mCaches.maxTextureSize ||
731            (fboLayer && clip.isEmpty())) {
732        mSnapshot->empty = fboLayer;
733    } else {
734        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
735    }
736
737    // Bail out if we won't draw in this snapshot
738    if (mSnapshot->invisible || mSnapshot->empty) {
739        return false;
740    }
741
742    mCaches.activeTexture(0);
743    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
744    if (!layer) {
745        return false;
746    }
747
748    layer->setAlpha(alpha, mode);
749    layer->layer.set(bounds);
750    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
751            bounds.getWidth() / float(layer->getWidth()), 0.0f);
752    layer->setColorFilter(mColorFilter);
753    layer->setBlend(true);
754    layer->setDirty(false);
755
756    // Save the layer in the snapshot
757    mSnapshot->flags |= Snapshot::kFlagIsLayer;
758    mSnapshot->layer = layer;
759
760    if (fboLayer) {
761        return createFboLayer(layer, bounds, clip, previousFbo);
762    } else {
763        // Copy the framebuffer into the layer
764        layer->bindTexture();
765        if (!bounds.isEmpty()) {
766            if (layer->isEmpty()) {
767                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
768                        bounds.left, mSnapshot->height - bounds.bottom,
769                        layer->getWidth(), layer->getHeight(), 0);
770                layer->setEmpty(false);
771            } else {
772                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
773                        mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
774            }
775
776            // Enqueue the buffer coordinates to clear the corresponding region later
777            mLayers.push(new Rect(bounds));
778        }
779    }
780
781    return true;
782}
783
784bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
785    layer->setFbo(mCaches.fboCache.get());
786
787    mSnapshot->region = &mSnapshot->layer->region;
788    mSnapshot->flags |= Snapshot::kFlagFboTarget;
789
790    mSnapshot->flags |= Snapshot::kFlagIsFboLayer;
791    mSnapshot->fbo = layer->getFbo();
792    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
793    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
794    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
795    mSnapshot->height = bounds.getHeight();
796    mSnapshot->flags |= Snapshot::kFlagDirtyOrtho;
797    mSnapshot->orthoMatrix.load(mOrthoMatrix);
798
799    endTiling();
800    debugOverdraw(false, false);
801    // Bind texture to FBO
802    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
803    layer->bindTexture();
804
805    // Initialize the texture if needed
806    if (layer->isEmpty()) {
807        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
808        layer->setEmpty(false);
809    }
810
811    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
812            layer->getTexture(), 0);
813
814    startTiling(mSnapshot);
815
816    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
817    mCaches.enableScissor();
818    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
819            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
820    glClear(GL_COLOR_BUFFER_BIT);
821
822    dirtyClip();
823
824    // Change the ortho projection
825    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
826    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
827
828    return true;
829}
830
831/**
832 * Read the documentation of createLayer() before doing anything in this method.
833 */
834void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
835    if (!current->layer) {
836        ALOGE("Attempting to compose a layer that does not exist");
837        return;
838    }
839
840    Layer* layer = current->layer;
841    const Rect& rect = layer->layer;
842    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
843
844    if (fboLayer) {
845        endTiling();
846
847        // Detach the texture from the FBO
848        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
849
850        layer->removeFbo(false);
851
852        // Unbind current FBO and restore previous one
853        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
854        debugOverdraw(true, false);
855
856        startTiling(previous);
857    }
858
859    if (!fboLayer && layer->getAlpha() < 255) {
860        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
861                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
862        // Required below, composeLayerRect() will divide by 255
863        layer->setAlpha(255);
864    }
865
866    mCaches.unbindMeshBuffer();
867
868    mCaches.activeTexture(0);
869
870    // When the layer is stored in an FBO, we can save a bit of fillrate by
871    // drawing only the dirty region
872    if (fboLayer) {
873        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
874        if (layer->getColorFilter()) {
875            setupColorFilter(layer->getColorFilter());
876        }
877        composeLayerRegion(layer, rect);
878        if (layer->getColorFilter()) {
879            resetColorFilter();
880        }
881    } else if (!rect.isEmpty()) {
882        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
883        composeLayerRect(layer, rect, true);
884    }
885
886    dirtyClip();
887
888    // Failing to add the layer to the cache should happen only if the layer is too large
889    if (!mCaches.layerCache.put(layer)) {
890        LAYER_LOGD("Deleting layer");
891        Caches::getInstance().resourceCache.decrementRefcount(layer);
892    }
893}
894
895void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
896    float alpha = layer->getAlpha() / 255.0f;
897
898    setupDraw();
899    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
900        setupDrawWithTexture();
901    } else {
902        setupDrawWithExternalTexture();
903    }
904    setupDrawTextureTransform();
905    setupDrawColor(alpha, alpha, alpha, alpha);
906    setupDrawColorFilter();
907    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
908    setupDrawProgram();
909    setupDrawPureColorUniforms();
910    setupDrawColorFilterUniforms();
911    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
912        setupDrawTexture(layer->getTexture());
913    } else {
914        setupDrawExternalTexture(layer->getTexture());
915    }
916    if (mSnapshot->transform->isPureTranslate() &&
917            layer->getWidth() == (uint32_t) rect.getWidth() &&
918            layer->getHeight() == (uint32_t) rect.getHeight()) {
919        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
920        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
921
922        layer->setFilter(GL_NEAREST);
923        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
924    } else {
925        layer->setFilter(GL_LINEAR);
926        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
927    }
928    setupDrawTextureTransformUniforms(layer->getTexTransform());
929    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
930
931    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
932
933    finishDrawTexture();
934}
935
936void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
937    if (!layer->isTextureLayer()) {
938        const Rect& texCoords = layer->texCoords;
939        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
940                texCoords.right, texCoords.bottom);
941
942        float x = rect.left;
943        float y = rect.top;
944        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
945                layer->getWidth() == (uint32_t) rect.getWidth() &&
946                layer->getHeight() == (uint32_t) rect.getHeight();
947
948        if (simpleTransform) {
949            // When we're swapping, the layer is already in screen coordinates
950            if (!swap) {
951                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
952                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
953            }
954
955            layer->setFilter(GL_NEAREST, true);
956        } else {
957            layer->setFilter(GL_LINEAR, true);
958        }
959
960        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
961                layer->getTexture(), layer->getAlpha() / 255.0f,
962                layer->getMode(), layer->isBlend(),
963                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
964                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
965
966        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
967    } else {
968        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
969        drawTextureLayer(layer, rect);
970        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
971    }
972}
973
974void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
975    if (layer->region.isRect()) {
976        layer->setRegionAsRect();
977
978        composeLayerRect(layer, layer->regionRect);
979
980        layer->region.clear();
981        return;
982    }
983
984    // TODO: See LayerRenderer.cpp::generateMesh() for important
985    //       information about this implementation
986    if (CC_LIKELY(!layer->region.isEmpty())) {
987        size_t count;
988        const android::Rect* rects = layer->region.getArray(&count);
989
990        const float alpha = layer->getAlpha() / 255.0f;
991        const float texX = 1.0f / float(layer->getWidth());
992        const float texY = 1.0f / float(layer->getHeight());
993        const float height = rect.getHeight();
994
995        setupDraw();
996
997        // We must get (and therefore bind) the region mesh buffer
998        // after we setup drawing in case we need to mess with the
999        // stencil buffer in setupDraw()
1000        TextureVertex* mesh = mCaches.getRegionMesh();
1001        GLsizei numQuads = 0;
1002
1003        setupDrawWithTexture();
1004        setupDrawColor(alpha, alpha, alpha, alpha);
1005        setupDrawColorFilter();
1006        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1007        setupDrawProgram();
1008        setupDrawDirtyRegionsDisabled();
1009        setupDrawPureColorUniforms();
1010        setupDrawColorFilterUniforms();
1011        setupDrawTexture(layer->getTexture());
1012        if (mSnapshot->transform->isPureTranslate()) {
1013            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
1014            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
1015
1016            layer->setFilter(GL_NEAREST);
1017            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1018        } else {
1019            layer->setFilter(GL_LINEAR);
1020            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1021        }
1022        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1023
1024        for (size_t i = 0; i < count; i++) {
1025            const android::Rect* r = &rects[i];
1026
1027            const float u1 = r->left * texX;
1028            const float v1 = (height - r->top) * texY;
1029            const float u2 = r->right * texX;
1030            const float v2 = (height - r->bottom) * texY;
1031
1032            // TODO: Reject quads outside of the clip
1033            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1034            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1035            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1036            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1037
1038            numQuads++;
1039
1040            if (numQuads >= REGION_MESH_QUAD_COUNT) {
1041                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1042                numQuads = 0;
1043                mesh = mCaches.getRegionMesh();
1044            }
1045        }
1046
1047        if (numQuads > 0) {
1048            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
1049        }
1050
1051        finishDrawTexture();
1052
1053#if DEBUG_LAYERS_AS_REGIONS
1054        drawRegionRects(layer->region);
1055#endif
1056
1057        layer->region.clear();
1058    }
1059}
1060
1061void OpenGLRenderer::drawRegionRects(const Region& region) {
1062#if DEBUG_LAYERS_AS_REGIONS
1063    size_t count;
1064    const android::Rect* rects = region.getArray(&count);
1065
1066    uint32_t colors[] = {
1067            0x7fff0000, 0x7f00ff00,
1068            0x7f0000ff, 0x7fff00ff,
1069    };
1070
1071    int offset = 0;
1072    int32_t top = rects[0].top;
1073
1074    for (size_t i = 0; i < count; i++) {
1075        if (top != rects[i].top) {
1076            offset ^= 0x2;
1077            top = rects[i].top;
1078        }
1079
1080        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1081        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1082                SkXfermode::kSrcOver_Mode);
1083    }
1084#endif
1085}
1086
1087void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1088        SkXfermode::Mode mode, bool dirty) {
1089    int count = 0;
1090    Vector<float> rects;
1091
1092    SkRegion::Iterator it(region);
1093    while (!it.done()) {
1094        const SkIRect& r = it.rect();
1095        rects.push(r.fLeft);
1096        rects.push(r.fTop);
1097        rects.push(r.fRight);
1098        rects.push(r.fBottom);
1099        count += 4;
1100        it.next();
1101    }
1102
1103    drawColorRects(rects.array(), count, color, mode, true, dirty);
1104}
1105
1106void OpenGLRenderer::dirtyLayer(const float left, const float top,
1107        const float right, const float bottom, const mat4 transform) {
1108    if (hasLayer()) {
1109        Rect bounds(left, top, right, bottom);
1110        transform.mapRect(bounds);
1111        dirtyLayerUnchecked(bounds, getRegion());
1112    }
1113}
1114
1115void OpenGLRenderer::dirtyLayer(const float left, const float top,
1116        const float right, const float bottom) {
1117    if (hasLayer()) {
1118        Rect bounds(left, top, right, bottom);
1119        dirtyLayerUnchecked(bounds, getRegion());
1120    }
1121}
1122
1123void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1124    if (bounds.intersect(*mSnapshot->clipRect)) {
1125        bounds.snapToPixelBoundaries();
1126        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1127        if (!dirty.isEmpty()) {
1128            region->orSelf(dirty);
1129        }
1130    }
1131}
1132
1133void OpenGLRenderer::clearLayerRegions() {
1134    const size_t count = mLayers.size();
1135    if (count == 0) return;
1136
1137    if (!mSnapshot->isIgnored()) {
1138        // Doing several glScissor/glClear here can negatively impact
1139        // GPUs with a tiler architecture, instead we draw quads with
1140        // the Clear blending mode
1141
1142        // The list contains bounds that have already been clipped
1143        // against their initial clip rect, and the current clip
1144        // is likely different so we need to disable clipping here
1145        bool scissorChanged = mCaches.disableScissor();
1146
1147        Vertex mesh[count * 6];
1148        Vertex* vertex = mesh;
1149
1150        for (uint32_t i = 0; i < count; i++) {
1151            Rect* bounds = mLayers.itemAt(i);
1152
1153            Vertex::set(vertex++, bounds->left, bounds->bottom);
1154            Vertex::set(vertex++, bounds->left, bounds->top);
1155            Vertex::set(vertex++, bounds->right, bounds->top);
1156            Vertex::set(vertex++, bounds->left, bounds->bottom);
1157            Vertex::set(vertex++, bounds->right, bounds->top);
1158            Vertex::set(vertex++, bounds->right, bounds->bottom);
1159
1160            delete bounds;
1161        }
1162
1163        setupDraw(false);
1164        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1165        setupDrawBlending(true, SkXfermode::kClear_Mode);
1166        setupDrawProgram();
1167        setupDrawPureColorUniforms();
1168        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1169        setupDrawVertices(&mesh[0].position[0]);
1170
1171        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1172
1173        if (scissorChanged) mCaches.enableScissor();
1174    } else {
1175        for (uint32_t i = 0; i < count; i++) {
1176            delete mLayers.itemAt(i);
1177        }
1178    }
1179
1180    mLayers.clear();
1181}
1182
1183///////////////////////////////////////////////////////////////////////////////
1184// Transforms
1185///////////////////////////////////////////////////////////////////////////////
1186
1187void OpenGLRenderer::translate(float dx, float dy) {
1188    mSnapshot->transform->translate(dx, dy, 0.0f);
1189}
1190
1191void OpenGLRenderer::rotate(float degrees) {
1192    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
1193}
1194
1195void OpenGLRenderer::scale(float sx, float sy) {
1196    mSnapshot->transform->scale(sx, sy, 1.0f);
1197}
1198
1199void OpenGLRenderer::skew(float sx, float sy) {
1200    mSnapshot->transform->skew(sx, sy);
1201}
1202
1203void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1204    if (matrix) {
1205        mSnapshot->transform->load(*matrix);
1206    } else {
1207        mSnapshot->transform->loadIdentity();
1208    }
1209}
1210
1211void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1212    mSnapshot->transform->copyTo(*matrix);
1213}
1214
1215void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1216    SkMatrix transform;
1217    mSnapshot->transform->copyTo(transform);
1218    transform.preConcat(*matrix);
1219    mSnapshot->transform->load(transform);
1220}
1221
1222///////////////////////////////////////////////////////////////////////////////
1223// Clipping
1224///////////////////////////////////////////////////////////////////////////////
1225
1226void OpenGLRenderer::setScissorFromClip() {
1227    Rect clip(*mSnapshot->clipRect);
1228    clip.snapToPixelBoundaries();
1229
1230    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1231            clip.getWidth(), clip.getHeight())) {
1232        mDirtyClip = false;
1233    }
1234}
1235
1236void OpenGLRenderer::ensureStencilBuffer() {
1237    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1238    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1239    // just hope we have one when hasLayer() returns false.
1240    if (hasLayer()) {
1241        attachStencilBufferToLayer(mSnapshot->layer);
1242    }
1243}
1244
1245void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1246    // The layer's FBO is already bound when we reach this stage
1247    if (!layer->getStencilRenderBuffer()) {
1248        // TODO: See Layer::removeFbo(). The stencil renderbuffer should be cached
1249        GLuint buffer;
1250        glGenRenderbuffers(1, &buffer);
1251
1252        layer->setStencilRenderBuffer(buffer);
1253        layer->bindStencilRenderBuffer();
1254        layer->allocateStencilRenderBuffer();
1255
1256        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, buffer);
1257    }
1258}
1259
1260void OpenGLRenderer::setStencilFromClip() {
1261    if (!mCaches.debugOverdraw) {
1262        if (!mSnapshot->clipRegion->isEmpty()) {
1263            // NOTE: The order here is important, we must set dirtyClip to false
1264            //       before any draw call to avoid calling back into this method
1265            mDirtyClip = false;
1266
1267            ensureStencilBuffer();
1268
1269            mCaches.stencil.enableWrite();
1270
1271            // Clear the stencil but first make sure we restrict drawing
1272            // to the region's bounds
1273            bool resetScissor = mCaches.enableScissor();
1274            if (resetScissor) {
1275                // The scissor was not set so we now need to update it
1276                setScissorFromClip();
1277            }
1278            mCaches.stencil.clear();
1279            if (resetScissor) mCaches.disableScissor();
1280
1281            // NOTE: We could use the region contour path to generate a smaller mesh
1282            //       Since we are using the stencil we could use the red book path
1283            //       drawing technique. It might increase bandwidth usage though.
1284
1285            // The last parameter is important: we are not drawing in the color buffer
1286            // so we don't want to dirty the current layer, if any
1287            drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1288
1289            mCaches.stencil.enableTest();
1290        } else {
1291            mCaches.stencil.disable();
1292        }
1293    }
1294}
1295
1296const Rect& OpenGLRenderer::getClipBounds() {
1297    return mSnapshot->getLocalClip();
1298}
1299
1300bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) {
1301    if (mSnapshot->isIgnored()) {
1302        return true;
1303    }
1304
1305    Rect r(left, top, right, bottom);
1306    mSnapshot->transform->mapRect(r);
1307    r.snapToPixelBoundaries();
1308
1309    Rect clipRect(*mSnapshot->clipRect);
1310    clipRect.snapToPixelBoundaries();
1311
1312    return !clipRect.intersects(r);
1313}
1314
1315bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1316        Rect& transformed, Rect& clip) {
1317    if (mSnapshot->isIgnored()) {
1318        return true;
1319    }
1320
1321    transformed.set(left, top, right, bottom);
1322    mSnapshot->transform->mapRect(transformed);
1323    transformed.snapToPixelBoundaries();
1324
1325    clip.set(*mSnapshot->clipRect);
1326    clip.snapToPixelBoundaries();
1327
1328    return !clip.intersects(transformed);
1329}
1330
1331bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1332        SkPaint* paint) {
1333    if (paint->getStyle() != SkPaint::kFill_Style) {
1334        float outset = paint->getStrokeWidth() * 0.5f;
1335        return quickReject(left - outset, top - outset, right + outset, bottom + outset);
1336    } else {
1337        return quickReject(left, top, right, bottom);
1338    }
1339}
1340
1341bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1342    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1343        return true;
1344    }
1345
1346    Rect r(left, top, right, bottom);
1347    mSnapshot->transform->mapRect(r);
1348    r.snapToPixelBoundaries();
1349
1350    Rect clipRect(*mSnapshot->clipRect);
1351    clipRect.snapToPixelBoundaries();
1352
1353    bool rejected = !clipRect.intersects(r);
1354    if (!isDeferred() && !rejected) {
1355        mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r));
1356    }
1357
1358    return rejected;
1359}
1360
1361void OpenGLRenderer::debugClip() {
1362#if DEBUG_CLIP_REGIONS
1363    if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1364        drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1365    }
1366#endif
1367}
1368
1369bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1370    if (CC_LIKELY(mSnapshot->transform->rectToRect())) {
1371        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1372        if (clipped) {
1373            dirtyClip();
1374        }
1375        return !mSnapshot->clipRect->isEmpty();
1376    }
1377
1378    SkPath path;
1379    path.addRect(left, top, right, bottom);
1380
1381    return clipPath(&path, op);
1382}
1383
1384bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1385    SkMatrix transform;
1386    mSnapshot->transform->copyTo(transform);
1387
1388    SkPath transformed;
1389    path->transform(transform, &transformed);
1390
1391    SkRegion clip;
1392    if (!mSnapshot->clipRegion->isEmpty()) {
1393        clip.setRegion(*mSnapshot->clipRegion);
1394    } else {
1395        Rect* bounds = mSnapshot->clipRect;
1396        clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1397    }
1398
1399    SkRegion region;
1400    region.setPath(transformed, clip);
1401
1402    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1403    if (clipped) {
1404        dirtyClip();
1405    }
1406    return !mSnapshot->clipRect->isEmpty();
1407}
1408
1409bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1410    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1411    if (clipped) {
1412        dirtyClip();
1413    }
1414    return !mSnapshot->clipRect->isEmpty();
1415}
1416
1417Rect* OpenGLRenderer::getClipRect() {
1418    return mSnapshot->clipRect;
1419}
1420
1421///////////////////////////////////////////////////////////////////////////////
1422// Drawing commands
1423///////////////////////////////////////////////////////////////////////////////
1424
1425void OpenGLRenderer::setupDraw(bool clear) {
1426    // TODO: It would be best if we could do this before quickReject()
1427    //       changes the scissor test state
1428    if (clear) clearLayerRegions();
1429    // Make sure setScissor & setStencil happen at the beginning of
1430    // this method
1431    if (mDirtyClip) {
1432        setScissorFromClip();
1433        setStencilFromClip();
1434    }
1435    mDescription.reset();
1436    mSetShaderColor = false;
1437    mColorSet = false;
1438    mColorA = mColorR = mColorG = mColorB = 0.0f;
1439    mTextureUnit = 0;
1440    mTrackDirtyRegions = true;
1441}
1442
1443void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1444    mDescription.hasTexture = true;
1445    mDescription.hasAlpha8Texture = isAlpha8;
1446}
1447
1448void OpenGLRenderer::setupDrawWithExternalTexture() {
1449    mDescription.hasExternalTexture = true;
1450}
1451
1452void OpenGLRenderer::setupDrawNoTexture() {
1453    mCaches.disbaleTexCoordsVertexArray();
1454}
1455
1456void OpenGLRenderer::setupDrawAA() {
1457    mDescription.isAA = true;
1458}
1459
1460void OpenGLRenderer::setupDrawVertexShape() {
1461    mDescription.isVertexShape = true;
1462}
1463
1464void OpenGLRenderer::setupDrawPoint(float pointSize) {
1465    mDescription.isPoint = true;
1466    mDescription.pointSize = pointSize;
1467}
1468
1469void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1470    mColorA = alpha / 255.0f;
1471    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1472    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1473    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1474    mColorSet = true;
1475    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1476}
1477
1478void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1479    mColorA = alpha / 255.0f;
1480    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1481    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1482    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1483    mColorSet = true;
1484    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1485}
1486
1487void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1488    mCaches.fontRenderer->describe(mDescription, paint);
1489}
1490
1491void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1492    mColorA = a;
1493    mColorR = r;
1494    mColorG = g;
1495    mColorB = b;
1496    mColorSet = true;
1497    mSetShaderColor = mDescription.setColor(r, g, b, a);
1498}
1499
1500void OpenGLRenderer::setupDrawShader() {
1501    if (mShader) {
1502        mShader->describe(mDescription, mCaches.extensions);
1503    }
1504}
1505
1506void OpenGLRenderer::setupDrawColorFilter() {
1507    if (mColorFilter) {
1508        mColorFilter->describe(mDescription, mCaches.extensions);
1509    }
1510}
1511
1512void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1513    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1514        mColorA = 1.0f;
1515        mColorR = mColorG = mColorB = 0.0f;
1516        mSetShaderColor = mDescription.modulate = true;
1517    }
1518}
1519
1520void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1521    // When the blending mode is kClear_Mode, we need to use a modulate color
1522    // argb=1,0,0,0
1523    accountForClear(mode);
1524    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1525            mDescription, swapSrcDst);
1526}
1527
1528void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1529    // When the blending mode is kClear_Mode, we need to use a modulate color
1530    // argb=1,0,0,0
1531    accountForClear(mode);
1532    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()) ||
1533            (mColorFilter && mColorFilter->blend()), mode, mDescription, swapSrcDst);
1534}
1535
1536void OpenGLRenderer::setupDrawProgram() {
1537    useProgram(mCaches.programCache.get(mDescription));
1538}
1539
1540void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1541    mTrackDirtyRegions = false;
1542}
1543
1544void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1545        bool ignoreTransform) {
1546    mModelView.loadTranslate(left, top, 0.0f);
1547    if (!ignoreTransform) {
1548        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1549        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1550    } else {
1551        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1552        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1553    }
1554}
1555
1556void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1557    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1558}
1559
1560void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1561        bool ignoreTransform, bool ignoreModelView) {
1562    if (!ignoreModelView) {
1563        mModelView.loadTranslate(left, top, 0.0f);
1564        mModelView.scale(right - left, bottom - top, 1.0f);
1565    } else {
1566        mModelView.loadIdentity();
1567    }
1568    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1569    if (!ignoreTransform) {
1570        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1571        if (mTrackDirtyRegions && dirty) {
1572            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1573        }
1574    } else {
1575        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1576        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1577    }
1578}
1579
1580void OpenGLRenderer::setupDrawPointUniforms() {
1581    int slot = mCaches.currentProgram->getUniform("pointSize");
1582    glUniform1f(slot, mDescription.pointSize);
1583}
1584
1585void OpenGLRenderer::setupDrawColorUniforms() {
1586    if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) {
1587        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1588    }
1589}
1590
1591void OpenGLRenderer::setupDrawPureColorUniforms() {
1592    if (mSetShaderColor) {
1593        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1594    }
1595}
1596
1597void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1598    if (mShader) {
1599        if (ignoreTransform) {
1600            mModelView.loadInverse(*mSnapshot->transform);
1601        }
1602        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1603    }
1604}
1605
1606void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1607    if (mShader) {
1608        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1609    }
1610}
1611
1612void OpenGLRenderer::setupDrawColorFilterUniforms() {
1613    if (mColorFilter) {
1614        mColorFilter->setupProgram(mCaches.currentProgram);
1615    }
1616}
1617
1618void OpenGLRenderer::setupDrawTextGammaUniforms() {
1619    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1620}
1621
1622void OpenGLRenderer::setupDrawSimpleMesh() {
1623    bool force = mCaches.bindMeshBuffer();
1624    mCaches.bindPositionVertexPointer(force, 0);
1625    mCaches.unbindIndicesBuffer();
1626}
1627
1628void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1629    bindTexture(texture);
1630    mTextureUnit++;
1631    mCaches.enableTexCoordsVertexArray();
1632}
1633
1634void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1635    bindExternalTexture(texture);
1636    mTextureUnit++;
1637    mCaches.enableTexCoordsVertexArray();
1638}
1639
1640void OpenGLRenderer::setupDrawTextureTransform() {
1641    mDescription.hasTextureTransform = true;
1642}
1643
1644void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1645    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1646            GL_FALSE, &transform.data[0]);
1647}
1648
1649void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1650    bool force = false;
1651    if (!vertices) {
1652        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1653    } else {
1654        force = mCaches.unbindMeshBuffer();
1655    }
1656
1657    mCaches.bindPositionVertexPointer(force, vertices);
1658    if (mCaches.currentProgram->texCoords >= 0) {
1659        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1660    }
1661
1662    mCaches.unbindIndicesBuffer();
1663}
1664
1665void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1666    bool force = mCaches.unbindMeshBuffer();
1667    mCaches.bindPositionVertexPointer(force, vertices);
1668    if (mCaches.currentProgram->texCoords >= 0) {
1669        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1670    }
1671}
1672
1673void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1674    bool force = mCaches.unbindMeshBuffer();
1675    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1676    mCaches.unbindIndicesBuffer();
1677}
1678
1679/**
1680 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1681 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1682 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1683 * attributes (one per vertex) are values from zero to one that tells the fragment
1684 * shader where the fragment is in relation to the line width/length overall; these values are
1685 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1686 * region of the line.
1687 * Note that we only pass down the width values in this setup function. The length coordinates
1688 * are set up for each individual segment.
1689 */
1690void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1691        GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) {
1692    bool force = mCaches.unbindMeshBuffer();
1693    mCaches.bindPositionVertexPointer(force, vertices, gAAVertexStride);
1694    mCaches.resetTexCoordsVertexPointer();
1695    mCaches.unbindIndicesBuffer();
1696
1697    widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1698    glEnableVertexAttribArray(widthSlot);
1699    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1700
1701    lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1702    glEnableVertexAttribArray(lengthSlot);
1703    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1704
1705    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1706    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1707}
1708
1709void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) {
1710    glDisableVertexAttribArray(widthSlot);
1711    glDisableVertexAttribArray(lengthSlot);
1712}
1713
1714void OpenGLRenderer::finishDrawTexture() {
1715}
1716
1717///////////////////////////////////////////////////////////////////////////////
1718// Drawing
1719///////////////////////////////////////////////////////////////////////////////
1720
1721status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList,
1722        Rect& dirty, int32_t flags, uint32_t level) {
1723
1724    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1725    // will be performed by the display list itself
1726    if (displayList && displayList->isRenderable()) {
1727        return displayList->replay(*this, dirty, flags, level);
1728    }
1729
1730    return DrawGlInfo::kStatusDone;
1731}
1732
1733void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1734    if (displayList) {
1735        displayList->output(level);
1736    }
1737}
1738
1739void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1740    int alpha;
1741    SkXfermode::Mode mode;
1742    getAlphaAndMode(paint, &alpha, &mode);
1743
1744    int color = paint != NULL ? paint->getColor() : 0;
1745
1746    float x = left;
1747    float y = top;
1748
1749    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1750
1751    bool ignoreTransform = false;
1752    if (mSnapshot->transform->isPureTranslate()) {
1753        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1754        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1755        ignoreTransform = true;
1756
1757        texture->setFilter(GL_NEAREST, true);
1758    } else {
1759        texture->setFilter(FILTER(paint), true);
1760    }
1761
1762    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1763            paint != NULL, color, alpha, mode, (GLvoid*) NULL,
1764            (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1765}
1766
1767status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1768    const float right = left + bitmap->width();
1769    const float bottom = top + bitmap->height();
1770
1771    if (quickReject(left, top, right, bottom)) {
1772        return DrawGlInfo::kStatusDone;
1773    }
1774
1775    mCaches.activeTexture(0);
1776    Texture* texture = mCaches.textureCache.get(bitmap);
1777    if (!texture) return DrawGlInfo::kStatusDone;
1778    const AutoTexture autoCleanup(texture);
1779
1780    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1781        drawAlphaBitmap(texture, left, top, paint);
1782    } else {
1783        drawTextureRect(left, top, right, bottom, texture, paint);
1784    }
1785
1786    return DrawGlInfo::kStatusDrew;
1787}
1788
1789status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1790    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1791    const mat4 transform(*matrix);
1792    transform.mapRect(r);
1793
1794    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1795        return DrawGlInfo::kStatusDone;
1796    }
1797
1798    mCaches.activeTexture(0);
1799    Texture* texture = mCaches.textureCache.get(bitmap);
1800    if (!texture) return DrawGlInfo::kStatusDone;
1801    const AutoTexture autoCleanup(texture);
1802
1803    // This could be done in a cheaper way, all we need is pass the matrix
1804    // to the vertex shader. The save/restore is a bit overkill.
1805    save(SkCanvas::kMatrix_SaveFlag);
1806    concatMatrix(matrix);
1807    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1808        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
1809    } else {
1810        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1811    }
1812    restore();
1813
1814    return DrawGlInfo::kStatusDrew;
1815}
1816
1817status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1818    const float right = left + bitmap->width();
1819    const float bottom = top + bitmap->height();
1820
1821    if (quickReject(left, top, right, bottom)) {
1822        return DrawGlInfo::kStatusDone;
1823    }
1824
1825    mCaches.activeTexture(0);
1826    Texture* texture = mCaches.textureCache.getTransient(bitmap);
1827    const AutoTexture autoCleanup(texture);
1828
1829    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1830        drawAlphaBitmap(texture, left, top, paint);
1831    } else {
1832        drawTextureRect(left, top, right, bottom, texture, paint);
1833    }
1834
1835    return DrawGlInfo::kStatusDrew;
1836}
1837
1838status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1839        float* vertices, int* colors, SkPaint* paint) {
1840    if (!vertices || mSnapshot->isIgnored()) {
1841        return DrawGlInfo::kStatusDone;
1842    }
1843
1844    float left = FLT_MAX;
1845    float top = FLT_MAX;
1846    float right = FLT_MIN;
1847    float bottom = FLT_MIN;
1848
1849    const uint32_t count = meshWidth * meshHeight * 6;
1850
1851    // TODO: Support the colors array
1852    TextureVertex mesh[count];
1853    TextureVertex* vertex = mesh;
1854
1855    for (int32_t y = 0; y < meshHeight; y++) {
1856        for (int32_t x = 0; x < meshWidth; x++) {
1857            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1858
1859            float u1 = float(x) / meshWidth;
1860            float u2 = float(x + 1) / meshWidth;
1861            float v1 = float(y) / meshHeight;
1862            float v2 = float(y + 1) / meshHeight;
1863
1864            int ax = i + (meshWidth + 1) * 2;
1865            int ay = ax + 1;
1866            int bx = i;
1867            int by = bx + 1;
1868            int cx = i + 2;
1869            int cy = cx + 1;
1870            int dx = i + (meshWidth + 1) * 2 + 2;
1871            int dy = dx + 1;
1872
1873            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1874            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1875            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1876
1877            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1878            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1879            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1880
1881            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1882            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1883            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1884            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1885        }
1886    }
1887
1888    if (quickReject(left, top, right, bottom)) {
1889        return DrawGlInfo::kStatusDone;
1890    }
1891
1892    mCaches.activeTexture(0);
1893    Texture* texture = mCaches.textureCache.get(bitmap);
1894    if (!texture) return DrawGlInfo::kStatusDone;
1895    const AutoTexture autoCleanup(texture);
1896
1897    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1898    texture->setFilter(FILTER(paint), true);
1899
1900    int alpha;
1901    SkXfermode::Mode mode;
1902    getAlphaAndMode(paint, &alpha, &mode);
1903
1904    if (hasLayer()) {
1905        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1906    }
1907
1908    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1909            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1910            GL_TRIANGLES, count, false, false, 0, false, false);
1911
1912    return DrawGlInfo::kStatusDrew;
1913}
1914
1915status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1916         float srcLeft, float srcTop, float srcRight, float srcBottom,
1917         float dstLeft, float dstTop, float dstRight, float dstBottom,
1918         SkPaint* paint) {
1919    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1920        return DrawGlInfo::kStatusDone;
1921    }
1922
1923    mCaches.activeTexture(0);
1924    Texture* texture = mCaches.textureCache.get(bitmap);
1925    if (!texture) return DrawGlInfo::kStatusDone;
1926    const AutoTexture autoCleanup(texture);
1927
1928    const float width = texture->width;
1929    const float height = texture->height;
1930
1931    const float u1 = fmax(0.0f, srcLeft / width);
1932    const float v1 = fmax(0.0f, srcTop / height);
1933    const float u2 = fmin(1.0f, srcRight / width);
1934    const float v2 = fmin(1.0f, srcBottom / height);
1935
1936    mCaches.unbindMeshBuffer();
1937    resetDrawTextureTexCoords(u1, v1, u2, v2);
1938
1939    int alpha;
1940    SkXfermode::Mode mode;
1941    getAlphaAndMode(paint, &alpha, &mode);
1942
1943    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1944
1945    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
1946    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
1947
1948    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
1949    // Apply a scale transform on the canvas only when a shader is in use
1950    // Skia handles the ratio between the dst and src rects as a scale factor
1951    // when a shader is set
1952    bool useScaleTransform = mShader && scaled;
1953    bool ignoreTransform = false;
1954
1955    if (CC_LIKELY(mSnapshot->transform->isPureTranslate() && !useScaleTransform)) {
1956        float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1957        float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1958
1959        dstRight = x + (dstRight - dstLeft);
1960        dstBottom = y + (dstBottom - dstTop);
1961
1962        dstLeft = x;
1963        dstTop = y;
1964
1965        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
1966        ignoreTransform = true;
1967    } else {
1968        texture->setFilter(FILTER(paint), true);
1969    }
1970
1971    if (CC_UNLIKELY(useScaleTransform)) {
1972        save(SkCanvas::kMatrix_SaveFlag);
1973        translate(dstLeft, dstTop);
1974        scale(scaleX, scaleY);
1975
1976        dstLeft = 0.0f;
1977        dstTop = 0.0f;
1978
1979        dstRight = srcRight - srcLeft;
1980        dstBottom = srcBottom - srcTop;
1981    }
1982
1983    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1984        int color = paint ? paint->getColor() : 0;
1985        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
1986                texture->id, paint != NULL, color, alpha, mode,
1987                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1988                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1989    } else {
1990        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
1991                texture->id, alpha / 255.0f, mode, texture->blend,
1992                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1993                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
1994    }
1995
1996    if (CC_UNLIKELY(useScaleTransform)) {
1997        restore();
1998    }
1999
2000    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2001
2002    return DrawGlInfo::kStatusDrew;
2003}
2004
2005status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2006        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2007        float left, float top, float right, float bottom, SkPaint* paint) {
2008    int alpha;
2009    SkXfermode::Mode mode;
2010    getAlphaAndModeDirect(paint, &alpha, &mode);
2011
2012    return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors,
2013            left, top, right, bottom, alpha, mode);
2014}
2015
2016status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
2017        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
2018        float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) {
2019    if (quickReject(left, top, right, bottom)) {
2020        return DrawGlInfo::kStatusDone;
2021    }
2022
2023    alpha *= mSnapshot->alpha;
2024
2025    mCaches.activeTexture(0);
2026    Texture* texture = mCaches.textureCache.get(bitmap);
2027    if (!texture) return DrawGlInfo::kStatusDone;
2028    const AutoTexture autoCleanup(texture);
2029    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2030    texture->setFilter(GL_LINEAR, true);
2031
2032    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
2033            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
2034
2035    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2036        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2037        // Mark the current layer dirty where we are going to draw the patch
2038        if (hasLayer() && mesh->hasEmptyQuads) {
2039            const float offsetX = left + mSnapshot->transform->getTranslateX();
2040            const float offsetY = top + mSnapshot->transform->getTranslateY();
2041            const size_t count = mesh->quads.size();
2042            for (size_t i = 0; i < count; i++) {
2043                const Rect& bounds = mesh->quads.itemAt(i);
2044                if (CC_LIKELY(pureTranslate)) {
2045                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2046                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2047                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2048                } else {
2049                    dirtyLayer(left + bounds.left, top + bounds.top,
2050                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
2051                }
2052            }
2053        }
2054
2055        if (CC_LIKELY(pureTranslate)) {
2056            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2057            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2058
2059            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
2060                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2061                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
2062                    true, !mesh->hasEmptyQuads);
2063        } else {
2064            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2065                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
2066                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
2067                    true, !mesh->hasEmptyQuads);
2068        }
2069    }
2070
2071    return DrawGlInfo::kStatusDrew;
2072}
2073
2074/**
2075 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2076 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2077 * screen space in all directions. However, instead of using a fragment shader to compute the
2078 * translucency of the color from its position, we simply use a varying parameter to define how far
2079 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2080 *
2081 * Doesn't yet support joins, caps, or path effects.
2082 */
2083void OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2084    int color = paint->getColor();
2085    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2086    bool isAA = paint->isAntiAlias();
2087
2088    VertexBuffer vertexBuffer;
2089    // TODO: try clipping large paths to viewport
2090    PathRenderer::convexPathVertices(path, paint, mSnapshot->transform, vertexBuffer);
2091
2092    if (!vertexBuffer.getSize()) {
2093        // no vertices to draw
2094        return;
2095    }
2096
2097    setupDraw();
2098    setupDrawNoTexture();
2099    if (isAA) setupDrawAA();
2100    setupDrawVertexShape();
2101    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2102    setupDrawColorFilter();
2103    setupDrawShader();
2104    setupDrawBlending(isAA, mode);
2105    setupDrawProgram();
2106    setupDrawModelViewIdentity();
2107    setupDrawColorUniforms();
2108    setupDrawColorFilterUniforms();
2109    setupDrawShaderIdentityUniforms();
2110
2111    void* vertices = vertexBuffer.getBuffer();
2112    bool force = mCaches.unbindMeshBuffer();
2113    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2114    mCaches.resetTexCoordsVertexPointer();
2115    mCaches.unbindIndicesBuffer();
2116
2117    int alphaSlot = -1;
2118    if (isAA) {
2119        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2120        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2121
2122        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2123        glEnableVertexAttribArray(alphaSlot);
2124        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2125    }
2126
2127    SkRect bounds = PathRenderer::computePathBounds(path, paint);
2128    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform);
2129
2130    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize());
2131
2132    if (isAA) {
2133        glDisableVertexAttribArray(alphaSlot);
2134    }
2135}
2136
2137/**
2138 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
2139 * rules for those lines produces some unexpected results, and may vary between hardware devices.
2140 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
2141 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
2142 * of the line. Hairlines are more involved because we need to account for transform scaling
2143 * to end up with a one-pixel-wide line in screen space..
2144 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
2145 * in combination with values that we calculate and pass down in this method. The basic approach
2146 * is that the quad we create contains both the core line area plus a bounding area in which
2147 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
2148 * proportion of the width and the length of a given segment is represented by the boundary
2149 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
2150 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
2151 * on the inside). This ends up giving the result we want, with pixels that are completely
2152 * 'inside' the line area being filled opaquely and the other pixels being filled according to
2153 * how far into the boundary region they are, which is determined by shader interpolation.
2154 */
2155status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2156    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2157
2158    const bool isAA = paint->isAntiAlias();
2159    // We use half the stroke width here because we're going to position the quad
2160    // corner vertices half of the width away from the line endpoints
2161    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
2162    // A stroke width of 0 has a special meaning in Skia:
2163    // it draws a line 1 px wide regardless of current transform
2164    bool isHairLine = paint->getStrokeWidth() == 0.0f;
2165
2166    float inverseScaleX = 1.0f;
2167    float inverseScaleY = 1.0f;
2168    bool scaled = false;
2169
2170    int alpha;
2171    SkXfermode::Mode mode;
2172
2173    int generatedVerticesCount = 0;
2174    int verticesCount = count;
2175    if (count > 4) {
2176        // Polyline: account for extra vertices needed for continuous tri-strip
2177        verticesCount += (count - 4);
2178    }
2179
2180    if (isHairLine || isAA) {
2181        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
2182        // the line on the screen should always be one pixel wide regardless of scale. For
2183        // AA lines, we only want one pixel of translucent boundary around the quad.
2184        if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
2185            Matrix4 *mat = mSnapshot->transform;
2186            float m00 = mat->data[Matrix4::kScaleX];
2187            float m01 = mat->data[Matrix4::kSkewY];
2188            float m10 = mat->data[Matrix4::kSkewX];
2189            float m11 = mat->data[Matrix4::kScaleY];
2190
2191            float scaleX = sqrtf(m00 * m00 + m01 * m01);
2192            float scaleY = sqrtf(m10 * m10 + m11 * m11);
2193
2194            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
2195            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
2196
2197            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
2198                scaled = true;
2199            }
2200        }
2201    }
2202
2203    getAlphaAndMode(paint, &alpha, &mode);
2204
2205    mCaches.enableScissor();
2206
2207    setupDraw();
2208    setupDrawNoTexture();
2209    if (isAA) {
2210        setupDrawAA();
2211    }
2212    setupDrawColor(paint->getColor(), alpha);
2213    setupDrawColorFilter();
2214    setupDrawShader();
2215    setupDrawBlending(isAA, mode);
2216    setupDrawProgram();
2217    setupDrawModelViewIdentity(true);
2218    setupDrawColorUniforms();
2219    setupDrawColorFilterUniforms();
2220    setupDrawShaderIdentityUniforms();
2221
2222    if (isHairLine) {
2223        // Set a real stroke width to be used in quad construction
2224        halfStrokeWidth = isAA? 1 : .5;
2225    } else if (isAA && !scaled) {
2226        // Expand boundary to enable AA calculations on the quad border
2227        halfStrokeWidth += .5f;
2228    }
2229
2230    int widthSlot;
2231    int lengthSlot;
2232
2233    Vertex lines[verticesCount];
2234    Vertex* vertices = &lines[0];
2235
2236    AAVertex wLines[verticesCount];
2237    AAVertex* aaVertices = &wLines[0];
2238
2239    if (CC_UNLIKELY(!isAA)) {
2240        setupDrawVertices(vertices);
2241    } else {
2242        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
2243        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
2244        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
2245        // AA stroke width (the base stroke width expanded by a half pixel on either side).
2246        // This value is used in the fragment shader to determine how to fill fragments.
2247        // We will need to calculate the actual width proportion on each segment for
2248        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
2249        float boundaryWidthProportion = .5 - 1 / (2 * halfStrokeWidth);
2250        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
2251                boundaryWidthProportion, widthSlot, lengthSlot);
2252    }
2253
2254    AAVertex* prevAAVertex = NULL;
2255    Vertex* prevVertex = NULL;
2256
2257    int boundaryLengthSlot = -1;
2258    int boundaryWidthSlot = -1;
2259
2260    for (int i = 0; i < count; i += 4) {
2261        // a = start point, b = end point
2262        vec2 a(points[i], points[i + 1]);
2263        vec2 b(points[i + 2], points[i + 3]);
2264
2265        float length = 0;
2266        float boundaryLengthProportion = 0;
2267        float boundaryWidthProportion = 0;
2268
2269        // Find the normal to the line
2270        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
2271        float x = n.x;
2272        n.x = -n.y;
2273        n.y = x;
2274
2275        if (isHairLine) {
2276            if (isAA) {
2277                float wideningFactor;
2278                if (fabs(n.x) >= fabs(n.y)) {
2279                    wideningFactor = fabs(1.0f / n.x);
2280                } else {
2281                    wideningFactor = fabs(1.0f / n.y);
2282                }
2283                n *= wideningFactor;
2284            }
2285
2286            if (scaled) {
2287                n.x *= inverseScaleX;
2288                n.y *= inverseScaleY;
2289            }
2290        } else if (scaled) {
2291            // Extend n by .5 pixel on each side, post-transform
2292            vec2 extendedN = n.copyNormalized();
2293            extendedN /= 2;
2294            extendedN.x *= inverseScaleX;
2295            extendedN.y *= inverseScaleY;
2296
2297            float extendedNLength = extendedN.length();
2298            // We need to set this value on the shader prior to drawing
2299            boundaryWidthProportion = .5 - extendedNLength / (halfStrokeWidth + extendedNLength);
2300            n += extendedN;
2301        }
2302
2303        // aa lines expand the endpoint vertices to encompass the AA boundary
2304        if (isAA) {
2305            vec2 abVector = (b - a);
2306            length = abVector.length();
2307            abVector.normalize();
2308
2309            if (scaled) {
2310                abVector.x *= inverseScaleX;
2311                abVector.y *= inverseScaleY;
2312                float abLength = abVector.length();
2313                boundaryLengthProportion = .5 - abLength / (length + abLength);
2314            } else {
2315                boundaryLengthProportion = .5 - .5 / (length + 1);
2316            }
2317
2318            abVector /= 2;
2319            a -= abVector;
2320            b += abVector;
2321        }
2322
2323        // Four corners of the rectangle defining a thick line
2324        vec2 p1 = a - n;
2325        vec2 p2 = a + n;
2326        vec2 p3 = b + n;
2327        vec2 p4 = b - n;
2328
2329
2330        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
2331        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
2332        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
2333        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
2334
2335        if (!quickRejectNoScissor(left, top, right, bottom)) {
2336            if (!isAA) {
2337                if (prevVertex != NULL) {
2338                    // Issue two repeat vertices to create degenerate triangles to bridge
2339                    // between the previous line and the new one. This is necessary because
2340                    // we are creating a single triangle_strip which will contain
2341                    // potentially discontinuous line segments.
2342                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
2343                    Vertex::set(vertices++, p1.x, p1.y);
2344                    generatedVerticesCount += 2;
2345                }
2346
2347                Vertex::set(vertices++, p1.x, p1.y);
2348                Vertex::set(vertices++, p2.x, p2.y);
2349                Vertex::set(vertices++, p4.x, p4.y);
2350                Vertex::set(vertices++, p3.x, p3.y);
2351
2352                prevVertex = vertices - 1;
2353                generatedVerticesCount += 4;
2354            } else {
2355                if (!isHairLine && scaled) {
2356                    // Must set width proportions per-segment for scaled non-hairlines to use the
2357                    // correct AA boundary dimensions
2358                    if (boundaryWidthSlot < 0) {
2359                        boundaryWidthSlot =
2360                                mCaches.currentProgram->getUniform("boundaryWidth");
2361                    }
2362
2363                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
2364                }
2365
2366                if (boundaryLengthSlot < 0) {
2367                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
2368                }
2369
2370                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
2371
2372                if (prevAAVertex != NULL) {
2373                    // Issue two repeat vertices to create degenerate triangles to bridge
2374                    // between the previous line and the new one. This is necessary because
2375                    // we are creating a single triangle_strip which will contain
2376                    // potentially discontinuous line segments.
2377                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
2378                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
2379                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2380                    generatedVerticesCount += 2;
2381                }
2382
2383                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2384                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
2385                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
2386                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
2387
2388                prevAAVertex = aaVertices - 1;
2389                generatedVerticesCount += 4;
2390            }
2391
2392            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
2393                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
2394                    *mSnapshot->transform);
2395        }
2396    }
2397
2398    if (generatedVerticesCount > 0) {
2399       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
2400    }
2401
2402    if (isAA) {
2403        finishDrawAALine(widthSlot, lengthSlot);
2404    }
2405
2406    return DrawGlInfo::kStatusDrew;
2407}
2408
2409status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2410    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2411
2412    // TODO: The paint's cap style defines whether the points are square or circular
2413    // TODO: Handle AA for round points
2414
2415    // A stroke width of 0 has a special meaning in Skia:
2416    // it draws an unscaled 1px point
2417    float strokeWidth = paint->getStrokeWidth();
2418    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2419    if (isHairLine) {
2420        // Now that we know it's hairline, we can set the effective width, to be used later
2421        strokeWidth = 1.0f;
2422    }
2423    const float halfWidth = strokeWidth / 2;
2424    int alpha;
2425    SkXfermode::Mode mode;
2426    getAlphaAndMode(paint, &alpha, &mode);
2427
2428    int verticesCount = count >> 1;
2429    int generatedVerticesCount = 0;
2430
2431    TextureVertex pointsData[verticesCount];
2432    TextureVertex* vertex = &pointsData[0];
2433
2434    // TODO: We should optimize this method to not generate vertices for points
2435    // that lie outside of the clip.
2436    mCaches.enableScissor();
2437
2438    setupDraw();
2439    setupDrawNoTexture();
2440    setupDrawPoint(strokeWidth);
2441    setupDrawColor(paint->getColor(), alpha);
2442    setupDrawColorFilter();
2443    setupDrawShader();
2444    setupDrawBlending(mode);
2445    setupDrawProgram();
2446    setupDrawModelViewIdentity(true);
2447    setupDrawColorUniforms();
2448    setupDrawColorFilterUniforms();
2449    setupDrawPointUniforms();
2450    setupDrawShaderIdentityUniforms();
2451    setupDrawMesh(vertex);
2452
2453    for (int i = 0; i < count; i += 2) {
2454        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2455        generatedVerticesCount++;
2456
2457        float left = points[i] - halfWidth;
2458        float right = points[i] + halfWidth;
2459        float top = points[i + 1] - halfWidth;
2460        float bottom = points [i + 1] + halfWidth;
2461
2462        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
2463    }
2464
2465    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2466
2467    return DrawGlInfo::kStatusDrew;
2468}
2469
2470status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2471    // No need to check against the clip, we fill the clip region
2472    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2473
2474    Rect& clip(*mSnapshot->clipRect);
2475    clip.snapToPixelBoundaries();
2476
2477    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2478
2479    return DrawGlInfo::kStatusDrew;
2480}
2481
2482status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2483        SkPaint* paint) {
2484    if (!texture) return DrawGlInfo::kStatusDone;
2485    const AutoTexture autoCleanup(texture);
2486
2487    const float x = left + texture->left - texture->offset;
2488    const float y = top + texture->top - texture->offset;
2489
2490    drawPathTexture(texture, x, y, paint);
2491
2492    return DrawGlInfo::kStatusDrew;
2493}
2494
2495status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2496        float rx, float ry, SkPaint* p) {
2497    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2498        return DrawGlInfo::kStatusDone;
2499    }
2500
2501    if (p->getPathEffect() != 0) {
2502        mCaches.activeTexture(0);
2503        const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2504                right - left, bottom - top, rx, ry, p);
2505        return drawShape(left, top, texture, p);
2506    }
2507
2508    SkPath path;
2509    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2510    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2511        float outset = p->getStrokeWidth() / 2;
2512        rect.outset(outset, outset);
2513        rx += outset;
2514        ry += outset;
2515    }
2516    path.addRoundRect(rect, rx, ry);
2517    drawConvexPath(path, p);
2518
2519    return DrawGlInfo::kStatusDrew;
2520}
2521
2522status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2523    if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2524            x + radius, y + radius, p)) {
2525        return DrawGlInfo::kStatusDone;
2526    }
2527    if (p->getPathEffect() != 0) {
2528        mCaches.activeTexture(0);
2529        const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, p);
2530        return drawShape(x - radius, y - radius, texture, p);
2531    }
2532
2533    SkPath path;
2534    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2535        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2536    } else {
2537        path.addCircle(x, y, radius);
2538    }
2539    drawConvexPath(path, p);
2540
2541    return DrawGlInfo::kStatusDrew;
2542}
2543
2544status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2545        SkPaint* p) {
2546    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2547        return DrawGlInfo::kStatusDone;
2548    }
2549
2550    if (p->getPathEffect() != 0) {
2551        mCaches.activeTexture(0);
2552        const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, p);
2553        return drawShape(left, top, texture, p);
2554    }
2555
2556    SkPath path;
2557    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2558    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2559        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2560    }
2561    path.addOval(rect);
2562    drawConvexPath(path, p);
2563
2564    return DrawGlInfo::kStatusDrew;
2565}
2566
2567status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2568        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2569    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2570        return DrawGlInfo::kStatusDone;
2571    }
2572
2573    if (fabs(sweepAngle) >= 360.0f) {
2574        return drawOval(left, top, right, bottom, p);
2575    }
2576
2577    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2578    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 ||
2579            p->getStrokeCap() != SkPaint::kButt_Cap || useCenter) {
2580        mCaches.activeTexture(0);
2581        const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2582                startAngle, sweepAngle, useCenter, p);
2583        return drawShape(left, top, texture, p);
2584    }
2585
2586    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2587    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2588        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2589    }
2590
2591    SkPath path;
2592    if (useCenter) {
2593        path.moveTo(rect.centerX(), rect.centerY());
2594    }
2595    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2596    if (useCenter) {
2597        path.close();
2598    }
2599    drawConvexPath(path, p);
2600
2601    return DrawGlInfo::kStatusDrew;
2602}
2603
2604// See SkPaintDefaults.h
2605#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2606
2607status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2608    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) {
2609        return DrawGlInfo::kStatusDone;
2610    }
2611
2612    if (p->getStyle() != SkPaint::kFill_Style) {
2613        // only fill style is supported by drawConvexPath, since others have to handle joins
2614        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2615                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2616            mCaches.activeTexture(0);
2617            const PathTexture* texture =
2618                    mCaches.rectShapeCache.getRect(right - left, bottom - top, p);
2619            return drawShape(left, top, texture, p);
2620        }
2621
2622        SkPath path;
2623        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2624        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2625            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2626        }
2627        path.addRect(rect);
2628        drawConvexPath(path, p);
2629
2630        return DrawGlInfo::kStatusDrew;
2631    }
2632
2633    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2634        SkPath path;
2635        path.addRect(left, top, right, bottom);
2636        drawConvexPath(path, p);
2637    } else {
2638        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2639    }
2640
2641    return DrawGlInfo::kStatusDrew;
2642}
2643
2644void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2645        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2646        float x, float y) {
2647    mCaches.activeTexture(0);
2648
2649    // NOTE: The drop shadow will not perform gamma correction
2650    //       if shader-based correction is enabled
2651    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2652    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2653            paint, text, bytesCount, count, mShadowRadius, positions);
2654    const AutoTexture autoCleanup(shadow);
2655
2656    const float sx = x - shadow->left + mShadowDx;
2657    const float sy = y - shadow->top + mShadowDy;
2658
2659    const int shadowAlpha = ((mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2660    int shadowColor = mShadowColor;
2661    if (mShader) {
2662        shadowColor = 0xffffffff;
2663    }
2664
2665    setupDraw();
2666    setupDrawWithTexture(true);
2667    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2668    setupDrawColorFilter();
2669    setupDrawShader();
2670    setupDrawBlending(true, mode);
2671    setupDrawProgram();
2672    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2673    setupDrawTexture(shadow->id);
2674    setupDrawPureColorUniforms();
2675    setupDrawColorFilterUniforms();
2676    setupDrawShaderUniforms();
2677    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2678
2679    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2680}
2681
2682status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2683        const float* positions, SkPaint* paint) {
2684    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2685            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2686        return DrawGlInfo::kStatusDone;
2687    }
2688
2689    // NOTE: Skia does not support perspective transform on drawPosText yet
2690    if (!mSnapshot->transform->isSimple()) {
2691        return DrawGlInfo::kStatusDone;
2692    }
2693
2694    float x = 0.0f;
2695    float y = 0.0f;
2696    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2697    if (pureTranslate) {
2698        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2699        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2700    }
2701
2702    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2703    fontRenderer.setFont(paint, *mSnapshot->transform);
2704
2705    int alpha;
2706    SkXfermode::Mode mode;
2707    getAlphaAndMode(paint, &alpha, &mode);
2708
2709    if (CC_UNLIKELY(mHasShadow)) {
2710        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2711                alpha, mode, 0.0f, 0.0f);
2712    }
2713
2714    // Pick the appropriate texture filtering
2715    bool linearFilter = mSnapshot->transform->changesBounds();
2716    if (pureTranslate && !linearFilter) {
2717        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2718    }
2719
2720    mCaches.activeTexture(0);
2721    setupDraw();
2722    setupDrawTextGamma(paint);
2723    setupDrawDirtyRegionsDisabled();
2724    setupDrawWithTexture(true);
2725    setupDrawAlpha8Color(paint->getColor(), alpha);
2726    setupDrawColorFilter();
2727    setupDrawShader();
2728    setupDrawBlending(true, mode);
2729    setupDrawProgram();
2730    setupDrawModelView(x, y, x, y, pureTranslate, true);
2731    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2732    setupDrawPureColorUniforms();
2733    setupDrawColorFilterUniforms();
2734    setupDrawShaderUniforms(pureTranslate);
2735    setupDrawTextGammaUniforms();
2736
2737    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2738    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2739
2740    const bool hasActiveLayer = hasLayer();
2741
2742    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2743            positions, hasActiveLayer ? &bounds : NULL)) {
2744        if (hasActiveLayer) {
2745            if (!pureTranslate) {
2746                mSnapshot->transform->mapRect(bounds);
2747            }
2748            dirtyLayerUnchecked(bounds, getRegion());
2749        }
2750    }
2751
2752    return DrawGlInfo::kStatusDrew;
2753}
2754
2755status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2756        float x, float y, const float* positions, SkPaint* paint, float length) {
2757    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2758            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2759        return DrawGlInfo::kStatusDone;
2760    }
2761
2762    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2763    switch (paint->getTextAlign()) {
2764        case SkPaint::kCenter_Align:
2765            x -= length / 2.0f;
2766            break;
2767        case SkPaint::kRight_Align:
2768            x -= length;
2769            break;
2770        default:
2771            break;
2772    }
2773
2774    SkPaint::FontMetrics metrics;
2775    paint->getFontMetrics(&metrics, 0.0f);
2776    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2777        return DrawGlInfo::kStatusDone;
2778    }
2779
2780#if DEBUG_GLYPHS
2781    ALOGD("OpenGLRenderer drawText() with FontID=%d",
2782            SkTypeface::UniqueID(paint->getTypeface()));
2783#endif
2784
2785    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2786    fontRenderer.setFont(paint, *mSnapshot->transform);
2787
2788    const float oldX = x;
2789    const float oldY = y;
2790    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2791    if (CC_LIKELY(pureTranslate)) {
2792        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2793        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2794    }
2795
2796    int alpha;
2797    SkXfermode::Mode mode;
2798    getAlphaAndMode(paint, &alpha, &mode);
2799
2800    if (CC_UNLIKELY(mHasShadow)) {
2801        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode,
2802                oldX, oldY);
2803    }
2804
2805    // Pick the appropriate texture filtering
2806    bool linearFilter = mSnapshot->transform->changesBounds();
2807    if (pureTranslate && !linearFilter) {
2808        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2809    }
2810
2811    // The font renderer will always use texture unit 0
2812    mCaches.activeTexture(0);
2813    setupDraw();
2814    setupDrawTextGamma(paint);
2815    setupDrawDirtyRegionsDisabled();
2816    setupDrawWithTexture(true);
2817    setupDrawAlpha8Color(paint->getColor(), alpha);
2818    setupDrawColorFilter();
2819    setupDrawShader();
2820    setupDrawBlending(true, mode);
2821    setupDrawProgram();
2822    setupDrawModelView(x, y, x, y, pureTranslate, true);
2823    // See comment above; the font renderer must use texture unit 0
2824    // assert(mTextureUnit == 0)
2825    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2826    setupDrawPureColorUniforms();
2827    setupDrawColorFilterUniforms();
2828    setupDrawShaderUniforms(pureTranslate);
2829    setupDrawTextGammaUniforms();
2830
2831    const Rect* clip = pureTranslate ? mSnapshot->clipRect :
2832            (mSnapshot->hasPerspectiveTransform() ? NULL : &mSnapshot->getLocalClip());
2833    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2834
2835    const bool hasActiveLayer = hasLayer();
2836
2837    bool status;
2838    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2839        SkPaint paintCopy(*paint);
2840        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2841        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2842                positions, hasActiveLayer ? &bounds : NULL);
2843    } else {
2844        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2845                positions, hasActiveLayer ? &bounds : NULL);
2846    }
2847
2848    if (status && hasActiveLayer) {
2849        if (!pureTranslate) {
2850            mSnapshot->transform->mapRect(bounds);
2851        }
2852        dirtyLayerUnchecked(bounds, getRegion());
2853    }
2854
2855    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2856
2857    return DrawGlInfo::kStatusDrew;
2858}
2859
2860status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2861        float hOffset, float vOffset, SkPaint* paint) {
2862    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2863            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2864        return DrawGlInfo::kStatusDone;
2865    }
2866
2867    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2868    fontRenderer.setFont(paint, *mSnapshot->transform);
2869
2870    int alpha;
2871    SkXfermode::Mode mode;
2872    getAlphaAndMode(paint, &alpha, &mode);
2873
2874    mCaches.activeTexture(0);
2875    setupDraw();
2876    setupDrawTextGamma(paint);
2877    setupDrawDirtyRegionsDisabled();
2878    setupDrawWithTexture(true);
2879    setupDrawAlpha8Color(paint->getColor(), alpha);
2880    setupDrawColorFilter();
2881    setupDrawShader();
2882    setupDrawBlending(true, mode);
2883    setupDrawProgram();
2884    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2885    setupDrawTexture(fontRenderer.getTexture(true));
2886    setupDrawPureColorUniforms();
2887    setupDrawColorFilterUniforms();
2888    setupDrawShaderUniforms(false);
2889    setupDrawTextGammaUniforms();
2890
2891    const Rect* clip = &mSnapshot->getLocalClip();
2892    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2893
2894    const bool hasActiveLayer = hasLayer();
2895
2896    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2897            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2898        if (hasActiveLayer) {
2899            mSnapshot->transform->mapRect(bounds);
2900            dirtyLayerUnchecked(bounds, getRegion());
2901        }
2902    }
2903
2904    return DrawGlInfo::kStatusDrew;
2905}
2906
2907status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2908    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2909
2910    mCaches.activeTexture(0);
2911
2912    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2913    if (!texture) return DrawGlInfo::kStatusDone;
2914    const AutoTexture autoCleanup(texture);
2915
2916    const float x = texture->left - texture->offset;
2917    const float y = texture->top - texture->offset;
2918
2919    drawPathTexture(texture, x, y, paint);
2920
2921    return DrawGlInfo::kStatusDrew;
2922}
2923
2924status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2925    if (!layer) {
2926        return DrawGlInfo::kStatusDone;
2927    }
2928
2929    mat4* transform = NULL;
2930    if (layer->isTextureLayer()) {
2931        transform = &layer->getTransform();
2932        if (!transform->isIdentity()) {
2933            save(0);
2934            mSnapshot->transform->multiply(*transform);
2935        }
2936    }
2937
2938    Rect transformed;
2939    Rect clip;
2940    const bool rejected = quickRejectNoScissor(x, y,
2941            x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip);
2942
2943    if (rejected) {
2944        if (transform && !transform->isIdentity()) {
2945            restore();
2946        }
2947        return DrawGlInfo::kStatusDone;
2948    }
2949
2950    updateLayer(layer, true);
2951
2952    mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed));
2953    mCaches.activeTexture(0);
2954
2955    if (CC_LIKELY(!layer->region.isEmpty())) {
2956        SkiaColorFilter* oldFilter = mColorFilter;
2957        mColorFilter = layer->getColorFilter();
2958
2959        if (layer->region.isRect()) {
2960            composeLayerRect(layer, layer->regionRect);
2961        } else if (layer->mesh) {
2962            const float a = layer->getAlpha() / 255.0f;
2963            setupDraw();
2964            setupDrawWithTexture();
2965            setupDrawColor(a, a, a, a);
2966            setupDrawColorFilter();
2967            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2968            setupDrawProgram();
2969            setupDrawPureColorUniforms();
2970            setupDrawColorFilterUniforms();
2971            setupDrawTexture(layer->getTexture());
2972            if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2973                int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2974                int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2975
2976                layer->setFilter(GL_NEAREST);
2977                setupDrawModelViewTranslate(tx, ty,
2978                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2979            } else {
2980                layer->setFilter(GL_LINEAR);
2981                setupDrawModelViewTranslate(x, y,
2982                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2983            }
2984            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2985
2986            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2987                    GL_UNSIGNED_SHORT, layer->meshIndices);
2988
2989            finishDrawTexture();
2990
2991#if DEBUG_LAYERS_AS_REGIONS
2992            drawRegionRects(layer->region);
2993#endif
2994        }
2995
2996        mColorFilter = oldFilter;
2997
2998        if (layer->debugDrawUpdate) {
2999            layer->debugDrawUpdate = false;
3000            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
3001                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
3002        }
3003    }
3004
3005    if (transform && !transform->isIdentity()) {
3006        restore();
3007    }
3008
3009    return DrawGlInfo::kStatusDrew;
3010}
3011
3012///////////////////////////////////////////////////////////////////////////////
3013// Shaders
3014///////////////////////////////////////////////////////////////////////////////
3015
3016void OpenGLRenderer::resetShader() {
3017    mShader = NULL;
3018}
3019
3020void OpenGLRenderer::setupShader(SkiaShader* shader) {
3021    mShader = shader;
3022    if (mShader) {
3023        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
3024    }
3025}
3026
3027///////////////////////////////////////////////////////////////////////////////
3028// Color filters
3029///////////////////////////////////////////////////////////////////////////////
3030
3031void OpenGLRenderer::resetColorFilter() {
3032    mColorFilter = NULL;
3033}
3034
3035void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
3036    mColorFilter = filter;
3037}
3038
3039///////////////////////////////////////////////////////////////////////////////
3040// Drop shadow
3041///////////////////////////////////////////////////////////////////////////////
3042
3043void OpenGLRenderer::resetShadow() {
3044    mHasShadow = false;
3045}
3046
3047void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
3048    mHasShadow = true;
3049    mShadowRadius = radius;
3050    mShadowDx = dx;
3051    mShadowDy = dy;
3052    mShadowColor = color;
3053}
3054
3055///////////////////////////////////////////////////////////////////////////////
3056// Draw filters
3057///////////////////////////////////////////////////////////////////////////////
3058
3059void OpenGLRenderer::resetPaintFilter() {
3060    mHasDrawFilter = false;
3061}
3062
3063void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3064    mHasDrawFilter = true;
3065    mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3066    mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3067}
3068
3069SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
3070    if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint;
3071
3072    uint32_t flags = paint->getFlags();
3073
3074    mFilteredPaint = *paint;
3075    mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits);
3076
3077    return &mFilteredPaint;
3078}
3079
3080///////////////////////////////////////////////////////////////////////////////
3081// Drawing implementation
3082///////////////////////////////////////////////////////////////////////////////
3083
3084void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3085        float x, float y, SkPaint* paint) {
3086    if (quickReject(x, y, x + texture->width, y + texture->height)) {
3087        return;
3088    }
3089
3090    int alpha;
3091    SkXfermode::Mode mode;
3092    getAlphaAndMode(paint, &alpha, &mode);
3093
3094    setupDraw();
3095    setupDrawWithTexture(true);
3096    setupDrawAlpha8Color(paint->getColor(), alpha);
3097    setupDrawColorFilter();
3098    setupDrawShader();
3099    setupDrawBlending(true, mode);
3100    setupDrawProgram();
3101    setupDrawModelView(x, y, x + texture->width, y + texture->height);
3102    setupDrawTexture(texture->id);
3103    setupDrawPureColorUniforms();
3104    setupDrawColorFilterUniforms();
3105    setupDrawShaderUniforms();
3106    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3107
3108    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3109
3110    finishDrawTexture();
3111}
3112
3113// Same values used by Skia
3114#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3115#define kStdUnderline_Offset    (1.0f / 9.0f)
3116#define kStdUnderline_Thickness (1.0f / 18.0f)
3117
3118void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
3119        float x, float y, SkPaint* paint) {
3120    // Handle underline and strike-through
3121    uint32_t flags = paint->getFlags();
3122    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3123        SkPaint paintCopy(*paint);
3124        float underlineWidth = length;
3125        // If length is > 0.0f, we already measured the text for the text alignment
3126        if (length <= 0.0f) {
3127            underlineWidth = paintCopy.measureText(text, bytesCount);
3128        }
3129
3130        if (CC_LIKELY(underlineWidth > 0.0f)) {
3131            const float textSize = paintCopy.getTextSize();
3132            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3133
3134            const float left = x;
3135            float top = 0.0f;
3136
3137            int linesCount = 0;
3138            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3139            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3140
3141            const int pointsCount = 4 * linesCount;
3142            float points[pointsCount];
3143            int currentPoint = 0;
3144
3145            if (flags & SkPaint::kUnderlineText_Flag) {
3146                top = y + textSize * kStdUnderline_Offset;
3147                points[currentPoint++] = left;
3148                points[currentPoint++] = top;
3149                points[currentPoint++] = left + underlineWidth;
3150                points[currentPoint++] = top;
3151            }
3152
3153            if (flags & SkPaint::kStrikeThruText_Flag) {
3154                top = y + textSize * kStdStrikeThru_Offset;
3155                points[currentPoint++] = left;
3156                points[currentPoint++] = top;
3157                points[currentPoint++] = left + underlineWidth;
3158                points[currentPoint++] = top;
3159            }
3160
3161            paintCopy.setStrokeWidth(strokeWidth);
3162
3163            drawLines(&points[0], pointsCount, &paintCopy);
3164        }
3165    }
3166}
3167
3168status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3169    if (mSnapshot->isIgnored()) {
3170        return DrawGlInfo::kStatusDone;
3171    }
3172
3173    int color = paint->getColor();
3174    // If a shader is set, preserve only the alpha
3175    if (mShader) {
3176        color |= 0x00ffffff;
3177    }
3178    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3179
3180    return drawColorRects(rects, count, color, mode);
3181}
3182
3183status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3184        SkXfermode::Mode mode, bool ignoreTransform, bool dirty) {
3185
3186    float left = FLT_MAX;
3187    float top = FLT_MAX;
3188    float right = FLT_MIN;
3189    float bottom = FLT_MIN;
3190
3191    int vertexCount = 0;
3192    Vertex mesh[count * 6];
3193    Vertex* vertex = mesh;
3194
3195    for (int index = 0; index < count; index += 4) {
3196        float l = rects[index + 0];
3197        float t = rects[index + 1];
3198        float r = rects[index + 2];
3199        float b = rects[index + 3];
3200
3201        if (ignoreTransform || !quickRejectNoScissor(left, top, right, bottom)) {
3202            Vertex::set(vertex++, l, b);
3203            Vertex::set(vertex++, l, t);
3204            Vertex::set(vertex++, r, t);
3205            Vertex::set(vertex++, l, b);
3206            Vertex::set(vertex++, r, t);
3207            Vertex::set(vertex++, r, b);
3208
3209            vertexCount += 6;
3210
3211            left = fminf(left, l);
3212            top = fminf(top, t);
3213            right = fmaxf(right, r);
3214            bottom = fmaxf(bottom, b);
3215        }
3216    }
3217
3218    if (count == 0) return DrawGlInfo::kStatusDone;
3219
3220    setupDraw();
3221    setupDrawNoTexture();
3222    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3223    setupDrawShader();
3224    setupDrawColorFilter();
3225    setupDrawBlending(mode);
3226    setupDrawProgram();
3227    setupDrawDirtyRegionsDisabled();
3228    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true);
3229    setupDrawColorUniforms();
3230    setupDrawShaderUniforms();
3231    setupDrawColorFilterUniforms();
3232    setupDrawVertices((GLvoid*) &mesh[0].position[0]);
3233
3234    if (dirty && hasLayer()) {
3235        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
3236    }
3237
3238    glDrawArrays(GL_TRIANGLES, 0, vertexCount);
3239
3240    return DrawGlInfo::kStatusDrew;
3241}
3242
3243void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3244        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3245    // If a shader is set, preserve only the alpha
3246    if (mShader) {
3247        color |= 0x00ffffff;
3248    }
3249
3250    setupDraw();
3251    setupDrawNoTexture();
3252    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3253    setupDrawShader();
3254    setupDrawColorFilter();
3255    setupDrawBlending(mode);
3256    setupDrawProgram();
3257    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3258    setupDrawColorUniforms();
3259    setupDrawShaderUniforms(ignoreTransform);
3260    setupDrawColorFilterUniforms();
3261    setupDrawSimpleMesh();
3262
3263    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3264}
3265
3266void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3267        Texture* texture, SkPaint* paint) {
3268    int alpha;
3269    SkXfermode::Mode mode;
3270    getAlphaAndMode(paint, &alpha, &mode);
3271
3272    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3273
3274    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
3275        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
3276        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
3277
3278        texture->setFilter(GL_NEAREST, true);
3279        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3280                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
3281                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
3282    } else {
3283        texture->setFilter(FILTER(paint), true);
3284        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3285                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
3286                GL_TRIANGLE_STRIP, gMeshCount);
3287    }
3288}
3289
3290void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3291        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3292    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3293            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3294}
3295
3296void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3297        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3298        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3299        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3300
3301    setupDraw();
3302    setupDrawWithTexture();
3303    setupDrawColor(alpha, alpha, alpha, alpha);
3304    setupDrawColorFilter();
3305    setupDrawBlending(blend, mode, swapSrcDst);
3306    setupDrawProgram();
3307    if (!dirty) setupDrawDirtyRegionsDisabled();
3308    if (!ignoreScale) {
3309        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3310    } else {
3311        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3312    }
3313    setupDrawTexture(texture);
3314    setupDrawPureColorUniforms();
3315    setupDrawColorFilterUniforms();
3316    setupDrawMesh(vertices, texCoords, vbo);
3317
3318    glDrawArrays(drawMode, 0, elementsCount);
3319
3320    finishDrawTexture();
3321}
3322
3323void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3324        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3325        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3326        bool ignoreTransform, bool dirty) {
3327
3328    setupDraw();
3329    setupDrawWithTexture(true);
3330    if (hasColor) {
3331        setupDrawAlpha8Color(color, alpha);
3332    }
3333    setupDrawColorFilter();
3334    setupDrawShader();
3335    setupDrawBlending(true, mode);
3336    setupDrawProgram();
3337    if (!dirty) setupDrawDirtyRegionsDisabled();
3338    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3339    setupDrawTexture(texture);
3340    setupDrawPureColorUniforms();
3341    setupDrawColorFilterUniforms();
3342    setupDrawShaderUniforms();
3343    setupDrawMesh(vertices, texCoords);
3344
3345    glDrawArrays(drawMode, 0, elementsCount);
3346
3347    finishDrawTexture();
3348}
3349
3350void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3351        ProgramDescription& description, bool swapSrcDst) {
3352    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3353
3354    if (blend) {
3355        // These blend modes are not supported by OpenGL directly and have
3356        // to be implemented using shaders. Since the shader will perform
3357        // the blending, turn blending off here
3358        // If the blend mode cannot be implemented using shaders, fall
3359        // back to the default SrcOver blend mode instead
3360        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3361            if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) {
3362                description.framebufferMode = mode;
3363                description.swapSrcDst = swapSrcDst;
3364
3365                if (mCaches.blend) {
3366                    glDisable(GL_BLEND);
3367                    mCaches.blend = false;
3368                }
3369
3370                return;
3371            } else {
3372                mode = SkXfermode::kSrcOver_Mode;
3373            }
3374        }
3375
3376        if (!mCaches.blend) {
3377            glEnable(GL_BLEND);
3378        }
3379
3380        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3381        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3382
3383        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3384            glBlendFunc(sourceMode, destMode);
3385            mCaches.lastSrcMode = sourceMode;
3386            mCaches.lastDstMode = destMode;
3387        }
3388    } else if (mCaches.blend) {
3389        glDisable(GL_BLEND);
3390    }
3391    mCaches.blend = blend;
3392}
3393
3394bool OpenGLRenderer::useProgram(Program* program) {
3395    if (!program->isInUse()) {
3396        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3397        program->use();
3398        mCaches.currentProgram = program;
3399        return false;
3400    }
3401    return true;
3402}
3403
3404void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3405    TextureVertex* v = &mMeshVertices[0];
3406    TextureVertex::setUV(v++, u1, v1);
3407    TextureVertex::setUV(v++, u2, v1);
3408    TextureVertex::setUV(v++, u1, v2);
3409    TextureVertex::setUV(v++, u2, v2);
3410}
3411
3412void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
3413    getAlphaAndModeDirect(paint, alpha,  mode);
3414    *alpha *= mSnapshot->alpha;
3415}
3416
3417}; // namespace uirenderer
3418}; // namespace android
3419